Book of Combat

Copyright Martin Schacht © 2011

Edited by Peter Mork for The Guild Companion

"It includes spells to tune reflexes and initiative, increase the number of attacks, enflame weapons, summon shields, blind foes, and deliver slaying criticals."

1 Book of Combat

This spell book holds spells to enhance one's combat skills, protect against melee and missile attacks, and support or distract combatants. It includes spells to tune reflexes and initiative, increase the number of attacks, enflame weapons, summon shields, blind foes, and deliver slaying criticals.

1.1 Of Defense

These spells deal with all kinds of protection in combat situations. Casters may summon shields, let people seem to blur, deflect attacks or enhance armor. Some spells require a "Personal Armor" created by the spell "Armor Bond."

1.1.1 Armor Bond

PP Cost: 1
Range: touch
Duration: P
Spell Type: F
Packages: Armsmaster

Description: Caster enchants a suit of armor (AT 5 or above) to become his "Personal Armor." This spell reduces the minimum maneuver penalty, the maximum maneuver penalty, the missile attack penalty and the quickness penalty by 1 per rank. None of the modifiers can be reduced below zero. This spell can be recast when more ranks are gained. If the target suit of armor is magical, it receives its magical bonus against this spell and is not treated as a willing target.

A caster can only have one suit of armor enchanted using this spell. If that armor is ever lost or destroyed, the caster will suffer a penalty of -25 to all actions for two weeks (after which, he can enchant a new suit of armor).

Scaling option 'Loose Bond' removes the connection between caster and armor without penalties to the caster. The armor must be intact and within range.

Scaling option 'Don/Doff' allows the caster to put his personal armor on or off in half the normal time (at least one round).

Scaling Options — Specialist:
Loose Bond + 2PP
Don/Doff + 3PP
Don/Doff (20% normal time) + 7PP
Don/Doff (1 round) + 15PP
Scaling Options — Master:
Loose Bond + 2PP
Don/Doff + 1PP
Don/Doff (20% normal time) + 3PP
Don/Doff (1 round) + 7PP

1.1.2 Bladeturn*

PP Cost: 1
Range: self
Duration: -
Spell Type: U
Packages: Paladin

Description: Caster adds +10 to his DB versus one melee attack. The caster must be aware of this attack.

Scaling Options — High Magic:
Increase DB (per +10; max. 50) + 1PP
Increase Effect (per additional attack) + 6PP
Scaling Options — Specialist:
Increase DB (per +10; max. 70) + 1PP
Increase Effect (per additional attack) + 5PP
Scaling Options — Master:
Change Effect (target, 5m/rank) + 0PP
Increase DB (per +10; max. 100) + 1PP
Increase Effect (per additional attack) + 5PP
Increase Effect (1 attack/rank) + 19PP

1.1.3 Blur*

PP Cost: 1
Range: self
Duration: 1min
Spell Type: U
Packages: Paladin, Warriormage, Armsmaster

Description: Causes the air surrounding the caster to appear blurred, subtracting 10 from all attacks.

Scaling Options — High Magic:
Increase Duration (per minute) + 1PP
Increase Duration (1 min/rank) + 5PP
Scaling Options — Specialist:
Increase Duration (per minute) + 1PP
Increase Duration (1 min/rank) + 3PP
Scaling Options — Master:
Change Effect (target, 5m/rank) + 0PP
Increase Effect (per additional target) + 5PP
Increase Effect (1 target/rank) + 19PP
Increase Duration (1 min/rank) + 0PP

1.1.4 Combat Awareness*

PP Cost: 1
Range: self
Duration: 1 round
Spell Type: U
Packages: Paladin, Warriormage, Armsmaster

Description: Adds +3 to the caster's next initiative roll.

Scaling option 'Sensing' adds +10 to the next Situational Awareness (Combat) maneuver the caster performs.

Scaling Options — High Magic:
Increase Effect (per +1; max. 7) + 2PP
Sensing + 1PP
Sensing (per +10; max. 50) + 2PP
Scaling Options — Specialist:
Increase Effect (per +1; max. 10) + 2PP
Sensing + 1PP
Sensing (per +10; max. 70) + 2PP
Scaling Options — Master:
Increase Effect (per +1; max. 10) + 1PP
Sensing + 0PP
Sensing (per +10; max. 100) + 1PP

1.1.5 Elemental Armor*

PP Cost: 1
Range: touch
Area of Effect: 1 personal armor
Duration: 1 round
Spell Type: U
Packages: Armsmaster

Description: Caster temporarily enchants his personal armor (see 'Armor Bond') to protect from heat or cold (chosen at the time of casting). All resistance rolls versus cold or heat get an additional +20. Against fire or ice elemental attacks (i.e., bolts and balls) the caster receives an additional +20 to his DB.

