Spells of Legend

Time for another Common Magic spell...

Shape Stone
Duration 5, Magnitude 1, Progressive
This spell allows the caster to manipulate solid stone with their hands as though it were soft clay. For the duration of the spell, the caster can manipulate a volume of stone whose SIZ is no greater to the Magnitude of the spell. The caster must make direct physical contact with the rock in order to reshape it. This spell works on any type of natural rock or stone (including gemstones). However, the affected stone only becomes malleable to the caster - it will still feel solid to other people.

When the spell ends, the stone hardens, becoming fixed in a new form. With a successful Craft (Pottery) roll, the caster can use this spell to create stone bowls, jugs, goblets, and similar utensils. These function like their mundane equivalents but are much tougher (typically AP 5-6 and HP 4+, depending upon the item). The spell can also be used to embed or encase small objects within solid rock, provided that their SIZ is at least one point lower than the Magnitude of the spell.

The caster can also use to use this spell to weaken a stone structures such as a bridge or statue if they make a successful roll against Lore (Architecture) or Craft (Stonemason), reducing it's AP and HP by a number of points equal to the Magnitude of the spell. If cast at the right point on a load-bearing structure, this may cause it to collapse. Using the spell to collapse a structure (eg: by liquefying the keystone of an arch) requires a Critical Success on either the Common Magic roll used to cast the spell or on the Lore (Architecture) or Craft (Stonemason) roll to locate the most effective point to weaken the structure. This may be dangerous to the caster as they must be in physical contact with the structure when it collapses.
 
I've been experimenting with some new game mechanics for Divine Magic and would be interested in any feedback that people might have on the new miracles posted below:

Divine Courage
Duration (Special), Rank Priest, Area (Special)
The caster exhorts companions and allies to stand firm against enemies, even in the face of certain death. All initiates of the caster's faith instantly regain their composure and gain a bonus to Persistence rolls against natural or supernatural fear equal to double the Critical Range of the Caster's Oratory skill. This effect even counters the overwhelming dread inspired by potent otherworldly entities such as potent demons or undead (GM's discretion). This spell affects all individuals within a radius equal to the caster's POW in meters, provided that they are able to hear the caster. The bonus provided by the caster's inspirational words lasts for a number of rounds equal to the amount of POW the caster has dedicated to his deity. On the battlefield, this spell can be used to rally a single military unit whose morale is wavering or has broken on the previous round, provided that at least half of the unit's members are within the area of effect.

Righteous Wrath
Duration (Special), Rank Priest, Touch
For the duration of the spell, the caster may add the Critical Range of their Lore (Specific Theology) skill to all attack rolls against hostile supernatural entities such as demons and undead (GM's discretion). In addition, each successful strike against an eligible target inflicts bonus damage equal to the amount of POW the caster has Dedicated to his or her deity. This bonus damage ignores any external armour worn by the target, but not any inherent armour points possessed by the affected Hit Location. The benefits of this spell persist for a number of rounds equal to the amount of POW the caster has dedicated to his or her deity.

Rebuke
Duration (Special), Rank Initiate, Resist (Persistence), Ranged
The target of this spell must make an opposed Persistence roll or be stunned for a number of Combat Actions equal to the amount of POW the caster has dedicated to his or her deity. Stunned targets suffer a -4 penalty to their Strike Rank and stagger about with a -2m penalty to their normal Movement rate. In addition, for the duration of the effect all skill Tests (including combat rolls) suffer a -20% penalty. The penalties associated with this spell are doubled if the target is a former member of the caster's faith who has fallen into heresy or apostasy.
 
