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To be successfully cast, sorcery spells require chant, gesture, and concentration. All of these elements must be present for a sorcerer's spells to work. If a sorcerer loses a hand or tongue, then he will have to relearn to cast magic, and all of his sorcery spells and skills drop to one-quarter of their original percentages.
During the Statement of Intent phase of the melee round, the sorcerer's player declares that his adventurer is casting a spell and states the spells target.
Using Sorcery Arts
A sorcerer may use one or more sorcery arts to manipulate a spell. Total the magic point costs for each skill for the finall cost. The sorcerer's chance of successfully casting a spell is equal to his lowest ability in all of the sorcery skills and spells involved in the casting of that spell.
Limits to Manipulating Spells
A sorcerer can perform a limited number of manipulations upon his spells,
as determined by his free PR and his mastery of the spell. He
cannot place more total Magic Points into a spell than his chance to cast
that spell divided by 10, unless he is a specialist. A magic-user
specialized in a particular type of magic gains the benefit that all spells
within his specialty can spend MPs equal to his
skill/5. However, spells outside his specialty can only use MPs
up to his skill/20.
Each raising of the level intensity, duration, and/or range also requires
one point of free PR. A magic-user can have at any time a number of MPs
in effect equal to his Presence, including any spells he is casting at the
moment. Sorcerers can never cast spells that require more MP than the free
PR they possess. A magic-user can drop a spell being maintained at will
to regain Presence. The spell's effects last till the end of the round in
which it is dropped.
Determining Strike Rank
The number of strike ranks needed to cast a spell equals the DEX strike rank of the sorcerer plus one strike rank for each magic point involved in casting the spell. A sorcerer can choose any strike rank of a melee round on which to begin casting a spell. The time required to cast a spell is counted from the melee round strike rank on which the spell casting begins. If a spell requires more than 10 strike ranks (including strike ranks for magic points spent, the DEX and ENC strike rank, and boosting magic points), then more than one melee round is needed to cast the spell. A spell requiring 37 magic points will take 3 melee rounds plus 7 strike ranks to cast if the casting began on strike rank 1.
Determining the Success ot the Cast
On the strike rank that the sorcerer completes his spell-casting, the player of the sorcerer rolls percent ile dice for a simple success based on his character's chance of casting the spell. If the roll is equal to or less than the sorcerer's simple success chance then the casting was successful and the spell takes effect. The player of the magician must mark off the magic points used in casting the spell as soon as the casting is completed, as well as the number of EMP points used if the spell remain in action. If the player's percentile die roll was a critical success, then the spell will only cost his character 1 Magic Point and the spell will take effect as usual. If the roll was greater than the sorcerer's chance of casting the spell but less than a fumbled roll, then only one magic point is lost and the spell has no effect. If the roll was fumbled, then all magic points used in the spell's casting are lost as if the spell roll were successful, but there is no spell effect. In addition, the sorcerer must roll on the Sorcery Spells fumble table.
Aiming at the right target
Elemental spells do not require resistance rolls from the target since
the spell only summons and manipulates physical energies. However, unlike
the other attack spells where the caster only needs to visualize the target
to reach it, elemental spells needs to be directed toward their intended
target. This is done through the use of a magic skill called "Direct
Spell". Whenever an Elemental spell is used, the caster must roll
under his/her "Direct Spell" skill on a D100. The modifiers
applied to the roll are identical to those that would affect a missile shot
by the caster at the same target (light, multiple opponents...). Certain
spells will be affected by special or critical success. A failure means
that the target was not reached, and so is not affected by the spell. For
spells affecting an area (fireball...), it is sometimes usefull to determine
where the spell end up after a mistake. this can be done by rolling a D8
for direction and a D10 for distance: The spell ends up at D10xRange level
(for distance) +1 in meters away from the intended target, in the direction
indicated by the D8. The effect of a fumble is left to the appreciation
of the GM, my suggestion being to center the spell directly on the caster...