Scaling option 'Critical Protection' reduces the severity of critical damage taken from the chosen element by one severity. An 'A' is resolved with -25 to the roll.

Scaling option 'Engulfed Armor' lets the selected element engulf the armor without hurting the wearer. In addition to any protective options the armor bursts with elemental energy when struck. Any attacker in melee with the wearer that inflicts at least one concussion hit receives an 'A' critical of the selected element. While using this option only protective options against a single element can be active.

Scaling Options— High Magic:

Increase Duration (per round) + 1PP

Increase Duration (1 round/rank) + 3PP

Increase Effect (resist heat and cold) + 3PP

Increase Effect (+40) + 4PP

Increase Effect (+60) + 7PP

Increase Effect (+80) + 11PP

Increase Effect (+100) + 15PP

Scaling Options — Specialist:
Increase Duration (1 round/rank) + 0PP
Increase Effect (resist heat and cold) + 2PP
Increase Effect (resist impact) + 3PP
Increase Effect (resist electricity) + 5PP
Increase Effect (+40) + 3PP
Increase Effect (+60) + 6PP
Increase Effect (+80) + 9PP
Increase Effect (+100) + 13PP
Critical Protection + 19PP
Engulfed Armor + 7PP
Engulfed Armor ('B' critical) + 11PP
Engulfed Armor ('C' critical) + 15PP
Scaling Options — Master:
Increase Effect (resist heat and cold) + 0PP
Increase Effect (resist impact) + 1PP
Increase Effect (resist electricity) + 3PP
Increase Effect (+40) + 2PP
Increase Effect (+60) + 5PP
Increase Effect (+80) + 7PP
Increase Effect (+100) + 9PP
Critical Protection + 17PP
Critical Protection (two severities) + 24PP
Engulfed Armor + 5PP
Engulfed Armor ('B' critical) + 7PP
Engulfed Armor ('C' critical) + 9PP
Engulfed Armor ('D' critical) + 11PP
Engulfed Armor ('E' critical) + 13PP

1.1.6 Enchanted Armor

PP Cost: 1
Range: touch
Duration: 1 min
Spell Type: U
Packages: None

Description: Caster temporarily enchants one robe, shirt, jacket or coat (cloth, not leather or metal) to confer a +5 DB. This is a magical DB and not cumulative with any non-magical DB. Armor/cloth parts enchanted by this spell also are not cumulative with each other; so only one worn item can be enchanted by this spell at any time.

Scaling option 'Shield' allows enchanting one non-magical shield.

Scaling option 'Leather' allows enchanting one piece of clothing made of leather.

Scaling option 'Rigid Leather' allows enchanting one piece of clothing made of rigid leather.

Scaling option 'Chainmail' allows enchanting one piece of clothing made of chainmail.

Scaling option 'Plate' allows enchanting one piece of clothing made of metal.

Scaling Options — High Magic:
Increase Range (3m) + 1PP
Increase Range (30m) + 3PP
Increase Duration (1min/rank) + 3PP
Increase Effect (+10DB) + 3PP
Shield + 3PP
Leather + 3PP
Scaling Options — Specialist:
Increase Duration (1min/rank) + 2PP
Increase Effect (+10DB) + 2PP
Increase Effect (+15DB) + 5PP
Increase Effect (+20DB) + 9PP
Shield + 2PP
Leather + 2PP
Rigid Leather + 4PP
Scaling Options — Master:
Change Effect (per additional item) + 5PP
Change Effect (1 item/rank) + 15PP
Increase Range (3m) + 1PP
Increase Range (30m) + 3PP
Increase Range (90m) + 5PP
Increase Duration (1min/rank) + 2PP
Increase Effect (+10DB) + 1PP
Increase Effect (+15DB) + 3PP
Increase Effect (+20DB) + 6PP
Increase Effect (+25DB) + 9PP
Shield + 1PP
Leather + 1PP
Rigid Leather + 2PP
Chainmail + 4PP
Plate + 7PP

1.1.7 Fortress Armor*

PP Cost: 1
Range: touch
Area of Effect: 1 personal armor
Duration: 1 round
Spell Type: U
Packages: Armsmaster

Description: Caster temporarily enchants his personal armor (see 'Armor Bond') to confer a +5 DB. This is a magical DB and not cumulative with any non-magical DB. Armor/cloth parts enchanted by this spell also are not cumulative with each other; so only one worn item can be enchanted by this spell at any time.