A couple of new common magic spells:

Summon Weapon
Instant, Magnitude 1, Ranged
This spell allows the caster to summon a thrown or dropped weapon back to their hand so that it can be used on his next Combat Action. When the spell is cast, the designated weapon flies through the air into the caster's waiting grasp. Enemies in the path of the returning weapon can attempt to grab in as it flies past, but must win an opposed contest between their Brawn skill and the caster's Common Magic skill to do so. The summoned weapon must be within a distance equal to the caster's POW x 5 in meters and no solid barriers (e.g. walls, closed doors) can be in its path. The flight path of the weapon will avoid smaller obstacles such as trees, boulders, or bystanders. Attempts to use this spell to summon a weapon through the body of a grappled enemy and similar foolishness automatically fail. The caster must be able to see the desired weapon or know its exact location in order to summon it.

Blade Song
Duration Special, Magnitude 2, Touch
For the duration of the spell, the target moves with fluid grace in combat and may increase a single close combat style by the Critical Range of their Dance or Acrobatics skill (caster's choice). The target may also apply this bonus to their Evade skill. The spell has a Duration equal to the target's DEX in minutes.
 
Prime_Evil said:
Time for another Common Magic spell...

Shape Stone
Duration 5, Magnitude 1, Progressive
This spell allows the caster to manipulate solid stone with their hands as though it were soft clay. For the duration of the spell, the caster can manipulate a volume of stone whose SIZ is no greater to the Magnitude of the spell. The caster must make direct physical contact with the rock in order to reshape it. This spell works on any type of natural rock or stone (including gemstones). However, the affected stone only becomes malleable to the caster - it will still feel solid to other people.

When the spell ends, the stone hardens, becoming fixed in a new form. With a successful Craft (Pottery) roll, the caster can use this spell to create stone bowls, jugs, goblets, and similar utensils. These function like their mundane equivalents but are much tougher (typically AP 5-6 and HP 4+, depending upon the item). The spell can also be used to embed or encase small objects within solid rock, provided that their SIZ is at least one point lower than the Magnitude of the spell.

The caster can also use to use this spell to weaken a stone structures such as a bridge or statue if they make a successful roll against Lore (Architecture) or Craft (Stonemason), reducing it's AP and HP by a number of points equal to the Magnitude of the spell. If cast at the right point on a load-bearing structure, this may cause it to collapse. Using the spell to collapse a structure (eg: by liquefying the keystone of an arch) requires a Critical Success on either the Common Magic roll used to cast the spell or on the Lore (Architecture) or Craft (Stonemason) roll to locate the most effective point to weaken the structure. This may be dangerous to the caster as they must be in physical contact with the structure when it collapses.


I am a bit concerned about the power inherent in this spell. Someone with this spell could easily breach a fortress. It makes physical (stone) defenses worthless, as you could simply shape the stone into a doorway and allow your troops to enter.

Yes, there are limits due to the Magnitude of the spell, but with Circles and other forms of POW enhancement, I could easily see a Magnitude 20 spell being cast, allowing a large doorway to be created through the wall...

If it can take out a bridge, it could breach a wall.
 
Rikki Tikki Traveller said:
If it can take out a bridge, it could breach a wall.
Too small thinking.
Imagine that evil sorcerer's tower. Don't bother just delving into it and investigating all those chambers. Just use this thing and watch the tower wilt like a dying flower.
The third paragraph can be dropped.
 
There are indeed plans to update the PDF - and to offer a minimal-formatting RTF / DOCX / ODT version for people who'd like to tinker with the contents themselves.

I've done some work on the manuscript over the new year break, but progress is slower than I like.

I'm aiming to dramatically increase the number of spells in the next version, so it's taking a while to develop all of the new spells.

Here are a couple of new Common Magic spells that haven't previously appeared. Not all of these are suitable for every campaign, but there should be something here for everybody:

Blast
Instant, Magnitude 1, Progressive, Resist (Evade)
This spell creates a fiery explosion centred on the caster with a maximum blast radius equal to the caster's POW in meters. Creatures and objects adjacent to the caster suffer damage equal to spell's Magnitude to all hit locations, with the damage reduced by 1 point for each meter of distance from the caster. The damage inflicted by the blast cannot exceed the caster's POW / 3 (rounded down) and armour protects as normal. A Critical Success on the casting roll doubles the damage caused by the explosion and removes the cap on the maximum damage that can be inflicted. The caster is immune to the effects of the explosion, although a Fumble indicates that the spell goes off as planned but the caster suffers full damage. Targets can resist this spell with an opposed Evade test against the caster's Common Magic skill. Adventurers with a metal shield (size M or L) can shelter behind it to negate all damage, provided that they are aware of the blast in advance.

