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Spells
Dodge Hazard
Divine, 2 points, self, non-stackable, 1 day duration.
1 use (Chernan).
This is cast before heading into hazardous territory. For the day after it is cast,
the caster will receive a bonus to his ability to avoid dangerous, physical hazards, such as traps, falling objects etc. When
the caster tries to dodge such obstacles, he may make a re- roll afterwards if he so wishes. He must take the re-roll no matter
what. This is of no use in combat. (NE)
Find Hidden Thing
Divine, 1 point, stackable,
self, temporal.
Every point of this spell adds 15% to the users perception skills if being actively used to find a hidden thing. It
does not protect against ambushes etc. (J)
Follow Trail
Divine, 2 points, non-stackable,
self, temporal.
This doubles the casters Tracking skill for the duration of the spell. (P)
KeenEye
Spirit, variable, self, temporal.
This spell adds 5% per point to the casters Scan and Search skills. It is stackable with Find Hidden Thing.
(J)
Nighteyes
Divine, 1 point, touch, non-stackable, 12-hour duration.
This
spell grants its recipient the ability to see in darkness. For 12 hours the target can see by any amount of available light.
If there is a complete absence of light, they cannot see. (RQ/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)
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