Scaling option 'Impenetrable' enchants the personal armor of the caster to only let through half of the concussion damage (round up).

Scaling option 'Indestructible' protects the armor itself from hits and critical results. The durability will not be affected by damage and critical results that normally destroy armor only have a 20% chance of affecting armor protected with this option. 'Indestructible (no mundane)' renders the armor completely indestructible to mundane weapons. Magical weapons still have a 20% chance to destroy the armor.

Scaling option 'Chivalrous Armor' reduces any mundane critical by one severity ('A' becomes 'A-25').

Scaling Options — High Magic:
Increase Duration (1 round/rank) + 2PP
Increase Effect (+10DB) + 3PP
Increase Effect (+20DB) + 7PP
Impenetrable + 9PP
Indestructible + 11PP
Scaling Options — Specialist:
Increase Duration (1 round/rank) + 1PP
Increase Duration (1 minute/rank) + 5PP
Increase Effect (+10DB) + 2PP
Increase Effect (+20DB) + 5PP
Increase Effect (+25DB) + 7PP
Increase Effect (+30DB) + 9PP
Impenetrable + 7PP
Impenetrable (30% damage) + 13PP
Indestructible + 9PP
Indestructible (10% chance) + 12PP
Scaling Options — Master:
Increase Duration (1 round/rank) + 0PP
Increase Duration (1 minute/rank) + 3PP
Increase Effect (+10DB) + 1PP
Increase Effect (+20DB) + 3PP
Increase Effect (+25DB) + 5PP
Increase Effect (+30DB) + 7PP
Impenetrable + 5PP
Impenetrable (30% damage) + 9PP
Impenetrable (20% damage) + 13PP
Impenetrable (10% damage) + 17PP
Indestructible + 7PP
Indestructible (10% chance) + 9PP
Indestructible (no mundane) + 13PP
Chivalrous Armor + 24PP

1.1.8 Missile Deflections*

PP Cost: 1
Range: 3m
Duration: -
Spell Type: U
Packages: Paladin

Description: Caster can deflect any one missile that passes him within 3m (caster must be able to see the missile). This subtracts 20 from the missile's attack.

Scaling Options — High Magic:
Increase Effect (per -20; max. 100) + 1PP
Increase Effect (per additional attack) + 7PP
Scaling Options — Specialist:
Increase Effect (per -20; max. 100) + 1PP
Increase Effect (per additional attack) + 5PP
Scaling Options — Master:
Increase Range (10m) + 3PP
Increase Range (20m) + 6PP
Increase Range (30m) + 9PP
Increase Effect (per -20; max. 100) + 1PP
Increase Effect (per additional attack) + 5PP
Increase Effect (1 attack/rank) + 23PP

1.1.9 Mystical Armor*

PP Cost: 1
Range: self
Duration: 1min
Spell Type: U
Packages: Armsmaster

Description: Creates an invisible shield of force in front of the caster. This functions as a normal shield (subtracting 25 from appropriate attacks, etc.) except it does not occupy a hand. This shield cannot be combined with a "real" (i.e., physical) shield.

The options of this spell can be combined into one casting where suitable.

Scaling option 'Wall Shield' creates a wall shield of force instead of a normal shield.

Scaling option 'Greaves' creates greaves of force that protect against critical results, but do not have any other effects such as increasing the armor type or defensive bonus.

Scaling option 'Helmet' works like 'Greaves', but creates a helmet of force.

Scaling option 'Leather Armor' temporarily enchants the caster's apparel (AT 1 or AT 2) to protect as AT 8 for the duration of the spell.

Scaling option 'Rigid Leather Armor' works like 'Leather Armor' but protects as AT 12.

Scaling option 'Chain Armor' works like 'Leather Armor' but protects as AT 16.

Scaling option 'Plate Armor' works like 'Leather Armor' but protects as AT 20.

