Shadowstrike by Leon Kirshtein
4 Points, Touch, Temporal, Passive
This spell only affects blunt weapons. It causes the impliment
to turn as black as the darkest night, bright lights or brightly lit objects
can bee seen through it like through thick glass, and it becomes partially
insubstantial. When used in combat, one third of all damage dealt ignores
armor.
Flownet by Tal Meta
4 Points, Touch, Temporal, Passive
This spell effects only combat nets. Once cast, the net
seems to drip with water, although it does not actually gain in weight.
On a successful hit, the FlowNet entangles it's target and begins "flowing"
and spreading along their bodies, enveloping and entangling new hit locations
each subsequent melee round. Each melee round, the FlowNet will flow down
2 and up one hit location. (i.e. if it struck a human in the chest (on
location 14) it would spread to envelope locations 15 and 13 - 12 the next
round.) The FlowNet stops when it has covered a number of hit locations
equal to it's SIZ. (Most combat nets have SIZ 15 - 20.) If, in it's travels,
it envelopes the head of it's target, the net begins to force itself into
the mouth of it's victim, attempting to drown him as an undine would.
All normal net combat rules
apply to a FlowNet, and the weilder must retain possession of the net at
all times. Destroying the net's hit points in an area reduces the number
of hit locations that it can cover.
Wisperblow by Leon Kirshtein
4 Points, Touch, Temporal, Passive
This spell only affects melee weapons. It causes the weapon
to leave a visible trail after a strike for the briefest of moments and
then disappears as it catches up to the weapon. The effect of the
weapon is to deliver another attack 1SR affter the initial attack.
This attack maybe parried but at half ability, unless the defender has
chosen to take two defensive actions for this round and uses the second
to parry this attack. The damage done is that of the weapon only,
no strength bonus. This attack is at the same percentage as the original,
it cannot impale but can do critical damage.
Bowslow by Peter Michaels
and Philip Hibbs
2 points, Ranged, Temporal, Passive
Despite the name, this spell affects any missile firing
weapon (bow, crossbow, sling, etc.). Once cast on the weapon, all missiles
fired from that weapon do 3 less points of damage and subtract 15 percentiles
from the attack chance. This effect is can be countered by the spirit magic
spell Speedart for a specific missile. This spell will effect magical missiles
created by the spirit magic spell Multimissile.
Hailstorm by Philip Hibbs
Variable, Touch, Temporal, Passive
Each point of this spell cast upon a rock, sling stone,
bullet, throwing knife, or javelin creates a magical missile the instant
that the original is fired. The magical missile does the same damage as
the original. Each of the missile attacks are rolled separately. The first
roll is the original, which is the only one that can impale. The magical
missiles can still do critical damage. This spell is incompatible with
Speedart, Firearrow, and Zephyrstone.
Larger missile weapons require several points of this
spell to create a single missile, but only manually projected missiles
can be affected, no mechanically projected missiles such as ballista bolts
or trebuchet rocks. As a rule of thumb, each 2d6 or fraction of weapon
damage requires one point of spell.
The temporal nature of this spell means that it can be
cast onto a missile and the spell will work once only if the missile is
used during the spell's duration.
Stormblade by Gavin
McIntyre
4 points,Touch,Temporal, Passive
When cast on a blade the edge shows a a faint blue fire
running up and down and there is a smell of ozone eminating from the blade.
The spell increases the damage by 2D4 but the extra damage ignores all
metal armour. If the target is wearing metal armour add 10% to your chance
to hit as a near miss will still allow the electric energy to jump accross
the small gap and damage the opponent. Damage will also be done if the
blade is parried by a metal weapon ( Sword) or a metal-covered shield.
Magical defenses work normally. Normal padding / gauntlets will not help
reduce the damage although a pure wooden shield or parrying weapon would
stop the additional damage.
On a fumble, if the weilder hits themselves, the additional
damage
is dealt normally.
Sandblade by Tal Meta
4 Points, Touch, Temporal, Passive
When cast on a bladed weapon, this spell gives the weapon
a dusty, dirty sheen that seems to shift across the flat of the blade as
if sand were flowing downhill. Whenever a Sandbladed weapon strikes its
target, it makes a hissing sound and raises a small cloud of dust.
Anything struck by a SandBlade is eroded for 1 point of
damage if the rolled damage can overcome the location's armor points. In
the case of a shield or parrying weapon, the same effect applies. Rolled
damage in excess of defensive armor is applied to the target's hit points
as normal.
Before any wound caused by a SandBlade can be healed,
someone must succeed with a First Aid roll and spend five full melee rounds
to remove the dirt and grit from the wound (no damage is healed in this
circumstance; a second roll and time spent would be required). If this
is not done, the healing rate of the injury is doubled (i.e. takes twice
as long or twice as many points of Healing).
Redshield by Tal Meta
4 Points, Touch, Temporal, Passive
This spell affects only shields. It causes the shield
to take on a reddish glow that waxes and wanes between melee rounds. On
those rounds when the shield is at it's highest ebb (full), the armor points
of the shield are doubled, and all parries with that shield are counted
as being one class better (i.e. a normal success counts as a special and
a special as a critical). On those rounds that it is between extremes (half,
crescent) the armor points of the shield are doubled (only). On those rounds
when the shield barely glimmers (new, empty), it's armor points are halved.
The shield enters a new phase with each new melee round, beginning in whatever
phase the moon is actually in and cycling from then on.
And last... but NOT least...