Elfish spells

EAGLE-EYE AND LYNX' EAR - that well I see, that good I hear 
 

 Origin: Wood-elf 

 Technique: The sorceress puts her hands onto her temples and concentrates herself on the spell. 

 Involved virtues: WI, IN, DE 

 Performance: 5 sec (2.5 FT) 

 Effect: The whole perception of the sorceress improves. The intuitive talent "Sensitivity" is raised by 7 TaP for the duration. 

 Costs: 5 ASP 

 Range: 0 

 Duration: 1 min 
 

 ARMASHIELD - protection yield 
 

 Origin: River-elf 

 Technique: While speaking out the formula the sorceress strokes her palms over her breast. 

 Involved virtues: IN,AG,ST 

 Performance: 3 sec (1.5 FT) 

 Effect: The sorceress weaves an additional transparent armour around her, which does not enforce a handicap. 

 Costs: RP times RP in ASP, but at least 4 ASP. 

 Range: 0 

 Duration: 5 min (1 NT) 
 

 ACCELERATUS SPEED OF FLASH - ride like the wind, hush, hush 
 

 Origin: Wood-elf 

 Technique: The sorceress concentrates and murmurs the formula. 

 Involved virtues: WI,AG,ST 

 Performance: 2 sec (1 FT) 

 Effect: This spell acceleartes the movement of the sorceress for the duration. The speed of any action is double the speed it was before, in a fight this means AT and PA rise by 2. The sorceress may well apply the spell on someone else. 

 Costs: 7 ASP 

 Range: 7 steps 

 Duration: 40 sec (20 FT) 
 

 BALSAM SALABOUND - heal the wound 
 

 Origin: River-elf 

 Technique: The sorceress lays a hand on the wound and speaks out the formula. 

 Involved virtues: WI,IN,CH 

 Performance: 5 min (1 NT) 

 Effect: Every ASP the sorceress spends will be given as a point of life-energy to the wounded, sick or poisoned body. It may be applied for herself, too. 

 Costs: 1 ASP per LP, but at least 7 ASP. 

 Range: 0 

 Duration: permanent 
 

 BANNBALADIN -  
 

Origin: River-elf 

 Technique: The sorceress looks into the target's eyes and speaks the formula. 

 Involved virtues: IN,CH,CH against +MR 

 Performance: 5 sec (2.5 FT) 

 Effect: The sorceress casts this spell to make her target person her friend. The person will try to answer any question as if he would answer to her best friend. He will even listen to any command, who will not require her to step into a life-endangering situation. 

 Costs: 8 ASP 

 Range: 3 steps 

 Duration: Level of the sorceress times 5 min (Level of the sorceress in NT) 
 

 ODEM ARCANUM SENSIQUE - is there a trace of magic ? 
 

 Origin: River-elf 

 Technique: The sorceress looks at her target intensively ans speaks the formula. 

 Involved virtues: WI,IN,CH 

 Performance: 4 sec (2 FT) 

 Effect: If the sorceress look onto a magical person or object she will spot it with a red gleam for the duration. 

 Costs: 5 ASP 

 Range: 15 steps 

 Duration: 2 sec (1 FT) 
 

 FLIM FLAME SPARK - light into the dark ! 
 

 Origin: Firn-elf 

 Technique: The sorceress snaps her fingers while speaking out the formula. 

 Involved virtues: WI,WI,DE 

 Performance: 

2 sec (1 FT) Effect: By means of this spell a bowl of white light will turn up (with the luminosity of a torch) gliding slightly above the open palm of the sorceress. It is bounded to the location of the hand and cannot be driven somewhere else. It does not burn. 

 Costs: 1 ASP per 5 min (1 ASP/NT) 

 Range: radius of light: 10 steps 

 Duration: depends on the investment of ASP 
 

 FULMINICTUS THUNDERBLOW - hurt and kill, no trace, no show 
 

 Origin: River-elf 

 Technique: The sorceress points at the target creature with her left fist and shouts the formula. 

