Magic

Magic

Mages in Dark Heresy of Ivalice wield a powerful tool: magic. A combination of willpower and learning, an accomplished mage can be a devastating force on the battlefield and just as useful off it. This section talks about spells, and how to use magic.

Each Spell has its own card, shown below, that details what it can do. Each spell may have the following fields:

  • Prerequisites. The prerequisites you must meet in order to purchase the spell.
  • Test. If the spell requires a test to activate, then this entry outlines what test is to be made and any inherent modifiers it possesses.
  • Keywords. This lists the keywords of the spell, which are explained in detail below.
  • Action. The action required to activate the spell.
  • Range. The range at which the spell can be cast.
  • Effect. If the spell has a numerical effect, such as damage, healing or other things, it will be listed here.
  • Qualities. If the spell is an offensive one, then the attack qualities will be listed here.
  • Opposed. If the spell is Opposed, then this field lists which characteristic or skill the target uses to oppose the test; if the field is blank, then it is not opposed.
  • Duration. Spells that remain in play after being cast do so for a set number of turns, recorded here.
  • Description. This outlines the instructions on how the spell actually operates.
  • Special Effects. This outlines any other special usage notes as necessary.
  • Enhancements. This lists the special enhancements a spell can possess when cast at Surge Strength.

All spells are divided into one of up to four tiers. The higher the tier, the more powerful and rare the ability is. It also determines how expensive the spell is in XP:

  • Tier 1 Spells cost 200 XP, except for General Magic T1, which cost 100 XP.
  • Tier 2 Spells cost 400 XP.
  • Tier 3 Spells cost 800 XP.
  • Tier 4 Spells cost 1200 XP.

Using Spells

To use a Spell, you must first have learned the spell, as well as enough actions left to perform the action. Spells with the keywords 'attack' and 'concentration' count as per normal toward your once-per-turn limitations on actions with those keywords.

When you activate a Spell, you must first decide whether to cast it at Regular strength, or at Surge strength.

At Regular strength, the spell is cast as shown on its card, using the listed actions and using normal values.

At Surge strength, however, the spell is more powerful but also more strenuous. Firstly, the spell takes twice as long to activate (unless it's a Reaction spell, in which case it takes a Half Action off your next turn). In exchange, you may add a number of Enhancements to the Spell equal to your MR/2 (minimum 1). Secondly, the spell takes a -10 to the casting test.

The list of Enhancements that may be applied to a Spell are listed on the Spell's entry.

If you roll a 96 or higher when casting a spell, the spell automatically fails and you suffer a 'Spell Fizzle'. Roll a 1d10; on a roll of 1-4, the spell simply fails and nothing happens. On a roll of 5-8, the spell saps your energy, causing a level of fatigue before fading away. On a roll of 9-10, however, the spell goes 'Haywire', causing 1d10 damage that ignores AP to you and inflicting 1d5 fatigue on you before being cast on a random target.

Special Spell Mechanics

Below is a list of specific mechanics unique to Spells.

Attack types. Several Spells deal damage to enemies and use the following descriptors to determine how the attack is performed. All of these are subject to the same modifiers as a normal melee or ranged attack as appropriate. A spell may only possess one Attack Type at once.

  • Strike. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the target is struck by a single hit. The target may dodge this as normal. May be called.
  • Barrage. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user strikes the target, but for every DoS strikes a different target, so long as that target is in range and hitting them would be no harder than hitting the original target. Any DoS in excess of targets produces wasted hits.
  • Storm. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user generates a single hit, plus another hit per 2 DoS, up to a total equal to their MCB. One hit must be allocated to the target, but the other hits may be allocated to different targets, so long as the other targets were not any harder to hit than the first one. The targets may dodge these as though it were a burst/flurry, negating one hit per DoS.
  • Chain. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user is struck by a single hit, but the attack also arcs and strikes another target within 5m. It will then arc to a target within 5m of the second-struck target, and so on, until it is unable to strike an enemy who has not yet been struck. The targets may dodge this as normal.
  • Wave. This attack acts as though it has the Spray quality, automatically hitting everything in range within a 30 degree cone. The target may dodge this as normal.
  • Blast. This attack acts as though it has the Blast quality. The user nominates a single location within range and Line of Sight, then makes the listed test. On a success, then everything within the radius of the power is struck by the attack. The target may dodge this as though they were dodging a Blast attack.
  • Line. This attack acts as though it has the Line quality. The user nominates a single location within range and Line of Sight, then makes the listed test. On a success, the power hits everything between the user and the location, unless negated or blocked (eg deflected, parried or sacrificed against). The target may dodge this as normal. May be called.
  • Rune. The user nominates a weapon in range. This weapon now treats all of its damage as having the Element associated with the Spell.
  • Group. This spell automatically affects a number of targets equal to the user's MR in range (if the range is 'Self', then it must be adjacent.)