Bridge
Duration (Special), Magnitude 1, Progressive
This spell creates a shimmering bridge comprised of transparent magical force spanning an obstacle such as a chasm. The maximum weight that the bridge can support is equal to 100 kg multiplied by the spell's Magnitude and the maximum length of the bridge is equal to 10 x the spell's Magnitude in meters. The maximum width of the bridge is equal to the spell's Magnitude in meters. All of the dimensions are doubled on a Critical Success, as is the maximum weight that the bridge can bear. The bridge possesses 10 AP and a number of Hit Points equal to Magnitude x 20. By default the bridge lasts a number of rounds equal to the caster's POW, although the caster may spend a Combat Action to end the spell prematurely (e.g. when an enemy is half-way across a chasm). If the caster fumbles the Common Magic roll required to cast this spell, the bridge suddenly vanishes 1d4+1 rounds after it is cast. This may have catastrophic results if it is still in use at the time.

Despair
Duration (Special), Magnitude 1, Progressive, Resist (Persistence)
This spell causes all living creatures within a radius equal to the caster's POW x 2 to suffer feelings of hopelessness and despair. Victims who fail an opposed Persistence test against the caster's Common Magic skill are overwhelmed by despondency and dismay. This spell affects all creatures within the radius, both friends and enemies. The caster is immune to the effects of the spell, as are undead and other non-living entities. Creatures who fall into despair suffer a penalty to all actions for a number of Combat Actions equal to the spell's Magnitude. The Difficulty of most tasks is increased by one step and a flat -20% penalty is applied to those tests that do not have an assigned difficulty. Military forces within the area of effect rout unless a Courage spell or a successful test against Command or Oratory is used to rally them. If the caster achieves a Critical Success when casting this spell, double the penalties suffered by all creatures who succumb to despair and multiply the spells Magnitude by 2 for the purpose of determining the duration. Conversely, if the spell is fumbled, the caster suffers severe depression for a number of days equal to the Magnitude, with a -20% penalty to all skill tests during this period.

Discord
Duration (Special), Magnitude 1, Progressive, Resist (Special)
This spell creates an aura of discord and strife causing even the closest friends to bicker and argue with each other. This area is centred on the position of the caster with a radius equal to the caster's POW x Magnitude. The caster is immune to the effects of their own spell (although on a fumble the caster may be affected, with consequences that may vary from comical to deadly).
Within the zone of discord, every remark is interpreted as an insult that leaves the hearer seething with anger. Each round, characters make an opposed Persistence test against the caster's Common Magic skill or initiate an argument with the nearest person. Skills such as Influence and Oratory suffer a penalty equal to double the critical range of the caster's Common Magic skill unless the speaker is using them to preach hatred. The caster can use this spell in conjunction with these skills to incite violence or inflame existing prejudices, gaining a +10% bonus per point of Magnitude provided that they are promoting malice, envy, jealousy, or similar emotions. In the right circumstances, this spell can be used to whip up a mob or convince someone to take rash and impetuous action in response to a perceived insult.
This spell does not automatically make people homicidal towards each other, but does heighten any existing tendencies towards violence (GM's discretion). Animals within the area are automatically hostile to sentient creatures and to each other. Attempts to calm angry animals automatically fail. The spell lasts for a number of rounds equal to the Magnitude. On a Critical Success the radius and duration of the spell are doubled. When the duration of the spell ends, all creatures within the area of effect remember their words and actions, but cannot recall exactly why they felt so angry and resentful.
The Harmony spell (q.v) cancels an existing Discord spell if the caster wins an opposed test of Common Magic against the other spellcaster, and vice versa.