Example: Ignatius the firemage cast a fireball at a group of charging
adventurers, 30m ahead of him. He puts 10 levels in intensity, and 7 levels
in range (2 in distance and 5 in radius). He succeeds in casting his spell
but fail the Direct Spell roll. The RM ask Ignatius to roll a D8 and a D10.
Ignatius rolls 5 on the D8, and 6 on the D10: The spell explodes 6x(2+1)=18m
between Ignatius and his target, affecting everyone in a 6m radius from
that location.
Resistance Roll
Some offensive spells will be cast at an unwilling target who possesses magic points and who opposes its effect. In this case the caster's magic points are compared to the defender's magic points and the resistanc table results are used, in addition with any natural resistance from the target. If successful, the spell takes effect that same strike rank.
Subtracting Magic Point Costs
Once the spell is cast, the player must subtract from the adventurer sheet all of the magic points used in the spellcasting. The number of magic points that must be subtracted are equal to the total magic point cost of the spell.
(E) - Elemental spell: These spells use the force of the spell to manipulate physical elements (heat, cold, wind, light, water, earth). These elements (and not the spell) are used to either directly attack a target or to affect the senses of a target. Since the elements are real, the sorcerer does not usually need to overcome the target's MPs. However, he must succeed his Direct Spell skill to strike his intended target. Elemental attack spells fall into this class.
(A) - Active spell: These spells involve the direct manipulation of matter, energy, the elements, or living being through the use of a spell's power. If the spell has a target capable of resisting, it must overcome the target's MPs in order to take effect. However, a target can choose not to resist, in which case the spell takes effect once cast. Most active spells fall into this class. The spell caster does not need to roll a Direct Spell skill.
(P) - Passive spell: These spells usually only indirectly or passively affect a target. Thus if a Resistance Roll (Gamemaster's decision) is allowed, its purpose is only to determine if the target is aware of the spell. Many detection spells and protection spells fall into this class.
(U) - Utility spell: These spells only affect the caster, a willing target, or a target incapable of resistance. Thus, they do not have to overcome a target's MPs. However, a target can choose to resist such a spell, in which case it must overcome the target's MPs, just as if it were an attack spell. A willing target who is capable of resisting may still be required to make a Resistance Roll, but it is modified by -50%. Most healing spells fall into this class.
(R) - Ritual spell: These spells involve a time-consuming magical procedure resulting in a permanent alteration of the .
NOTE: A target is capable of resisting a spell if it is a living creature OR if it is magical or enchanted OR if it has special properties which might resist the spell (Gamemaster's decision). In order to be resisted, a spell must creates its effects within the immediate proximity of the target.
Many spells cost points or do damage defined as 1d(intensity). This is taken to mean: Intensity 3 = 1d3. Intensity 6 = 1d6. Intensity 10 = 1d10. Intensity 14 = 1d8+1d6, Intensity 18 = 1D10+1D8, etc... Basically a dice or combination of dice is rolled with a maximum value equal to the Intensity. If various combinations are available, take the one that creates the smallest minimum damage. For example, an Intensity 20 spell can be represented by 1d20, 2d10, 2d8+1d4, 3d6+1d2 or 5d4. The proper choice is 1d20. Similarly, odd numbers will always be generated by taking a higher even dice and substracting 1: Intensity 9 damages are evaluated by rolling 1d10-1 (from 0 to 9).
Learning Ritual Spells:
These take 50 hours to learn just like any other Essence spell, and the teacher must know all Arts plus boast a skill of 90+ in the particular skill for that spell. When the spell is learned, it uses up 1 INT to memorize, like any other Essence spell. However, the spell does not have an independent chance of success, but is always the same as the corresponding Ritual Art skill.
Casting Ritual Spells
To cast a Ritual spell, the caster must have learned the spell in question. He then spends at least an hour per Art level in the spell (unless ite spell description specifies otherwise) plus any hours spent in Ceremony. During the ritual he may not eat, drink, sleep, or lose concentration. At the end of the ritual, he rolls against the appropriate skill. If he succeeds, the spell goes off and the MPs or POW is lost.
