The Lore of the Heavens
From benscondo.wiki-rpg.com
What follows is the list of the spells for Lore of the Heavens 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 | |
---|---|---|---|---|
Birsdpeak | Pair | Action+ | A birds tongue (+2) | You can speak and understand the language of birds for a number of minutes equal to your casting. Power Level 1. |
Clear Sky | Ace | Action+ | Bottled breath of an eagle (+2) | Clear a single cloud from a sky and keep the sky clear for one minute per level of Casting. Power Level 1. |
Curse | Pair | Action | A broken mirror (+2) | Curse one opponent within 24 yards. For the next 24 hours that person has the difficulty of all actions raised by +2 (and an additional +2 per raise) and all attacks vs them are +1 (+1 additional per raise). Power Level 2. |
Fate of Doom | Three of a Kind | 1 Hour | The noose of a hanged man (+3) | Blood and hair of the victim are required, and the caster must be within 1 mile of the intended victim. If successful, the victim gains the Damned background with cards drawn each day. Opponent is penalized -4 to resist. Power Level 5*. |
Finding Divination | Pair | Action+ | A chipped lens (+3) | Magically sense the location of an item. Duration is one minute, plus one level up the time chart per raise. Power Level 3. |
First Portent of Amul | Ace | Action | A piece of glass (+1) | Affected character gains one white chip which must be used before cards are drawn again (not for bounty). Power Level 1. |
Fortune's Renewal | Pair | Action+ | A rabbits foot (+2) | Target character draws a fate chip for each success and raise. Power Level 3. |
Lens on the Sky | Ace | Action | A pinch of clean sand (+1) | Create a giant lens to see faraway objects. Power Level 1. |
Lightning Bolt | Ace | Action | A tuning fork (+1) | Magic missile of strength 4d8, +1d8 per success over Ace. Power Level 2. |
Omen | Ace | 1 Minute | The liver of a small animal (+1) | Gain knowledge of favorable or unfavorable portent. Vision is accurate for 5 minutes +1 level on the time chart per extra success level. Power Level 1. |
Polish, Clean and Gleam | Ace | Action | A clean rag (+1) | Clean any perceptive piece of equipment. Power Level 1. |
Premonition | Pair | Action | A rabbits foot (+2) | Target gains one white chip that must be used within the next 24 hours (not for bounty). Power Level 2. |
Project Spirit | Pair | 2 Action+ | A pinch of horseradish (+2) | Limited astral projection. Power Level 2. |
Second Portent of Amul | Pair | Action+ | A piece of stained glass (+2) | As first portent except the target gains 2 white chips and the effect lasts one hour. Power Level 2. |
Signs in the Stars | Two Pair | 2 Action+ | A vial of eagles blood (+3) | Write a coded message in the stars. Power Level 4. |
Starshine | Pair | 2 Action+ | A star chart (+3) | Create light, banish darkness and reveal all hidden stuff within 48". Duration is one minute per level of Casting. Power Level 4. |
Third Portent of Amul | Pair | 2 Action+ | A drop of your own blood (+2) | Ignore the next exploding damage die dealt to enchanted character. Treat the entire die as 0. Duration is one day or one use. Power Level 2. |
Wind Blast | Pair | Action | An animal bladder (+2) | All beings inside a 2" radius are knocked down and must make a Vigor test or be stunned. Missile weapons cannot be fired into or out of area. Power Level 2. |
Wings of Heaven | Pair | Action+ | A doves feather (+2) | You may fly for a number of minutes equal to your Casting +1 for each success level. Your movement is 150% of normal. Power Level 3. |
*Target is allowed an opposed Spirit test to resist.
+No movement is allowed while performing this action.