Zaklęcia Sivariusa

Zaklęcia Czarodzieja:
Początkowe i darmowe krąg 1
Nazwa Astral Sense Nazwa polska Zmysł astralny Krąg 1
Działanie allows the magician to sense the presence
Opis The Astral Sense spell allows the magician to sense the presence of people, creatures, magic doors, magic items, and so on, in astral space. The magician rolls his eyes upward while weaving the spell threads, then makes a Spellcasting (6) Test. If the test succeeds, the magician is able to detect other presences in astral space. The magician makes an Effect Test, the result of which is compared against the Spell Defense of any target within the spell’s range. If the test successful, the magician detects the target. The magician can make an Effect Test once each round, enabling him to discover one target each round. If more than one target is in range, the magician will detect that with the lowest Spell Defense first. Once detected, a target stays detected as long as he remains in range of the spell. Once this spell has been cast, a magician will often take a minute or so to sense nearby members of his group to verify that an astral presence is not coming from a comrade. Once all members are sensed, the magician knows the next target detected is not a known presence. Making an Effect Test does not prevent the magician from taking another action that round; the effort of detecting the target is a simple action (see Actions in the Combat chapter, p. 397). A magician may attempt to cast spells on a target that he has astrally sensed, even if he cannot otherwise see the target.
Magicians use the Astral Sense spell for many different reasons. They use it to determine if an item or object has an astral presence, or to detect the presence of entities or Horrors within astral space. A character using Astral Sense to view a magical item, can sense the item’s magical pattern, and would therefore know if it was magical in nature, however he would not gain any information about the item’s history or learn any Key Knowledges. There are also Discipline-specific versions of the Astral Sense spell designed to sense specific types of magic in astral space.
Nazwa Dispel Magic Nazwa polska Rozproszenie magii Krąg 1
Działanie disrupts the spell
Opis The Dispel Magic spell disrupts the pattern and threads of a spell. While weaving the spell thread, the magician makes gestures as if pulling apart an object, then makes a Spellcasting (6) Test. If the test succeeds, the magician makes an Effect Test against the spell’s Dispel Difficulty. If this test succeeds, the spell effect is dispelled—the spell immediately expires. Unless the spell’s description notes otherwise, consult the Dispel Difficulty Table to determine the Dispel Dif f iculty for spells at each Circle.
The Dispel Magic spell can also be used to dispel other forms of magical effects, such as talents,talent knacks, Discipline abilities, and creature powers, including those of spirits, dragons and Horrors. Only magical effects with an extended duration can be dispelled.
See Dispelling Magic in the Spell Magic chapter, p. 291,for more information.

(Spell Circle - Dispel Difficulty)
(1- 12) (2- 13) (3- 14) (4- 15)(5- 17) (6- 18) (7- 20) (8- 21) (9- 22) (10- 24) (11- 25) (12- 26) (13- 27) (14- 28) (15- 29)

Rozniecenie ognia

The Ignite spell sets things alight. The magician snaps his fingers and makes a Spellcasting Test against the higher of the object’s or it’s bearer / wearer’s Spell Defense. If the test succeeds, a small jet of flame hovers over the target, setting it on fire. If clothes are ignited, the fire inflicts Step 4 damage during the first round, reduced by –1 step each round thereafter until the fire goes out of its own accord (after 3 more rounds) or is extinguished. Mystic Armor protects against this damage.
The Ignite spell may only be used on small inanimate objects, such as torches, furniture and, of course, clothing.

Chodzenie po ścianach

The Wall Walker spell improves a target character’s climbing ability. While weaving the spell thread, the magician crouches down, walking on all fours to mimic a spider, then touches the target and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the target’s climbing ability is improved. The target makes an Effect Test in place of any Climbing Tests he makes during the spell’s duration. The Effect step is based on the target’s Willpower step, not the magician’s; the target may use Willforce if he knows that talent.

Miażdżąca wola

The Crushing Will spell directly attacks the will of the target character. While weaving the spell threads, the magician furrows his brows and peers intently at the target, then makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the magician makes an Effect Test to determine how much damage is inf licted on the target. Mystic Armor protects against this damage.

Ognisty atak

The Flame Flash spell creates a burst of flame directed against a single target. While weaving the spell thread, the magician makes wild, fanning gestures and crackling, whooshing sounds, then extends his hands outward and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, flames flash from the magician’s fingertips, bathing the target in fire. The magician makes an Effect Test to determine how much damage is inflicted on the target. Physical Armor protects against this damage.

Żelazna dłoń

The Iron Hand spell enhances the target’s melee weapon damage. The magician mimics striking someone with a melee weapon while weaving the spell thread, then touches the target and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the target character gains a +3 bonus to all melee weapon Damage Tests he makes during the duration of the spell. A character may benefit from only one Iron Hand spell at a time

Początkowe i darmowe krąg 2

Oczyszczenie

The Clean spell removes visible stains, dirt, or foreign substances from an object or objects. While weaving the spell threads, the magician makes wiping motions with his hands, then sprinkles water on the object or objects to be cleaned and makes a Spellcasting Test against the highest Spell Defense among the target objects. If the test succeeds, the magician makes an Effect Test, the result of which is the number of square yards cleaned—4 square yards is sufficient to nicely clean a human-sized character, 3 square yards is enough for a dwarf, while 6 square yards is needed for an obsidiman or a troll. Substances that are not visible to the magician are not cleaned up by the spell.

