Valor ⸻ Ob 4^ ⸻ 2 Actions
Waves of courage and zeal pour steadily forth from the wizard's calm voice.
Adds +1D to Steel and an extra +1D per margin of success to all characters within your Presence.
Origin: | Personal | Area of Effect: | Presence |
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Element: | Anima | Impetus: | Enhance |
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Duration: | Sustained | Purchase Price: | 16 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 221 |
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Voice Caster ⸻ Ob 2 ⸻ 1 Actions
The voice of the sorcerer has no source. He may produce sound where-soever he desires within his presence. This spell takes the sound from the sorcerer's throat and projects it elsewhere. The sorcerer is silent; his voice is heard from a different point.
Do you get it yet? It's just a ventriloquism spell.
Origin: | Presence | Area of Effect: | Natural Effect |
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Element: | Air + Anima | Impetus: | Control |
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Duration: | Sustained | Purchase Price: | 4 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 221 |
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Wall Walker ⸻ Ob 4^ ⸻ 2 Actions
Like a hunting spider, the witch clings to walls and clambers about.
This spell either allows you to test your Speed to start learning the Climbing skill without suffering the Beginner’s Luck penalty, and grants +1D for each marginal success. Alternatively, it reduces Climbing obstacles by 1, and further by 1 for each marginal success, if you already have the Climbing skill.
Origin: | Personal | Area of Effect: | Natural Effect |
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Element: | Anima + Earth | Impetus: | Control |
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Duration: | Sustained | Purchase Price: | 16 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 221 |
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Water Walker ⸻ Ob 5 ⸻ 3 Actions
Water becomes as solid as ice beneath the ensorcelled feet of the witch.
Lets you walk on water as though it were solid ground while sustained. Particularly choppy waves counts as difficult terrain (+1 Ob), and white water rapids counts as unstable terrain (+2 Ob). You can also use this to enable the Climbing skill to let you climb a waterfall, though the Obs will still be quite high.
Origin: | Personal | Area of Effect: | Self / Single Target |
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Element: | Water | Impetus: | Control |
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Duration: | Sustained | Purchase Price: | 10 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 221 |
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Waters of Rejuvenation ⸻ Ob 4^ ⸻ 2 Actions
In the throes of battle every soul is needed to assure victory over the enemy. A waterbearing sage is sent to the field to revitalise a fallen champion and send them back into the fray.
The spell blesses and enhances the contents of a wineskin to bestow miraculous—if temporary—healing properties onto the drinker. It seems as if the drinker’s broken body is briefly turned back in time, as wounds re-knit themselves and stops any bleeding. The spell removes a -1D wound penalty, plus an extra -1D penalty for each success over the Ob. But the effect only lasts for a few minutes, equal to the drinker's Health, after-which all the penalties immediately return with an extra Superficial wound on top.
There is typically only enough liquid in a standard wineskin for one person to drink from and gain the benefit. The spell can best cast on a larger vessel (like a barrel), but the wine-turned-holy-water must be consumed before the end of the scene; afterwards it just becomes normal clean water.
Origin: | Personal | Area of Effect: | Single Target |
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Element: | Heaven + Water | Impetus: | Enhance |
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Duration: | Minutes | Purchase Price: | 16 rps |
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Obscurity: | Uncommon (Ob 3) | Source: | Original |
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Weatherworker ⸻ Ob 5 ⸻ Ritual
With a word, a plea and a pinch of luck, the weather-witch asks the clouds, winds, and rain, to move along, remain longer, or even calm down.
The caster may influence the weather with this spell. He may not change the position of the sun or the time of day, though he may move the clouds to make it appear dark. When successfully cast, the caster can effectively choose any weather condition for the local area to experience. The sky will take only a few minutes to enact a change if the desired weather is common and expected for the climate / season, but it could take several hours if the caster is trying to bring a snowstorm to a desert or a typhoon to a tundra.
Origin: | Senses | Area of Effect: | Miles |
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Element: | Air + Water | Impetus: | Influence |
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Duration: | Session / Days | Purchase Price: | 10 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 222 |
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Whisper on the Wind ⸻ Ob 3-8 ⸻ 5 Actions
Spirits of the wind may carry words, winging like divine messengers across the gulf of distance from the caster and to the ear of the named recipient.
Deliver a message no longer than a minute in length to a named and known receiver within one mile. Add +1 Ob to increase the range to 10 miles, +2 Ob to increase to 100 miles, +3 Ob to increase to 1000 miles, +4 Ob to increase to 10.000 miles, or +5 Ob to reach anywhere in the world. (If you target is in another dimension the spell will fail).
Origin: | Personal | Area of Effect: | Single Target (Miles) |
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Element: | Air | Impetus: | Control |
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Duration: | Instant | Purchase Price: | 10 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 222 |
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White Fire ⸻ Ob 4^ ⸻ 2 Actions
A crashing bolt of lightning arcs from the caster's brow, obliterating his enemies.
Damaging spell effect. After striking your intended target and resolving the effect, roll a Die of Fate: On a 2-6, the spell dissipates; on a 1 the bolt arcs to a new target within 100 paces. (Roll randomly to determine the next victim, giving equal weight to all possibilities. After resolving this impact, roll the DoF and go through the whole process again. Repeat until the spell dissipates).
