The Lore of Light
From benscondo.wiki-rpg.com
What follows is the list of the spells for Lore of Light in The Tiger Eye Cameo of Ibn-al Azrad and The Warhammer World using the Deadlands hybrid system I am currently developing.
Difficulty | Time | Components | Description | |
---|---|---|---|---|
Banish | Pair | Action+ | An oak wand (+2) | Banish a daemon to the chaos realm*. Power Level 2. |
Blinding Light | Pair | Action+ | A polished mithril disk (+2) | Dazzle all within the large template*. Affected beings are -2 die types on Nimbleness and Deftness, and 1/2 (rounded up) of their Fighting skill. All shooting skills are reduced to 0. Cognition tests involving sight automatically fail. Victims which save are instead affected by Dazzling Brightness. Power Level 2. |
Boon of Hysh | Two Pair | 2 Action+ | A lock of hair from the target, cut while he was well (+3) | Character is completely healed of any and all maladies of any type. Target must be living. Power Level 4. |
Clarity | Ace | Action | A clear glass bead (+1) | One Corporeal characteristic penalty is removed for a number of hours equal to Casting. Power Level 1. |
Cleansing Glow | Ace | Action | A bit of soap (+1) | A single item or character is cleaned spotless. Power Level 1. |
Daemonbane | Two Pair | 2 Action+ | A wand made from oak struck by lightning (+3) | All daemons within large template must pass an opposed Spirit test or be banished to realm of chaos*. Power Level 4. |
Dazzling Brightness | Ace | Action | A small mirror (+1) | A burst of light 36" in radius causes all inside to lose one die type in Deftness and 1 level in Shooting and Fighting. All sight Cognition tests are +2 difficulty. Power Level 1. |
Eyes of Truth | Pair | Action+ | A glass sphere(+2) | You may see through all illusions and deception, magical and mundane. Power Level 3. |
Healing of Hysh | Ace | Action+ | A clear glass bead (+2) | Heal a number of wounds on target character equal to your Casting + (number of extra success levels). Power Level 2. |
Ill-Bane | Pair | Action+ | A poultice (+2) | Cure one diseased or poisoned target per level of Casting + (number of extra success levels). Power Level 2. |
Illuminate the Edifice | Ace | Action+ | An unburned wax candle (+2) | Light the interior of a building based on Casting level. Power Level 2. |
Inspiration | Ace | 1 Minute | A page from a book (+2) | Your ability to solve a single mental problem is increased. Increase the die type of your roll by 1 + (number of extra success levels) for a single Knowledge or Smarts roll. Power Level 2. |
Light of Purity | Ace | 2 Action+ | A wax candle blessed by a priest of Shallya (+2) | Create an area within the light of a flame which keeps all those within completely immune to disease. Power Level 2. |
Light's Demand | Pair | Action+ | A flawless mirror (+3) | Create a cone of light which paralyzes daemons and chaos creatures. Power Level 3. |
Pillar of Radiance | Two Pair | Action+ | A diamond worth at least 100gc (+3) | All those within the large template take a 4d8 (+1d8 per extra success level) hit and suffer effects of Dazzling Brightness. Power Level 4. |
The Power of Truth | Pair | 2 Action+ | A blank sheet of vellum (+2) | Enchant one character who must speak only the truth. As long as they do, they are +2 die types (+1 per extra success level) to their Mien. Power Level 2. |
Radiant Sentinel | Pair | Action+ | A buckler (+2) | Create a ball of light which can parry defensively with your Spirit once per round. Power Level 2. |
Radiant Gaze | Ace | Action | A silver charm (+1) | For a number of minutes equal to Casting + (extra success levels) a single, normal weapon is considered enchanted and +2 vs daemons. Power Level 1. |
Shimmering Cloak | Ace | Action | A candle (+1) | For a number of minutes equal to Casting + (extra success levels) all ranged weapons either deal no strength damage or have their damage dice reduced by half, whichever is less. Power Level 1. |
*Target is allowed an opposed Spirit test to resist.
+No movement is allowed while performing this action.