Darmowe krąg 3, 4, 5:

Szał bitewny (III)

The Combat Fury spell puts the target into a state of battle fury, energizing him into a frenzy in combat. The magician rants and gesticulates violently while weaving the spell thread, then touches the target and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the target gains a +4 bonus to close combat Attack and Damage Tests for the spell’s duration. While under the effect of this spell, the character can only make close combat attacks; no ranged or spell combat attacks are allowed. The target can benefit from only one Combat Fury spell at a time.

Płaszcz czarodzieja (IV)

The Wizard’s Cloak spell creates a magical cloak that masks the target’s presence. While weaving the spell threads, the magician pantomimes placing a cloak over his shoulders and drawing the hood up over his head, then touches the target and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, a faintly shimmering cloak of mystical energy appears momentarily, then vanishes into the target’s body. The magician makes an Effect Test, the result of which becomes the target’s Spell Defense against any spell or ability intended to detect his presence or otherwise gain information about him. This spell does not aid against attacks or other abilities targeted at the target’s Spell Defense.

Magiczny pancerz (V)

The Mage Armor spell enhances the toughness and resilience of a set of armor. After weaving the spell thread, the magician punches his hand into the set of armor to be enhanced, uttering a soft “thudding” sound, as if an ineffectual blow had landed, then makes a Spellcasting Test against the higher of the armor’s or its wearer’s Spell Defense. If the test succeeds, add +4 to the armor’s Physical Armor rating for the spell’s duration.
Armor that has been enchanted with the Mage Armor spell has a faint violet glow that is noticeable in the dark or with astral sight. A set of armor can benefit from only one Mage Armor spell at a time. Natural armor cannot be enhanced by this spell.

Zakupione/wyuczone:
Krąg II

Pobudka

The Wake-Up Call spell sets an alarm that goes off at a specified time. While weaving the spell threads, the magician imitates the clanging of a bel l, then touches the target and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the magician determines when the alarm will go off, and whether the alarm noise (clanging bells) is audible only to the target character or to everyone. The test’s result level determines how precise the alarm is, as shown in the Alarm Accuracy Table. The better the result level, the closer to the stated time the alarm actually goes off.

Average: +/- 15 minutes
Good: +/- 5 minutes
Excellent: +/- 1 minute
Extraordinary: Exactly on time

Drabina sznurowa

The Rope Ladder spell creates a ladder out of a length of rope. The magician uncoils the rope while he weaves the spell threads, then makes a Spellcasting (6) Test. If the test succeeds, the rope moves at 10 yards per round to a location of the magician’s choosing within the spell’s range.
The magician cannot control the rope with enough precision for it to tie itself off on the bars of a window, for example; it moves directly from point A to point B. Those climbing the rope gain a +4 bonus to their Climbing Tests. The rope can hold a maximum weight of 600 pounds at a time.

Pnącza

The Vines spells forces the local flora to become animated, grabbing at a target character. There must be some form of plantlife within the spell’s range for the spell to be cast. The magician waves his hands animatedly while weaving the spell thread, then makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, vines or roots erupt from the undergrowth, grabbing and clutching at the target character. The target is held firmly until he escapes, and is considered Harried until he does so (see Situation Modifiers in the Combat chapter, p. 408).
Escape from the vines may be carried out in one of two ways. First, a successful Strength Test against the vines’ Strength step will allow the target to break free. The vines have a Strength step equal to the spell’s Effect step. Second, the character can attack the writhing vines, slashing and tearing at them until they relax sufficiently to release their victim. This option requires the target to inflict Damage Points on the vines equal to or greater than their Death Rating. The vines have the following statistics:

Vines Physical Defense: 9 Physical Armor: 0
Spell Defense: 9 Mystic Armor: 0
Social Defense: Immune
Death Rating: Effect Test Wound Threshold: NA
Unconsciousness Rating: Immune

Astralna tarcza

The Astral Shield spell enhances the target’s ability to resist magic. The magician pantomimes the outline of a shield, then touches the target and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the target adds +3 to his Spell Defense. The Astral Shield spell is not cumulative with any other spell that increases Spell Defense.

Ułatwienie uniku

The Dodge Boost spell improves a character’s ability to dodge attacks in combat. The magician sways sideways, then makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the target gains a +3 bonus to any Avoid Blow Tests he makes during the spell’s duration.
After the spell has been successfully cast, the target must attempt an Avoid Blow Test against the next attack directed against him or else the Dodge Boost spell expires.