Example: Torgam the adept decides to enact the ritual of Apprentice Bonding. His chance of casting the spell is equal to his Ceremony skill of 55, because it is a ritual Ceremony. He decides to use additional Ceremony to enhance his chance of success (yes, Ceremony can be used to boost the Ceremony skill when it is used in spellcasting). He spends 4 hours in Ceremony, thus adding 40 percentiles to his chance of success for a total chance of 95. He succeeds, his apprentice loses 1 POW, and the bonding is in effect.
Restricted Arts
Unless otherwise stated in the spell's description, the Arts of Hold, and Multispell cannot be used with a ritual magic. Ease and Speed do apply, but they still only affect the total time measured in rounds, so they are rarely bothered with. Normally, for each Intensity in an Enchant, one POW must be sacrificed.
Reverse Spells: many ritual spells have a reverse effect that can be cast instead of the normal, beneficial form. In such cases, the reverse effect's name is included in parentheses after the normal spell title. The reverse spell does not have to be learned separately. If a magic-user learns Enchant Iron, he also receives the ability to Disenchant Iron.
Special Summoning Rules
power Within -- take 1 melee round and concentrate, gathering your inner strength. At the end of the round, you lose 1 hp and 1d6 fp, and receive one of the following:
It is legal to Summon for several rounds in a row. The total rounds spent cannot exceed your Summon/10, rounded up.
Special Enchantment Rules
Special Materials: Very fine or semi-magical materials permit an enchanter to put more POW into the object. This is largely up to gamemaster discretion. Thus, a common pebble could only contain 1 POW of enchantment. A simple pine staff might only be able to hold 4 POW. The carved branch of an awakened sapient tree might hold 10 POW. A carved length of ebonywood with a demon's stoney heart as the end knob might be able to hold 20 or more POW.
Enchanted Tattoos and Ritual Scarification: Normally, enchantments
are engraved into an inanimate object. However, enchantments can be tattooed
or scarred, or otherwise permanently attached to a living being (body paint
could be used, but when the paint rubs off, so would the enchantment). This
is not as easy a process as crafting an object, and the enchanter needs
to spend an extra point of POW for each enchantment he places onto a live
person. Undead or dead-but-animate entities are exempt from this extra POW
requirement. Of course, beings lacking SIZ or permanent SIZ can't have anything
permanently tattooed onto their bodies. Note that a living being has no
limit to the amount of POW that can be enchanted into him. Tattooing or
Scarifying a body requires the caster or an assistant to use the Tattoo
skill. Conditions: when placing Enchantments, the caster can emplace
Conditions at the same time. Conditions do not make the Enchantment any
harder, but do increase the POW cost. (And thus may render an enchantment
impossible, by forcing the total cost above his allowed Art level).
WIND BLAST (evoke air)
ranged, instant
Lets the user send a force as a wind gust towards a foe, striking a single
randomly rolled hit location. The amount of the force which can be used
in the blast is equal to the spell's Intensity. The wind blast is emitted
from the magic-user's mouth. Wind blast abrades target at half intensity
rate (i.e., 6 intensity does 1d3 damage, 12 intensity does 1d6 damage),
destroying armor or hit points in the hit location struck. It can also knockback
an opponent if it overcomes the victim's SIZ with its Intensity.
SMOTHER
attack, ranged, transient
This spell continually deprives one target of oxygen if the caster can overcome
the magic points of the target with his own magic points. The spell lasts
1 melee round per Intensity. The target takes normal CON rolls as per asphyxiation,
taking 1d3 automatic damages per round once he fails. This spell can also
be used to extinguish natural fires: Each round match the intensity of the
spell against the potential damages of the fire in one round (1 for a torch,
1D6 for a camp fire...). The fire is extinguished as soon as it fails to
resist the spell.
