Spells
Decrease Wind
Divine, 1 point, stackable, 100m radius, temporal.
Defender Storm.
Any Defender Storm shrine.
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)
Defeat
Winter
Divine, Heroquest, 3 points, self, non-stackable, temporal.
Defender Storm.
Ritual can only
be learnt, and the spell sacrificed for, at Defender’s Fort and Tarthcaer.
The secret of Defeat Winter doubles
the casters chance to defeat a Winter (Cold) based opponents in any kind of contest (skill, characteristic etc). (SP)
Diminish
Wind
Spirit, variable, ranged, temporal.
Defender Storm.
Defender’s Fort and Tarthcaer only.
Diminish Wind lowers the speed of a wind by 1 mph per point of spell.
Drive
Storm
Divine, 2 points, non-stackable, special range and duration.
Defender Storm (1
use/Ohorlanth).
This spell can be sacrificed for at any Orlanth temple.
This spell may be cast on any storm within
visual range and lasts until the storm ends. It gives the chance to direct the storm. The success of this attempt is determined
as follows; The total POW of the caster, his allied spirits, and allied or friendly storm spirits, must be calculated. The
total is the percentage chance that the caster has to control the storm. Storms controlled by another may be directed, but
this conflict of control must be resolved by the GM. (P)
Ear-splitting
Shriek
Divine, 2 points, non-stackable, ranged, instant.
Defender Storm
(Bevara), Adventurer/Spearwoman (1 use/Bevara).
Any Bevaran or Vingan site.
An Ear-splitting Shriek affects one target per MP expended in the casting (but can only affect those who can hear
it, the spell does not make the noise carry any further than normal). A POW vs. POW roll must be made, with the casters roll
applying to all targets. (P)
Fumble: caster stunned for 2d6 SR.
Fail: No effect
Success: Target stunned for 2d6 SR
Special: Target stunned for 3d6 SR
Critical: Target stunned for 4d6 SR and deafened until healed.
Endure
Cold
Divine, Heroquest, 2 points, non-stackable,
self, temporal.
Defender
Storm (AssocHQ/Rigsdal).
Details
of the Vinga Gets Left Out In The Cold heroquest known by most priestesses. Can be sacrificed for at any Rigsdal shrine,
Defender’s Fort. Endure Cold helps the worshipper endure extreme cold, biting winds etc.
The caster takes only half-damage from Cold-based attacks, and can endure temperatures as low as -20° centigrade (or winds
as cold as -30° centigrade) without discomfort. (NE/J)
Eyes of
Inora
Spirit, 3 points, non-stackable, touch, temporal.
Defender Storm (Inora).
Last Cast and Defender’s Fort temples only.
This spell enables the recipient to see clearly
even in the heaviest snowfall, as if it were a clear day. The range of this vision extends to a distance of 50 metres, beyond
that, the spell is of no assistance. This is a power that Vinga gained from Inora as reward for saving her from a malevolent
spirit that sought to consume her. (J)
Ignore
Cold
Spirit, variable, touch, temporal.
Defender
Storm (Uroth).
Can be learnt at most Uroth sites.
For the duration of the spell the target
gains two points of protection against cold-based damage per point of spell cast. If the target is using Protection, or some
variant spell, only the highest protects. It does stack with Shield. (NE)
Keep
Fire Alight
Spirit, variable, ranged, variable duration.
Defender Storm (Mahome).
Can be learnt at any Ernaldan site.
This spell must be cast on already burning
coals. For every point in the spell the coals will burn for an extra hour without needing attention. This spell cannot more
than double the natural lifespan of a set of heated coals. (NE)
Melt Ice
Ritual ceremony.
Defender Storm.
Known at all Defender Storm, and
most Vingan, sites.
It must be windy for this spell to work. Each participant contributes 1 Mp, the caster as many as they wish. For every
5 MP powering the spell, 100mē of ice will be melted. (P)
Misteyes
Spirit, 1 point, self, temporal.
Defender Storm
(Voriof).
Can be learnt at any Defender Storm or Voriof site.
A caster under the effects of a Mist Eyes
spell can see clearly in fog or mist to a range of 50 metres. (P)
Prevent
Frost
Ritual ceremony.
Defender Storm.
Known at all Defender Storm, and
most Vingan, sites.
It must be windy for this spell to work. Each participant contributes 1 Mp, the caster as many as they wish. For every
5 MP powering the spell, an area 100mē will be protected from the effects of the next frost. (P)
Rain
Divine, ranged, stackable, temporal.
All (1 use/Heler),
Defender Storm (Heler).
Any Defender Storm site.
This spell can only be cast when the sky is at least 90% clouds. Rain will then fall within a
100m radius of the caster. Each extra Rain spell stacked together increases the radius of effect by 100m. The rain stops when
the spell stops. (ROC/161)
See
Through Rain
Spirit, 2 points, touch, temporal.
Defender
Storm (Nevala).
Can be learnt at any Heler, Nevala, or
Defender Storm site.
For the duration of the spell the target will suffer no penalties to visibility from rainfall. (NE)
Stop Wind
With Shield
Divine, 1 point, stackable, self, temporal.
Defender Storm.
Can be sacrificed for at any Vingan shrine or temple.
This spell summons a tiny portion of Vinga’s Defender Storm. It forms into a wind wall equal in size to two
hoplite shields wide/high per point of spell. This wind wall will prevent the passage of any other winds through it (not including
daimones), although the wind will still be able to find passage around the edges of the shield (obviously). The wall will
move once each round to anywhere within 10 metres of its current location if the caster gives a short verbal command. If the
caster uses a shield, and keeps it facing towards the oncoming wind, then the wind wall is enlarged as if an additional point
of spell had been cast. This effect ends as soon as the casters shield changes facing away from the wind, but will resume
as soon as it is facing the wind again. (J)
Survive
Winter
Divine, Heroquest, 2 points, touch, non-stackable
temporal.
Defender Storm (HQ).
Ritual can only be learnt, and the spell
sacrificed for, at Defender’s Fort and Tarthcaer.
For the duration of the spell the target is immune to any affects of snow, sleet, ice or hail including penalties
to movement, suffering damage from the cold, but not visibility penalties. (NE)
Warm Wind
Spirit, 1 point, variable, ranged, temporal.
Defender
Storm.
Taught at all Defender Storm sites.
Every point of this spell increases the temperature of the prevailing wind by one degree centigrade. Multiple Warm
Wind spells cannot be cast in a cumulative fashion on the same wind, only the highest will take effect. (J)
Wash Away
Snow
Ritual ceremony.
Defender Storm.
Taught at all Defender Storm sites.
It must be windy for this spell to work. Each participant contributes 1 Mp, the caster as many as they wish. For every
5 MP powering the spell, 100mē of snow will be washed away. (P)
Wind Blast
Divine, 1 point, stackable, ranged, instant.
Defender Storm
(1 use/Helamakt).
Can only be sacrificed
for at some Helamakt shrines or at major Orlanth temples.
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)
Wind Aids
Throw
Spirit, 2 points, self, non-stackable, instant.
Defender Storm.
Taught at all Defender Storm sites.
This spell doubles the range (in all categories) of a single thrown javelin or spear if throwing downwind. It is not
compatible with other range increasing spells.
Wind Shield
Divine, 1 point, non-stackable, self, temporal.
Defender Storm.
Can be sacrificed for at any Defender Storm shrine or
temple.
This spell provides the caster with protection equal to that of a hoplite shield, as passive armour against missiles
only. (P)
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)
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