Zapieczętowanie The Seal spell magically closes and locks doors, windows, gates or sealable containers. After weaving the spell threads, the magician makes a Spellcasting (6) Test. If the test succeeds, the target door, gate, window or container shuts and remains closed for the duration of the spell. The magician makes an Effect Test, the result of which is the Difficulty Number for Strength Tests made to open the sealed object. This spell cannot be cast on empty doorways or gateways—its use requires an actual door or container lid.

Krąg III:

Cios we wzorzec

The Aura Strike spell allows the magician to use his astral perception abilities to carefully channel destructive energies into weak portions of the target’s pattern, thereby causing damage. The magician must be using astral sight or otherwise astrally sensing the target character while casting the spell. The magician furrows his brows and peers at the target while weaving the spell thread, then makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the magician makes an Effect Test to determine how much damage is inflicted on the target. Mystic Armor protects against this damage.
If the target takes any damage, the Aura Strike spell causes a minimum of 1 Wound, regardless of the number of Damage Points inflicted.

Fałszywa Aura

The False Aura spell masks a target character’s aura, confusing those attempting to assess the character from astral space. The magician visualizes a change to the character’s aura while weaving the spell threads, then he touches the target and makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, the magician makes an Effect Test against the target’s Spell Defense. If the test succeeds, the target’s aura changes to match that of the magician’s visualization.
To see the target’s true aura, a viewer must make a successful Astral Sensing Test against the Effect Test result. If the test fails, the viewer sees the aura created by the False Aura spell instead. The false aura can conceal threads, talents, the character’s state of health, magical ability, or any other characteristics that are normally visible from astral space.

Lewitacja

The Levitate spell moves objects vertically up or down. The spell creates an invisible 3 yard by 3 yard platform of force which affects objects and characters resting upon it. The magician raises and lowers his hands while weaving the spell thread, then makes a Spellcasting Test against the highest Spell Defense among the characters or objects on the levitation platform. If the test succeeds, the platform and any characters and objects on it are able to be moved up and down by the magician at a Movement rate of 3 yards per round; sideways movement is not possible. A single Levitate spell can lift up to 2,000 pounds of weight to a maximum height equal to the spell’s range above the ground. The magician may ‘bootstrap’ Levitate spells together for improved effect. He may also cast another Levitation spell on an existing platform in order to increase the combined weight of characters and objects that the spell can support. The magician may also levitate himself to the top of the first Levitate spell’s range and cast another Levitate spell (or spells) to continue to move himself and other characters and objects upwards. Moving characters or objects up requires the magician’s concentration, regardless of how many ‘bootstrapped’ Levitation spells he is currently manipulating. If the magician loses concentration, then those on the platform are lowered to the ground at a Movement rate of 3 yards per round. The magician must make additional Spellcasting Tests if the highest Spell Defense of a character or object on a platform increases (i.e. when another character with a higher Spell Defense jumps onto it). If one of these subsequent tests fails, the spell ends immediately. Bootstrapped spells have to be managed carefully; as soon as any lower-altitude Levitate spell ends or is dispelled, all higher-altitude Levitate spells also immediately fail. Characters and objects on top of a platform when it fails may suffer Falling damage (see the Adventuring chapter on p. 107 of the Gamemaster’s Compendium).

Leczący sen The Healing Sleep spell puts an injured character into a deep magical sleep, during which time his natural healing processes are intensified. The target character must have a current Damage Point total greater than his Wound Threshold for the spell to be effective; if not, the spell has no effect. The character does not have to have taken any Wounds. The magician makes soft crooning overtures while weaving the spell threads, then makes a Spellcasting Test against the target’s Spell Defense. For the spell to be effective against an unwilling target, the magician must achieve a Good result. If the test succeeds, the target falls into a deep, magical sleep for 8 hours. When he wakes up he immediately makes a bonus Recovery Test. The target also gains a +4 bonus to any Recovery Tests he makes that day, including the bonus Recovery Test he makes on awakening.
While he is sleeping, attempts to rouse the target are difficult. Only if he makes a successful Willpower (10) Test, or takes any damage, or the spell is dispelled, can the target character be woken from his slumber. If the target wakes before the full 8 hours have elapsed, he gains no benefits from the Healing Sleep spell. A character can only benefit from one Healing Sleep spell each week.

Zaklęcia Mistrza Żywołów:

Lodowa włócznia (II)

The Ice Spear spell projects a long spear of ice at a target. While weaving the spell thread, frost forms on the fingers of the magician, then he makes a Spellcasting Test against the target’s Spell Defense. If the test succeeds, a 5 foot long spear of ice is formed, trailing frost as it arcs toward and strikes the target. The magician makes an Effect Test to determine how much damage is inflicted on the target. Physical Armor protects against this damage.

WZÓR
Nazwa XXX Nazwa polska YYY Krąg 0
Działanie abc
Opis abcdef
sivarius/czary.txt · ostatnio zmienione: 2012/06/11 09:46 przez gerion
[unknown link type]Do góry
Magus RPG