Power = Will +5, IMS = DoF, VA = 4, WL = X (Missile), Max. Range = 5 (Highest) [2D / 4D]
Origin: | Personal | Area of Effect: | Single Target (100s of Paces) |
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Element: | Air + Fire | Impetus: | Destroy |
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Duration: | Instant | Purchase Price: | 16 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 222 |
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Windlash ⸻ Ob 4 ⸻ 2 Actions
Rain and winds grow hostile and lash out at the enemies of the witch.
Increases obstacle penalties for anyone out in the current weather: +2 Ob for light rain; +3 Ob under heavy rain; or +6 Ob in storms. Even if a test is not normally affected by the weather, those in the Windlash radius still suffer +1 Ob to their actions.
WL = X (Missile), Max. Range = 5 (Highest) [2D / 6D]
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Note: Windlash does not change the current weather, it merely applies penalties to those caught up in it.
Origin: | Senses | Area of Effect: | 100s of Paces |
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Element: | Air | Impetus: | Control / Tax |
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Duration: | Sustained | Purchase Price: | 8 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 223 |
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Wisdom of the Ancients (Touch of Ages) ⸻ Ob 4 ⸻ 2 Actions
Voices whisper answers and questions across the indigo gulf of time.
While sustained, this grants you the ability to "read" objects or people with a touch. You can make a Perception test at the following obstacles to discover things about them: Type / name = Ob 1; Age = Ob 2; Exact dimensions / weight / volume = Ob 3; Length of time it's been here = Ob 4; Recent events surrounding it's existence that left a mark = Ob 5; Events that left no marks = Ob 6; Past events that left their mark = Ob 7; Past events that left no marks = Ob 8; Future events that will leave a mark = Ob 9; Future events that will leave no trace = Ob 10. However, while sustained the mage also suffers +1 Ob to all physical actions like fighting, running, and jumping.
Origin: | Personal | Area of Effect: | Self (Senses) |
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Element: | Anima + Heaven | Impetus: | Enhance |
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Duration: | Sustained | Purchase Price: | 8 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 223 |
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Witch Flight ⸻ Ob 3 ⸻ 2 Actions
This spell launches the witch in a long glide and allows her to drift safely back to earth.
When you or your target next jumps, they are launched up into the air about 10 paces and then they drifts back down slowly. The glide functions until their feet next touch the ground, so this can be cast to avoid falling damage. If used in RnC or Fight it grants you +4 Stride to your next manoeuvre or disengage test.
Origin: | Personal | Area of Effect: | Self / Single Target (100s of Paces) |
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Element: | Air + Anima | Impetus: | Enhance |
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Duration: | Until Landing | Purchase Price: | 6 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 223 |
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Witch Key ⸻ Ob 3 ⸻ 2 Actions
A sorcerer's merest whim is the key to any lock.
Simply put, this magic lets the caster open any mundane lock with a touch, no matter how complex or rusted.
Origin: | Personal | Area of Effect: | Single Target |
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Element: | Earth | Impetus: | Control |
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Duration: | Instant | Purchase Price: | 6 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 223 |
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Wyrd Light ⸻ Ob 2^ ⸻ 1 Actions
Globes of swirling light orbit the caster or move about at his will.
Success summons a single orb, extra successes can be spent to make more orbs. The caster can transfer an orb to / from an ally with a touch. The Wyrd Lights always hover about their target's head and stay within their presence. They give of the equivalent illumination of a lantern or torch, but they do not give off heat and cannot ignite objects. Should one be attacked and hit, it winks out like a lightbulb; but it will naturally dodge with a Speed equal to the caster's untaxed Will. If all of the Wyrd Lights are destroyed then the spell ends prematurely and it counts as a “may not” for any of the mage's other sustained spells.
Origin: | Presence | Area of Effect: | 10s of Paces |
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Element: | Fire + Heaven | Impetus: | Control |
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Duration: | Sustained | Purchase Price: | 8 rps |
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Obscurity: | Common (Ob 1) | Source: | BWG pg 223 |
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Zone of Warmth ⸻ Ob 3 ⸻ 2 Actions
A persistent heat begins to build up in an orb that ripples the air like a mirage, resulting in a hot and humid atmosphere inside the bubble; hot enough to make people sweat, melt snow, or grow tropical plants, even in the dead of winter.
Designate an area up to 10xPresence paces in radius. Anyone inside the Zone of Warmth gets a Call-On for Health and Forte tests related to resisting the effects of the cold, but they also start sweating profusely after about a minute of exposure: causing them to suffer +1 Ob to all clumsy weight penalties on their armour, and increasing the obstacles for any sustained activity like Hauling by +1 Ob as well.
Origin: | Senses | Area of Effect: | 10s of Paces |
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Element: | Fire + Water | Impetus: | Enhance |
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Duration: | Sustained | Purchase Price: | 6 rps |
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Obscurity: | Uncommon (Ob 3) | Source: | TNG pg 365 |
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