# Spirit Magic Spells

# Befuddle

Cost: 2 Type: Ranged (50m), Duration (2 minutes)

Target is confused and can only defend until directly attacked.

# Bladesharp

Cost: Variable Type: Ranged (50m), Duration (2 minutes)

Adds +5% to hit and +1 damage per point to an edged weapon. Magic damage can harm magical creatures. Incompatible with Fireblade.

# Bludgeon

Cost: Variable Type: Touch, Duration (2 minutes)

Adds +5% to hit and +1 damage per point to a blunt weapon. Magic damage can harm magical creatures.

# Coordination

Cost: 2 Type: Touch, Duration (2 minutes)

Increases target’s DEX by +3, modifying strike ranks by –1 and adding +5% to all Agility, Manipulation, Stealth, and weapon category skills.

# Countermagic

Cost: Variable Type: Touch, Duration (2 minutes)

Blocks 1 point of spirit magic for every point of Countermagic or 1 point of Rune magic per every 2 points of Countermagic.

# Demoralize

Cost: 2 Type: Ranged (50m), Duration (2 minutes)

Target will try to retreat if possible; if not, target attacks at half chance.

# Detect Enemies

Cost: 1 Type: Ranged (50m), Instant

This spell gives the approximate direction and distance from the caster of any being intending to harm them, or it detects and locates a specific individual on whom the caster concentrates. The effects of the spell cannot be resisted.

The sensing effect is stopped by one or more meters of a dense substance such as stone, metal, or earth.

# Detect (substance)

Cost: 1 Type: Ranged (50m), Instant

Represents many spells. Points to the closest thing of the specific type, causing it to glow brightly to everyone, unless blocked by 1 meter of dirt, stone, metal, etc.

# Detect Undead

Cost: 1 Type: Ranged (50m), Instant

Detects the existence of undead creatures such as zombies, mummies, and vampires, and gives the direction and distance from the caster. The spell discerns between undead of human size (SIZ 3–21), and those of large size (SIZ 22+). Undead creatures of SIZ 2 or smaller do not register. It does not tell what type of undead is being detected.

The sensing effect is stopped by one or more meters of a dense substance such as stone, metal, or earth.

# Dispel Magic

Cost: Variable Type: Ranged (50m), Instant

Cancels 1 point of spirit magic per point of Dispel Magic or 1 point of Rune magic per every 2 points of Dispel Magic.

# Disruption

Cost: Variable Type: Ranged (50m), Instant

If target’s POW is overcome, does 1D3 damage to a random hit location, no armor protection.

# Distraction

Cost: 1 Type: Ranged (50m), Instant

Forces targeted spirit to attack the caster instead of anyone else.

# Dullblade

Cost: Variable Type: Ranged (50m), Duration (2 minutes)

Each magic point spent reduces any weapon’s damage by 1 point and modifies its attack chance by –5%. It has no effect on natural weapons. If used against a weapon with a spirit, the caster must overcome the spirit’s magic points in a resistance roll.

# Extinguish

Cost: Variable Type: Ranged (50m), Instant

Puts out a fire. 1 point extinguishes a torch or lantern, 2 a small campfire, 3 a large campfire, etc.

# Fanaticism

Cost: 1 Type: Ranged (50m), Duration (2 minutes)

Target increases their chance to hit by half again but cannot parry. Dodge is halved.

# Farsee

Cost: Variable Type: Ranged (50m), Duration (2 minutes)

Each magic point halves the apparent distance as seen by the caster to the rest of the universe.

# Firearrow

Cost: 2 Type: Touch, Instant

Cast upon a missile (arrow, stone, etc.) that does 3D6 damage (instead of the weapon’s actual damage) plus ½ damage bonus. Cannot impale, and the missile is consumed by the fire. Armor offers protection, but it can ignite flammable material. Incompatible with Multimissile and Speedart.

# Fireblade

Cost: 4 Type: Touch, Duration (2 minutes)

Cast on an edged weapon or spear, does 3D6 damage (instead of the weapon’s actual damage) plus damage bonus. Magic resistance does not work against it. The weapon is unharmed. Incompatible with Bladesharp.

# Forget

Cost: 3 Type: Ranged (50m), Duration (2 minutes)

Causes the subject to forget what happened ten rounds before and after the casting. Takes effect five minutes after the spell is cast.