Scaling Options — High Magic:
Increase Duration (per minute) +1 PP
Wall Shield + 2PP
Greaves + 3 PP
Helmet + 6PP
Leather Armor + 9PP
Rigid Leather Armor + 14PP
Scaling Options — Specialist:
Increase Duration (per minute) +1 PP
Increase Duration (1 minute per rank) +7 PP
Wall Shield + 1PP
Greaves + 2 PP
Helmet + 5PP
Leather Armor + 7PP
Rigid Leather Armor + 12PP
Chain Armor + 17PP
Scaling Options — Master:
Change Effect (target, touch) + 1PP
Increase Range (3m) + 1PP
Increase Range (10m) + 2PP
Increase Range (30m) + 3PP
Increase Duration (per minute) +1 PP
Increase Duration (1 minute per rank) +5 PP
Wall Shield + 1PP
Greaves + 1 PP
Helmet + 3PP
Leather Armor + 5PP
Rigid Leather Armor + 9PP
Chain Armor + 13PP
Plate Armor + 17PP

1.1.10 Pain Resistance*

PP Cost: 1
Range: self
Duration: 1 min
Spell Type: U
Packages: Paladin, Warriormage, Armsmaster

Description: Caster is able to sustain an additional 10% of his total concussion hits before passing out. Hits are still taken and remain when the spell lapses.

Scaling option 'Iron Will' lets the caster ignore all penalties and stun effects of all wounds for one round.

Scaling option 'Unstoppable' lets the caster ignore all pain for 1 minute per rank. He will be active until he takes more than: [2 x normal hits + Temporary Constitution]. He ignores all penalties due to wounds (i.e., negative modifications to actions and stun effects). When he exceeds this limit, he does not pass out; he dies from system shock.

Scaling Options — High Magic:
Increase Duration (1min/rank) + 4PP
Increase Effect (per 10%; max 70) + 2PP
Scaling Options — Specialist:
Increase Duration (1min/rank) + 3PP
Increase Effect (per 10%; max 100) + 2PP
Iron Will + 9PP
Scaling Options — Master:
Increase Duration (1min/rank) + 0PP
Increase Effect (per 10%; max 100) + 2PP
Iron Will + 5PP
Unstoppable + 29PP

1.1.11 Reflex Enhancement

PP Cost: 1
Range: self
Duration: 1 min
Spell Type: U
Packages: Ranger

Description: Caster temporarily enhances his evasive reflexes for an additional +5 DB.

Scaling Options — Common Magic:
Increase Duration (1min/rank) + 4PP
Increase Effect (+10DB) + 3PP
Increase Effect (+15DB) + 9PP
Increase Effect (+20DB) + 15PP
Scaling Options — Specialist:
Increase Duration (1min/rank) + 2PP
Increase Effect (+10DB) + 3PP
Increase Effect (+15DB) + 8PP
Increase Effect (+20DB) + 13PP
Increase Effect (+25DB) + 19PP
Scaling Options — Master:
Change Effect (target, touch) + 1PP
Increase Range (3m) + 1PP
Increase Range (10m) + 2PP
Increase Range (30m) + 3PP
Increase Duration (1min/rank) + 1PP
Increase Effect (+10DB) + 2PP
Increase Effect (+15DB) + 4PP
Increase Effect (+20DB) + 7PP
Increase Effect (+25DB) + 11PP
Increase Effect (per additional target) + 5PP
Increase Effect (1 target/rank) + 15PP

1.1.12 Shielding Organic*

PP Cost: 1
Range: self
Duration: -
Spell Type: U
Packages: Animist, Druid

Description: Any single attack made against the caster this round suffers a -10 modifier. The weapon or object striking the caster must be from an organic source (i.e., an animal) or at least a partially organic weapon (i.e., an arrow).

Scaling Options — High Magic:
Increase Effect (per -10; max. 150) + 1PP
Scaling Options — Specialist:
Increase Effect (per -10) + 1PP
Increase Effect (automatic miss) + 14PP
Scaling Options — Master:
Increase Effect (per -10) + 1PP
Increase Effect (automatic miss) + 11PP
Increase Effect (per additional attack) + 7PP
Increase Effect (1 attack/rank) + 23PP

1.1.13 Split Parry*

PP Cost: 1
Range: self
Duration: 1 round
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Caster may divide his parry between up to two melee attackers with no penalty. (He may still only attack one of them.)

Scaling option 'Riposte' allows the caster to counterattack with 30% of his OB, if a parried attack does not inflict any damage. This attack is an additional 0% action.

