Spell
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CN
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Summary
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Crucible of Chamon
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CN 7 (-20)
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Melt non-magical metal object within Will. Bonus yards. If worn, the
wearer takes Damage + WB that ignores Toughness. The melted metal itself
remains salvageable.
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Enchant
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CN6 (-10)
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Enchant single weapon you touch, gains bonus to Damage equal to
caster's Will Bonus plus any Qualities of choice (impact, etc.) for every
additional 3 SLs. Alternatively, enchant a metal (chain or plate) piece or
suit of armor, granting it +1 AP. Lasts WB rounds.
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Feather of Lead
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CN5 (-10)
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For an area in diameter of Will. Bonus yards within Willpower yards,
everyone counts as (pick one) either Encumbered (-10 Agility, -1 Move.) or
Not Encumbered.
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Fool's Gold
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CN4 (0)
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Touch an object, all its metal becomes gold for Willpower in minutes.
This can ruin good weapons, make armor twice or three times as heavy, etc
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Forge of Chamon
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CN9 (-30)
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For a single item made of metal, you may add 1 Quality or remove 1
Flaw per 2 SLs. Lasts Willpower minutes.
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Glittering Robe
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CN5 (-10)
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Gain Ward 9+ (roll 1d10, if high enough, ignore) to all spells and
attacks. Each successful ward increases the Robe's potency by 1 Ward to max
Ward 3+.
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Inscription
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CN0 (+10)
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Run your hand over a metal object, it gains an inscription of your
chosen composition and calligraphy instantly. If you achieve +3 SLs, you
may make the inscription a secret rune only visible to the eyes of someone
you name (e.g. dwarfs, Karl Franz). Any wizard can cast inscription over an
object and read this secret rune.
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Molding of the Unstable Mind*
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CN8 (-20)
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Attempt to reform a sick mind into a healthy one by touching a person
with corruption. This spell does not work on oneself. After casting,
the wizard rolls Intuition to reshape the target's mind, the target loses
1d10 corruption points if successful. If the test fails, the target gains 1d10 corruption
points and the wizard must roll Cool or gain 1 corruption point herself.
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Mutable Metal
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CN5 (-10)
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Non-magical metal
object you touch becomes warm, mutable object you bend and manipulate with a
Strength +20 test (or +20 Smith or appropriate skill).
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Stoke Forge*
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CN3 (+0)
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Kindle flames from a
fuel source into a blazing inferno, suitable for burning. The magic instantly
ignites the fuel, but does not work on anything except wood, charcoal, oil,
etc., which is burns through at an appropriate pace (oil 1d5 rounds). Takes
1d5 rounds to grow from kindles to forge-strength. Inflicts Ablaze +3 on any
who step into the flames.
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Transmutation of Chamon
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CN12 (-40
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Enemies within Willpower yards in an area Will. Bonus yards in
diameter have their flesh turned to metal. They are damaged +WB ignoring
toughness and armor, inflicting Blind, Deafened, and Stunned. Lasts WB
rounds, during which the enemies Suffocate (WFRP181) and have +1 AP. If they die, they remain a metal
statue.
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Tale of Metal*
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CN7 (-20)
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See the memories of a metal item, from its forging and creation
through all the important times it has seen use (e.g. wielded as a sword in
battle or hammer in a shop). The memories are from the item's perspective,
not the wielder's, though dramatic events such as battles, slaying of
important foes, and use in monumental works will have more salience for the
object itself as well. Sorting through the memories to find specific
information requires an Intuition test (I) or appropriate skill and likely
several hours of contact with the item, unless it was a very recent event.
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