Tag: Spells

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  • Impromptu Spells

    Due to their profound understanding of mystic forces and their consummate skill, Atlantean wizards do have some ability to create and cast spells in battle or crisis situations without having previously researched and developed them. This is referred to …

  • Using Atlantean Spells

    Characters are allowed to make multiple-power attacks with two or more spells in the same Multipower if they have a sufficiently large reserve to do so. However, the spells from one Multipower cannot add to or modify the spells in another power, per the …

  • Atlantean Spells

    Atlantean magic involves the manipulation of the four classical elements — Air, Earth, Fire, and Water — plus some other elements and raw arcane power (though the latter are rare, and often viewed with suspicion). [[Spells of Air]] [[Spells of Earth …

  • Spells of Air

    [[Air Spirit Matrix]] [[Becalming]] [[Call the Winds]] [[Fleetness of Cloud]] [[Fury of the Winds]] [[Irressistable Winds]] [[Leash the Storm]] [[Levitation]] [[Lighting Spear]] [[Reaping the Whirlwind]] [[Shield of the Winds]] [[Storm of …

  • Spells of Earth

    [[Breaking of Earth]] [[Clasp of Stone]] [[Dardarian Prison]] [[Earth Spirit Matrix]] [[Eordicas Wrath]] [[Giants Sling]] [[Parting the Earth]] [[Raise the Mountain]] [[Stonewall]] [[Strength of Earth]] [ Return to [[Atlantean Spells]] ] [ …

  • Spells of Fire

    [[Extinguishing]] [[Fire Ball]] [[Fire Darts]] [[Fire Spirit Matrix]] [[Fists of Fire]] [[Rain of Fire]] [[Firestorm]] [[Immolation]] [[Shield Against Flame]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic Section]] ] [ Return to [[ …

  • Spells of Water

    [[Blizzard]] [[Fist of Poseidon]] [[Flood]] [[Frigid Doom]] [[Part The Waters]] [[Stilling the Waves]] [[Unleash the Waters]] [[Water Spirit Matrix]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic Section]] ] [ Return to [[Character …

  • Spells of Light

    [[Armour of Light]] [[Dimming]] [[Eyes of Helios]] [[Illuminating]] [[Irresistible Flame]] [[Leeching Shadows]] [[Light Spirit Matrix]] [[Shadow Bolt]] [[Shadow Spirit Matrix]] [[Sunfire Field]] [[Sword of Light]] [ Return to [[Atlantean …

  • Spells of Order

    [[Chaos Doom]] [[Chaos Mantle]] [[Chaos Spirit Matrix]] [[Imposition of Chaos]] [[Imposition of Order]] [[Order Spirit Matrix]] [[Shapechanging]] [[Shield Against Chaos]] [[Stability]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic …

  • Air Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Becalming

    *Target:* Upto 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of another …

  • Call the Winds

    *Target:* One sailed vessel *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 250” *END Cost:* 7 or 5 *Description:* This spell calls forth the wind to fill the sails of a ship …

  • Fleetness of Cloud

    *Target:* One character *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *END Cost:* 4 *Description:*This spell places the swiftness of clouds moving across a wind- …

  • Fury of the Winds

    *Target:* 10 km long, 3 km wide Line *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 1,350” *END Cost:* 27 *Description:* With this spell, the wizard unleashes the full, …

  • Irressistable Winds

    *Target:* One target *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 450” *END Cost:* 9 *Description:* This spell, considered by some casters a much more restricted form of [[ …

  • Leash the Storm

    *Target:* 8 km radius *Casting Time:* 1 Minute (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 695” *END Cost:* 14 *Description:* This spell gives an Atlantean wizard a potent weapon: control over the …

  • Levitation

    *Target:* Self *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *END Cost:* 2 *Description:* With this spell an Atlantean wizard can rise straight up into the air. In …

  • Lighting Spear

    *Target:* One character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 600” *END Cost:* 12 *Description:* This is one of the Atlantean wizard’s most basic attack spells. It lets …

  • Reaping the Whirlwind

    *Target:* 14” radius *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 900” *END Cost:* 18 *Description:* This spell conjures a tornado-like whirlwind of air that moves with such …

