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Spells: H – L

Havoc's Hand ⸻ Ob 3^ ⸻ 2 Actions

The sorcerer's hand becomes a venomous blade.
Your hand becomes a weapon. You must simply touch your opponent to deliver retribution (requiring an Ob 1 Agility test, a strike, lock, or similar action). The damage is done according to successes on the spell, not successes on the physical action. The touch has a damaging effect:
Power = Will +4, Add 2, VA = 1, WL = 1 (Shortest), Range = Melee
Origin:PersonalArea of Effect:Self (Single Target)
Element:AnimaImpetusDestroy
Duration:SustainedPurchase Price:12 rps
Obscurity:Common (Ob 1)Source:BWG pg 214

Horror ⸻ Ob 4^ ⸻ 2 Actions

Terrible emanations of fear and loathing pour forth from the wizard.
This spell causes everyone in twice your presence to make a Steel test at +1 Ob for spooky magic. Extra successes can be spent to increase the Steel obstacle, or to double the AoE again.
WL = X (Missile), Max. Range = 10p (Short #2)
Origin:PersonalArea of Effect:Double Presence
Element:AnimaImpetusInfluence
Duration:InstantPurchase Price:16 rps
Obscurity:Common (Ob 1)Source:BWG pg 214

Horse's Stride ⸻ Ob 3 ⸻ 2 Actions

The swiftness of the running mare courses through the sorcerer's shanks.
This spell changes the recipient's stride to that of a horse (i.e. Stride 12), regardless of what their normal Stride is.
Origin:PersonalArea of Effect:Self / Single Target
Element:AnimaImpetusEnhance
Duration:SustainedPurchase Price:6 rps
Obscurity:Common (Ob 1)Source:BWG pg 214

Intonation of The Vein’s Dark Secrets ⸻ Ob 4 ⸻ 2 Actions

Dirt and loam froth and foam, dust falls, and loose stones crumble as the wizard passes, the sound of his footsteps only bouncing in certain directions; they are all signs, subtly leading him where he wants to go, but cannot find by himself, through the cold blinding dark.
This spell will slowly but surely lead you to a cave mouth (entrance / exit), or an underground settlement, or some other place of refuge, while exploring the Veins of the Earth; even when you are in total pitch-blackness. It will take far longer to navigate than if you simply had a light and a good map, and the route the magic takes you won’t necessarily be devoid of dangers—both environmental and monstrous—but it will get you where you want to go—a destination within a few miles—so long as you survive.
Origin:PersonalArea of Effect:Miles
Element:EarthImpetusInfluence
Duration:IndefinitePurchase Price:8 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 249

Lights of St. Ajora ⸻ Ob [Target’s Speed]^ ⸻ 5 Actions

A rushing blast of colour and light flies from the outstretched hands of the caster and stuns all in it's path.
The orb of light travels in a straight line and hits the first target in the line so long as the spell was successful. Anyone directly behind the target is hit as well if their Speed is equal or lower than your primary target. Those hit by the orb is interrupted and must hesitate for one action—counting as a “may not” for sustained spells—then they must make a Forte test at Ob 1 plus your margin of success. Their margin of failure on this Forte test is then applied as an obstacle penalty for all actions for the rest of the volley, as the lights leave them dazed and confused. The penalty drops by one in the next volley, and by one more in the next, and so on until it diminishes to zero.
WL = X (Missile), Max. Range = 50p (Mid #1)
Origin:PersonalArea of Effect:Single Target(s) (10s of Paces)
Element:Fire + HeavenImpetusTax
Duration:InstantPurchase Price:20 rps
Obscurity:Uncommon (Ob 3)Source:BWG pg 214

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