 Involved virtues: WI,AG,KK 

 Performance: 2 sec (1 FT) 

 Effect: The sorceress creates a magical damage in her target, which ignores every usual kind of armour. The player of the sorceres rolls 3D6 and adds her level resulting in the damage points, which are directly subtracted from the target's life-energy. 

 Costs: 1 ASP per damage point. If the value is higher than the number of rest AE than the target will only suffer from the maximum damage points available. 

 Range:7 steps 

 Duration: immediately 
 

 SENSIBAR TRUE AND CLEAR - I see hatred, love and fear 

 Origin: Wood-elf 

 Technique:The sorceress concentrates on the target creature and murmurs the formula. 

 Involved virtues: WI,IN,CH against +MR 

 Performance: 10 sec (5 FT) 

 Effect: The creature, that the sorceress wants to sacn for feelings has to be in her sight, but not in any case facing him. If the spell suceeds, the sorceress will get involved into the realm of feelings of his target, but she will only be a sensor and may not read trains of thought. 

 Costs: 5 ASP 

 Range: 7 steps 

 Duration: 10 sec (5 FT) 
 

 SILENTIUM SILENCILLE - the sound shall cease, the air be still 

 Origin: River-elf 

 Technique: The sorceress will lie her finger on her lips. 

 Involved virtues: WI,WI,CH 

 Performance: 2 sec (1 FT) 

 Effect: The sorceress creates a zone, where the air does not transmit any sound any longer. This zone may wander with the sorceress. 

 Costs: 1 ASP per 5 steps radius and 5 min (1 ASP per 5m and NT) 

 Range: depends on investment 

 Duration: depends on investment 
 

 SOMNIGRAVIS THOUSANDSHEEP - drwon deep down into a sleep 

 Origin: River-elf 

 Technique: The sorceress symbolizes a yawn and murmurs the formula. 

 Involved virtues: WI,CH,CH against +MR 

 Performance: 7 sec (3.5 FT) 

 Effect: The sorceress sets a creature into the deepest phase of a sleep, out of which it will immediately awake when being attacked. The sorceress has to be able to see the target and the target has to be in a quiet position (sitting, standing, lying not moving). 

 Costs: 8 ASP 

 Range: 10 steps 

 Duration: half the target's level per hour 
 

 VISIBILI VANITENT - magic renders transparent 

 Origin: River-elf 

 Technique: The sorceress speaks out the formula and nod's her head. All other person who shall be rendered transparent have to attach to the sorceress during the whole duration of the spell. 

 Involved virtues: WI,WI,AG 

 Performance:3 sec (1.5 FT) per person 

 Effect: The spell has only an effect on creatures, but it does not affect clothes and other dead stuff when rendering transparent. 

 Costs: 5 ASP per person and 5 min (NT) 

 Range: 0 

 Duration: depends on investment 
 

 FLOW AND FLICKER, FOGGY DEW - blur the air, avoid the view 

 Origin: Wood-elf 

 Technique: The sorceress speaks the formula and blows some air into her bowl-shaped palms. 

 Involved virtues: WI,DE,ST 

 Performance: 5 sec (2.5 FT) 

 Effect: The sorceress creates an absolutely intransparent fog. Its form may be determined by the sorceress, its volume is dependent on the level of the sorceress (Rule of fist: Level times 20 in cubic steps). 

 Costs: 7 ASP 

 Range: 5 steps is the maximum distance to the beginning of the fog. 

 Duration: 1 hour 

 

Scholar spells

ANALYS ARCANE STRUCTURE - reveal me your magical nature 
 

 Origin: Magica Objectae 

 Technique: The sorceress looks intensely at her target, which might be either person or object. 

 Involved virtues: WI,WI,IN 

 Performance: 10 sec (5 FT) 

 Effect: By aid of this spell a sorceress may define the origin of a spell that enchants an object, potion or a person, but usually not the exact spell. Spells that are known by the sorceress herself may be revealed precisely. 