Farsight
Duration 5, Magnitude 2
This spell temporarily enables the caster to see great distances, allowing them to see with extreme clarity for a number of kilometres equal to the Caster's POW / 2 (rounded down). The difficulty of vision-based Perception tests to notice distant targets within this range is decreased by two steps and range penalties with missile weapons are halved (rounded down). This spell does not grant the caster's vision any other capabilities such as the ability to see in the dark. However, if the caster already possesses traits such as Night Vision of Dark Vision, this spell greatly enhances the range of these capabilities. This spell is of particular utility to archers, rangers, and military scouts. On a Critical Success, the range of the caster's vision is doubled, allowing them to clearly see a number of kilometres equal to the caster's POW. Conversely, on a fumble the caster is rendered short-sighted for 1d4+1 hours, suffering a -20% penalty to vision-based Perception rolls and missile attacks involving targets more than two meters away.

Freeze
Touch, Magnitude 1, Progressive
This spell instantly transforms a volume of water into ice, greatly reducing its temperature. By default, the caster can freeze a volume of water whose SIZ is no greater than the POW of the caster. For every 5 additional points of SIZ, the Magnitude of the spell must be increased by 1. If cast underwater, the frozen ice will immediately float towards the surface at Move 10. Any diver or other creature completely encased in the ice may suffocate as per the standard rules. This spell has no effect on liquids other than water.
Alternatively, the caster can freeze the surface of a body of water in a radius equal to the caster's POW in meters. In this case, a thick layer of ice floats on the surface of the water. Any creatures wading or swimming through the water must make a contested roll using their Brawn or Swim (whichever is better) against the caster's Common Magic skill in order to free themselves. Creatures trapped under the ice must make a Brawn roll to escape. The ice lasts as long as environmental conditions permit, but will eventually melt.
On a Critical Success, the volume of water frozen is doubled. On a fumble, the caster's hand becomes trapped in the frozen ice until it is freed or the ice melts naturally.

Harmony
Duration (Special), Magnitude 1, Progressive, Resist (Special)
This spell creates an aura of peace and tranquillity with a radius equal to the caster's POW x Magnitude. This area is centred on the position of the caster and does not move. Within this zone, creatures feel a deep sense of calmness and serenity and must make an opposed Persistence test against the caster's Common Magic skill to initiate any hostile action. Even the most violent individual feels placid and composed. In addition, those within the area receive a temporary bonus to the Healing and Meditation equal to double the critical range of the caster's Common Magic skill. In addition, the caster gains a +10% bonus per point of Magnitude to Influence and Oratory tests to encourage reconciliation and tolerance. While under the effects of this spell, listeners do not automatically agree with each other but are more inclined to seek common ground than dwell upon their differences. Attempts to calm skittish or frightened animals within the area automatically succeed. Creatures who remain within the area for the entire duration feel restful and contented, losing a single level of Fatigue. Supernatural forms of mental control or possession are temporarily suspended within the spell's area of effect, but resume when the spell ends or the subject moves out of the area. The spell lasts for a number of rounds equal to the Magnitude, although this is doubled if a critical success is rolled when it is cast. A fumble creates an effect identical to the Discord spell (q.v.) rather than the desired aura of tranquillity. The Harmony spell cancels an existing Discord spell if the caster wins an opposed test of Common Magic against the other spellcaster, and vice versa.

Restrain
Ranged, Duration (Special), Resist (Evade)
This spell restrains a single target with bonds composed of transparent magical force. The target can attempt to avoid capture with an opposed Evade test against the caster's Common Magic skill. The bonds last for a number of rounds equal to the caster's POW, although the duration is doubled if a critical success is achieved on the casting roll. Halve the the Strike Rank and Move of a target captured by the magical bonds. whilst restrained, the victim suffers a -40% penalty to all actions. In addition, enemies can spend a Combat Action to make an automatic attempt to perform one of the following manoevres against the trapped character, assuming that they are armed with a suitable weapon: Bash Opponent, Disarm Opponent, Trip Opponent, or Stun Location. A restrained adventurer can attempt an opposed Brawn or Sleight test against the caster's common Magic skill each round in order to escape from the bonds either by brute force or physical contortion. However, each round the captive suffers a cumulative -10% penalty to these attempts. Furthermore, every three rounds the captive spend struggling to break free, they gain a level of Fatigue. If the caster fumbles this spell, they become entangled their own magical bonds during the casting rather than the intended target.