# Glamour

Cost: 2 Type: Touch, Duration (2 minutes)

Increases CHA by +8. Increases spirit combat damage by one step, increases all Communication and Magic category skills by +10%.

# Glue

Cost: Variable Type: Touch, Duration (2 minutes)

Creates a small glob of magical glue, STR equal to the magic points spent ×10. Can be broken with a successful resistance roll. Does not work on living organic matteRanged (50m), and objects glued must be at rest.

# Heal

Cost: Variable Type: Touch, Instant

Each magic point heals 1 hit point in a designated hit location. Can be used multiple times.

# Ignite

Cost: 1 Point Type: Ranged, Instant

This spell ignites anything normally flammable. It creates a small fire that can set such things alight such as a torch, a thatched roof, or a dry backpack. Skin cannot be ignited. Hair or fur can be, but only if the caster overcomes the target’s POW.

# Lantern

Cost: 1 Type: Ranged (50m), Duration (2 minutes)

Cast on a flat surface, creates a 12-meter glowing radius.

# Light

Cost: 1 Type: Ranged (50m), Duration (2 minutes)

Cast on an object, lights everything within a 10-meter radius.

# Mobility

Cost: 1 Type: Ranged (50m), Duration (2 minutes)

Doubles the Movement speed of the target and modifies their strike rank by –1.

# Multimissile

Cost: Variable Type: Touch, Duration (2 minutes)

Each point cast creates a magical duplicate of an original missile. Roll attacks separately. The first is the original. Any later missiles cannot impale but can do critical damage. Can be cast upon a missile and does not activate until fired within the duration. Incompatible with Speedart and Firearrow.

# Protection

Cost: Variable Type: Ranged (50m), Duration (2 minutes)

Each magic point acts as 1 armor point to the whole body.

# Repair

Cost: Variable Type: Touch, Instant

Repairs broken objects, each point restoring 1D10 hit points if applicable, if all pieces are present. Item shows a seam and is reduced by 1 hit point permanently.

# Second Sight

Cost: 3 Type: Ranged (50m), Duration (2 minutes)

Allows the target to view the POW aura of living beings and spirits and gauge their relative strength.

# Shimmer

Cost: Variable Type: Ranged (50m), Duration (2 minutes)

Blurs the air around the target, making them harder to hit. Reduces attacks against them by –5% per point. Incompatible with Countermagic, Protection, and Spirit Screen.

# Silence

Cost: 1 Type: Touch, Duration (2 minutes)

Quiets inadvertent noise made by the target such as by movement, breathing, etc. Does not quiet intentional noise (speaking, casting a spell, attacking, etc.). If used for stealth, a Move Quietly roll is still required, and a fumble indicates target makes noise.

# Sleep

Cost: 3 Type: Ranged (50m), Duration (2 minutes)

If the caster can overcome the target’s POW, target falls asleep for the spell’s duration, not awakening unless attacked or otherwise strongly disturbed. Only known to Chalana Arroy.

# Slow

Cost: 1 Type: Ranged (50m), Duration (2 minutes)

Halves the target’s move rate and adds +1 to their strike rank.

# Speedart

Cost: 1 Type: Ranged (50m), Duration (2 minutes)

When cast on a missile weapon, adds +15% to its attack chance and +3 damage when next used (within duration). Magic damage can harm magical creatures.

# Spirit Binding

Cost: 1 Type: Ranged (50m)

Binds a spirit into a familiar or inanimate object permanently or until the binder’s death. Binding into an object requires a magical ritual called a Binding Enchantment, and a living animal must have been bred for the purpose. No cults teach this spell, only shamans do so.

# Spirit Screen

Cost: Variable Type: Ranged (50m), Duration (2 minutes)

Each magic point absorbs 1 point of spiritual damage in spirit combat.

# Strength

Cost: 2 Type: Touch, Duration (2 minutes)

Increases target’s STR by +8, raising damage bonus by one step (0 to 1D4, 1D4 to 1D6, 1D6 to 2D6) and increasing Agility and Manipulation category skills by +10%. Incompatible with Vigor.

# Vigor

Cost: 2 Type: Touch, Duration (2 minutes)

Adds +3 to target’s CON, increasing hit points by +3 and hit points per location by +1. Incompatible with Strength.

# Visibility

Cost: 2 Type: Ranged (50m), Duration (2 minutes)

Forces a spirit to take shape in this world and makes it subject to spells. See Spirit Combat.