Zaklęcia Bohumila

MUTO ANIMAL

BEAST OF OUTLANDISH SIZE (15)

Range: Touch, Duration: Sun, Target: Individual
Changes the Size of an animal by +1. This change modifies Strength by +2, the range for each wound level increases by one, and Quickness falls by one. The new beast is of huge size, and looks much more impressive than its previous self. Townspeople may run in fear of it, and there is little doubt among them that it is a creature of magic.

Casting Total (Tech+Form+Stamina): 16
Penetration (Cast Total - Spell lvl + Pen): +1

DOUBLET OF IMPENETRABLE SILK (15)

Range: Touch, Duration: Sun, Target: Individual
Change an item made of animal material — silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no Load and a +3 Soak bonus. Armor made of quilted material or any kind of leather improves its Protection by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the storyguide’s option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves.

Casting Total (Tech+Form+Stamina): 16
Penetration (Cast Total - Spell lvl + Pen): +1

GROWTH OF THE CREEPING THINGS (15)

Range: Touch, Duration: Sun, Target: Individual
Causes an insect, mouse, toad, or other small (Size –9) creature to grow to four times its normal size. If it was poisonous before, it is even more poisonous now. Semi-poisonous creatures, like most spiders, have poison with an Ease Factor of 6 that does a Light Wound.

Casting Total (Tech+Form+Stamina): 16
Penetration (Cast Total - Spell lvl + Pen): +1

BEAST OF MINISCULE PROPORTIONS (20)

Range: Voice, Duration: Sun, Target: Individual
Reduces the size of an animal by 2. This modifies Strength by –4, reduces the range for each wound type by two points, and increases Quickness by +2. The beast appears to be the runt of its litter, unfit to live.

Casting Total (Tech+Form+Stamina): 16
Penetration (Cast Total - Spell lvl + Pen): -4

REGO ANIMAL

DISGUISE OF THE PUTRID AROMA (5)

Range: Voice, Duration: Concentration, Target: Individual
The target takes no interest in you as long as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.

Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): +10

CIRCLE OF BEAST WARDING (5)

Range: Touch, Duration: Ring, Target: Circle
The caster inscribes a circle that no normal beast will cross.

Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): +10

PANIC OF THE ELEPHANT’S MOUSE (15)

Range: Eye, Duration: Concentration, Target: Individual
Makes an animal afraid of the target by preying upon its instinctive fears, causing it to attempt escape by the quickest, most feasible means possible. The animal may make a Size stress roll of 9+ to resist. The title refers to the elephant’s legendary fear of mice, but note that this spell cannot actually affect elephants, as they are too large.

Casting Total (Tech+Form+Stamina): 15
Penetration (Cast Total - Spell lvl + Pen): 0

MUTO TERRAM

ROCK OF VISCID CLAY (15)

Range: Touch, Duration: Sun, Target: Part
Softens rock enough that it may be dug out, molded, and otherwise manipulated in the same way that hard river clay can be. The rock is slightly sticky. The spell affects rock in a roughly spherical shape with a three-foot diameter.

Casting Total (Tech+Form+Stamina): 11
Penetration (Cast Total - Spell lvl + Pen): -1

MUTO HERBAM

PASS THE UNYIELDING PORTAL (5)

Range: Touch, Duration: Diameter, Target: Individual
Makes the wood of a door pliable, allowing the magus to bend it open regardless of most locks or bars.

Casting Total (Tech+Form+Stamina): 11
Penetration (Cast Total - Spell lvl + Pen): +6

CREO CORPUS

BIND WOUND (10)

Range: Touch, Duration: Sun, Target: Individual
This spell binds the target’s wounds, so that he can undertake any activity without the risk of worsening the wounds. He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell.

Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding.

Casting Total (Tech+Form+Stamina): 12
Penetration (Cast Total - Spell lvl + Pen): +2

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