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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