Mage Rating (MR)
Most spells list using 'MR', which stands for Mage Rating. This is a trait that Mages possess, and is measured as a number between 1 and 10.

Power Duration.
Some Spells remain in play even after they are cast. When this happens, they remain in play until certain conditions are met- for most spells, it's a number of turns to pass.

When calculating how long a spell lasts turn-wise, start counting at the end of the caster's turn, and tick down one at the end of their subsequent turns. So if a character casts a 3-turn spell on Round 1, the spell will apply for Round 2 and 3, before ending at the end of the character's turn on Round 4.

If the spell has the Ailment keyword, then the Duration refers to how long the Ailment persists.

If the caster of the spell is knocked unconscious or killed, then any spells they cast that are still in play immediately end.

If the spell is listed as 'X Action Sustained', then it remains in play so long as you spend that action every turn on maintaining the spell.

Keywords.
Spells often have Keywords. Keywords tell the user about the spell's behaviour in a way- its role, its element and so on. By and large, keywords don't do anything by themselves (with a few exceptions), but are important for interacting with other abilities: if an Evoker has a passive ability that adds +2 damage to all spells with the 'Fire' keyword, for example, then any spells with the Fire keyword benefit from that ability. A list of common Keywords is below.

  • Attack. This means the spell is an attack-type action, meaning that it is covered under the 'one attack action only per turn' rule- the Evoker may only use a single attack-type action per turn.
  • Concentration. Similar to above, this means the spell is a concentration-type action, meaning that it is covered under the 'one concentration action only per turn' rule- the caster may only use a single concentration-type action per turn.
  • Element. This is actually a family of keywords that state the spell as belonging to one of the magic elements.
  • Restoration. This means the spell restores wounds to the target.
  • Augment. This means the spell augments the capability of its target.
  • Hex. This means the spell applies a penalty or Ailment of some kind to the target.

General Spells

Tier One

Name: Alarm Prerequisites: General Magic, MR1
Test: Spellcasting (General+20, Fate+40) Keywords: Concentration Action: One Minute Range: Touch
Effect: - Qualities: - Opposed: - Duration: Eight Hours
Description
Select one location or object, which can be an item or an area of any shape, but no farther away from the epicentre than your MR*10m. Whenever something enters, exits or touches this area, you immediately know about it. This Spell remains in play even if you fall unconscious or are asleep (in which case it wakes you up).
Enhancements
Extra Warning You now receive basic information on who or what breached your alarm (species, type of object for example).
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Two

Name: Contingency Prerequisites: General Magic, MR4
Test: Spellcasting (General+0) Keywords: Concentration, Augment Action: One Hour Range: Self
Effect: - Qualities: - Opposed: - Duration: See Below
Description
Whenever you cast this spell, select one other spell you know, which may be a Reaction, Half Action or Full Action spell at Normal strength. Once per combat, you may now attempt to cast the chosen Spell as a No Action; it can be done on anyone's turn including an enemy's, or as a reaction, or even done if you cannot act. You still must make a Spell Test to pass it, however. Contingency persists until you end it yourself, or recast it, and does not dispel if you are unconscious or asleep.
Enhancements
Careful Contingency You may use Contingency twice per combat.
Double Contingency You may choose two different spells at once. You may still only use Contingency once per combat.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Black Magic

Tier One

Name: Aero Prerequisites: Black Magic, MR1
Test: Spellcasting (Black+20) Keywords: Attack, Air Action: Half Action Range: Medium (60m)
Effect: 1d10+MR R Air Qualities: Tearing Opposed: - Duration: -
Description
This is a Spell Strike attack; on a successful hit the enemy suffers the above damage.
Enhancements
Focused Attack 1 This spell gains +2 damage.
Focused Attack 2 This spell gains +2 damage. Stacks with above.
Focused Attack 3 This spell gains +2 damage. Stacks with above.
Barrage Pattern You may swap this spell's Pattern out for the Barrage Pattern.
Blast Pattern You may swap this spell's Pattern out for the Blast (MR/2) Pattern.
Line Pattern You may swap this spell's Pattern out for the Line Pattern.
Wave Pattern You may swap this spell's Pattern out for the Wave Pattern, reducing the range by two steps.
Rune Pattern You may swap this spell's Pattern out for the Rune Pattern.
Enveloping The spell gains the Devastating (MR/2) Quality. Attempts to dodge it take an MR*2 penalty.
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Penetrative You may increase the spell's Penetration by your MR/2.
Penetrative 2 You may increase the spell's Penetration by your MR/2. Stacks with above.
Proven The Spell gains the Proven (MR/2) Quality (Min. 2, round up).
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Two

