Awaken
Body-Reading
Climbing
Dull Sense (Hearing)
Dull Sense (Taste and Smell)
Dull Sense (Touch)
Dull Sense (Vision)
Haircut
Itch
Keen Sense (Hearing)
Keen Sense (Taste and Smell)
Keen Sense (Touch)
Keen Sense (Vision)
Perfume
Touch
Alertness
Alter Visage
Alter Voice
Ambidexterity
Balance
Debility
Dullness
Grace
Hair Grow
Hawk Vision
Healing Slumber
Hold Breath
Hunger
Lend Energy
Lend Vitality
Might
Minor Healing
Nauseate
Pain
Recover Energy
Roundabout
Share Energy
Share Vitality
Sensitize
Small Vision
Spasm
Stop Bleeding
Stop Spasm
Tickle
Vigor
Alter Body
Boost Dexterity
Boost Health
Boost Strength
Cadence
Choke
Clumsiness
Coolness
Corpulence
Cure Disease
Deathtouch
Freedom
Frailty
Fumble
Gauntness
Lengthen Limb
Major Healing
Monk's Banquet
Neutralize Poison
Reflexes
Remove Contagion
Relieve Sickness
Resist Disease
Resist Pain
Resist Poison
Retch
Restore Hearing
Restore Sight
Restore Speech
Shapeshifting
Shapeshifting Other
Sickness
Slow Healing
Steal Energy
Steal Vitality
Stop Paralysis
Strike Barren
Strike Blind
Strike Deaf
Strike Dumb
Strike Numb
Stun
Thirst
Agonize
Cure Radiation
Enlarge
Enlarge Other
Ethereal Body
Great Healing
Instant Neutralize Poison
Partial Shapeshifting
Permanent Shapeshifting
Pestilence
Regeneration
Relieve Addiction
Relieve Paralysis
Restoration
Shrink
Shrink other
Steal Beauty
Steal Dexterity
Steal Might
Steal Wisdom
Steal Vigor
Stop Healing
Suspended Animation
Transform Body
Transform Other
Weaken Blood
Weapon Self
Cleansing
Decapitation
Evisceration
Greater Shapeshift
Halt Aging
Instant Regeneration
Instant Restoration
Steal Youth
Transmogrification
Wither Limb
Youth
Regular Spell, Area Spell, Melee Spell, Missile Spell, Blocking Spell, Information Spell, Resisted by HT, Special Spell
Renders the subject(s) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less than 1/3 basic FP), this spell renders him alert for an hour but costs him 1 FP at the end of that time. It has no effect on those with 0 or fewer FP.
Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the caster’s margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged.
Base cost: 1.
Information Spell; Resisted by Will
Creates in the mind of the caster a visual and tactile “image” of the interior of the subject’s body. Useful for diagnosing pain or illness of uncertain origins, this spell reveals organ ruptures and internal bleeding, bone fractures – even the sex of an unborn child. Use Regular range modifiers.
Essentially, this is the magical equivalent of a detailed series of X-rays; what the caster can do with the information gained depends on his medical skills.
The spell does not reveal the exact nature of any poisons or diseases that may be affecting the subject, but it gives a +2 to any subsequent Poisons or Diagnosis roll. The caster must touch the subject.
Modifiers: -2 if the subject is of a different species than the caster (an Elven wizard reading a human subject, for instance), -4 or worse if totally alien!
Cost: 2.
Time to cast: 30 seconds.
Prerequisite: Sense Life or Awaken.
Gives the subject a strong, sure grip, increasing his Climbing skill.
Duration: 1 minute.
Cost: 1 to 3 to cast.
Same cost to maintain.
The increase in the subject’s Climbing skill is equal to twice the energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to detect or discern sounds.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to detect or evaluate Tastes or Smells.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to assess textures.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Dull (Hearing) gives a -1 penalty per point of energy spent to Sense rolls to spot something or discern sights.
Duration: 30 minutes.
Cost: 1 to 3 to cast.
Half that to maintain.
The affected sense drops by 2 for each point of energy put into the spell.
Trims the subject’s hair (beard, mustache, fur, etc.) as the caster sees fit. To determine the aesthetic quality of the job, roll against Barber skill (a DX/Average Professional Skill). Can also be used to shear sheep, pluck chickens, or to trim the subject’s nails.
The spell will not blunt the subject’s claws or horns (although it may give them a manicure).
Duration: The trim is instantaneous, the result is permanent.
Cost: 2.