SKIN OF LIFE (Resist Air)
touch, Passive
The spell protects his target from the effects of asphyxiation due to air
deprivation, whether from drowning, smoke inhalation, or the results of
a smother spell. The target of the spell does not have to breath normally,
as the spell provides oxygen to the blood directly through the skin. Up
to 5 SIZ per level of intensity will be protected. The spell will protects
against chocking due to a strong arm around the neck or a garrotte, but
will not prevent the physical damages done to the neck of the victim. Similarly,
the spell will not protect against the direct chest damages resulting from
inhalation of burning smoke, water or poison: The target of the spell must
keep his mouth shut.
PRODUCE COLD
Elemental, ranged
Chills one non-living object of moderate size (one hit location of armor,
a barrel full of water, etc.). Metal and water react best -- other substances
not so well. The object's temperature drops by 10°C per Intensity used
for that purpose. Hence, Intensity 3 causes ice to form atop water at room
temperature. An object chilled below freezing causes 1 pt of damage per
round (on SR 10) it is held or on contact with the target's body; per 10°C
below 0 it has been chilled. The damage starts at 1 point, and grows by
1 point/round, until it reaches its full level.
FREEZING BREATH
Elemental, ranged, instant
This spell causes the caster to breath a cloud of freezing vapors up to
10m (+ 1m per level of Range) long, striking all opponents in a cone of
about 30° in front of him. Any creature caught in the cloud will take
1d(intensity) point of damage to the target's general hit points. Metal
Armor does not protect, but cloth, leather and natural armors may work to
DM's discretion.
RESIST COLD
Passive, touch
The incoming attack must overcome the Resist's Intensity in order to do
any damage at all. Otherwise, it is canceled. If it does overcome it however,
all damage penetrates. When resisting Elemental type spells or natural
cold, the spell resists at double Intensity.
You may not agree with all the following spells being related to "Darkness" as darkness by itself is not "evil" in most of Glorantha. However, in MERP (and in some degree in my Griffin Island Campaign) Darkness is associated with Sauron the lidless eye, sometimes directly called the Dark Lord (RedEye in GI), and as such is the representation of everything that is evil and cruel.
TAP [characteristic]
attack, touch, instant
This spell permanently destroys 1d6 of the specified attribute and provides
something to the caster, in an equal quantity to the points taken. A target's
characteristic cannot be reduced to less than 1, and points beyond that
are not subtracted. Thus a target whose POW was 1 would be immune from Tap
power. The minimum Intensity needed for the spell to take effect on a particular
characteristic varies.
Strength (Intensity 2): The caster gains Fatigue.
Constitution (Intensity 3): The caster gains HP, which may be applied
either per location or as general HP.
Size (Intensity 4): the caster gains density, adding to SIZ for the
purpose of figuring damage bonus only. In addition, he gains 1 point of
skin armor.
Intelligence (Intensity 5): the caster gains Presence.
Power (Intensity 1): the caster gains MPs. This is the commonest
Tap.
Dexterity (Intensity 4): the caster's DEX SR is lowered by 1 for
each point of DEX drained. No matter how low the caster's DEX SR drops,
no action can take less than 1 SR.
Appearance (Intensity 3): the caster takes on the target's appearance
(as it was before the Tap).
A caster may only have one Tap in effect at a time. If he casts a second
Tap, then supranormal benefits from the earlier Tap are lost. If he currently
had hit points beyond his normal maximum, the excess would go away. Note
that the "normal maximum" for MPs is considered to be the user's
specie maximum POW. Creatures with a POW of 0 have no MP maximum. Tap is
fearsome in the hands of a wraith.
Example: Evil Nim the Tapster decides to Tap his neighbor's cows one dark night. Nim has 3 points of damage in his right arm and a POW of 12. He Taps the first cow for Heal CON, draining 4 points from the animal, and applying it all to his right arm, which now has 1 HP more than normal. He then taps the same cow's POW, draining 5 points. When he casts the second Tap spell, the extra HP point in his arm goes away, However, the arm is not re-injured. His MPs are now 17, though his POW is still 12. He moves onto a second cow and Taps its POW as well, this time giving him 3 MPs. Though he has now cast a third Tap, his second Tap's benefits do not go away because 17 MPs is not "supranormal" for a POW 12 individual. Now he has 20 MPs. He taps a third cow, rolling a 6 for MPs gained. His total MPs are now 26. If he casts another Tap, the 2 MPs beyond his normal maximum of 21 would go away.