Name: Blast Ground Prerequisites: Earth, MR4
Test: Spellcasting (Black+0) Keywords: Attack, Earth Action: Half Action Range: Medium (60m)
Effect: 1d10 Impact Qualities: Blast (MR) Opposed: - Duration: -
Description
You gouge the ground before you. This counts as a Penetration (MR*2) attack against cover; furthermore, it blasts the ground, reducing it in height by roughly a metre for general soil and dirt. Anyone standing on affected ground must make an Acrobatics test, Opposed by your Spell test; on a failure they are knocked prone; on a failure of 3 DoF or more they take a level of fatigue.
Enhancements
Blast Power Increase the Penetration against cover modifier to MR*3.
Enveloping The spell gains the Devastating (MR/2) Quality. Attempts to dodge it take an MR*2 penalty.
Line Pattern You may swap this spell's Pattern out for the Line Pattern.
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Penetrative You may increase the spell's Penetration by your MR/2.
Penetrative 2 You may increase the spell's Penetration by your MR/2. Stacks with above.
Proven The Spell gains the Proven (MR/2) Quality (Min. 2, round up).
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Three

Name: Command Weather Prerequisites: Aero, Bolt, Command Element, MR7
Test: Spellcasting (Black-40) Keywords: Concentration Action: One Hour Range: See Effect
Effect: - Qualities: - Opposed: - Duration: 24 Hours
Description
You spend one hour preparing yourself and the energies you intend to cast. Once you have done this you may, within the next 24 hours, alter the weather above you, changing it into any weather pattern you desire. This affects the sky above you in an MR*1km radius, and the effect remains for 1 hour. If you do not use this within 24 hours of casting, the charge is lost and you must recast the spell.
Enhancements
Exemption You may choose a number of characters equal to half your MR to be exempt from the spell's effects.
Foul Weather You increase any penalties associated with your chosen weather pattern by your MR.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Dimension Magic

Tier One

Name: Bend Space Prerequisites: Dimension Magic, MR1
Test: Spellcasting (Dimension+20) Keywords: Concentration Action: Reaction Range: Assault (10m)
Effect: - Qualities: - Opposed: - Duration: -
Description
You bend space itself slightly, allowing near-misses to become square-on hits, and vice versa. As a Reaction, you may cast this spell on a non-magical projectile attack within range in an attempt to reroute the projectile elsewhere. On a success, the attack lands where you intend. If this would push the attack at a 90 degree angle or more then the spell test takes a -20 penalty; if this would push it at a 180 degree angle (such as back at the attacker) it takes a -40 penalty.
Enhancements
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Two

Name: Constrict Prerequisites: Bend Space, MR4
Test: Spellcasting (Dimension+0) Keywords: Attack Action: Half Action Range: Close (30m)
Effect: 1d10+MR Impact Qualities: Immobilising Opposed: - Duration: -
Description
This is a Spell Strike attack; on a successful hit the enemy suffers the above damage.
Enhancements
Squeeze The target takes a -20 penalty to their test to resist Immobilising.
Focused Attack 1 This spell gains +2 damage.
Focused Attack 2 This spell gains +2 damage. Stacks with above.
Focused Attack 3 This spell gains +2 damage. Stacks with above.
Blast Pattern You may swap this spell's Pattern out for the Blast (MR/2) Pattern.
Enveloping The spell gains the Devastating (MR/2) Quality. Attempts to dodge it take an MR*2 penalty.
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Penetrative You may increase the spell's Penetration by your MR/2.
Penetrative 2 You may increase the spell's Penetration by your MR/2. Stacks with above.
Proven The Spell gains the Proven (MR/2) Quality (Min. 2, round up).
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Three

Name: Maelstrom Prerequisites: Constrict, Float, MR7
Test: Spellcasting (Dimension-40) Keywords: Attack, Concentration Action: Full Action Range: Medium (60m)
Effect: - Qualities: Blast (MR) Opposed: - Duration: 3 Rounds
Description
Select a location in range; on a success, you create a swirling, chaotic maelstrom, represented by a blast (MR) radius. Everything within this maelstrom must make a Toughness or Endurance test with an MR*5 penalty, now and at the start of each turn so long as the Maelstrom exists; on a failure, they are sucked into the centre of the Maelstrom, are knocked prone and take MR damage, ignoring AP, and may make no move actions except dodges. On the turn the Maelstrom ends, everything in the centre of it is thrown (MR/2)d10 metres away, which causes falling damage. For the duration of the Maelstrom, any non-magical ranged attacks that pass through it take a -20 penalty to attack tests.
Enhancements
Exemption You may choose a number of characters equal to half your MR to be exempt from the spell's effects.
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Proven The Spell gains the Proven (MR/2) Quality (Min. 2, round up).
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Fate Magic