Time to cast: 2 seconds.
Causes the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full second to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time.
Duration: Until subject takes a turn to scratch.
Cost: 2.
Cannot be maintained; must be recast.
Prerequisite: Touch
Keen (Hearing) gives a +1 bonus per point of energy spent to Sense rolls to detect or discern sounds.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Keen (Taste and Smell) gives a +1 bonus per point of energy spent to Sense rolls to detect or evaluate Tastes or Smells.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Keen (Touch) gives a +1 bonus per point of energy spent to Sense rolls to assess textures.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
Keen (Vision) gives a +1 bonus per point of energy spent to Sense rolls to spot something or discern sights.
Duration: 30 minutes.
Cost: 1 for each point of increase (maximum 5).
Half that amount (round up) to maintain.
The subject feels a light touch at a pot of the caster’s choice. The touch is easily felt, even through armor, but has no effect other than to attract the subject’s attention; it cannot cause pain or discomfort, but it is very likely to distract him.
Cost: 1.
The subject feels a light touch at a spot of the caster’s choice. The touch is easily felt, even through armor, but has no effect other than to attract the subject’s attention; it cannot cause pain or discomfort, but it is very likely to distract him.
Cost: 1.
Increases all the subject’s Sense rolls by +1 bonus per 2 points of energy spent.
Duration: 10 minutes.
Cost: 2 per point of increase (maximum 5).
Half that to maintain.
Prerequisites: Any two variants of Keen (Sense).
Changes the subject’s face as the caster wills. Any new organs (e.g., extra eyes) do not really function.
Other than that, any change is possible. If the caster is trying to duplicate an existing face, he is at -1 if he does not have the model (or a good picture) available; if he is not too familiar with the model, -2 or worse. This spell cannot be used to injure the subject. Mages do not get an automatic IQ + Magery roll to realize someone is under this spell.
If this spell or Alter Body (below) is used to permanently improve a PC’s looks, the GM should require him to pay the appropriate character points for the improvement!
Duration: 1 hour unless made permanent.
May be removed by Alter Visage, Alter body, or Remove Curse.
Cost: 4 to cast.
3 to maintain.
Maybe made permanent, as an enchantment, for an energy cost of 40.
Time to cast: 1 minute.
Prerequisites: Simple Illusion
Changes the subject’s voice as the caster wills. If the caster is trying to duplicate an existing voice, the “model” voice should be available. Recreating a familiar voice from memory is at -2 to skill, -3 or worse if the caster has only heard the voice a few times, or a long time ago. Eidetic Memory is helpful here (p. 51).
The subject’s voice can also be altered to make it more pleasing or more grating, granting a bonus or penalty (from +2 to -2) to reaction rolls and skills involving vocal communication for the duration of the spell.
The spell cannot “give” a voice to a mute person. If this spell is used to permanently improve a PC’s voice (giving him the Voice advantage), the GM should require him to pay the appropriate character points!
Duration: 1 hour.
Cost: 2 to cast. 2 to maintain. The change may be made permanent, as an enchantment, for a cost of 200.
Time to cast: 1 minute.
Prerequisites: Voices
This spell grants you the ability to fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see p. 14). Note that this does not allow you to take extra actions in combat.
The spell has no effect on beings that already have the Ambidexterity advantage. It also only affects a single pair of limbs; beings with more than two limbs require multiple castings of the spell.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisite: Grace.
With this spell you can always keep your footing, no matter how narrow the walking surface, under normal conditions.
This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down.
Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.
This spell has no effect on beings that already possess the Perfect Balance advantage.
Duration: 1 minute.
Cost: 5 to cast. 3 to maintain.
Prerequisite: Grace.
Reduces the subject’s ST temporarily. This will affect the subject’s basic damage with weapons, but not HP. It does affect encumbrance, but GMs are free to ignore this detail in the interest of playability.
Duration: 1 minute.
Cost: 1 for every point of ST reduction (maximum 5).
Half that amount(round up) to maintain.
Reduces all of the subject’s Sense rolls by -1 per 2 points of energy put into the spell.
Duration: 10 minutes.
Cost: 2 per point of penalty (maximum 5).
Half that to maintain.
Prerequisites: Any two variants of Dull (Sense).
Raises the subject’s DX temporarily. His Basic Speed and ability with all DX-based skills are also raised. A caster can raise his own DX to increase his chances of hitting with missile spells, etc.
Duration: 1 minute.
