Spells
Become
Alynx
Divine, Heroquest, 3 points, reusable,
temporal, non-stackable.
This allows the user to change shape and form to become the creature specified. The user's
characteristics may change, depending on the form taken. The user will be aware of his true self but may not use some of his
own skills, instead using the skills of the form taken. At the GM's discretion, the user may be able to cast spells in the
animal form.
(SP)
Cat Whistle
Spirit, 1 point, ranged, instant.
This
small charm simply calls all cats within range. They are not compelled to come, but will instantly recognise the whistle of
the caster. Cats friendly to the caster are likely to take this as a sign that they should return to the hearth. (SP)
Cat’s
Leap
Divine, 1 point, non-stackable, touch, temporal.
This spell provides a 10% Jump bonus and allows the recipient to make jumps of extraordinary length
and height. A single Jump made be made each round, this requires a successful skill roll. The characters strength determines
the maximum distance of a jump, for each point of STR the character may jump up to 1 metre horizontally, or a foot (c 30cm)
vertically. This spell is stackable with the Jump spirit magic spell. (SP/J)
Charisma
Divine, 1 point, non-stackable, temporal.
1 use (Eurmal).
This spell doubles the basic APP of the target. Now matter how high APP goes, the target remains
recognisable. (RQ)
Commune
With the Lady
Divine, 1 point, non-stackable, self, temporal.
The
caster can commune with the spirits and daimones of the Lady of the Wild. In effect it allows her to see nature spirits and
local spirits dedicated to the Lady of the Wild, and to talk to them. If required, her effective Speak Spiritspeech is the
higher out of her skill in Speak Spiritspeech or Speak Own Language. (NE)
Dance
Spirit, variable, self, temporal.
This
spell adds 10% to the casters Dance skill per point of spell. Members of the hero cult also gain 10% to Sword Dance per point
of spell. (J/P)
Dodge
Missiles
Divine, 1 point, touch, temporal, non-stackable.
1 use (Vinga).
This
useful spell enables its recipient to attempt a Dodge roll to avoid missile attacks. (P)
Feel No
Guilt
Divine, 1 point, reusable, instant, non-stackable.
The user must cast this spell on himself at a point where he is about
to do something that he may feel guilty about afterwards. This spell ensures that he does not feel guilty about the act that
he performs. It cannot be used to remove the feelings of guilt about something he has already done. So, Fost sees his brother's
wife alone in her house and decides to pay her a visit. He casts Feel No Guilt and enters the house, seducing her with his
charms. Afterwards, his brother finds out and brings the matter up in a family council, using Shame Wife and Shame Brother
to punish him, but Fost feels no guilt and therefore no shame over his deeds. (SP)
Grow Claws
Divine, 2 points, reusable, non-stackable, temporal.
For the duration of
the spell, the user will have cat claws that do 1D6 damage. The user can attack with two sets of claws per round. IN conjunction
with Paralysing Bite, the user can attack with Claw/Claw/Bite as a cat can. (SP)
Land Safely
Divine, 1 point, reusable, non-stackable, ranged, instant.
This
spell allows the user to ignore any falling damage. It will not ignore damage caused by falling on spikes, but will ignore
damage caused by falling on stones etc. (SP)
Obscure
Spirit, variable, self, temporal.
Obscure adds 15% per point of spell to the casters Hide skill.
(P)
Paralyzing Bite
Divine,1 point, reusable,
stackable, temporal.
This
transforms the user's head into that of an alynx. For the duration of the spell, the user will ooze poison from his fangs.
This poison does 1D6 venom damage per point of spell, the venom paralyses the target after 3 rounds. (SP)
Preen Self
Spirit, 3 points, self, instant.
The
Preen Self spell renders the caster clean, and as neat in appearance as is possible with their current garments. Clothes,
body, and hair are effectively washed, tidied, and the character will appear as if they had just finished preparing themselves
for an important banquet. As a bonus, the spell also removes fleas from the caster (but does not prevent their return). (J)
Scent Danger
Divine, 1 point, non-stackable, self, temporal.
A character under
the effects of this spell can scent any enemy as long as they are downwind and within 1km. (P)
Seduce
Divine, 1 point, stackable, self, temporal.
This spell adds
25% per point to the characters chances at a seduction attempt. (J)
Sleep
Anywhere
Spirit, 2 points, non-stackable, touch, instant.
When cast on a willing target, this spell puts the person to sleep, no matter what the external conditions are. The
target must not resist this spell otherwise it will fail. (SP)
Speak
To Alynx
Divine, 2 points, reusable, self, temporal.
This allows the user
to speak with the type of beast for the duration of the spell. This does not impart intelligence to the beasts, but does allow
the user to have a conversation. If the beast needs to be convinced, an Orate, Fast Talk or similar skill must be used. (SP)
Squeeze Spirit, variable, self, temporal.
Each
point of Squeeze gives the target one less effective SIZ point for trying to squeeze through small spaces. This can only halve
the character's effective SIZ, no more. (NE)
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