Tier One

Name: Augur Insight Prerequisites: Fate Magic, MR1
Test: Spellcasting (Fate+20) Keywords: Concentration, Augment Action: One Hour Range: Self
Effect: - Qualities: - Opposed: - Duration: 24 Hours
Description
For this spell, you must select one skill you possess, which may not be a Spellcasting skill. After casting this spell, for the next 24 hours you gain a number of charges equal to your MR, which may be spent during a Reaction, Half Action or Full Action test made with this skill to add +10 to the test. You may add two charges to a test if you like (for a total of +20), but no more.
Enhancements
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Two

Name: Curse Prerequisites: Luck Jinx, MR4
Test: Spellcasting (Fate+0) Keywords: Concentration, Hex Action: Half Action Range: Close (30m)
Effect: - Qualities: - Opposed: WP or Magic Resistance Duration: 3 Turns
Description
On a successful casting of this spell, the target becomes Cursed.
Enhancements
Resonance When targeting a character you have Cursed with a Fate Spell that causes negative effects, you can end the Cursed Effect; in exchange, they take an instant -20 penalty to resist the effects of the spell.
Barrage Pattern You may swap this spell's Pattern out for the Barrage Pattern.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Three

Name: Astral Projection Prerequisites: Divine Sight, MR7
Test: Spellcasting (Fate-30) Keywords: Concentration Action: One Hour Range: Self
Effect: - Qualities: - Opposed: - Duration: Indefinite
Description
On casting this spell, you physical body falls into a trance and becomes still; your will, however, becomes manifest and leaves your body. This 'projection' possesses the Incorporeal, Flight (MR) and Hover (MR) traits. In this form, you are invisible if you so wish, although anyone with the Magisense skill can see you normally. You can cast Spells in this form, although you may not access any items and so any Spell Foci will not function. You perceive the world differently in this state, with everything being muted and grey except for magical individuals and objects, which glow brightly; in essence, you take a -20 penalty to Awareness against anything not magical, but you gain a +20 bonus to Awareness and Magisense tests against magical individuals/objects. If either your Projection or your body dies in this state, you die. You may return to your body by traversing toward it and entering it as a Half Action; alternatively you may yank yourself back into your body as a Free, but this causes 1d5 ranks of Fatigue that last for 24 hours.
Enhancements
Emergency Recall You may recall yourself without penalty so long as your Projection is no farther than MR km away from your body.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Illusion Magic

Tier One

Name: Distort Senses Prerequisites: Illusion Magic, MR1
Test: Spellcasting (Illusion+20) Keywords: Concentration, Augment Action: Half Action Range: Close (30m)
Effect: - Qualities: - Opposed: - Duration: Sustained Half Action
Description
You select a location in range and cast the spell. For the duration of this spell, you treat the chosen location as though it were your own for the purposes of line of sight and hearing.
Enhancements
Sensor Trap You may instead change this spell to Radius (MR); everyone within the radius counts as possessing the Chameleon trait against anyone outside the radius.
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Two

Name: Assail Mind Prerequisites: Confuse, Telepathy, MR4
Test: Spellcasting (Illusion-10) Keywords: Attack, Psychic Action: Half Action Range: Medium (60m)
Effect: 1d5+MR Impact Psychic Qualities: - Opposed: WP or Magic Resistance Duration: -
Description
On a successful casting of this spell, you deal the above damage to the target's head, ignoring AP. They take 1 point of insanity for every point of damage after soak over the target's Willpower Bonus; if this amount is itself equal or higher than their Willpower Bonus, they take a level of fatigue and are Dazed until the start of the next round.
Enhancements
Pry Open On a success, until the end of your next turn, this target takes a -20 penalty to Willpower tests to resist Illusion magic.
Barrage Pattern You may swap this spell's Pattern out for the Barrage Pattern.
Blast Pattern You may swap this spell's Pattern out for the Blast (MR/2) Pattern.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Three