Suspended Animation
Duration (Special), Magnitude 1, Progressive
This spell allows the caster to voluntarily enter a state of suspended animation up to a maximum period equal to the Magnitude in days. A critical success on the casting roll doubles this duration. During this period, the caster appears to be dead and does not require food, water, or air to survive. In addition, the caster gains a +50 bonus to Resilience rolls and the effects of disease and poison are suspended. When this spell is cast, the caster must specify the precise time when it is to end. Alternatively, the caster may outline a simple trigger condition that will automatically cause it to end. This condition cannot be complex and must be expressed in a single sentence containing no conjunctions or subordinate clauses. If the casting roll is fumbled, the caster does not awaken when the duration expires or the trigger condition to end the spell is met. The caster does not age while under the effects of this spell, so it is theoretically possible for a caster to remain accidentally trapped in suspended animation for centuries on a botched casting.

Terror
Ranged, Instant, Magnitude 1, Resist (Persistence)
This spell frightens a single living target, causing them to flee from the caster in abject terror for a number of Combat Actions equal to the Magnitude of the spell (up to a maximum duration equal to the caster's POW / 3, rounded down). The target must move away from the caster at their maximum possible Move and cannot take any offensive actions until the fear subsides. The target will still defend themselves if attacked and will not blunder into obvious hazards, but cannot pause to check that a potential escape route is actually safe before attempting to use it. This spell is only effective against living targets - undead are immune, as are animated constructs and otherworldly entities such as demons. If a critical success is rolled when casting this spell, the target will faint for 1d6+1 rather than flee. Conversely, if a fumble is rolled when casting the spell the caster becomes terrified of the target (rather than the other way around).

And here's a nasty new Divine Magic spell for the bad guys. It's part of a collection of new Divine Spells I'm working on for infernal cultists...

Mark of Damnation
Magnitude 1, Rank Priest,Touch
When this spell is cast, the recipient must sacrifice a point of dedicated POW to a specific demon lord who agrees to act as their infernal patron. This spell seals the pact between the mortal and the demon lord, granting the recipient the ability to petition her dark master for favours in exchange for eternal damnation. The recipient gains a permanent +10% bonus to attempts to summon lesser demons who are servitors of their infernal patron for each point of POW subsequently dedicated to the demon lord. Additionally, for each subsequent point of POW the character dedicates to the demon lord, she may select an infernal power or automatically learn a single cult spell.
A mystic sigil with the mark of the demon lord appears somewhere on the recipient's body (player's choice). This mark has a minimum SIZ of 1. Inquisitors and witch hunters often search for these hidden marks to prove that an individual is a member of an infernal cult.
The recipient also gains a compulsion chosen by her infernal patron and aligned to his interests or sphere of influence (e.g. ambition, cruelty, murder, lust, etc.) The strength of this compulsion increases by +10% for each point of POW that the character dedicates to her infernal master. The character must regularly indulge in behaviour consistent with this compulsion. If the character wishes to resist the compulsion, they must win an opposed test between their Persistence and the current strength of the compulsion. This spell grants the recipient power at the cost of a gradual slide into depravity.
This spell is often cast on new cult members when they are initiated into an infernal cult.

Pestilence
Duration (Special), Rank Priest, Touch, Resist (Resilience)
This spell allows the caster to inflict a lethal disease upon one or more opponents by touching their bare skin. In order to infect the target, the caster must make direct physical contact with the victim before the spell expires. Anybody touched by the caster (friend or foe) risks exposure to the selected disease. The disease progresses at an accelerated rate but is otherwise like its natural counterpart with the exception that it is not contagious. The effects may be gruesome, depending upon the nature of the disease. This spell is often taught by depraved cults that worship deities associated with disease or death. The Potency of the disease is equal to the caster's POW x 5, but the Onset time is reduced to 1d4+1 minutes.

