Spells
Blunt Spears
Spirit, variable, ranged, temporal.
Can only be cast on a spear. It effects the spear as a dullblade of three
times the pointage of the spell. (NE)
Break Line
Divine, 2 points, touch, non-stackable, temporal.
This
spell can be used to boost a single attack against a foe in a line/shieldwall. The attack can be made at any point of the
recipients choosing within the duration of the spell. It multiplies damage four-fold for the purpose of knockback calculation.
(P)
Break Shield
Divine, 2 point, non-stackable, one held sword, temporal.
Any weapon parrying a sword bearing this enchantment takes full damage regardless of its APs. (P)
Clouds
Over Sun
Divine, 3 points, non-stackable, ranged, special.
This spell froces a POW vs. POW battle between the caster and the main Solar spellcaster opposing them. If the caster
wins then the sun is occluded by clouds, if not then it is clear. No external source of POW or spiritual defence can be used
in this contest (allied spirits, crystals, spells etc). (P)
Darkwall
Spirit, 2 points, ranged, non-stackable, temporal.
This spell can create a wall of darkness 10mē in area and 10cm thick.
The Darkwall can be moved by the caster at a rate of 1 meter per strike rank. Light sources within the darkness give no light
nor can any sighted being see through. Other senses are unaffected. A Darkwall can be moved or shaped into any height or width
desired, so long as the total area is 10mē, and the thickness 10cm. (RQ)
Fight
Sun
Divine, 1 point, temporal, touch, non-stackable.
This
spell increases the recipients combat skills to 150% of their start value when fighting Sun cultists or creatures tied to
the Fire rune. (P)
Morale
Divine, 1 point, stackable, ranged, temporal.
This
spell establishes a field around a regimental standard which gives an entire century (100 men) of Orlanth initiates +5% to
their Attack skills. It lasts until either sunset or sunrise, whichever comes earlier. Each additional point stacked increases
the Attack bonus by a further 5%. (RQ)
|