Player-Created Castings

It is possible for players and GMs to create non-standard spells and miracles (see Player Created Spells/Miracles for details). The following castings have been created and the player has requested that they be made publicly visible (primarily as ones that may come up mid-combat).

If you have a character that wants to learn them, however, you will need to do the research to find out who to ask in-character – they are not automatically available as per the standard lists.

Cauterise 0

School: Fire
Level: 0
Range: Touch
Duration: Instantaneous
Type:
Effect:
Seals up bleeding Body, Head or Limb wounds without healing them (i.e. no longer bleeds). Does not work on bleeding from negative Life. On sealing the wound x ‘Fire’ Power Damage is caused to the affected part of the body (where x is the amount of the bleeding in minutes, or seconds for Throatslit). Appropriate power armour can help prevent this damage.

Cauterise 1

School: Fire
Level: 1
Range: Touch
Duration: Instantaneous
Type:
Effect:
Seals up all bleeding wounds without healing them (i.e. no longer bleeds). This includes bleeding from negative Life. On sealing the wounds an internal Combust x is caused (where x is the sum of all of the bleeding from wounds and life in minutes, or seconds for Throatslit) as elemental Fire sweeps through the target’s body. As this is internal, power armour does not help to prevent the damage, but Toughness (both natural and magical/miraculous) and Endurance are still effective.

Cauterise 2

School: Fire
Level: 2
Range: Touch
Duration: Instantaneous
Type: Not Stackable
Effect:
Reduces the level of any Poisons/Diseases suffered by the target by 1 at the cost of an internal Combust N, where N is the sum of the levels of Poison/Disease on the target. As this is internal, power armour does not help to prevent the damage, but Toughness (both natural and magical/miraculous) and Endurance are still effective. The effect caused by the Poison/Disease will be reduced accordingly, and if the level is reduced below 0 then the Poison/Disease is cured.

Cauterising a target’s diseases or poisons takes 5 minutes, during which the caster must maintain contact and Concentrate. If Concentration is broken the spell fails, but the target still takes the damage as fire runs out of control through their body.

Communicate <n>

School: Water
Level: <n>
Range: Various
Duration: 15 minutes (target), Instantaneous (self)
Type: Mental, Not Stackable
Effect:
First the caster must prepare the recipient by casting a Communicate 0 on them. This creates a connection between the two. This connection will last for 15 minutes, but higher levels of Communicate can be used to extend the duration in the normal way (as can Extension & Extend). The caster can only have one such connection and preparing a new recipient removes the connection to the old one. Also, a person can only be the recipient of one Communicate at a time. The caster is unaware if the recipients connection has been lost (e.g. duration expired or dispelled). Recipients are personal to the caster and cannot be communicated with by others.

To send a message to the recipient, the caster casts another Communicate 0 on themselves. Communicate 0 allows the caster to send a phrase (up to 10 words) to the predesignated recipient up to 20’ away. For every additional level, the caster can choose one of the following:

  • Double the range (40’, 80’, 160’, etc.)
  • Extend the message by an additional phrase.

Casting Communicate when the recipient is out of range or the recipients connection has been lost causes the message to bounce back. The caster is aware that the message is not received.

Communicate has the following properties:

  • You CAN communicate with a recipient you cannot see, as long as they are in range.
  • You CAN communicate THROUGH solid objects and Wards; range is determined as a direct line between caster and Recipient..
Condense

School: Water
Level: 0
Range: 20’
Duration: Instantaneous
Type:
Effect:
Condenses one pint of water from the air (enough to quench a small campfire).

Gravity

School: Earth
Level: 2
Range: 20’
Duration: 15 minutes
Type: Offensive
Effect:
Targeted weapon or shield is pulled to the floor for 15 minutes. If the character has Strength at least equal to the strength of the spell (i.e. Strength for Gravity, Double Strength for Double Gravity, etc.) he can prevent it falling to the floor/remove it from the floor by resisting/pulling for 5 seconds. In both cases the effect is then cancelled.

Mana Burn <n>

School: General
Level: <n>
Range: Touch
Duration: 15 mins
Type: Protective (Weapon)
Target: Weapon
Effect:
Mana Burn can be cast on any weapon and adds the effect of Mana Lace <n> for 15 minutes.

Mana 0 causes no additional damage, but does protect the weapon from being melted, warped or otherwise destroyed by magical means.

The call upon a successful hit is “Mana Lace <n>”.

Purge Mind

School: Water
Level: 3
Range: Touch
Duration: Instantaneous
Type: Offensive, Mental
Effect:
As Clear Mind.

To learn this spell, the character must know Clear Mind (T).

Reattach <n>

Path: Order
Level: 5 for Reattach 1, 7 for Reattach 2
Range: Touch
Duration: Instantaneous
Type:
Effect:
Allows you to reattach a severed location or repair a crushed location within 15 minutes of the injury being obtained.

If reattaching a severed location, it must be the exact same location that was originally severed and must have sustained no further damage.

Note that this miracle only allows the severed/crushed location to be repaired, it does not do any wounds healing (the location will be on -10 wounds).

Reattach 1 can be used for severed/crushed limbs (legs & arm).

Reattach 2 can be used for severed/crushed body.

Reinforce <n>

School: Earth
Level: <n - 1>
Range: Touch
Duration: 15 minutes
Type:
Effect:
Can be cast on any shield or armour, reinforcing the sturdiness of the object.

Armour
When cast on a piece of armour, Reinforce increases its Normal Protection by <n>. However, the total protection provided from the armour and this spell cannot exceed double the base Normal Armour (e.g. a piece of Plate, base 6, can have up to Reinforce 6 cast on it). Note that higher levels of Reinforce can still be cast on the armour, which makes the effect harder to dispel, but the spell’s effect is limited.

Higher levels of Reinforce can be cast over multiple locations by reducing its overall effectiveness. For each extra location, the amount of reinforcing is reduced by 1. When cast in this manner the spell obeys the following rules:

  • The effective level of the spell is lowered for purposes of dispelling and a Dispel Magic affects all pieces.
  • The pieces of armour must be worn together; if they are separated the effect is dispelled on all pieces.
  • Down-casting or extending the spell is done at the original level of the spell and effects all pieces. Individual pieces cannot be down-cast/extended separately.

Permanently Reinforced items cannot be created in this manner.

Example: Caled wears a suit of Studded Thick Leather armour, base 3, which covers his body and both arms. With Reinforce 4 he has the following options:
1. Cast the spell on one location, adding 3 points of Armour (the maximum for Studded Thick Leather). At least a Dispel Magic 4 will be required to remove the spell.
2. Cast the spell on two locations, adding 3 points of Armour to both. At least a Dispel Magic 3 will be required to remove the spell.
3. Cast the spell on three locations, adding 2 points of Armour to all. At least a Dispel Magic 2 will be required to remove the spell.
4. Cast the spell with a single Extend 4 for 1 hour on two locations, adding 3 points of armour to both. At least a Dispel Magic 3 will be required to remove the spell.
5. Cast the spell as a Reinforce 3 for 1 hour on two locations, adding 2 points of armour to both. At least a Dispel Magic 2 will be required to remove the spell.

You can have layers of Reinforce stacked (e.g studded leather with a Reinforce on and then plate on top with a Reinforce on).

Shield
When cast on a shield, Reinforce increases its Breakage Value by <n> x 3 (Reinforce 0 only protects the shield from destructive spells/spells). However, the total Breakage Value provided from the shield and this spell cannot exceed double the base Breakage Value (e.g. a superior shield, base 15, can have up to Reinforce 5 cast on it).

Repel Golem

Path: Chaos
Level: 2
Range: Self
Duration: Instantaneous
Type: Offensive
Effect:
All construct type creatures are thrown back from the caster to a distance of 10’ (those beyond 10’ are not affected).

It requires at least Triple Strength to resist the effect of this miracle.

Wall of Earth <n>

School: Earth
Level: 1 for Wall of Earth 1
Range: Touch
Duration: 15 minutes
Type:
Effect:
This spell allows the caster to create an immovable, solid wall of earth up to 10’ long & 6’ high. This wall cannot be seen or struck through, although it can be gone round (or animal leapt over). Also, a creature (or equivalent numbers) with at least Strength for Wall of Earth 1, Double Strength for Wall of Earth 2 etc. can demolish it in 10 seconds. A creature (or equivalent numbers) with Quadruple Strength for Wall of Earth 1, Quintuple Strength for Wall of Earth 2 etc. can destroy it instantly.

In order to cast this spell, the player needs a 10’ long piece of brightly coloured cord or ribbon as a Phys Rep. When casting the spell, this is used to determine the extent of the wall.