  • Shield of the Winds

    *Target:* Self *Casting Time:* Half Phase *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *END Cost:* 7 *Description:* To protect himself against physical missiles — arrows, sling-stones, and so on — an …

  • Storm of Destruction

    *Target:* 544” radius *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *END Cost:* 28 *Description:* When an Atlantean wizard casts this spell, the sky above him darkens …

  • Breaking of Earth

    *Target:* Up to 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of …

  • Earth Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Clasp of Stone

    *Target:* One character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 500” *END Cost:* 10 *Description:* This spell causes the very ground to grow up around a target, …

  • Dardarian Prison

    *Target:* One character *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 200” *END Cost:* 25 *Description:* This terrifying spell imprisons the victim in a tiny, lightless, …

  • Eordicas Wrath

    *Target:* 12 km radius *Casting Time:* 1 Minute (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 900” *END Cost:* 18 *Description:* When the goddess Eordica becomes deeply angry with men, she often …

  • Giants Sling

    *Target:* One boulder *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 9 *Description:* With this spell a wizard can hurl enormous boulders as if they were …

  • Parting the Earth

    *Target:* Self *Casting Time:* Half Phase *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *END Cost:* 6 *Description:* With but a wave of his hand and the speaking of a magic word, an Atlantean wizard can cause the …

  • Raise the Mountain

    *Target:* 480” radius *Casting Time:* 1 Minute (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *END Cost:* 25 *Description:* This spell, one of the most feared in the Atlantean arsenal, allows a …

  • Stonewall

    *Target:* See text *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 555” *END Cost:* 11 *Description:* With words of power and a lifting-up mystic gesture, a wizard uses this …

  • Strength of Earth

    *Target:* One wall (see text) *Casting Time:* 1 Turn (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 12 / 8 *Description:* This spell gives a wall on which it’s cast the ability to …

  • Extinguishing

    *Target:* Up to 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of …

  • Fire Ball

    *Target:* 2” Radius *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 525” *END Cost:* 10 *Description:* This classic Atlantean attack spell looks like a bolt of flame about the …

  • Fire Darts

    *Target:* One character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 100” *END Cost:* 12 *Description:* A favorite of Atlantean wizards who enjoy showing off their power with …

  • Fire Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Fists of Fire

    *Target:* One character *Casting Time:* No time (see text) (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 10 *Description:* Useful in some combat or crisis situations because it can …

  • Rain of Fire

    *Target:* 544” radius *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 1,425” *END Cost:* 28 *Description:* One of the ultimate expressions of a wizard’s power over Fire, this …

  • Firestorm

    *Target:* 15” radius *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *END Cost:* 30 *Description:* This deadly and spectacular spell surrounds the caster with writhing, …

  • Immolation

    *Target:* One character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* LOS *END Cost:* 13 *Description:* By casting this spell an Atlantean wizard can cause any target he can …

  • Shield Against Flame

    *Target:* Self *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *END Cost:* 5 *Description:* This spell provides the caster with nigh-total protection against Fire attacks. …

  • Stilling the Waves

    *Target:* Up to 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of …

  • Blizzard

    *Target:* 4 km radius *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *END Cost:* 14 *Description:* This spell conjures a thick blizzard over a 4 km radius area …

  • Fist of Poseidon

    *Target:* 30 km Line or 1 km Radius *Casting Time:* 5 Minutes (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 675”/5235” *END Cost:* 13 or 10 *Description:* Coastal fortifications rarely stand a chance …

  • Flood

    *Target:* 4 km radius *Casting Time:* 5 Minutes (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 360” *END Cost:* 14 *Description:* With this spell, a wizard can cause, or stop, flooding over a 4 km radius …

  • Frigid Doom

    *Target:* One character *Casting Time:* Extra Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 20” *END Cost:* 27 *Description:* This spell afflicts a living target with cold so bitter it literally …

  • Part The Waters

    *Target:* Special *Casting Time:* 1 Minute (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 5,425” *END Cost:* 25 *Description:* This spell gives a wizard great power over bodies of water. He can, for …

