Life Mage

Seventh Circle Spells

By Keith Graham

Steal Recovery

Threads: 2
Range: Touch
Effect:Transfer 1 - 4 recoveries
Casting Difficulty: Target's Spell Defense
Tool: A cat o' nine-tails whip
Weaving Difficulty: 13 / 21
Duration: 1 round

This spell transfers from 1-4 recoveries from the target to the spellcaster based on the success level of the spellcasting test. An average success transfers 1 recovery, a good success 2 recoveries, etc.

If the target's natural recovery step is higher than the caster's, the caster may spend a point of karma per recovery to keep the higher step for these recoveries.

Fangs

Threads: 3
Range: Self
Effect:Gives a Str + 10 Unarmed Attack
Casting Difficulty: Target's Spell Defense
Tool: A pair of metal spikes
Weaving Difficulty: 12 / 19
Duration: 12 + Rank minutes

This gives the recipient of the spell a bite attack (Unarmed Combat) that does Str + 10 damage. This spell is often used by Blood Mages with the "Unwilling Victim" knack to Blood Share. This attack may be used while a target is Grappled, with a Good Success in Unarmed Combat.

Desperate Spell

Threads: 3
Range: touch
Effect:+6 to Spellcasting or Spell Effect Test
Casting Difficulty: Target's Spell Defense
Tool: An Orichalcum Bead
Weaving Difficulty: 11 / 18
Duration: Rank Hours

This spell immediately costs the target 3 points of damage. Once during the duration of the spell, the target of the spell may add +6 steps to a Spellcasting, LifeCasting, or Spell Effect roll. A target may only be under the effects of one Desperate Spell spell at a time.

Blood Ward

Threads: 4
Range: 5 yards
Effect:Willforce + 12
Casting Difficulty:2
Tool: A ritual knife, used to draw the circle.
Weaving Difficulty: 12 / 19
Duration: 5 + Rank Minutes

This creates a Ward that stops any creature with blood (i.e. not elementals and some horrors) from entering the protected area.

When any creature attempts to pass the Ward, the Life Mage makes a Spellcasting test against the creature's Spell Defense. If the test is successful, the Ward repels the target and they take the Effect in damage, against Mystic Armor.

The caster can shape the ward as he sees fit, within a 5 yard radius circle. This can be an arc, a line, a circle, etc.

The caster may specify up to Rank Namegivers, including himself, that may pass the Ward freely.

Blood Targeting

Threads: 4+ (ritual)
Range: See Text
Effect:Increase Range of Spell
Casting Difficulty: Target's Spell Defense
Tool: A sample of the target's blood
Weaving Difficulty: 13 / 22
Duration: 1 Spell

This spell allows any ranged spell to be targeted against someone at great ranges using blood magic. This spells requires a vial of the target's blood. This is a ritual spell; range is increased based on the number of threads woven. Each thread requires one day to weave. No more than 7 attempts can be made to weave the threads, or the spell will fail.

If the target of this spell or someone around them makes an Astral Perception test of 10 or greater, or a normal perception test of 18 or better each time a thread is woven, they are aware that magic is being directed towards them.

The target of the spell also gets an Astral Perception test against a 15, or a normal perception against a 20 once a day to notice the building magical power.

The range conferred by this spell is based on the number of threads:

Number of threads Range
4 threads
5 threads
6 threads
 7 threads
0.1 x Rank Miles
0.5 x Rank Miles
1.0 x Rank Miles
 5.0 x Rank Miles

The range is only relevant when the spell is complete. The target may move in or out of range during the ritual without effect. However, if the target is out of range when the spell is complete, the spell fails.

Copyright © 1995-9 All Rights Reserved
Keith Graham.
Please Mail if you have any queries.

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