Lorien Trust
Spells and Incantations

 

 

 
Second Level spell list.

Chant of Arrow/Missile Sanctuary

Type: Physical
Vocals: By my power I claim sanctuary from projectiles and missiles! (Repeat)
Actions: Tear a level two spell card. Hold both hands above your head. Up to two others being protected should be holding on to your shoulders.
Range: Self and up to two other people who are holding on to you with at least one hand.
Effects: Provides the spellcaster and up to two other people with complete protection from any normal missiles or projectiles. You can move as normal while chanting. This spell lasts until the chant is interrupted or voluntarily stopped.

Reaction: As the spellcaster you can ignore any normal missiles or projectiles that hit you for as long as you keep your hands above your head and maintain the chant, or until you are hit by something other than a normal projectile or missile. Any magical or special effect that prevents you from concentrating will also terminate the spell. If you are one of the two people who were holding onto the spellcaster when the spell was cast you may ignore any normal missiles and projectiles that hit you until you break contact with the spellcaster or the spell is terminated. If either of the two people who are gaining protection from this spell lose contact with the spell caster then they lose the protection of this spell. The spell must be re-cast to protect them again.

Chant of Blade Sanctuary

Type: Physical
Vocals: By my power I claim sanctuary from blades! (Repeat)
Actions: Tear a level two spell card. Hold both hands above your head. Up to two others being protected should be holding on to your shoulders.
Range: Self and up to two other people who are holding on to you with at least one hand.
Effects: Provides the spellcaster and up to two other people with complete protection from any normal edged or cutting blades. You can move as normal while chanting. This spell lasts until the chant is interrupted or voluntarily stopped.

Reaction: As the spellcaster you can ignore any normal edged weapons (sword, axe etc.) that hit you for as long as you keep your hands above your head and maintain the chant, or until you are hit by something other than a normal blade. Any magical or special effect that prevents you concentrating will also terminate the spell. If you are one of the two people who were holding on to the spellcaster when the spell was cast you can ignore any normal blades that hit you until you break contact with the spellcaster or the spell is terminated.

This spell does not protect against natural weapons that are part of a creature such as claws. If either of the two people who are gaining protection from this spell lose contact with the spell caster then they lose the protection of this spell. The spell must be re-cast to protect them again.

Enthral

Type: Mind (charm)
Vocals: By the power of my voice enthral!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet.
Effects: The target's attention is drawn to what the spellcaster says. The spellcaster keeps the attention of the target for as long as they continue to speak for a maximum of five minutes. The target will follow the spellcaster around, enthralled by the spellcaster's words. For this spell to be effective, the spellcaster must talk meaningful words. The spell will be broken if the spellcaster carries out any hostile action against the target (this includes leading the target into an ambush).

Reaction: You will become enthralled by the words that the spellcaster says and will follow him, her or it anywhere as long as they speak meaningful words. If you are struck the spell will be broken. You are not aware of being under the effects of a spell.

Iron Will

Type: Special
Vocals: By my power I give you iron will!
Actions: Tear a level two spell card. And touch the recipient's head. Give the recipient one of your level 1 spell cards.
Range: Touch
Effects: They can perform one countermagic against a spell or incantation cast at him, her or it. To do this you must give the recipient a level 1 spell card. The countermagic cannot be used to protect items or other people. If the countermagic is not used by dawn (6 am) of the day after it is given to the recipient, it is lost. A single recipient may have any number of iron will spells cast on them as long as they are all cast by the same spellcaster.

Reaction: When a spell or incantation of level 1 or 2 is cast at you, you can tear the card in half and say, "With my Iron Will, I resist that spell (incantation)." You can then ignore the effects of that spell or incantation. In all ways treat as countermagic.

Mute

Type: Mind
Vocals: By my power I strike you mute!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet.
Effects: For thirty seconds the target is rendered incapable of speech or other vocal sounds.

Reaction: For a slow count of thirty you cannot speak or make any other kind of sound vocally. This prevents you from casting spells or incantations, using healing or necromantic powers and from using or invoking any scroll, glyph or other such item that must be spoken.

Purge All Poisons

Type: Physical
Vocals: By my power I purge all poisons from this body!
Actions: Tear a level two spell card. Touch the patient.
Range: Touch
Effects: Stops all alchemical poisons (ingested, vapour and contact) from causing any more harm to the patient. Any active effects of the poison are removed instantly but this spell does not cure or heal any of the damage already done by the poison.

Shatter

Type: Physical
Vocals: By my power I shatter that <named item>!
Actions: Tear a level two spell card. Point at or touch the item.
Range: 30 feet.

Effects: Causes the indicated item to break into many pieces. This spell will have no effect on enchanted or magical items, artefacts, living and unliving creatures, non-rigid items (such as cloaks) or any item larger than 60"x 30". The only exceptions to this are creatures under the effect of a freeze spell. The spell mend is the only way to repair items affected by a shatter. Weapons and shields can be shattered by this spell but armour (even single items like helmets) cannot be affected or damaged.

Sleep

Type: Mind
Vocals: By my power I command you to sleep!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet.
E ffects: Causes the indicated target to fall into a deep magical sleep. The target cannot be woken by any means for a slow count of ten. After this they will be left in normal sleep for a further ten minutes.

Reaction: You fall into a deep magical sleep. For a slow count of ten you are magically asleep and cannot be awakened. After this, you will sleep normally for ten minutes. During this time, you can be woken by five seconds of shaking.

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