Scaling Options — High Magic:
Increase Effect (three attackers) + 7PP
Increase Effect (four attackers) + 19PP
Scaling Options — Specialist:
Increase Effect (three attackers) + 5PP
Increase Effect (four attackers) + 14PP
Increase Effect (five attackers) + 24PP
Riposte + 11PP
Scaling Options — Master:
Increase Effect (per attacker) + 4PP
Riposte +7PP
Riposte (50%) +11PP
Riposte (70%) +15PP

1.1.14 Survival Instinct*

PP Cost: 1
Range: self
Duration: 1 round
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Caster may parry this round with 110% of his OB; however the caster may not attack this round.

Scaling option 'Split Parry' allows the caster to cast this spell together with the spell 'Split Parry' as one instantaneous spell. 'Split Parry' option 'Riposte' may not be chosen in this combination.

Scaling Options — Common Magic:
Increase Effect (per 5%; max. 130%) + 3PP
Scaling Options — Specialist:
Increase Effect (per 10%; max. 150%) + 2PP
Scaling Options — Master:
Increase Effect (per 10%; max. 200%) + 2PP
Split Parry + 3PP

1.1.15 Tumbling Evasion *

PP Cost: 1
Range: self
Duration: 1 round
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Caster may attack and parry as normal and then perform a diving roll to a location up to 3m away from his starting point. This maneuver is part of the attack and requires no extra percentage activity (or declared action).

If the caster gains initiative next round he may move away from the opponent without having to disengage from melee as normal.

Scaling option 'Moving Strike' allows the caster to cast this spell in conjunction with 'Moving Strike' as one instantaneous spell.

Scaling Options — High Magic:
Increase Effect (6m) + 3PP
Increase Effect (9m) + 7PP
Scaling Options — Specialist:
Increase Effect (6m) + 2PP
Increase Effect (9m) + 5PP
Increase Effect (15m) + 9PP
Scaling Options — Master:
Increase Effect (6m) + 1PP
Increase Effect (9m) + 3PP
Increase Effect (15m) + 5PP
Moving Strike + 3PP

1.2 Of Offense

These spells deal with enhancing attack capabilities. Possibilities include increasing fighting skills, adding features like spikes or small blades to weapons, and engulfing arms with fire and ice.

Note: Some spells require a "Personal Weapon" created by the spell "Weapon Bond".

1.2.1 Accelerated Shooting*

PP Cost: 1
Range: self
Duration: -
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Allows the caster to load and fire a short or composite bow within one round.

Scaling option 'Longbow' allows a longbow to be loaded and fired within one round.

Scaling option 'Light Crossbow' allows a light crossbow to be loaded and fired within one round.

Scaling option 'Heavy Crossbow' allows a heavy crossbow to be loaded and fired within one round.

Scaling option 'Double Shot' allows for short or composite bows to be loaded, fired, reloaded and re-fired within one round. The target must be same for both shots.

Scaling option 'Double Shot (Longbow)' works like 'Double Shot', but with longbows.

Scaling option 'Double Shot (L. Crossbow)' works like 'Double Shot', but with light crossbows.

Scaling option 'Double Shot (H. Crossbow)' works like 'Double Shot' but with heavy crossbows.

Scaling Options — High Magic:
Longbow + 2PP
Light Crossbow + 5 PP
Heavy Crossbow + 11 PP
Double Shot + 5PP
Double Shot (Longbow) + 11PP
Scaling Options — Specialist:
Longbow + 1PP
Light Crossbow + 4 PP
Heavy Crossbow + 9 PP
Double Shot + 4PP
Double Shot (Longbow) + 9PP
Scaling Options — Master:
Longbow + 0PP
Light Crossbow + 2 PP
Heavy Crossbow + 5 PP
Double Shot + 2PP
Double Shot (Longbow) + 5PP
Double Shot (L. Crossbow) + 13PP
Double Shot (H. Crossbow) + 19PP

1.2.2 Additional Strike*

PP Cost: 1
Range: self
Duration: -
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Following the caster's next attack he may attack the same target once more with his main weapon during the deliberate action phase. For this attack the caster does not need to spend a percentage of his activity. The caster may attack with up to 20% of his OB.

Scaling option 'Third Strike' allows the caster to attack two times in addition to his normal actions.

