Path: rc6.urc.tue.nl!tuegate.tue.nl!svin02!hp4nl!mcsun!sunic!ugle.unit.no!ugle!olavma From: olavma@siri6.lise.unit.no (Olav Marstokk) Newsgroups: rec.games.frp Subject: New spells for WFRP Message-ID: Date: 15 May 91 13:09:11 GMT Sender: news@ugle.unit.no Distribution: rec Organization: The Norwegian Institute of Technology Lines: 99 Here are some new Battle Magic Spells for WFRP. I use them in my campaign. Level 1 ********************************************************* FLYING FIST Spell level: 1 Magic Points: 3 Range: 48 yds Duration: Instantaneous Ingredients: a glove A disembodied fist flies trough the air. It hits its target automatically on the head, delivering a strength 6 hit. The attack counts as unarmed and non magic. The fist is considered to have the skill: "Strike to Stun". ********************************************************* ********************************************************* SIXTH SENSE Spell level: 1 Magic Points: 4 Range: Personal Duration: 1 hour per level Ingredients: a mirror Treat as if the caster had the skill with the same name, but test against WP instead of Int. ********************************************************* ********************************************************* STABILIZE Spell level: 1 Magic Points: 4 per hour Range: Touch Duration: 1 hour Ingredients: a small stone This spell will stabilize anyone suffering from a critical hit. Note that this spell does not restore any wounds, and the character is still considered severly wounded. The duration of the spell may be increased at a cost of 4 MP per hour. ******************************************************** Level 2 ******************************************************** CURE HEAVY WOUNDS Spell level: 2 Magic Points: 6 Range: Touch Duration: Instantaneous Ingredients: One dose of Tarrabeth This spell can be used to heal the caster or one other individual. The spell takes effect immediately, restoring D8 wounds. The spell will not work on severly wounded characters. A spellcaster who fails to cast this spell successfully causes D8 wounds to the patient. ******************************************************** Level 3 ******************************************************** MAGIC AURA Spell level: 3 Magic Points: 7 Range: Personal Duration: 1 hour per level Ingredients: an amethyst(value 30GC) This spell gives the caster 1 AP on all locations. The aura is not dispelled by hits from magic weapons, and the protection counts as magical. It may be dispelled at will by the caster. ******************************************************** ******************************************************** DECREASE This spell may be cast at any creature or individual. Victims who fail a magic test immediately lose 2D10 points of either WS,BS,I,Dex; caster's choice, but they cannot be brought below 0. Lost points are restored next sunrise. ******************************************************** Tarrabeth is an herb. It is described in the first book of THE ENEMY WHITHIN.