Oh...and an interesting new necromantic Sorcery spell:

Necrotic Bolt
Autonomous, Resist (Special)
This necromantic spell enables the caster to fire purple-black bolts of necrotic energy that inflict no damage, but cause living targets to age at an accelerated rate. Each bolt increases the physiological age of the target by 1d4 years, plus one additional one additional year for each manipulation point spent on magnitude. The target may attempt to Evade the bolts or to deflect them with a shield. Armour provides some protection against the aging effect, reducing the amount of aging inflicted by one point per AP.

As always, feedback and comments (both good and bad) are extremely welcome to help me fine-tune the spell descriptions.
 
Does this Sorcery spell look reasonable to people:

Life Sense
Autonomous
This spell grants a subject the Life Sense trait for a period equal to the caster’s POW in minutes. See Monsters of Legend page 3 for details of this trait. The Life Sense trait requires the owner to touch an individual and make a Perception test to sense that person's Hit Points and Fatigue Level. But a sorcerer can use Manipulation to increase the range of this trait. This enables the subject of this spell to detect living beings within a radius equal to the listed range. In effect, it enables them to sense the life force of all individuals within range. This requires a Combat Action spent concentrating and a successful Perception test. Ranged life sense can penetrate barriers whose AP is lower than 3 x the Magnitude of this spell. Undead creatures and constructs are always invisible to life sense. A sorcerer can also use Manipulation to increase recipients of this spell or its duration as normal. Potent necromantic effects (such as a Necrotic Blast) can temporarily stun adventurers with an active life sense ability. In these cases, the adventurer must make a Persistence roll or be stunned for 1d4+1 Combat Actions.
 
When creating new Common Magic spells, sometimes simple ideas are the best:

Hide Scent
Duration Special, Magnitude 2, Progressive
This spell eliminates all scents and odours from a single creature. The spell's duration is equal to the caster's POW in minutes. Double this duration for each point of Magnitude invested in the spell (2 x POW at Magnitude 2, 4 x POW at Magnitude 3, 8 x POW at Magnitude 4, etc). During this period, the subject does not leave any any scent behind them. As a consequence, the subject cannot be tracked by smell alone. A pursuer may still track the subject by other means (such as footprints, broken foliage, etc). But animals find it impossible to track the subject by scent until the spell expires. This spell is also useful when dealing with individuals with halitosis or a strong body odour. If the caster achieves a critical success when casting this spell, the duration is measured in hours rather than minutes. Conversely, if the caster fumbles this spell, both the subject and the caster lose all sense of smell for a duration measured in hours rather than minutes.
 
And now for some Divine Magic...

Divine Guidance
Duration Special, Rank Priest
The caster receives a flash of divine inspiration. The caster may add the critical range of their Theology skill to the critical range of a single skill test. This roll must be made within a number of minutes equal to the caster's Dedicated POW. Divine Guidance can only be used to enhance mundane skills - it cannot be used to boost magic skills such as Sorcery or Common Magic. The caster must specify whether they intend to apply this bonus to a skill test before they roll the dice. Divine Guidance does not improve the caster's chances of success with a skill test, but does boost the chances of an exceptional result. Multiple castings of Divine Guidance do not stack. This spell cannot be combined with any other spell or supernatural power that enhances a skill test.
 
Rikki Tikki Traveller said:
I wonder if a version of Life Sense, maybe not quite as powerful, would be a Common Magic spell? I could see hunters or midwives using that...

I did consider that possibility, but for flavour reasons I thought that this ability should sit under Sorcery - it's the kind of spell you might find in a necromantic grimoire. I also liked the idea of giving it a variable range and variable number of recipients.
 
