Shades of Shadora
Common Possession Spells
God names next to spells indicate the cult that teach that spell for half price or who have forbidden its use.
Befuddle (Half Price: Air Cults ) A Befuddled enemy will not take any action. If attacked, will defend at full value and will no longer be befuddled. Opposed Spirit Roll required.
Countermagic (Half Price: Darkness Cults ) + 1 on Opposed rolls to resist spells ( + 2 on a raise ). + 1 Toughness vs. magical damage, + 2 on a Raise. Incompatible with Protection, Shimmer, or Spirit Screen.
Demoralize (Half Price: Darkness Cults; Forbidden: All Earth Cults ) – 1 Fighting, Shooting and Throwing. – 2 on a Raise. Opposed Spirit Roll required.
Dispel Magic (Half Price: Darkness Cults ) See Dispel. Penalty to Dispel Sorcery or Divine spells is – 4.
Disrupt (Half Price: Fire Cults ) 1d6e damage. 2d6e on a Raise. Does full damage to magical creatures.
Endure (Half Price: Water Cults ) Restore 1 Fatigue for the duration of the spell. 2 on a Raise
Enhance Attribute (Half Price: Water Cults ) + 1 to rolls against attribute specified at casting. + 2 on a Raise
Enhance Combat (Half Price: Air Cults ) + 1 Fighting, Throwing and Shooting and + 1 Damage. + 2 on a Raise. Does not allow you to hit magical creatures
Extinguish (Half Price: Darkness Cults Forbidden: All Fire Cults ) Will put out one fire up to the size of a large bonfire, or it will put out all small fires within MBT, LBT on Raise. Relighting must proceed as with a new fire.
Farsee (Half Price: Fire Cults ) Gives target x10 telescopic vision which, can be switched on and off by the user at will for the duration of the spell. X20 on a Raise.
Fire [Weapon} (Half Price: Fire Cults; Forbidden: All Darkness and Water Cults ) + 1 Damage. + 2 on a Raise. Target may catch fire on a Shaken result or better. Does full damage to magical creatures.
Glue (Half Price: Water Cults ) Sticky 10cm sq patch with Strength = Spirit. Each raise doubles the size of the patch or the increases Strength by one die. Only works on inorganic materials.
Ignite (Half Price: Fire Cults; Forbidden: All Darkness and Water Cults ) Set fire to flammable substance. It will have the effect of a standard butane lighter; thus, it could set fire to a pile of hay, a torch, a thatched roof, a target’s hair, etc. + 1 on the Catch Fire roll on a Raise. Does full damage to magical creatures.
Light (Half Price: All Fire Cults ) Must be cast upon something and will light up an area equal to a torch. Twice the radius on a raise
Mobility (Half Price: Air Cults ) + 1" Pace, + 2" on a Raise
Mindspeech (Half Price: Earth Cults ) Permits caster to communicate with target through a form of verbal telepathy for 12 rounds. Each raise doubles duration.
Multimissile (Half Price: Earth Cults ) Provides 1 extra missile, 2 on a raise, with a separate roll to hit. Attack is treated like Auto fire: – 2 on attacks and only one Wild Die is rolled. Incompatible with Enhance Combat or Fire Weapon. Extra missile(s) do full damage to magical creatures.
Protection (Half Price: Earth Cults ) + 1 Armor, + 2 on a Raise. Incompatible with Shimmer Countermagic and Spirit Screen.
Recover (Half Price: Earth Cults ) Allows target to make a free Spirit roll to recover from being Shaken. + 2 on the Spirit roll on a Raise
Second Sight (Half Price: Darkness Cults ) Blocked by anything that blocks normal vision, Second Sight provides + 2 on Notice rolls to spot hidden magical items or hiding people, + 4 on a Raise. Second Sight will also reveal invisible entities.
Shimmer (Half Price: Air Cults ) + 1 Parry, + 2 on a Raise. Incompatible with Protection, Spirit Screen, and Countermagic
Silence (Half Price: Air Cults ) + 1 to Stealth rolls, + 2 on a Raise
Slow (Half Price: Earth Cults Forbidden: All Air Cults ) – 1 Pace, – 2 on a Raise. Opposed Spirit Roll required.
Spirit Screen (Half Price: Water Cults ) + 2 Spirit when resisting ghosts + 4 on a Raise. Incompatible with Protection, Shimmer and Countermagic
Wall (Half Price: Water Cults ) Creates a 5" wide by 3" high by 0.01" thick wall of darkness or light that blocks vision. (double that on a Raise) It cannot be moved. Attacks through a wall will suffer a penalty of – 4.
Cult Specialty Possession Spells
Comprehension (Garathis) +1 Knowledge Rolls, +2 on a Raise
Detect Chaos (Vorthod, Kilwin, Raranar, Artol) Indicates if creatures with a chaotic taint are about. Heroes that take this spell may make a Notice – 4 – Corruption to Detect Chaotic creatures within Spirit" without casting the spell.
Swimmer (Demelna) + 2 Swim, + 4 on a Raise
Butcherkeep (Dagaral) Keeps meat from spoiling for 1 day. Each raise extends preservation by 10 days.
Harvestguard (Peral) Keeps food (non-meat) from spoiling for 1 day. Each raise extends preservation by 10 days.
Sleep (Xarandar) Victim falls into a deep sleep. Will awaken if injured, shaken awake, fail Vigor roll. Opposed Spirit Roll required
Hotfoot (Guha) Target gets a hotfoot. Make an Agility roll to hop on one foot, else fall prone. At – 2 on a raise. Does full damage to magical creatures.
Ghostblade (Artol) Target’s blades become able to strike magical creatures (ghosts, elementals, horrors, etc) as if they were rune weapons. This spell also allows the target to use Fighting in Spirit Combat instead of Spirit if they desire.