Spells
Decrease
Wind
Divine, 1 point, stackable, 100m radius, temporal.
This spell decreases the average wind STr by 1d6 for the duration of the spell. Each point used either reduces the
wind STR by another 1d6 points or increases the radius of effect by 100m. This spell has no effect on temperature or wind
direction. (RQ)
Destor's
Sight Divine, 1 point, self, non-stackable, temporal.
This is cast
in any situation where the caster is in a situation where their escape looks to be almost impossible (trapped in an impregnable
room, imprisoned in Aldryami brambles etc). If there is any possible escape route, no matter how dangerous, the caster will
be made aware of it. If there are multiple escape routes, only one will be made known to the caster. (NE)
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)
Find
A Way
Divine, 1 point, self, non-stackable, temporal.
For the duration of the spell, the user doubles all skills involved
in finding a route through an area unknown to them. Skills that receive bonuses
include Scan, Search, and Track but GMD is relevant. This is normally used when travelling through marshes, woods, hills and
mountains, but only works if the caster is in an area entirely new to them. Based on Simon Phipps’ spell Find Hidden
Paths. (SP/J)
Increase
Wind
Divine, 1 point, stackable, 100m radius, temporal.
This spell
increases the average wind STR by 1d6 for the duration of the spell. Each point used either increases the wind STR by another
1d6 points or increases the radius of effect by 100m. This spell has no effect on temperature or wind direction. (RQ)
Last
Gasp Recovery
Divine, 3 points, one-use, self-only, instant.
If the owner of this
spell reaches a point where he is technically dead, either through Hit Point loss, through a spell such as Sever Spirit or
by characteristic loss then the spell will automatically fire, even if the character is unconscious. The character is restored
to full Hit Points, spells such as Sever Spirit or Fang of Wachaza are countered and the character will receive 1D6 points
to any characteristic brought to 0. The spell is then lost as it is one-use. The character also gains a single combat action
to be used immediately. (SP)
No Scent
Divine, 1 point, non-stackable, touch, temporal.
1 use (Ormalaya).
The
recipient of this spell gives off no scent for the duration of the spell. This prevents tracking and detection by smell, either
magical or mundane. (J)
Wind Warp
Divine, 1 point, stackable, ranged, temporal.
This spell changes the wind
direction by 1d10 degrees in the direction of the caster’s choice. Each additional point of the spell either adds 1d10
more degrees of directional change or increases the area of effect by 100 metres. When the spell ends, the wind hesitates,
motionless for one melee round, then abruptly returns to its former direction. Small whirlwinds may form at the spell’s
boundaries, where the wind is forced to clash with itself. (RQ)
Wind Words
Divine, 1 point, non-stackable, ranged, temporal.
If downwind, the caster can
cause the wind to bring conversations to his ears as if standing next to the speakers. (RQ)
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