PRODUCE SHADOWS
Elemental, ranged
Creates a faint shadow on everything within a circle of Range radius. Each
additional Intensity deepens the shadow. 5 pts make a shadow even in full
daylight, and 10 are like a moonless night. Each Intensity addds +5 percentiles
to Hide or Conceal for anyone within the shadow, and -5 percentiles from
any visual perception used in or through the shadow.
VENOM
attack, ranged, instant
If the target is overcome, then a venom with POT equal to Intensity infuses
the target. If he resists the POT with his CON, he takes half damage. Otherwise,
he takes the full POT in damage.
SHADOWS BOLT (evoke shadows)
Elemental, ranged, instant
Lets the user send a beam of darkness towards a foe. Shadow Bolt obscure
the vision of the target, lowering all sight-based skills by 5 per intensity
if the caster succeeds in his "direct spell" roll. The
spell does not affects directly the eyes of the victim, as for example in
Light Ray, but rather confuses the processing of the images by the brain.
This situation improves by 5 percentiles per round. In addition, the spell
can neutralizes light-based magic if it overcomes the spell's intensity
with its own. The beam can be emitted from the magic-user's eyes, mouth,
or hand(s), at his option.
RESIST DARKNESS
Passive, touch
The incoming darkness attack must overcome the Resist's Intensity with its
own in order to do any damage at all. Otherwise, it is canceled. If it does
overcome it however, all damage penetrates. When resisting Elemental
type spells, the spell resists at double Intensity.
WITHER
Attack, instant, ranged
If the target is overcome, roll a random melee hit location. The spell's
Intensity must be higher than the location's normal HPs, when undamaged.
I.e., a 5-point arm that has been injured down to 2 points still requires
6+ Intensity to be Withered.
If these requirements are all met, then the location begins losing 1 HP
per round. Though the spell is "instant", the effects can be dispelled
at any time before the limb has been reduced to double damage and becomes
totally withered, dry, and useless (note that a damaged arm WILL become
withered more quickly). Once the limb reaches that point, it must be severed
and regenerated. Withering a vital location kills the target.
DRAIN SOUL
Attack, ranged, instant
If the target fails to resist, he loses a number of magic points equal to
1d(Intensity). At least 3 Intensity must be used or the spell has no effect.
DECREPITUDE
Attack, ranged, instant
The target is instantly aged a number of years equal to 1d(intensity). If
the target is a being that normally does not age, the spell has no effect.
Also, immature individuals are immune to this spell -- only full adults
can be affected.
POISON [species]
ritual Enchantment
Takes 1 POW, and must be used with Intensity. Each Intensity enchants 1
ENC of any suitable foodstuff by infecting it with a poison that affects
only the target specie. Any member of the target specie which eats a full
ENC of an affected food ingests a potency 20 poison. 1d10 minutes after
ingesting, he must match his CON vs. the poison.
Success means he takes only 10 pts of damage. Failure delivers a full 20
points. If the victim eats only part of an ENC, pro-rate the poison. The
poison is odorless and tasteless, but the fact that the food has been enchanted
can be exposed by Sense or Detect Magic, Second Sight, or similar spells.
