Spell Details (Sigrun)


Bite of Ice (Pe Ig 15); R: Touch, D: Momentary, T: Individual. Chills a single target so that it takes +10 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell. (Base 5, + 2 Voice)

Mastery: 1 (Touch Attack)
Casting Total: + 17 (5 Stamina, 8 Ignem, 3 Talisman, 1 Mastery)
Penetration Bonus: + 3
Botch Dice: – 1 (Mastery)

Blade of Virulent Flame (Cr Ig 15); R: Touch, D: Diameter, T: Individual. Forms a fire along the length of a metal blade. This flame doubles the weapon damage score for the blade (or adds + 55, whichever is greater), and can start fires as well. If the spell is cast repeatedly on the same blade, the blade gets hot enough to melt after half an hour, which ends the spell. Letting the blade cool for half an hour between castings avoids this. (Base 5, + 1 Touch, + 1 Diameter)

Mastery: 2 (Fast Casting, Still Casting)
Casting Total: + 18 (5 Stamina, 8 Ignem, 3 Talisman, 2 Mastery) or + 7 (if fast casting)
Penetration Bonus: + 3
Botch Dice: – 1 (Mastery), + 2 (if fast casting)

Circular Ward Against Demons (Re Vi 10); R: Touch, D: Ring, T: Circle. All creatures with Infernal Might equal to or less than 10 are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting. Some magi cast this spell before going to sleep at night. At night, from certain angles, the ring may be seen as a silver-hued dome. (Base spell)

Casting Total: + 17 (5 Stamina, 7 Vim, 5 Talisman)

Cleave the Wizard’s Shield (Pe Vi 5); R: Touch, D: Momentary, T: Individual. This spell will cancel the effect of a Hermetic Parma Magica ritual whose effect level is less than or equal to 20 + stress die (no botch). The effect level of a Hermetic Parma Magica ritual is equal to Parma Magica x 5. This spell must first penetrate the Magic Resistance of the person protected by the ritual in order to have any effect. (Base effect, + 1 Touch)

Mastery: 1 (Touch Attack)
Casting Total: + 13 (5 Stamina, 7 Vim, 1 Mastery)
Penetration Bonus: + 4
Botch Dice: – 1 (Mastery)

Flash of the Scarlet Flames (Cr Ig 15); R: Voice, D: Momentary, T: Individual. A brilliant red flash explodes in the air where you designate. If you target a person’s face the target needs a Stamina stress roll of 9 + to avoid temporary blindness. If the target botches the roll, he is permanently blinded. If temporarily blinded, he can try to make a simple Stamina roll of 9 + each minute to recover. The flash is equivalent to looking straight at the sun. (Base 5, + 2 Voice)

Casting Total: + 16 (5 Stamina, 8 Ignem, 3 Talisman)
Penetration Bonus: + 3

Lamp Without Flame (Cr Ig 10); R: Touch, D: Diameter, T: Individual. This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item. (Base 4, + 1 Touch, + 1 Diameter)

Casting Total: + 16 (5 Stamina, 8 Ignem, 3 Talisman)

Personal Ward Against Heat and Flame (Re Ig 15); R: Personal, D: Diameter, T: Individual. Keeps heat and fire at bay, unable to approach within 1 pace of you. This renders you immune to damage from flames or heat of intensity less than that of molten iron. You get a + 15 Soak against all fire-related damage. Any fire doing less than + 15 damage per round doesn’t penetrate the ward. Such fires simply dim at your passing and flare back up after you are gone. (Base 4, + 2 for up to 15 damage, + 1 Diameter)

Mastery: 1 (Fast Casting)
Casting Total: + 17 (5 Stamina, 8 Ignem, 3 Talisman, 1 Mastery), or + 7 (if fast casting)
Botch Dice: – 1 (Mastery), + 2 (if fast casting)

Revelation of Heat’s Light (In Ig 15); R: Personal, D: Diameter, T: Vision. Allows you to see the heat of objects that are of human body temperature or hotter. Excellent for use in the dark, but doesn’t give true vision. You can see well enough to use a weapon, even a missile weapon, without penalty, but recognizing people is very difficult. (Base 2, + 1 Diameter, + 4 Vision)

Casting Total: + 16 (5 Stamina, 8 Ignem, 3 Talisman)

Touch of the Demon’s Oblivion (Pe Vi 5); R: Touch, D: Momentary, T: Individual. Weakens and possibly destroys a demon. If the spell penetrates the demon’s Magic Resistance, the demon loses 10 Might Score. (Base effect, + 1 Touch)

Mastery: 2 (Still Casting, Touch Attack)
Casting Total: + 24 (5 Stamina, 7 Vim, 10 Talisman, 2 Mastery)
Penetration Bonus: + 4
Botch Dice: – 1 (Mastery)

Verutum of Fire (Pe Vi 15); R: Voice, D: Momentary, T: Individual. A 1-foot, javelin-shaped jet of fire flies from your palm, doing + 10 damage to the individual it hits. (Base 5, + 2 Voice)

Casting Total: + 16 (5 Stamina, 8 Ignem, 3 Talisman)
Penetration Bonus: + 3

MASTERY ABILITIES

Fast Casting: The maga may Fast Cast the mastered spell according to the rules for Fast Casting Spontaneous spells, on page 83. The maga still takes the – 10 penalty to Casting Score and risks the extra botch dice, although the botch dice will be partially offset by her Mastery Ability.

Still Casting: The maga can cast the spell without gestures, at no penalty. The normal bonus for using exaggerated gestures applies.

Touch Attack: When casting a Touch-range spell, the wizard can combine casting with an unarmed Brawl attack. (She must still pass a Concentration check for casting in forward stance.) The spell is also (normally) penalized for using no gestures. If the wizard’s talisman is a melee weapon, she can also use this mastery capability when attacking with her talisman.

Spell Details (Sigrun)

End Times Randy