If you have comments on the specifications of the spells, please email me.
The caster directs the spell to a specific subarea within sight. Targeting rolls is necessary for very limited areas only. Within this area the caster creates a number of vulcanoes errupting once and then leaving a tiny crater behind. The caster cannot control excactly where the vulcanoes appear nor where the errupted lava clods go.
The ejected clods of burning lava can ignite woods and other inflamable material, and when hiting people or animals, do +12 in damage. People may be hit by combined clods doing combined damage.
The lava clods may move out of the area wherein the vulcanoes are, and they may threat the caster. He has of course his magic resistance (with Ignem) and he can cast spontaneous ReIg spells. ReIg spells may also take control over clods to hit particular people. Remember to make concentration rolls to maintain the original spell.
The first round five vulcanous appear, then the number is doubled each round.
I recommend the spell for fireworks for the next Flambeau council...
[Compare it to Opening the Earth's Pore (CrTe 40). My spell is non- ritual, but also non-controlable. Quite the same effect can hardly be achieved, but by concentrating long enough, one can get close - but one can also kill oneself as one have no real control. A lucky man may also run between all the flying lava clods, as they hit only randomly. I think the advantages and disadvantages cancels out with respect to the level.]
This spell animates rock within a subarea of the field of sight (as for Chaos of Flame). The caster cannot control which stones are animated and how and where they move. Small stones move very quickly through the air, and may be deadly projectiles, larger stones moves more slowly, but may kill a man by dropping from some height. The stones may move out of the area where they were animated, and thus threaten the caster (who has his magical resistance though). The amount of stone animated is 10 lbs. the first round, but doubles each subsequent round. Spontaneous ReTe may be used to control particular stones (as for Chaos of Flame).
[Compared to The Unseen Porter, ReTe 15. This spell moves more stone at longer range, but without control. Concider level 25]
The caster creates illusions of flames, light and smoke moving chaotically in the air within some designed area within sight. Targeting roll is necessary to direct the spell to a very limited area, for instance to enclose a single person in a crowd). The illusions are a traumatic experience for everybody enclosed, and each round they must make a stamina roll against the Resistance Difficulty (RD) or roll on the effect table. RD is 4 in the first round, but the caster may increase it by rolling 2xRD-4 on concentration+intelligence stress. Botch drops RD to 4, Double botch drops the spell.
The caster starts a wind from his location. The wind is weak to start with, but the strength increases as long as the caster concentrates, after ½h it has grown to a severe hurricane. The caster decides the size of the storm area within his range of size; allways with him in the very center which is the only quiet and safe place, in fact everybody within the Parma Magica of the caster is safe. The wind moves in a chaotic pattern, completely out of control for the caster. The caster may move the center of the storm, if he concentrates and then moves herself. If he has 2xsun.-duration and moves without concentrating, he moves into the danger of the storm.
[compare it to Breath of the Open Sky (CrAu 40) and Wrath of Whirling Winds and Water (CrAu 60)]
The caster start an inanimate object, up to the size of a tower, to start shivering until it breaks to pieces. Small objects of weak material break within a single round, while larger and more solid objects may last for up to five minutes.
Creates a spray of acid that arcs out from the caster's hand, covering the target. The spray is 1/2 foot across at the peak (the caster's hand) and 2 paces across at the base 5 paces away. Damage from the acid is +20 within 1 pace, decreasing by 5 per pace beyond the first, and will do damage to everything it hits. Armor will protect normally, but the amount of damage it absorbs will be lost permanently, as the armor is dissolved by the acid. Normal clothing adds +1 to a target's soak total, but is destroyed by the acid. Weapons and other equipment will be affected as well, exact effects should be determined by the storyguide. An exceptional targeting roll (15+) indicates that the target was struck in the face, and will have to make a Stm roll of 12+ or be blinded permanently (a roll of less than 9+ indicates blinding in only one eye).
This spell creates a sandstorm in an area delineated by the caster's open arms, up to 15 paces away. Strong winds and sand whip up in the circle, interfering with all perceptions, making movement difficult, and stinging all those within with the sand. The storm will be more viscious the smaller the area. Penalties to perceptions and movement are -5 for a 1 pace or smaller diameter area. For each pace larger of the diameter, the penalties are reduced by 1 (-4 for a two pace diameter area, -3 for 3 paces, etc.). Damage to those within is +15 for a 1 pace diameter area, -3 per extra pace of diameter. Those within who fail movement rolls must make Dex rolls of 6+ (including movement penalty) or be knocked down by the strong winds. Those within who fail Per rolls must make Stm rolls of 6+ (including Per penalties) or be blinded temporaily (Until a normal Stm roll of 6+ is made). The caster may move the storm at a rate of 1 pace per round, but is at a -2 Concentration penalty while the storm is moving.
Comments and further ideas are appreciated,
Hans Georg Schaathun / georg@ii.uib.no