EARTHGRIP
Elemental, ranged
The spell causes a 1m radius circle of ground to soften, surround the feet
of any being(s) standing thereon, and to harden again. The strenght of the
Earth Grip is equal to the intensity of the spell times 1D6. The strenght
is rolled once for each victim. The victim(s) must overcome the STR of the
earth grip to pull his feet free. He can try once per round and untrapped
friends can help to pull him free. In any case, he will probably leave any
footwear behind. This spell will not soften rock, but works fine with normal
soil, marshy ground, mud or sand. The standard spell has a range of 10m
and a radius of 1m. Range can be used to either increase the range of the
spell as usual, or instead increase the radius by 1m for each point of range
(i.e. a 5 range spell can either travel 320m and soften a 1m radius circle
of ground, or travel 10m and soften a 6m radius circle of ground)
Example: Dirty Harry the Earth Warlock casts a high-power Earthgrip spell to stop a group attacking orcs. He casts it on the forest ground, using 6 Intensity and 5 Range for a total area of about 113 square meters (surface of a circle with 6m radius), 10m ahead of him. He succeed with his "direct spell" skill and center his spell at the intended position. Four orcs are are in the affected region. Two of the orcs are barefoot, but their magic points don't have to be overcome since Earthgrip is an elemental spell. The feets of the four orcs sink into the soft ground, and as the earth harden again, they stop advancing. The magic-user has devoted 6 Intensity to STR, and each orc must overcome a STR of (6x1D6)with their own STR to break free.The orcs just have to grin and bear it. They will try to overcome the Earthgrip's STR next round. Meanwhile, Harry quietly readies his long bow and quiver: It's a good day for target practice...
RESIST DAMAGE
touch, Passive, Temporal
The incoming attack must overcome the Resist's Intensity in order to do
any damage at all. Otherwise, it is canceled. If it does overcome it however,
all damage penetrates. Resist Damage stops all physical damage applied to
one or more location (not general hit point damages, or magical damages
from an attack spell). Armor or armor-like spells take effect after the
Resist Damage has attempted to halt incoming harm. Damage resisted won't
hurt the target, but knockback or knockdown can still occur.
SENSE [mineral]
ranged, active
Upon concentrating, the caster becomes aware of every source of the chosen
substance within range. The spell penetrates 10 cm of dense, opaque material
per Intensity. Commonly used minerals include gold, silver, bronze, gems,
etc...
PEBBLE (evoke earth)
Elemental, ranged, instant
This spell creates a small stone at the extremity of the caster's finger
and propels it in the direction of the pointing finger with a kinetic energy
proportional to the intensity of the spell. The magic user can try to strike
a single randomly determined hit location of an opponent with the stone
by rolling under his "direct spell" skill. The stone does
1d(intensity) damages and is able to impale. Any spell with an intensity
of 10 or more accelerates the projectile at a supersonic speed, resulting
in a loud "bang".
Example: The wounded orc warrior extended his arm toward the scimitar. Pointing his index finger toward his ennemy's chest, Harry readied the Pebble Intensity 14 on hold in his mind, and threateningly uttered: "Go ahead, make my day". With a damage of 1D8+1D6, the small stone would have the stopping power of a magnum 357 bullet...
FLAME BOLT (evoke fire)
Elemental, ranged, instant
Lets the user send a burst of flames towards a foe, striking a single randomly
rolled hit location. The intensity of the fire is equal to the spell's Intensity.
The flames can be emitted from the magic-user's eyes, mouth, or hand(s),
at his option.
The burst of flame does 1d(intensity) damage to one hit location. Flammable
materials may ignite. Armor protects on the first round it is struck. If
flame hits the same location for a second consecutive round, or the target
site ignites, armor stops helping. Default chance of ignition for flammable
materials is 5 percentiles per Intensity -- adjust for more or less (but
still flammable) stuff. In addition, can Neutralize water-based magic.
PRODUCE HEAT
Active, ranged
Causes one non-living object of moderate size to heat up to 1d6 per Intensity
at its hottest. Only really effective on conductive objects, such as metal.
The object gradually heats up, taking one minute (5 MR) to reach the first
1d6 heat, then adding 1d6 more per round thereafter until it has reached
its full temperature.
RESIST FIRE
Passive, touch
The incoming attack must overcome the Resist's Intensity in order to do
any damage at all. Otherwise, it is canceled. If it does overcome it however,
all damage penetrates. When resisting Elemental type spells, the
spell resists at double Intensity.