Scaling Options — High Magic:
Increase Effect (per 20%; max. 100) + 1PP
Scaling Options — Specialist:
Increase Effect (per 20%; max. 100) + 1PP
Third Strike + 9PP
Scaling Options — Master:
Increase Effect (per 30%; max. 100) + 1PP
Third Strike + 5PP

1.2.3 Bleeding Strike*

PP Cost: 1
Range: self
Duration: -
Spell Type: F
Packages: Warriormage, Armsmaster

Description: If the caster's next attack this round inflicts a critical, there is a 10% chance that it will cause 1 hit per round of bleeding in addition to any other result.

Scaling option 'Death Strike' directly destroys the opponent's heart.

Scaling Options — High Magic:
Increase Effect (per 20%; max. 100) + 1PP
Scaling Options — Specialist:
Increase Effect (per 30%; max. 100) + 1PP
Increase Effect (per hit/round; max. 5) + 7PP
Scaling Options — Master:
Increase Effect (per 50%; max. 100) + 1PP
Increase Effect (per hit/round) + 5PP
Death Strike + 39PP

1.2.4 Call Weapon*

PP Cost: 1
Range: self
Area of Effect: 1 personal weapon
Duration: -
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Caster's personal weapon (see Weapon Bond) will automatically be summoned into its owner's hand. The weapon must be attached to the caster (e.g., on his belt). The weapon can be used immediately without penalties.

Scaling option 'Return' lets the caster's weapon fly through the air to return to the caster's hand at the rate of 30m per round. If the weapon is restrained it cannot break free, but if someone is holding it he must make a hard strength maneuver to maintain his grip on the weapon. The weapon must be within 30m.

Scaling option 'Teleport' works like 'Return', but the weapon will be immediately teleported into the caster's hands from within 30m.

Scaling Options — High Magic:
Return + 3PP
Return (60m) + 7PP
Scaling Options — Specialist:
Return + 1PP
Return (60m) + 3PP
Return (90m) + 5PP
Increase Effect (60m per round) + 5PP
Scaling Options — Master:
Return + 0PP
Return (60m) + 1PP
Return (90m) + 2PP
Return (150m) + 3PP
Teleport + 3PP
Teleport (60m) + 5PP
Teleport (90m) + 7PP
Teleport (150m) + 9PP
Increase Effect (60m per round) + 3PP

1.2.5 Elemental Weapon

PP Cost: 1
Range: touch
Area of Effect: 1 personal weapon
Duration: 1 round
Spell Type: U
Packages: Warriormage, Armsmaster

Description: The caster's personal weapon (see Weapon Bond) is charged with the power of an element. Depending on the element, the weapon delivers an additional critical two severities less than the original result.

Fire causes heat, water causes cold, earth causes impact and wind causes electricity criticals.

This spell has to be developed per element as a High Magic or Specialist variant. The Master variant allows the caster to choose the element at casting time.

Scaling option 'Dischargeable' allows the caster to discharge the elemental energy as a bolt attack at any time while the spell is still active. This attack ends the spell immediately. The power level of the primary effect of this spell sets the maximum critical severity for the bolt attack: "two severities less" results in an "A" critical, "one severity less" in "B", and "same severity" in "C." The bolt attack may be developed as a skill.

Scaling Options — High Magic:
Increase Duration (per round) +2 PP
Increase Duration (1 round/rank) + 12PP
Increase Effect (one severity less) + 7PP
Scaling Options — Specialist:
Increase Duration (per round) +1 PP
Increase Duration (1 round/rank) + 7PP
Increase Effect (one severity less) + 6PP
Increase Effect (same severity) + 12PP
Dischargeable (15m) + 7PP
Scaling Options — Master:
Increase Duration (per round) +1 PP
Increase Duration (1 round/rank) + 5PP
Increase Effect (one severity less) + 5PP
Increase Effect (same severity) + 10PP
Dischargeable (15m) + 3PP
Dischargeable (30m) + 5PP
Dischargeable (60m) + 11PP

1.2.6 Hammer Strike*

PP Cost: 1
Range: self
Duration: -
Spell Type: F
Packages: Warriormage, Armsmaster

Description: The casters next attack will inflict 10% additional concussion hits.

Scaling option 'Mighty Blow' causes an additional impact critical one severity less than any normal critical inflicted (A-25 for an A).

