Spells
Blow
Down Foe
Divine, 1 point, stackable, ranged,
instant.
This spell causes a great gust of wind to erupt from
the caster, targetted at one foe who must resist the STR of the wind or be blown down, prone. For every full 5 points of STR,
the character is blown back 1 metre. For every point in the spell, the wind blast has 6 points of STR. It is effective only
against living entities, undead beasts and animated dead, not inanimate objects. (NE/J)
Call Snow
Ritual Summons.
This ritual summons snow from any storms in the vicinity, or will turn existing rainfall into snow (casters choice).
One MP must be expended for every round in which the caster wishes it to snow. (P)
Entangling
Wind
Divine, 1 point, non-stackable, ranged, temporal.
The caster can use their command of the winds to entangle their foes. The spell has an effective strength of 4d6 and
will ‘attack’ a random hit location on the chosen target. Victory in a STR vs. STR contest is required to entangle
the target, failure ends the spell. If successful the targeted location is immobilised (GMD as to effects). The caster can
change the location being entangled; this takes a round of concentration. (P)
Fighting
Storm
Divine, Heroquest, 3 points, self, temporal.
This
spell turns the character into an embodiment of Helamakt. For the duration of the spell, the characters combat skills are
all increased by wind STRx4. This includes the chance to cast combat related spells. (NE/J)
Parry
Arrows
Divine, 1 point, self, non-stackable, temporal.
This enables the caster to attempt to parry arrows fired at them (includes sling stones and crossbows). All such parries
are at the standard chances of success. (P)
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)
Undying
Storm
Divine, 2 points, self only, non-stackable,
temporal.
For the duration of this spell
the character is filled with the living, vibrant energy of Storm and the spirit of Helamakt. The character remains alive and
conscious until their hit points reach a negative equal to the current wind STR. This does not, however, prevent them from
dying by locational hit point loss (such as losing their head). (NE)
Windblade
Divine, 2 points, special, temporal.
This spell conjures a windblade that can be used to attack a foe within LOS. The windblade attacks at the casters
Sword Attack skill and does 1d8+1 damage + any damage modifier. The windblade can be Bladesharped etc, can impale and critical.
Any magical defence spells that the target has running (Countermagic, Shield etc) stack with the targets armour for the purpose
of resisting damage. The target can parry attacks by the windblade, although it should be noted that the first attack is invisible,
thereafter they are as normal attacks. (P)
Wind Blast
Divine, 1 point, stackable, ranged, instant.
Creates a blast of wind that
can knock its foes down in the desired target location. The windblast has an effective STR of 5d6 per point in the spell.
It affects an area 5m in radius (radius doubles with each point beyond the first). (P)
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