Dominions Spells
Alteration School
The School of Alteration deals with change and control over physical reality.
Animal
Creo Animal Spells
Level 25
Swarm
R:Touch/Far D:Sun/Inst. T:Group
The caster summons and transforms several dragonflies. The enlarged insects aren't very dangerous but will surely disturb those they attack. Target substract 2 from all action rolls. Reduce modifier by 1 for each round the target spent killing the insects.
Aquam
Auram
Creo Auram Spells
Level 10
Charge Body
R: Personal/Touch D:Sun/Moon T:Ind.
When a charged body is struck in melee combat, electricity will strike both combatants. +10 damage caused by the electrical charge and bypasses the protection of armor. Once hit, the mage's body will become discharged and, if the mage survives, will need to be recharged.
Intellego Auram Spells
Level 15
Aim
R: Personal/Touch D:Sun/Moon T:Boundary
Those affected by this spell will get increased precision. This increases the chance of hitting with missile weapons or spells by adding +2 to rolls
Muto Auram Spells
Level 20
Air Shield
R: Reach D: Sun/Moon T: Small
The air shield solidifies the air above the caster to protect him from incoming missiles. The shield is invisible and it's located over the caster. It increase the missile fire ease factor by +6.
Rego Auram Spells
General
Resist Lightning
R:Personal/Touch D:Sun/Moon T:Ind.
This spell makes the caster immune to lightning bolts and similar electrical effects. Negates Lv-10 lighting damage.
Level 40
Wind Guide
R:Near D:Sun T:Boundary
Makes all friendly units shoot more accurately. Add +2 to rolls.
Corpus
Muto Corpus Spells
Level 5
Eagle Eyes
R: Touch D:Sun/Year T:Ind
Requisite: Animal
This spell grants the mage superior vision and accuracy for both spell casting and archery. Add +1 to rolls.
Level 20
Barkskin
R: Pers./Touch D:Sun/Year T:Ind.
Requisite: Herbam
The skin of the caster is transformed into a rough, bark-like hide. The hide gives a basic protection of 5.
Fists of Iron
R: Touch/Near D:Sun/Year T:Ind.
Requisite: Terram
The caster enchants his hands, transforming them into pistons able to strike down even the largest of foes. Weapon stats: Init +2, Atk +5, Dfn +4, Dam +5
Earth Might
R: Near/Far D:Sun/Moon T:Group
Requisite: Terram
Gives a small number of men +1 strength.
Level 25
Stoneskin
R: Pers./Touch D:Sun/Year T:Ind.
Requisite: Terram
The skin of the caster is transformed into a rough, stone-like hide. The hide gives a basic armor protection of 10.
Level 30
Ironskin
R: Pers./Touch D:Sun/Year T:Ind.
Requisite: Terram
The skin of the caster is transformed into a hard, metallic hide. The hide gives a basic armor protection of 15.
Level 35
Protection
R: Reach/Far D:Sun/Year T:Group
Requisite: Herbam
This spell works just like the Barkskin spell, except that it affects a group of units.
Level 40
Bone Melter
R:Near/Sight D:Mom T:Ind.
Requisite: Aquam
When affected by this spell the targets will melt and dissolve instantly, resulting in a quick and certain death. Roll Sta 12+ to resist.
Invulnerability
R:Personal/Touch D:Sun/Year T:Ind.
The flesh of the caster is made almost indestructible. Only the mightiest of giants and the most powerful of mages will be able to hurt the invulnerable one. The invulnerability gives the caster a basic protection value of 20.
Mistform
R:Personal/Touch D:Sun/Year T:Ind.
Requisite: Auram
The mage's body becomes mist. Striking the mist that makes up the mage's body causes the mage very little damage. The Mistform function as an 25 protection armor. The mistform will end if the mage gets hit exceptionally hard (+30 damage) or when hit by a magical weapon.
Level 55
Petrify
R:Near/Sight D:Moon/Perm. T:Ind.
Requisite: Terram
The caster transforms some targets into stone.
Level 65
Mass Protection
R: Sight D:Sun/Year T: Sight
Requisite: Herbam
This powerful spell gives Barkskin to all friendly units on the entire battlefield.
Herbam
Creo Herbam Spells
Level 25
Poison Touch
R:Touch/Near D:Spec. T:Ind.
Requisite: Corpus
By touching a target the magician can poison him. A successful attack roll is required to hit the target,
but armor offers no protection. Poison effect: victim in the next 12 turns roll for stamina 6+ or loose 1 Fatigue Level (or Body Level if all Fatigue have lost).
Rego Herbam Spells
Level 10
Resist Poison
R:Personal/Touch D:Sun/Moon T:Ind.
This spell makes the caster totally immune to poison. The spell does not neutralize poison already
affecting the target. Animal and/or Terram requisite is needed for protection against animal and/or mineral poisons.
