Spells
Carry Companion
Divine, 2 points, touch, stackable, instant.
This spell is stacked with Guided Teleportation
and allows the caster to carry one additional companion with him through means of the spell. The caster must be holding the
additional companion when the spell is cast and must be willing (or unconscious). Carry Companion can be stacked with itself,
to allow more Companions to be teleported, but the caster must be able to touch them all. (NE)
Follow in Footsteps
Divine,
1 point, touch, non-stackable, temporal.
This
spell allows the user to walk in the footsteps of another. This has the effect of making the second person very difficult
to track and to hide the numbers using a trail. It also allows one person to walk through a trapped area and another to follow
him. (SP)
Guided Teleportation
Divine, 3 points, self,
nonstackable, instant.
This spell returns the caster
to a specific spot made sacred to Orlanth or Mastakos (through a complicated week-long ritual connected with acquiring the
spell). This spell has no range limitation. Additional spells may be acquired which lead to different spots. (RQ)
Ignore Pleas To Stop
Divine,
3 points, self, non-stackable, special.
This spell is usually cast prior to setting out to accomplish
a specific task. It lasts a week and cannot be extended.
It prevents all attempts to persuade or magically coerce the
caster from continuing with their task. In effect, all relationships and passions are abandoned for the duration of the spell.
Physical attempts to stop the caster are unimpeded by this spell. (J)
Land on Both Feet
Divine,
1 point, touch, non-stackable, temporal.
For
the duration of this spell the recipient will always land on their feet following a fall or jump. They are capable of action
instantly following their leap/fall (no SR penalties). This spell halves falling damage for falls of up to 15 metres. (J)
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)
Move Through Dance
Divine, 2 points, touch,
non-stackable, special.
This spell lasts for half an hour and can be extended. It enables
the recipient to travel quickly by dancing and requires a successful Dance roll every half-hour. It doubles the recipient’s
movement rate but cannot be combined with Mobility. No fatigue points are expended while dancing under the influence of this
spell. (J)
Never Get Stuck
Divine,
2 points, self, non-stackable, temporal.
For the duration of the spell,
the caster will not get stuck in mud, sand, glue or any other substance. They also have a +3 effective POW against magical
effects that would impair their movement. (SP/J)
Read Foe
Spirit, variable, touch, temporal.
Allows the recipient to predict an opponent's attack just before
it is made, thus effectively raising their Dodge skill by 5% per point of spell. (JW)
Teleportation
Divine, 3 points, ranged, stackable,
instant.
Sighting for this spell must be done visually. The caster can teleport to any spot within range that he can see, either
on his own, or through the eyes of a familiar/allied spirit, or through a Mind Link spell. The spell carries the caster and
their size in ENC worth of gear, and each extra spell cast at once enables one
additional living thing to be teleported with the caster. It can be used to teleport someone else, with the same limitations.
(RQ)
Walk on Water
Divine, 2 points, self,
non-stackable, temporal.
This spell enables the caster to walk on water as if it were dry land. They may still be forced underwater, or go
beneath the surface voluntarily. (J)
West-Travelling
Divine, 1 point, self, non-stackable, temporal.
For the duration of the spell, the caster's Move rate is doubled if they travel west. (NE)