FIREBALL
Elemental, Ranged, Instant
This is a multi-person damage spell. It is a very powerful and usually very
hard to find spell. The spell inflict up to 1 pt of damage for every point
of intensity. Basically a die or combination of dice is rolled with a maximum
value equal to the Intensity. The minimum intensity is 2 pts. The damage
afflicts every body part of the target included in the volume of explosion,
but the damage dice are rolled only once and applied simultaneously to every
location exposed. Armor pts. are effective defense. Add up all the damage
for knockback. The victims can use the AP of a shield like as on the arrow
table. Any creature in the explosion may make a Luck roll. If the roll succeeds
then the target can try to dive outside of the explosion radius by succeeding
in a "dodge" roll. The type of success required depends
on the victim's position versus the center of the explosion (standard success
for the fringe, critical for the center...) The standard spell has a range
of 10m and a blast radius of 1m. Range levels can be used to either increase
the range of the spell as usual, or instead increase the blast radius by
1m for each point of Range (i.e. a 5 range spell can either travel 320m
and explode with a 1m radius, or travel 10m and explode with a 6m radius)
PRODUCE LIGHT
Elemental, ranged
Creates a glow with a range equal to Range, and a brightness based on Intensity.
1 pt is enough to read, 5 is daylight, 10 is bright daylight. Produce Light
can neutralizes darkness-based magic if it overcomes the spell's intensity
with its own.
LIGHT RAY (evoke light)
Elemental, ranged, instant
Lets the user send a beam of intense light towards a foe. The amount of
the force which can be used in the beam is equal to the spell's Intensity.
The beam can be emitted from the magic-user's eyes, mouth, or hand(s), at
his option. A sighted target must roll above the spell's Intensity x5 on
1d100. If unsuccessful, he is completely blinded that melee round. The next
round, he attempts to roll above Intensity x 4, and so on until he succeeds.
Until that time, he remains blinded (-75% at any action). Darkness entities
(such as trolls or shades) and undead also take 1d(intensity) damage from
Light Bold.
LIGHTNING BOLT
Elemental, Ranged, Instant
This spell shoots an bolt of electricity at the target in order to do damage.
The target takes 1d(intensity) damage to a random hit location, ignoring
metal armor. The bolt then bounce to the nearest metal-wearing target, losing
1 point of intensity in the process, does d(intensity -1) damage to a random
location, and bounce again. This process is repeated until the intensity
of the spell reach 0, at which time it disappears into the ground. The lightning
bolt is naturally attracted by large masses of metal: When more than one
target are in range, the one with the largest Enc of metal will be striked
preferentially. Practically, the GM assign "luck rolls" in proportion
of the amount of metal carried (< POWx1 for plate armor, < POWx3 for
ringmail, < POWx5 for carried sword...). Note that the total distance
traveled by the lightning bolt can never exceed the maximum range of the
spell: At the end of its range, the spell is absorbed into the ground.
RESIST LIGHT
Passive, touch
The incoming attack must overcome the Resist's Intensity in order to do any damage at all. Otherwise, it is canceled. If it does overcome it however, all damage penetrates. Some of these spells come in sub-types. When resisting Elemental type spells, the spell resists at double Intensity.
PRODUCE WATER
ranged
Causes .
WATER BOLT (evoke water)
ranged, instant
Lets the user send a gush of water towards a foe. The force which can be
used in the jet is equal to the spell's Intensity. The gush can be emitted
from the magic-user's eyes, mouth, or hand(s), at his option. Water bolt
delivers a knockback attack of 1D6 per Intensity. In addition, the spell
can neutralize fire-based magic if it overcomes the intensity with his own.
Certain creatures sensitive to water (salamanders...) also take 1D(Intensity)
in damages, on a single randomly rolled hit location.
RESIST WATER
Passive, touch
The incoming attack must overcome the Resist's Intensity in order to do
any damage at all. Otherwise, it is canceled. If it does overcome it however,
all damage penetrates. When resisting Elemental type spells, the
spell resists at double Intensity. A person protected by Resist water
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