Scaling Options — Common Magic:
Increase Effect (per 10%; max. 100) + 2PP
Scaling Options — Specialist:
Increase Effect (per 10%; max. 200) + 1PP
Scaling Options — Master:
Increase Effect (per 10%; max. 400) + 1PP
Mighty Blow + 3PP
Mighty Blow (same severity) + 5PP

1.2.7 Mighty Weapon*

PP Cost: 1
Range: touch
Area of Effect: 1 personal weapon
Duration: 1 round
Spell Type: U
Packages: Warriormage, Armsmaster

Description: This spell adds a +5 special bonus to the caster's personal weapon (see Weapon Bond) for the duration of this spell. This special bonus is cumulative with any non-magical bonuses the weapon may possess.

Scaling option 'Reshape' sharpens and hardens blades, or adds features like spikes or small blades to maces, hammers, etc. for the duration of this spell. Depending on the feature the weapon does an additional critical of types slash, crush, or puncture two severities less than the original critical result. Alternatively the weapon may deliver heavy vibrations to the target and cause an unbalancing critical.

Scaling option 'Indestructible' protects the weapon from breakage (i.e., the weapon is not subject to the normal breakage rules). Critical results, skills and talents that would destroy the weapon only do so 20% of the time.

'Indestructible (no mundane)' renders the weapon indestructible to mundane effects. Versus spells the weapon gets a bonus of 50 to prevent destruction.

Scaling option 'Dancing Weapon' allows the caster to let his weapon fight in front of him on its own. The weapon will do so for 1 round per rank and stay 30cm in front of the caster, attacking opponents that try to hit the caster. The weapon attacks with all available OB and does not have any defensive effects on the caster, but the caster may use another weapon to attack and parry.

Scaling Options — High Magic:
Increase Duration (per round) +1 PP
Increase Duration (1 round/rank) + 7PP
Increase Effect (+10) + 5PP
Increase Effect (+15) + 9PP
Increase Effect (+20) + 13PP
Reshape + 3PP
Reshape (one severity less) + 5PP
Indestructible + 11PP
Scaling Options — Specialist:
Increase Duration (1 round/rank) + 3PP
Increase Effect (+10) + 4PP
Increase Effect (+15) + 8PP
Increase Effect (+20) + 12PP
Increase Effect (+25) + 18PP
Reshape + 2PP
Reshape (one severity less) + 4PP
Reshape (same severity) + 8PP
Indestructible + 9PP
Indestructible (10%) + 12PP
Scaling Options — Master:
Increase Duration (1 round/rank) + 0PP
Increase Effect (+10) + 3PP
Increase Effect (+15) + 6PP
Increase Effect (+20) + 9PP
Increase Effect (+25) + 14PP
Increase Effect (+30) + 19PP
Reshape + 1PP
Reshape (one severity less) + 3PP
Reshape (same severity) + 6PP
Indestructible + 7PP
Indestructible (10%) + 9PP
Indestructible (no mundane) + 12PP
Dancing Weapon + 21PP
Dancing Weapon + 34PP
Dancing Weapon + 47PP

1.2.8 Moving Strike *

PP Cost: 1
Range: self
Duration: -
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Caster may move up to 10% normal movement and attack without suffering a penalty to his OB.

Scaling Options — High Magic:
Increase Effect (per 5%; max. 50) + 1PP
Scaling Options — Specialist:
Increase Effect (20%) + 0PP
Increase Effect (per 5%; max. 70) + 1PP
Scaling Options — Master:
Increase Effect (30%) + 0PP
Increase Effect (per 5%; max. 100) + 1PP
Increase Effect (per additional target) + 5PP
Increase Effect (1 target/rank) + 15PP

1.2.9 Shatter Strike*

PP Cost: 1
Range: self
Duration: -
Spell Type: F
Packages: Warriormage, Armsmaster

Description: If the target of the caster's next melee attack this round parries with a weapon or shield, it must immediately make a breakage check. If the target weapon is magical the weapon's magical bonus is used against this spell; otherwise treat the spell as targeting the wielder.

Scaling option 'Shrapnel Rain' inflicts an "A" puncture critical upon the wielder if his weapon breaks. If Spacemaster or Firearms rules are present the shrapnel critical table may be used instead.

Scaling Options — High Magic:
Increase Effect (per -10 to check; max. -30) + 5PP
Scaling Options — Specialist:
Increase Effect (per -10 to check; max. -50) + 4PP
Scaling Options — Master:
Increase Effect (per -10 to check; max. -70) + 3PP
Shrapnel Rain + 5PP
Shrapnel Rain (per additional severity; max. E) + 2PP

1.2.10 Skilled Attack*

PP Cost: 1
Range: self
Duration: -
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Adds +10 to the caster's melee or missile attack for the current round.