Name: Dominate Prerequisites: Compel Emotion, Distort Memory, MR7
Test: Spellcasting (Illusion-30) Keywords: Concentration, Hex Action: Half Action Range: Close (30m)
Effect: - Qualities: - Opposed: WP or Magic Resistance Duration: 3 Turns
Description
On a successful casting of this spell, the target is Dominated.
Special Effects
Synergy. Targets affected by this spell tend to be more likely to fail their test if the command matches with their current emotions or own desires. Thus, using the Compel Emotion on a target first can be a good preparation for this spell.
Traumatic. Such control proves extremely traumatic for the individual, and every turn in which they suffer it, they test Willpower or take 1d5 insanity.
Enhancements
Barrage Pattern You may swap this spell's Pattern out for the Barrage Pattern.
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

White Magic

Tier One

Name: Banish Prerequisites: White Magic, MR1
Test: Spellcasting (White+20) Keywords: Attack, Holy Action: Half Action Range: Medium (60m)
Effect: 1d10+MR E Holy Qualities: Bane (Demonic) Opposed: - Duration: -
Description
"|||||||||||||||| This is a Spell Strike attack; on a successful hit the enemy suffers the above damage. However, it only deals damage to Demonic targets.
||"
Special Effects
Exorcism. This Spell can have the damage removed and made into an Opposed test, Range Touch, in an attempt to exorcise a person possessed by a demon or evil spirit. Your activating spell test is opposed by the demon's Willpower or Magic Resistance; on a success, the Demon is banished. Note that this has no effect on Lucavi Hosts or any other individuals who willingly pacted with a demonic entity. A Demon who successfully resists an exorcism is immune to them for 24 hours.
Enhancements
Cast Out When using the Exorcism effect, the Demon takes a -20 penalty to their test.
Focused Attack 1 This spell gains +2 damage.
Focused Attack 2 This spell gains +2 damage. Stacks with above.
Focused Attack 3 This spell gains +2 damage. Stacks with above.
Barrage Pattern You may swap this spell's Pattern out for the Barrage Pattern.
Blast Pattern You may swap this spell's Pattern out for the Blast (MR/2) Pattern.
Line Pattern You may swap this spell's Pattern out for the Line Pattern.
Wave Pattern You may swap this spell's Pattern out for the Wave Pattern, reducing the range by two steps.
Rune Pattern You may swap this spell's Pattern out for the Rune Pattern.
Enveloping The spell gains the Devastating (MR/2) Quality. Attempts to dodge it take an MR*2 penalty.
Extend Range 1 You may increase the spell's range by one step.
Extend Range 2 You may increase the spell's range by one step. Stacks with above.
Penetrative You may increase the spell's Penetration by your MR/2.
Penetrative 2 You may increase the spell's Penetration by your MR/2. Stacks with above.
Proven The Spell gains the Proven (MR/2) Quality (Min. 2, round up).
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Two

Name: Bless Prerequisites: Banish, MR4
Test: Spellcasting (White+10) Keywords: Concentration, Augment Action: Full Action Range: Assault (10m)
Effect: - Qualities: - Opposed: - Duration: MR/2 Minutes
Description
You bless an object (usually a weapon). For MR/2 minutes, the object possesses the Bane (Demonic) quality. Note: you do not need to bless ammunition (although you can if you wish); blessing the launcher is enough.
Enhancements
Divine Grace Affected objects now maintain the effect for MR minutes.
Storm Pattern You may swap this spell's Pattern out for the Storm Pattern.
Group Pattern You may swap this spell's Pattern out for the Group Pattern.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.

Tier Three

Name: Break Curse Prerequisites: Bless, Consecrate, Panacea, MR7
Test: Spellcasting (White-30) Keywords: Concentration Action: Full Action Range: Close (30m)
Effect: - Qualities: - Opposed: - Duration: -
Description
On a successful casting of this spell, the target removes MR/2 negative magical effects from themselves; these may be sustained ones or otherwise.
Special Effects
Cleanse. You can use this spell to weaken more powerful, permanent curses, such as the sort placed on certain equipment or even places. When you do so, the curse is given a rank of strength; for each rank you must spend an hour casting this spell, and for each rank past the 1st you take a -5 penalty to the test. On a success, the curse is weakened, granting the user some form of bonus to resist it (or something similar) for one week. If the combined sum of your MR and your DoS is twice as high as the curse's Rank then the curse is completely suppressed for one week. If the sum is three times as high, however, the curse is broken. You may only attempt to break a particular curse once per week.
Enhancements
Storm Pattern You may swap this spell's Pattern out for the Storm Pattern.
Group Pattern You may swap this spell's Pattern out for the Group Pattern.
Still You may cast this spell without making any gestures.
Silent You may cast this spell without making any noise.
Unstoppable Counterspell attempts to block this spell take a penalty equal to your MR*3.
Veiled Attempts to Magisense this spell take a -20 penalty.
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