And now for something completely different...my own update to an existing Common Magic spell with a long history in RQ and other d100 variants. If you compare this to the version in the Legend rulebook, you'll see that I've tried to address some of the abuses and odd corner cases that can arise:

Mobility (Revised)
Duration Special, Magnitude 1, Progressive, Ranged
For every point of Magnitude of this spell, the target’s Movement score is temporarily increased by +1 metre. A target’s Movement may not be boosted to more than double its normal value through use of this spell. Multiple castings of this spell do not stack. This spell has no effect on the target's Strike Rank or Combat Actions. This spell may be cast on non-sentient targets (such as horses or other mounts) to increase their Movement rate. However, the spell has no effect on non-living vehicles or entities such as undead or contructs. The duration of this spell is a number of minutes equal to the caster's POW. The subject of this spell still leaves tracks and other signs of their passage as normal. If cast upon a flying creature, this spell increases the target's airspeed, but not their manoeuvrability.
 
Because sea travel is an important component of fantasy literature and because the concept of vengeful sea gods date back to the time of Homer, here come a couple of Divine spells appropriate for the followers of their cults:

Becalm
Duration Special, Rank Priest, Ranged
This spell calms air currents at sea within an area with a radius in kilometres equal to the double caster's Dedicated POW. Reduce the prevailing wind speed within this area by one level for each point of POW that the caster has dedicated to their deity. See the Sailing Speed table on p.111 of Arms of Legend for more information. This spell may be allow the caster to calm violent gales and storms. This spell has no effect if cast on dry land. The duration of this spell is one day for each point of POW the caster has dedicated to their deity. The caster can choose to end the spell earlier than this if desired. Thus, a priest with 4 points of dedicated POW could reduce a Full Gale to a Light Wind within an area with a radius of 8 km for a period of up to 4 days. The speed of sailing ships within the area of effect will reduced while this spell is in force. If the Wind Speed drops to Calm, the ship will be are unable to use wind power to move until the spell expires. If the vessel has oars, the can still row it using the Rowing and Wind table on p112 of Arms of Legend.
 
I wish I had HALF your imagination when it came to spells! I played a game once where each spellcaster had to write their own spells, I basically copied D&D spells... Now, I would write spells that simulate technology - for example, using a levitation variation to make an Elevator... but still, not original... Yours are great!

I think Becalm should be Reversible, the Caster should be able to summon minor storms/wind/waves as well. Just a thought.
 
Rikki Tikki Traveller said:
I think Becalm should be Reversible, the Caster should be able to summon minor storms/wind/waves as well. Just a thought.

You mean something like this:

Tempest
Duration Special, Rank Priest, Ranged
This spell summons a violent storm at sea within an area with a radius in kilometres equal to the double caster's Dedicated POW. Within the designated area, water conditions become rough. Increase the prevailing wind speed within this area by one level for each point of POW that the caster has dedicated to their deity. See the Sailing Speed table on p.111 of Arms of Legend for more information. Swimming characters must make a Difficult (-20%) Swim test each minute to stay above the water. For the duration of the spell, the difficulty of all Boating and Shiphandling rolls increases by one level due to the roughness of the seas. This spell has no effect if cast on dry land, but if cast in coastal waters it may cause ships to run aground on rocks, reefs, or shoals. This inflicts structural damage on the vessel, potentially resulting in a shipwreck (GM's discretion). The duration of the storm is one hour for each point of POW the caster has dedicated to their deity. The strong winds generated by this spell increase the speed of sailing ships. However, the crew must make a successful Shiphandling or Boating roll every ten minutes to move in the correct direction. Otherwise, the GM should determine a random direction. A tempest may blow a seafaring vessel many kilometres off course. All crew on deck during the storm must make an easy Athletics check each hour to avoid being swept overboard by the huge waves. Use the rules for Group Success to estimate how many crew members are lost in the storm. If a rival spellcaster attempts to counter the tempest with the Becalm spell, resolve this through a opposed skill contest.
 
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