Scaling Options — High Magic:
Increase Effect (per +5; max. 50) + 3PP
Scaling Options — Specialist:
Increase Effect (+15) + 0PP
Increase Effect (per +5; max. 70) + 3PP
Scaling Options — Master:
Change Effect (target, 3m) + 1PP
Increase Range (10m) + 2PP
Increase Range (30m) + 3PP
Increase Effect (+20) + 0PP
Increase Effect (per +5; max. 100) + 2PP
Increase Effect (per additional target) + 5PP
Increase Effect (1 target/rank) + 15PP

1.2.11 Slaying Strike*

PP Cost: 1
Range: self
Duration: -
Spell Type: F
Packages: Warriormage, Armsmaster

Description: There is a 5% chance the caster's next attack will be treated as "Slaying" for the purposes of resolving criticals.

Scaling option "True Slaying" destroys vital organs in a devastating blow, leading to death within 6 rounds. The victim is incapable of action for the remaining rounds.

Scaling Options — High Magic:
Increase Effect (per 5%; max. 50) + 3PP
Scaling Options — Specialist:
Increase Effect (per 5%; max. 70) + 3PP
Scaling Options — Master:
Increase Effect (per 10%; max. 100) + 3PP
True Slaying + 39PP

1.2.12 Split Attack*

PP Cost: 1
Range: self
Duration: -
Spell Type: U
Packages: Warriormage, Armsmaster

Description: Caster can divide his parry between two attackers without penalties.

Scaling option 'Attack' allows the caster to divide his melee OB in any proportion he desires and attack two separate targets with no penalty as long as both are within normal melee range and neither of the targets is positioned to the caster's rear.

Scaling Options — High Magic:
Increase Effect (three attackers) + 7PP
Increase Effect (four attackers) + 19PP
Attack + 11PP
Scaling Options — Specialist:
Increase Effect (three attackers) + 5PP
Increase Effect (four attackers) + 14PP
Increase Effect (five attackers) + 24PP
Attack + 7PP
Scaling Options — Master:
Increase Effect (per attacker) + 4PP
Attack + 5PP

1.2.13 Stunning Strike*

PP Cost: 1
Range: self
Duration: -
Spell Type: F
Packages: Warriormage, Armsmaster

Description: If the caster's next attack this round inflicts a critical, there is a 10% chance that it will cause an additional round of stun along with other effects.

Scaling Options — High Magic:
Increase Effect (per 10%; max. 100) + 1PP
Scaling Options — Specialist:
Increase Effect (per 20%; max. 100) + 1PP
Increase Effect (per round of stun) + 5PP
Scaling Options — Master:
Increase Effect (per 30%; max. 100) + 1PP
Increase Effect (per round of stun) + 3PP
Increase Effect (knock out) + 19PP

1.2.14 Weapon Bond

PP Cost: 1
Range: touch
Duration: P
Spell Type: F
Packages: Warriormage, Armsmaster

Description: Caster enchants a melee weapon to become his "Personal Weapon." This spell reduces the fumble range of the weapon by 1 (to a minimum of 1). Anyone other than the caster who attempts to use this weapon will have the fumble range increased by 1.

If the target weapon is magical, it receives its magical bonus against this spell and is not treated as a willing target.

A caster can only have one weapon enchanted using this spell. If that weapon is ever lost or destroyed, the caster will suffer a penalty of -25 to all actions for two weeks (after which, he can enchant a new weapon).

Scaling option 'Loose Bond' removes the connection between caster and weapon without penalties to the caster. The weapon must be intact and within range.

Scaling option 'Absorb' enables the caster to absorb the molecules of his personal weapon into his body. Casting 'Absorb' again recreates the weapon out of his body.

Scaling Options — Specialist:
Increase Effect (-2/+2) + 7PP
Increase Effect (-3/+3) + 10PP
Increase Effect (-4/+4) + 12PP
Increase Effect (-5/+5) + 14PP
Loose Bond + 2PP
Absorb + 11PP
Scaling Options — Master:
Increase Effect (-2/+2) + 3PP
Increase Effect (-3/+3) + 5PP
Increase Effect (-4/+4) + 7PP
Increase Effect (-5/+5) + 9PP
Increase Effect (-6/+6) + 12PP
Increase Effect (-7/+7) + 15PP
Loose Bond + 2PP
Absorb + 9PP