2010
DISCUSSIONS:
  • MECHANICS
  • RULES:
  • KNOWN WORLD
  • RULES OF PLAY
  • GAME MECHANICS
  • CHARACTER GENERATION
  • CHARACTER RACES
  • VETERAN SKILLS
  • FUNDAMENTAL MAGIC
  • CORPOREAL SPELLS
  • MAGE SPELLS
  • SHAMAN SPELLS
  • SPELL LISTS
  • RANK 3 SPELLS
  • CASTING AS A WEDGE
  • RITUAL MAGIC
  • ALCHEMY
  • CRAFTING
  • DISEASES
  • GOODS & FINANCES
  • WEAPON SAFETY
  • DANGEROUS PLAY
  • Rank 3 Spells and Their Effects

    As many seasoned adventurers will tell you, there are individuals and cretures with magical powers greater than those available to normal characters. These magics stem from the recognisable Spheres of magic, but demonstrate a mastery and a power not normally seen.

    In the normal course of play characters will not have access to Rank 3 spells, the majority of the time they will be used by Monsters/NPCs. The affects of these spells are listed here so if you are (un)fortunate to be affected by such a spell you will know how to react. Normally individuals using these spells will have a Referee present.

    Rank 3 Default values 1 minute. 60 ft. Man sized (suit of armour etc.)

    Fundamental Rank 3 Spells

    Analysis

    Gives the caster the ability to know all a characters skills as well as the items (and powers of the items) they possess. Caster reads appropriate cards.


    Extension

    Lengthens the duration of an appropriate spell to one day


    Nullify

    This spell will counter Rank 3 and below spells.


    Reflective Shield

    Proof against all Rank 1 and 2 spells, reflecting the spell back at the caster. Can also nullify one Rank 3 spell then the shield fails.


    Warding

    This allows a place or object to be warded against a specific type of creature (e.g. undead/living creature etc.). Any spells cast into the warding will be cast upon the creature, (e.g. spirit bolt etc). No limit to the number of charges of a spell cast into warding but will only cast one charge at a time. Places or objects can have more than one warding cast upon them and each warding can carry a different spell, e.g. one Spirit Bolt and one Magic Missile. Wards are static fields around an object or person and therefore cannot move or be moved, and whilst they can be increased in duration by the spell Extension they must be armed with the warding spells at time of casting and cannot be recharged.


    Corporeal Rank 3 Spells

    Cure all Poison

    Casters touch removes all poisons and all effects of the poison except death, instantly.


    Drain Life

    This spell drains all hits from the victim by touch (ignoring all Physical, Natural and Magic armour). The hits are transferred to the caster. Contact must be for a full two minutes, otherwise no effect if contact broken. If contact is maintained for two minutes the victim is completely dead (no two minute death count, nor will the spell Sanctuary work).


    Inflict Disease

    Non-specific disease contagious to two people per day until death. This disease will not instantly be curable by Cure Disease though Diagnosis may give a little insight to its nature.


    Poisoning

    Inflicts the poison Bitter Kiss on the victim simply by touch. This spell ignores all Physical, Natural and Magic armour and coverings.


    Remove Disease

    This spell instantaneously cures all diseases, including the Rank 3 spell Inflict Disease.


    Re-grow

    This spell restores a limb or similar body part that is either missing or has been Withered


    Strength

    Gives the recipient Strength for one minute.


    Total Heal

    Heals all hits instantaneously.


    Touch of Death

    Removes all hits instantaneously. The victim must begin their two minute death count.


    Withering

    This spell permanently withers a limb or similar body part (location to 0 hits) instantly.


    Mage Rank 3 Spells

    Disintegrate

    This spell will destroy any single item utterly beyond repair. This includes magic items, but not Artefacts.


    Earth Shock

    Causes mass Strike Down (as per the Rank one spell) to all within a 30 ft radius of its target.


    Element Storm

    This spell has the same effect as a Magic Missile to all within a 10 ft radius of its target.


    Melt

    Heats an armoured location or any metal weapon to molten in five seconds, location goes to zero unless removed within those five seconds. The melted item is destroyed beyond repair. Magic items are immune to this spell.


    Repel All

    This spell moves everybody within a 30 ft radius back a further 10 ft from the caster.


    Sword of Power

    This spell creates pure magical sword in the hand of the wielder, for the duration of the spell. The caster does not need sword skill to use.


    Invisibility

    enders the target invisible for one minute. This spell is broken by hostile action by the invisible person.


    Teleport

    Instantaneously transport a person along a line of sight or to a nominated location. One Rank 3 card to be used per person teleported.


    Thunderbolt

    A mighty elemental force strikes for two hits to each location, This ignores all Physical, Natural and Magical armour and all Rank 1 and 2 spells.


    Shaman Rank 3 Spells

    Banishment

    As per the spell Dissolution, but cast at 'plus ten' to the Rank Total. Additionally, can instantaneously blow a possessing spirit out of a victim. The banished spirit cannot then possess another target for one day, and in any case the spirit will be driven back to it's plane of origin, and unable to leave that plane for a year.


    Curse

    his spell will curse the victim to a fate of the casters will.


    Enslavement

    This spell is similar to Possession but the caster has access to all the victim's skills (but not memories). This spell can be used to kill the possessed or force them to attack/kill others.


    Insanity

    This spell turns someone mad and makes them unable to carry out any rational action. The victim can choose the 'flavour' of their own insanity.


    Spirit Wrack

    The target's Spirit is attacked forcing the victim to writhe in agony on the floor for one minute. The target is unable to defend themselves except to parry with a weapon.


    Spirit Storm

    This spell has the same effect as a Spirit Bolt to all within a 10 ft radius of its target.


    Spirit Walk

    Allows the caster to shift into Spirit plane and beyond the touch of those on the mundane plane. However, the caster can still move around and is aware of the mundane plane. It also can be used to get from Spirit plane to material plane. Duration one minute.


    True Sight

    This spell allows user to see all Spirits whether they are free, natural or possessing an individual.