Cost: 4 for every point of DX increase (maximum of 5).
Same cost to maintain.
Causes the subject’s hair and nails to grow at a million times the usual rate (meaning an inch of hair every five seconds and an inch of nails every 30 seconds). If left unchecked, such growth interferes with vision (as hair falls in the eyes), movement (as the subject trips on his beard) and handling ability (as nails get in the way).
Some bald people appreciate this spell, while it lasts (baldness returns within about a month as the hair falls out naturally).
Duration: 5 seconds.
Cost: 1 to cast.
1 to maintain.
Grants the subject extraordinary clarity of vision and the ability to “zoom in” on distant objects. Each level lets the subject ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target.
This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus.
Benefits of this spell are not cumulative with those of technological aids such as binoculars or scopes. If you use both, you must opt for one or the other.
Duration: 1 minute.
Base cost: 2 per level of Telescopic Vision.
Half that to maintain.
Time to cast: 2 seconds.
Prerequisites: Keen Vision
Subject must not suffer from Blindness or Bad Sight disadvantages.
Regular Spell; Automatic Resistance
Subject falls into a deep restorative sleep, and heals 1 HP for every hour of rest. Fatigue is recovered at double the normal rate.
The subject wakes once completely healed, or after 8 hours have passed; any fatigue from lost sleep is also completely recovered after that time.
Otherwise, he can only be awakened by a word from the caster, an injury or the Awaken spell (or Remove Curse, Counterspell, etc.). An unwilling subject resists automatically.
Duration: Up to 8 hours (maximum recovery of 8 HP per day).
Cost: 6. For a cost of 10, the speed of recovery is doubled. Maximum recovery is unchanged.
Time to cast: 30 seconds.
Prerequisites: Sleep, and Minor Healing.
Temporarily eliminates the caster’s need for air, as if he had Doesn’t Breathe (p. B49). He could thus stay underwater, or in a room full of poison gas, without trouble. This spell does not actually provide air; it simply delays suffocation while the caster seeks (or creates) a safer environment. This spell does not supply pressure support against vacuum or deep sea pressure.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Prerequisites: Vigor.
Inflicts 1 FP of starvation damage, equivalent to a single missed meal.
Fatigue taken in this fashion can only be recovered by a day of rest and adequate nourishment.
Starvation
A human needs three meals per day. For each meal you miss, take 1 FP. You can only recover “starvation” fatigue with a day of rest: no fighting or travel, and three full meals. Each day of rest makes up for three skipped meals.
Cost: 2.
Time to cast: 5 seconds.
Prerequisites: Debility, and Decay.
Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum.
Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP).
Casting cost is not reduced by high skill.
Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure.
Duration: 1 hour.
Cost: Any amount; the energy spent by the caster goes to the subject as restored HP (e.g., if the caster spends 5 energy, the subject regains 5 lost HP).
Casting cost is not reduced by high skill.
Cannot be maintained; must be recast.
Prerequisite: Lend Energy.
Raises the subject’s ST temporarily.
This affects damage, encumbrance, and hit points, but does not heal wounds. If, when the spell wears off, the subject’s wounds put him below -HT, he will have to make a HT roll to live. High skill does not reduce cost to cast this spell.
Duration: 1 minute.
Cost: 2 for every point of ST increase (maximum of 5).
Same cost to maintain.
Prerequisite: Lend Energy.
Restores up to 3 HP to the subject.
Does not eliminate disease or poison, but will cure damage caused by these things.
This spell is risky if used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on.
If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject.
Cost: 1 to 3.
The same amount is restored to the subject.
Prerequisite: Lend Vitality.
The subject becomes nauseated.
Nauseated:
You have -2 to all attribute and skill rolls, and -1 to active defenses. As well, roll vs. HT after you eat, are exposed to a foul odor, fail a Fright Check, or are stunned, and every hour in free fall or in any situation where you might suffer motion sickness.
A rich meal in the past hour gives -2; anti-nausea remedies give +2.
On a failure, you vomit for (25 - HT) seconds – treat as Retching.
Retching:
You are conscious but vomiting (or suffering dry heaves). You can try to act, but you will be at -5 to DX, IQ, and Per, and automatically fail at any action that requires a Concentrate maneuver. At the end of the retching spell, you lose 1 FP. You gain no benefit from recent meals or oral medication – you’ve thrown it up.
Duration: 10 seconds.
Cost: 2.
Same cost to maintain.
