Zaklęcia Dalegora

PERDO IGNEM

CONJURATION OF THE INDUBITABLE COLD (25)

Range: Voice, Duration: Momentary, Target: Part
Cools the air within ten paces of the target, leaving it slightly below freezing. All nonliving things are chilled thoroughly, not just on the surface. All living things (except you, if you cast with a Rego requisite) lose one fatigue level. House fires become as small as campfires, bonfires become as small as torch fires, and campfires and smaller fires go out.

SOOTHE THE RAGING FLAMES (20)

Range: Voice, Duration: Momentary, Target: Individual
Eradicates the heat of a bonfire, which, however, continues to burn until the fuel already covered in flame is consumed. The flames do not spread, or harm anything beyond what they were already burning. If the fire is extinguished and relit, it will burn hot again, as it is now a different fire.

WINTER’S ICY TOUCH (10)

R: Voice, D: Momentary, T: Individual
Causes the target to feel a chill and lose body heat. The target loses a Fatigue level.

CREO IGNEM

PILUM OF FIRE (20)

R: Voice, D: Momentary, T: Individual
A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing +15 damage to the individual it hits.

Mastered Spell Spell Mastery lvl 4 (50PD)
Features:

Możesz rzucić to zaklęcie nie wykonując gestów, bez żadnych dodatkowych kar.

Kara za ciche rzucenie zaklęcia jest redukowana o 5 (czyli wynosi -5 do Casting Total)

Dodaj +4 do wartości Penetration przy rzucaniu tego zaklęcia.

Pozwala rzucić jednocześnie do maksymalnie 4 kopii tego zaklęcia na różne cele (albo kilka kopii na jeden cel). Każde zaklęcie musi być rzucone osobno.

FLASH OF THE SCARLET FLAMES (15)

R: Voice, D: Momentary, T: Individual
A brilliant red flash explodes in the air where you designate. If you target a person’s face the target needs a Stamina stress roll of 9+ to avoid temporary blindness. If the target botches the roll, he is permanently blinded. If temporarily blinded, he can try to make a simple Stamina roll of 9+ each minute to recover. The flash is equivalent to looking straight at the sun.

PALM OF FLAME (5)

R: Touch, D: Concentration, T: Individual
A flame leaps up in your palm, which must be upturned for the spell’s duration. The flame casts light like a torch, and can ignite very flammable items. It does no damage, and does not burn the caster.

PERDO TERRAM

STONE TO FALLING DUST (20)

R: Sight, D: Momentary, T: Individual
One solid non-living object turns to a pile of dust. The object must be a base Individual or smaller, so a stone item can be a pace across while a metal item can only be one tenth that size in total. A casting requisite may be required, of the Form appropriate to the target.

PERDO AQUAM

COMFORT OF THE DRENCHED TRAVELER (5)

R: Touch, D: Momentary, T: Individual
Dries a person and his or her clothes.

CREO AURAM

CHARGE OF THE ANGRY WINDS (15)

R: Voice, D: Concentration, T: Individual
A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a Dexterity + Size stress roll of 9+ or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale. Missile fire into or out of the gale is futile, and marching against the gale requires a Strength + Size stress roll of 15+. Failure in this attempt mandates another Dexterity + Size stress roll of 12+ to keep from falling.