 Costs: 10 ASP 

 Range: 1 step 

 Duration: 1 min 
 

 ARCANO PSYCHOSTABILIS - 'tis time that panic be dismissed 
 

 Origin: Magica Antimagicae 

 Technique: The sorceress points with both hands onto the person whose magical resistance shall be enhanced. 

 Involved virtues: CO,WI,CH 

 Performance: 30 sec (15 FT) 

 Effect: The spell raises the value of MR of the taget person by 2 points for 1 hour. It can only be applied once during one day.  

Costs: 7 ASP 

 Range: 10 steps 

 Duration: 1 hour 
 

 AURIS NASUS OCULUS - A game for eyes and ears be thus 
 

 Origin: Magica Illusionae 

 Technique: The sorceress concentrates and speaks out the formula. 

 Involved virtues: WI,CH,DE 

 Performance: 5 to 15 sec (2.5 to 7.5 FT) 

 Effect: The sorceress creates 3D immobile illusions, sounds (no songs) and smells up to a size of 10 steps. All 3 kinds of magic presentations may be combined. 

 Costs: 5 ASP for either picture, sound or smell 

 Range: 50 steps 

 Duration: up to 1 min 
 

 CLAUDIBUS CLAVISTIBOR - magic field, lock the door ! 
 

 Origin: Magica Objectae 

 Technique: The sorceress lays her hand on the lock or door or whatever and speaks out the formula. 

 Involved virtues: WI,DE,ST 

 Performance: 3 sec (1.5 FT) 

 Effect: The spells locks a door by a magical field. This lock can be broken by shear STRENGTH or magic.  

STRENGTH: Add the level of the sorceress to the ASP, multiply by 2. The result is the additive to the STRENGTH-test a hero would have to succeed when trying to open the door. Magic: A FORAMEN with an investment of ASP equalling the sum of the level of the sealing sorceress and her investment of ASP. 

 Costs: depends on the wish of the sorceress 

 Range: 0 

 Duration: Level of sorceress in 5 min (NT) 
 

 DUPLICATUS DOUBLEPLAY - which one is right, no one can say 
 

 Origin: Magica Illusionae 

 Technique: The sorceress lifts the hands - palms outwards from the body - in front of the face, spreads the fingers and moves the hands against each other, while she is speaking out the formula. 

 Involved virtues: WI,CH,AG 

 Performance: 5 sec (2.5 FT) 

 Effect: The sorceress creates a doppelganger, who moves synchronous to the sorceress herself. Both bodies often melt into each other and split again. Therefore an enemy may only hit her with a 50% chance, i.e. by rolling 1-3 on a D6. The sorceress may create another doppelganger with this spell and drop the chances of the enemy further and further. She can only apply the spell on her friends. 

 Costs: 8 ASP per doppelganger 

 Range: 0, i.e. the sorceress would have to touch a friend to crete her doppelganger 

 Duration: 20 sec (10 FT) 
 

 FORAMEN FORAMINOR - solve the magic, open door ! 
 

 Origin: Magica Objectae 

 Technique: The sorceress touches the lock three times with her hand. 

 Involved virtues: WI,WI,DE 

 Performance: 5 sec (2.5 FT) 

 Effect: This spell may open up mechanical locks as well as magical ones (for magical ones see CLAUDIBUS.) 

 Costs: depends on lock (mechanical locks maximum of 10 ASP) 

 Range: 0 

 Duration: until someone closes the lock again 
 

 GARDIANUM PARADEE - protect me against sorcery ! 
 

 Origin: Magica Antimagicae 

 Technique:  

  • a) The sorceress lifts her magic wand and rotates it horizntally over her head.
  • b) Heroes without a magic wand have to stroll along the zone of protection.
Involved virtues:IN,CH,ST 

 Performance: a) 2 sec (1 FT), b) 5 sec (2.5 FT) 

 Effect: The spell encircles a zone of protection around the sorceress within a radius of 3 steps, that may be used by anybody. This shield absorbs any kind of magic attack (demons, fighting magic), but not magically enchanted weapons such as swords. 