Prerequisites: Perfume
The subject feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! His DX and all DX-based skills are at -3 for the next second only. If the subject is in the middle of a spell requiring gestures, he must roll vs. Will or start over.
High Pain Threshold gives +3 to the Will and DX rolls above;
Low Pain Threshold gives -4 to the Will and DX rolls above.
Duration: 1 second.
Cost: 2.
Cannot be maintained.
Time to cast: 2 seconds.
Prerequisite: Spasm.
This spell aids the caster with their rest and helps recover Fatigue Points more quickly than normal by drawing energy from the mana around them.
A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible.
Note that this spell works on the caster himself; it cannot restore FP to others.
The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration.
This spell does not function in low-mana or no-mana areas.
Cost: None.
Prerequisites: Lend Energy.
Change the facing of a subject to any direction desired. This is not a teleport-in-place, but a physical spin.
On the subject’s next turn, a roll vs. Body Sense or DX-6 is needed to take any action. If the subject moved 2 or more yards the previous turn, he must make an IQ roll to avoid continuing in the new direction.
Duration: Instantaneous.
Cost: 3.
The caster makes his FP available to another wizard’s spell casting. The caster may only cast this spell on himself. He must specify who can draw FP from him in the next second – nobody else may do so. More than one wizard may be specified, and a limit of 5 FP may be drawn in a single second. The caster may specify a lower limit! HP may not be used to cast this spell.
If a specified wizard does not draw FP before the caster’s next turn, the Share Energy spell expires, costing the caster one FP. The wizard casting the other spell does not have to be aware of the Share spell’s existence. As he casts his spell, he will feel an outside energy attempting to aid him – he may yield to that or deny it, paying the cost himself.
A spell can draw power from only one Share spell. If more than one Share spell is cast, use the closest one; roll randomly if two are equally close.
Duration: The FP must be used in a spell that turn. Cannot be maintained.
Cost: Twice the amount actually used by the wizard who draws the FP.
The energy spent by the caster goes to power another wizard’s spell.
FP beyond that needed by the spell is not transferred to the other wizard – use Lend Energy to do that.
The cost to cast this spell is never reduced by high skill.
A minimum of 1 FP is always spent when casting this spell.
Prerequisite: Lend Energy.
The caster heals another’s injuries by transferring them to himself, losing as many HP as the subject heals. If the subject had a crippled limb, it will remain so – only the HP loss is healed.
Likewise, the injury applied to the caster will not cripple him (although it could certainly put him into unconsciousness or even kill him; the spell includes no “safety net” for overly kind wizards). The caster does not suffer the normal skill penalty for spending HP to cast spells, nor is he penalized for recasting on the same subject.
Duration: Permanent; the caster can be healed of his new injuries through normal or magical means.
Cost: No energy need be expended;
High skill only affects casting time.
Time to cast: 1 second per HP transferred.
Prerequisite: Lend Vitality.
The subject of this spell becomes extremely sensitive to pain of all kinds. Double the shock from any injury; e.g., if you take 2 HP of damage, you are at -4 to DX on your next turn. You roll at -4 to resist knockdown, stunning, and physical torture.
Whenever you take a wound that does more than 1 HP of damage, you must make a Will roll to avoid crying out.
This can give away your presence, and may earn you a -1 reaction from “macho” individuals.
The spell does not affect characters that already have the Low Pain Threshold disadvantage.
Duration: 1 minute.
Cost: 3 to cast.
2 to maintain.
Prerequisites: Stun.
The subject can examine objects within his reach as if they were under x100 magnification (as per Microscopic Vision 2).
You can see details that would normally be invisible without a magnifying glass or a microscope. This magnification only applies to objects within 1 foot.
Level 1 (100x)suffices for ordinary forensic investigation.
Level 2 (1,000x) is equivalent to the best optical microscopes.
Level 4 (100,000x) is comparable to an electron microscope, capable of imaging viruses.
Level 5 (1,000,000x) is on par with a scanning-tunneling or atomic force microscope, and can study an object’s atomic structure.
While the spell is on, the subject is extremely nearsighted.
This spell's effects apply to all your visual senses: regular vision, Infravision, Ultravision, etc.
Nearsighted:
You cannot read small print, computer displays, etc., more than a foot away, or road signs, etc., at more than about 10 yards.
You are at -6 to Vision rolls to spot items more than one yard away.
When making a melee attack, you are at -2 to skill.
When making a ranged attack, double the actual distance to the target when calculating the range modifier.
Duration: 1 minute.