Ignem
Creo Ignem Spells
Level 15
Combustion
R:Near/Sight D:Mom T:Ind
Requisite: Corpus
The targeted enemy is set ablaze. The spell ignores enemy armor, but it is not always strong enough to kill the victim. Causes +10 damage.
Immolation
R:Personal D:Mom. T:Spec.
The caster bursts into white-hot flames, badly burning everyone within range. Armor offers little protection against the flames. The spell causes +20 damage. It's range is 10 paces around. The damage decrease by 1 for every pace of distance from the caster.
Level 25
Blindness
R:Near/Sight D:Mom T:Small
Requisite:Corpus
A very bright light flashes in the target's eyes. The target will be permanently blinded unless the spell is resisted by a Sta 9+ roll. Target can roll Sta 9+ in every round to recover from temporary blindness.
Level 40
Incinerate
R:Far/AC D:Mom T:Ind
Requisite:Corpus
A single target is consumed by flames from the inside. Armor does not protect against this spell. It can target victims over long distances and it is one of the very few fire spells that can be used under water.
It causes +25 damage.
Perdo Ignem Spells
Level 25
Numbness
R:Near/Sight D:Diam. T:Group
The caster freezes his enemies. Frozen units are slowed and suffer from fatigue each turn.
Lose 1 Fatigue level, and roll Sta 6+ in next 10 rounds to avoid losing more.
Level 40
Frozen Heart
R:Near/Sight D:Mom T:Ind.
Requisite: Corpus
The victim's heart is instantly frozen.
Level 50
Wolven Winter
R:Far/AC D:Moon/Year T:Boundary ritual
The caster curses a distant province with a dramatic fall in temperature.
Rego Ignem Spells
General
Fire Resistance
R:Personal/Touch D:Sun/Moon T:Ind.
This spell makes the caster immune to normal fire spells as well as most magical ones. Negates Lv-10 fire damage.
Cold Resistance
R:Personal/Touch D:Sun/Moon T:Ind.
This spell makes the caster immune to cold. It negates Lv-10 cold damage.
Imaginem
Creo Imaginem Spells
Level 20
False Fetters
R:Near/Sight D:Diameter T:Group
Illusionary fetters form around the ankles of a limited number of units. The victims will not be able to move or fight until they have overcome the fetters' magic resistance. Perception 6+ negates the effect.
Mirror Image
R:Reach D:Sun T:Group
This spell creates six illusionary images of the caster. The images will surround the mage and make it hard for enemies to figure out which one to strike. The spell ends as soon as the mage is wounded.
Level 25
False Horror
R:Reach/Near D:Sun/Year T:Ind.
The illusionist creates a frightening illusion of a horror. Ordinary men will surely falter at the sight of a horror but those brave enough to fight the apparition will find it quite vulnerable. Roll Bravery 6+ to stay.
Horror's stats: Init+6 Atk+6 Dfn+6 Dam+5 Soak+5 (OK,-1,-3,-5,Destryed) Size0
Level 35
Phantasmal Warrior
R:Reach/Near D:Sun/Year T:Ind.
Requisite: Mentem
The illusionist creates a phantasmal warrior that attacks the enemy. The warrior skills are equal to caster's Finesse ability.
GhostWolves
R:Reach/Near D:Sun/Year T:Spec.
Requisite: Animal
The illusionist creates two phantasmal wolves that attack the enemy.
Level 45
Phantasmal Army
R:Reach/Near D:Sun/Year T:Spec ritual
Requisite: Mentem
The illusionist creates a whole army (max. 25) of phantasmal warriors. The phantasms attack the enemy. But will sometimes move in unpredictable ways.
Mentem
Terram
Muto Terram Spells
Level 20
Earth Meld
R:Far/Sight D:Sun/Inst T:Spec.
The targeted soldiers start to sink into the ground. Affected troops must struggle to free themselves from the ground. During the struggle, they are unable to move or attack. Spell affect an 15 pace x 15 pace area. Affected people must roll Dex 6+ in each round to get out of the area.
Perdo Terram Spells
Level 15
Armor of Achilles
R:Near/Sight D:Mom. T:Ind.
Destroys the target's armor, decreasing it's protection by 10. This spell does not affect magical armors.
Level 20
Destruction
R:Near/Sight D:Mom. T:Group
The armor of several soldiers are destroyed, decreasing it's protection by 10. Magical armors are not affected.
Level 30
Curse of Stones
R:Near/Sight D:Sun T:Group
The armaments of affected units grow heavy and cumbersome. Each step will exhaust the victims, and fighting can prove disastrous to heavily armed soldiers. Doubles the Load of the armors.
Level 35
Iron Bane
R:Near/Sight D:Mom. T:Boundary
The armor of all soldiers on the battlefield will rust and become weakened (-10 prot). Magical armors are not affected.
Vim
Rego Vim Spells
General
Control
R:Near/Sight D:Sun/Inst. T:Ind.
The caster alters the nature of a magically created being, making it serve him instead of its creator. Spell affect creatures created with a casting roll less then spell level+d10.
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