  • Unleash the Waters

    *Target:* 44” Cone *Casting Time:* 1 Turn (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 32 *Description:* When an Atlantean wizard casts this spell, he spreads his arms wide and …

  • Water Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Armour of Light

    *Target:* Self *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *END Cost:* 5 *Description:* This spell surrounds the caster’s body with a field of shimmering light that …

  • Eyes of Helios

    *Target:* Self *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *END Cost:* 4 *Description:* This spell protects the caster’s eyes from bright light, including the effects …

  • Irresistible Flame

    *Target:* One character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 500”/600” *END Cost:* 10/12 *Description:* This spell creates a beam of light so intense that it blinds …

  • Leeching Shadows

    *Target:* One character *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 600” *END Cost:* 14 *Description:* This spell surrounds the target’s body with writhing, twisting …

  • Light Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Shadow Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Shadow Bolt

    *Target:* One character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 350” *END Cost:* 10 *Description:* This spell projects a writhing, twisting bolt of multiple tendrils of …

  • Sunfire Field

    *Target:* 12” radius *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 900” *END Cost:* 24 *Description:* This spell creates an area of blinding, burning light. Wizards often use …

  • Sword of Light

    *Target:* One character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 225” *END Cost:* 8 *Description:* When a wizard casts this spell, a blindingly bright beam of light lances …

  • Dimming

    *Target:* Up to 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of …

  • Illuminating

    *Target:* Up to 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of …

  • Chaos Doom

    *Target:* One character *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 25” *END Cost:* 18 *Description:* This spell infuses a living being with raw Chaos, causing him to …

  • Chaos Mantle

    *Target:* One Hex *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 25” *END Cost:* 16 *Description:* This spell, sort of the opposite of Chaos Doom, infuses a small area with raw …

  • Chaos Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Order Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Shapechanging

    *Target:* Self *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Varies *Range:* Self *END Cost:* Varies *Description:* One of the few uses of Chaos Magic that Atlantean wizards don’t regard as …

  • Shield Against Chaos

    *Target:* Self *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *END Cost:* 7 *Description:* This spell calls on the fundamental power of Order to protect the caster from …

  • Stability

    *Target:* Special *Casting Time:* 1 Turn (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 15 *Description:* This spell, perhaps the pinnacle of Order magic, undoes the effect of Chaos …

  • Imposition of Chaos

    *Target:* Up to 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of …

  • Imposition of Order

    *Target:* Up to 2 effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 750” *END Cost:* 15 *Description:* This spell allows a wizard to diminish or negate the force of …

  • Spells of the Arcane

    [[Arcane Beam]] [[Arcane Darts]] [[Arcane Spirit Matrix]] [[Countermagic]] [[Paralyse Army]] [[Shield of Arcane]] [ Return to [[Atlantean Spells]] ] [ Return to [[Magic Section]] ] [ Return to [[Character Creation]] ]

  • Arcane Beam

    *Target:* 20” Line, Mobile *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *END Cost:* 22 *Description:* This spell creates a wide, purplish-white beam of pure Arcane …

  • Arcane Darts

    *Target:* One character *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 450” *END Cost:* 9 *Description:* This spell fires four “darts” of pure Arcane force. Typically they look …

  • Arcane Spirit Matrix

    *Target:* Special *Casting Time:* 20 Minutes *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *END Cost:* 25 *Description:* To summon beings from other planes, Atlantean wizards use special “spirit matrices” — …

  • Countermagic

    *Target:* One character, Unlimited effects *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* 900” *END Cost:* 18 *Description:* This spell, the most powerful of the Atlantean …

  • Paralyse Army

    *Target:* 36” radius *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 900” *END Cost:* 18 *Description:* As but one example of the power of Arcane on the battlefield, this spell …

  • Shield of Arcane

    *Target:* Self *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *END Cost:* 10 *Description:* The most potent personal defense spell in the Atlantean arsenal, Shield Of …

  • Cure Blindness

    *Target:* One character *Casting Time:* 5 Minutes (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *Magic Roll:* -12 *END Cost:* 24 *Description:* Sometimes the gods give one of their priests the …

  • Cure Illness

    *Target:* One Living Creature *Casting Time:* 5 Minutes (Attack Action) *Casting Procedures:* Concentration, Gestures, Incantations *Duration:* Instant *Range:* No Range *Magic Roll:* -6 *END Cost:* 24 *Description:* By laying his hands on a …

  • Heal Wounds

    *Target:* One character *Casting Time:* 1 Turn (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* No Range *Magic Roll:* -8 *END Cost:* 24 *Description:* The rarest of Atlantean divine healing powers is the …

  • Bless Baby

    *Target:* One Baby *Casting Time:* Five Minute (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Until The Child is 10 Years Old. *Range:* Touch *Magic Roll:* -1 *END Cost:* 0 *Description:* Priests use this spell to extend …

  • Blessing

    *Target:* Priest and up to 7 Allies *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Limited (See Game Information) *Range:* Touch *Magic Roll:* -2 *END Cost:* 0 *Description:* The priest has the …

  • Command Infernals

    *Target:* Special *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *Magic Roll:* -5 *END Cost:* 3/Phase *Description:* This spell calls upon the power of the divine to …

  • Create Feast

    *Target:* Up To 16 People. *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* 1 Day *Range:* Special *Magic Roll:* -2 *END Cost:* 0 *Description:* This spell, which a priest may only cast once per …

  • Cure Poison

    *Target:* One Character *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* Touch *Magic Roll:* -6 *END Cost:* 6 *Description:* This spell removes poison from a character’s body. …

  • Divine Eloquence

    *Target:* Self *Casting Time:* Half Phase *Casting Procedures:* Gestures, Incantations *Duration:* Limited (See Game Information) *Range:* Self *Magic Roll:* -2 *END Cost:* 0 *Description:* This spell makes the priest an even more eloquent …

  • Divine Hindrance

    *Target:* One Character *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 100” *Magic Roll:* -3 *END Cost:* 3 *Description:* When he casts this spell, a priest calls upon the …

  • Favour of the Gods

    *Target:* One Creature *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* *Magic Roll:* -5 *END Cost:* 5 *Description:* By calling on one of the gods, the priest can receive the …

  • Funeral Rites

    *Target:* One Body *Casting Time:* 5 Minutes (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* Touch *Magic Roll:* -5 *END Cost:* 5 *Description:* When cast upon a corpse, this spell instantly incinerates …

  • Holy Aura

    *Target:* Area Around Caster (4” Radius) *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* No Range *Magic Roll:* -5 *END Cost:* 5/Phase *Description:* This spell creates a field …

  • Holy Light

    *Target:* One Infernal Being *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Instant *Range:* 300” *Magic Roll:* -6 *END Cost:* 6 *Description:* When he casts this spell, the priest projects a …

  • Protection From Evil

    *Target:* 1.5” Radius around Caster *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* None *Magic Roll:* -6 *END Cost:* 6 to Cast, then 3/Phase *Description:* This spell creates …

  • Sanctify Area

    *Target:* Area no bigger than 16” Radius *Casting Time:* 1 Hour *Casting Procedures:* Gestures, Incantations *Duration:* Permanent (until Defiled) *Range:* No Range *Magic Roll:* -3 *END Cost:* 3 *Description:* This spell allows a priest to …

  • Sanctify Item

    *Target:* One Item *Casting Time:* Full Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Limited (See Text) *Range:* Touch *Magic Roll:* -2 *END Cost:* 1 *Description:* When a priest casts this spell and touches an …

  • Sense the Empyrean

    *Target:* Self *Casting Time:* Half Phase *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *Magic Roll:* -3 *END Cost:* 3 *Description:* This spell grants the priest the power to perceive his most deadly enemies and …

  • Shield of Faith

    *Target:* Self *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Self *Magic Roll:* -2 *END Cost:* 2 *Description:* This spell calls upon the power of the priest’s god to protect …

  • Soul Shield

    *Target:* Priest and up to 7 Allies *Casting Time:* Half Phase (Attack Action) *Casting Procedures:* Gestures, Incantations *Duration:* Constant *Range:* Touch *Magic Roll:* -2 *END Cost:* 2 *Description:* This spell protects up to eight people ( …

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