Cost: 4 to cast.
2 to maintain.
Each doubling of casting cost increases the magnification ten-fold.
Time to cast: 2 seconds.
Prerequisites: Keen Vision.
Subject must not suffer from Blindness or Bad Sight.
Can be directed against any of the subject’s voluntary muscles. Directed against a hand, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. Ingenious casters will find other uses . . .
Duration: Instant.
Cost: 2.
Cannot be maintained.
Prerequisite: Itch.
The subject stops bleeding immediately, as if bandaged by someone with the First Aid skill. This restores 1 HP, and prevents further HP loss from a bleed.
The subject of this spell may not subsequently benefit from further bandaging of the same wounds. This spell may also be used to stabilize a mortal wound, at a substantially higher cost.
Duration: Instantaneous, healing is permanent.
This spell has no effect on wounds sustained after it's casting.
Cost: 1 to stop bleeding on a normal wound;
10 to stabilize a mortal wound.
Prerequisite: Lend Vitality.
Stops any seizure the subject is undergoing. This works against epilepsy, vomiting fits, etc.
Cost: 1.
Prerequisite: Spasm or Lend Vitality.
The subject feels he is being tickled.
If he does not resist, he is helpless with laughter, jerking about to try to escape from his invisible tormentor. This is a serious tickle-fest; the victim is incapacitated as if by a seizure.
The subject must make a second Will roll if he tries to keep silent.
High/Low Pain Threshold has no effect on the spell’s outcome.
Unfazeable characters get a +5 bonus to their resistance roll.
Seizure:
You suffer a fit of some kind. Your limbs tremble uncontrollably, you fall down if standing, and you cannot speak or think clearly. You can do nothing.
At the end of the seizure, you lose 1d FP.
Note:
The FP lost due to the seizure applies when the spell end, and only once per casting of the spell.
Duration: 1 minute.
Cost: 5 to cast.
5 to maintain (requires concentration).
Prerequisite: Touch and Spasm.
Raises the subject’s HT temporarily. This affects his Basic Speed, FP, and ability to resist trauma and disease. A caster can raise his HT. If the subject’s FP when the spell wears off is below zero, he will immediately take 1 point of damage for every point of fatigue below zero, risking unconsciousness. High skill does not reduce cost to cast this spell.
Duration: 1 minute.
Cost: 2 for every point of HT increase (maximum of 5).
Same cost to maintain.
Prerequisite: Lend Vitality or Frailty.
As for Alter Visage, except that the subject’s entire body (e.g., skin, hair, limbs) may be altered. The subject’s general form cannot change: humanoids stay humanoid. No extra limbs, wings, etc., may be added.
Simpler additions are possible (non-prehensile tails, horns, hooves), but the subject will be unfamiliar with them, and may suffer penalties to DX until a suitable adjustment period (GM’s decision) has passed. The subject’s mass must remain the same; basic stats do not change.
Duration: 1 hour unless made permanent.
May be removed by Alter Body or Remove Curse.
Cost: 8 to cast.
6 to maintain.
May be made permanent, as an enchantment, for an energy cost of 200.
Time to cast: 2 minutes.
Prerequisite: Alter Visage.
Regular Spell or Blocking Spell
This spell raises the subject’s Dexterity just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Dexterty increase (maximum of 5).
Prerequisite: Grace
This spell raises the subject’s Health just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Health increase (maximum of 5).
Prerequisite: Vigor
This spell raises the subject’s Strength just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, Throwing an object, etc.
It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics except HP and FP.
High skill does not reduce the cost to cast this spell.
Cost: 1 for every point of Strength increase (maximum of 5).
Prerequisite: Might
The subject remains comfortably cool in warm weather, avoiding the risk of dehydration or heat stroke – but not sunburn! Effectively, the subject gains Temperature Tolerance 3 (p. B93) toward heat for the duration of the spell. The spell offers no protection against actual flame or fire based attack spells.
Duration: 1 hour.
Cost: 2 to cast.
1 to maintain.
Time to cast: 10 seconds.
Prerequisite: Cold.
An instantaneously makes the targets body more able to withstand damage, improving the hardness and the durability of their skin and muscles to reduce incoming damage.
This spell is not cumulative with the Armor spell – only the stronger spell applies.
Remember that only one Blocking spell may be cast in a turn. A mage cannot follow up a failed Iron Arm with a Hardiness spell, for instance.
Cost: 1 per point of DR (maximum of 5).
Prerequisite: