Spell Details (Ricter)


Block the Bullet’s Stride (Rego Terram 20); R: Personal, D: Diameter, T: Individual. This spell provides a + 6 Soak bonus against projectiles composed of a small amount of metal. This includes firearm and sling bullets, metal-tipped arrows, and metal-tipped crossbow bolts. These weapons will not penetrate the target’s body or the things she is wearing or carrying (according to the Personal target parameters). (Base 5, + 1 Diameter, + 2 metal)

Charge of the Angry Winds (Creo Auram 20); 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. (Base 3, + 2 Voice, + 1 Concentration, + 1 unnatural)

Circling Winds of Protection (Creo Auram 20, Rego); R: Touch, D: Diameter, T: Individual. This spell surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9 + at the beginning of each round or be blown back. Melee attack rolls against you are at a – 3 penalty and missile or thrown attacks are at a – 9. (Base 3, + 1 Touch, + 1 Diameter, + 2 unnatural, + 1 Rego effect)

Edge of the Razor (Muto Terram 20); R: Touch, D: Sun, T: Individual. Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a + 2 bonus to Damage. If a target with magic resistance is struck, the spell must penetrate in order for the magical Damage bonus to apply. (Base 3, + 1 Touch, + 2 Sun, + 2 metal)

Eyes of the Bat (Intellego Auram 20); R: Personal, D: Diameter, T: Hearing. You can move about confidently in complete darkness by sensing air and its boundaries. For example, you can tell where solid walls are. You “hear” the boundaries of the air, so it does not permit fine discriminations. On the other hand, you can “hear” boundaries behind you, like having eyes in the back of your head. (Base 5, + 1 Touch, + 2 Sun)

Heavenly Rebuke (Creo Auram 20); R: Sight, D: Momentary, T: Individual. While you are within sight of an existing thunderstorm, you can cause lightning to strike a target from that storm, anyone that it might normally be able to hit, no matter how improbable. The victim suffers + 30 damage that cannot be soaked by armor. Those near the target must make Size stress rolls of 6 + to remain standing. (Base 5, + 3 Sight)

Midas’ Pockets (Muto Terram 20 Ritual); R: Touch, D: Momentary, T: Individual. Turns one object of about the size of a coin (including noble items like gold, silver, or gems), into 320 identical copies. (Base 4, + 1 Touch, + 3 Size, +1 noble materials)

Rain of Darts (Muto Terram 20, Rego); R: Voice, D: Momentary, T: Group. You toss a metal object into the air, like a steel javelin, which splits into jagged, sharp pieces. These shards speed toward their targets, inflicting + 10 damage on members of a Group within Voice range. The shards strike unerringly, but must penetrate Magic Resistance to be of any real effect. (Base 3, + 2 Voice, + 2 Group, + 1 Rego Requisite)

Shelter Not the Betrayer (Perdo Terram 20); R: Touch, D: Momentary, T: Structure. A single stone structure, such as a castle keep or manor house, crumbles to dust and small pebbles. Anyone inside at the time takes + 10 damage from falling and having stones land on them, possibly more if the structure is particularly large. (Base 4, + 1 Touch, + 3 Structure)

Talons of the Winds (Muto Auram 20, Creo, Rego); R: Voice, D: Momentary, T: Individual. Transforms a wind into an abrasive medium that tears and claws at everything in its path. Soft materials like leaves and cloth are shredded, and people take + 5 damage from innumerable bloody cuts and abrasions. The Creo requisite allows the spell to create a breeze that can be thus manipulated, meaning the spell is equally effective indoors. (Base 4, + 2 Voice, + 1 Rego requisite to protect the caster, + 1 Creo requisite to work without a preexisting breeze)

Wind’s Blessing (Creo Auram 20, Rego); R: Touch, D: Concentration, T: Individual. A gale force wind blows against you, buoying you along in whatever direction you dictate. The wind is not strong enough to lift you away from the ground, but it can double your jumping height or quadruple your jumping distance. You can run twice as far as a normal person between checks for Fatigue. And you can fall from any distance without harm. (An Athletics check may be required if you wish to land on your feet.) A Concentration check is required when you cast this spell, when you change the direction that the wind pushes on you, and during each round of combat; failure causes the spell to end. (Base 3, + 1 Touch, + 1 Concentration, + 1 Rego requisite, + 2 highly unnatural)

Spell Details (Ricter)

Moonless Nights Randy Randy