 Costs: The amount of life energy saved by the shield up to the maximum astral energy of the sorceress. 

 Range: 3 steps 

 Duration: 5 min (1 NT) or till its dissolution because of lack of AE 
 

 HORRIPHOBUS TERRORREIGN - gets you weak in limb and vein 

 Origin: Magica controlaria 

 Technique: The sorceress shouts out the formula while threatening the target by her fist. 

 Involved virtues: CO,IN,CH 

 Performance: 3 sec (1.5 FT) 

 Effect: The target will be demoralized by the spell in a way that it will run away crying or lower itself down in a dark cornor whining. 

 Costs: 7 ASP 

 Range: 7 steps 

 Duration: 15 min (3 NT) 
 

 IGNIFAXIUS FIRERAY - melt all iron in my way ! 

 Origin: Magica Combattantia 

 Technique: The sorceress raises her right hand to the height of her shoulder, concentrates on the formula and points into the direction of her target. 

 Involved virtues: WI,AG,DE 

 Performance: 4 sec (2 FT) 

 Effect: The sorceress determines the damage before the spell. The value may be Level+1 in D6. After determination he rolls the D6, the result is the hit points. For any 10 hit points the target looses 1 RP from her armour. 

 Costs: Hit points in ASP 

 Range: 21 steps 

 Duration: immediately 
 

 CLEAR AND PURE, my poison cure. 

 Origin: Magica Mutationis 

 Technique: The sorceress lies her hand on the heart of the poisoned and speaks the formula. 

 Involved virtues: WI,WI,CH 

 Performance: 7 sec (3.5 FT) 

 Effect: The spell stops any poisoning of the body, but does not cure the damage that is already done. The sorceress may employ the spell for herself. 

 Costs: 1 ASP per Level of the poison 

 Range: 0 

 Duration: permanent 
 

 PARALY PARALINE - Rigid as rock you will look fine 

 Origin: Magica Mutationis 

 Technique: The sorceress beats her right fist into her left palm and speaks the formula. 

 Involved virtues: IN,CH,ST 

 Performance: 2 sec (1 FT) 

 Effect: The sorceress casts the spell to set somebody into magical paralysis. The target has to stay motionless and gets a hard shell, so that it may not be injured neither by fire nor any kind of weapon. Objects the target carries stay loose. The sorceress may employ the spell for many targets at one time, but each enemy requires an own talent test and costs. 

 Costs: 13 ASP 

 Range: 7 steps 

 Duration: Level of the sorceress in 5 min (NT) 
 

 PENETRATE STONES AND PLANKS - show how high my vision ranks ! 

 Origin: Magica Visionarum 

 Technique: The sorceress lays her front onto the barrier, which she wants to stare through and concentrates on the formula. 

 Involved virtues: WI,WI,ST 

 Performance: 5 sec (2.5 FT) 

 Effect: The sorceress may look through any material barrier by means of this spell. 

 Costs: 4 ASP + 1 ASP per 0.1 steps of material, which has to be looked through 

 Range: 0 

 Duration: 5 sec (2.5 FT) 
 

 SALANDER MUTANDERER - magic and wonder 

 Origin: Magica Mutationis 

 Technique: The sorceress touches her target with both hands and speaks the formula. 

 Involved virtues: WI,CH,ST against +MR 

 Performance: 10 sec (5 FT) 

 Effect: This spell mutates a creature into another smaller creature, even a plant. If the difference in size is too extreme - which only the gamemaster mayd decide - the gamemaster may demand a harder test by up to 2 points; when the mutation of an animal or humanoid being shall be to a plant, an additive of 4 points will be effective. 

 Costs: a) 18 ASP, b) 31 ASP, c)49 ASP (1 permanent) 

 Range: 0 

 Duration: a) Level of the sorceress in hours, b) Level of the sorceress in days, c) permanent 

 

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