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Magic Cloak or Bane can be used before a<br />
Displacement. The caster may choose to accept a<br />
touch cast effect under the protection <strong>of</strong> this spell.<br />
When struck by an appropriate attack the defense is<br />
automatically triggered. The proper call for this<br />
defense is “Phase.”<br />
Eldritch Blade<br />
4 Ed Indefinite<br />
This spell allows the recipient to swing four more<br />
points <strong>of</strong> damage for 1 swing hit or miss with a<br />
damage type choice <strong>of</strong> Flame, Ice, Stone or<br />
Lightning. This spell can be activated at will but if<br />
dispelled or if the recipient reaches his or her death<br />
count it will be erased from their stored blade<br />
effectors.<br />
Eldritch Damage<br />
1-9 Ed Instant<br />
This spell will do between 5-45 points <strong>of</strong> damage<br />
(increments <strong>of</strong> 5 per level) to the target depending on<br />
which level is used. This damage can be one <strong>of</strong> the<br />
four Elemental types <strong>of</strong> damage.<br />
Elemental Harming<br />
1-9 El Instant<br />
This spell will cause between 5-45 hit points <strong>of</strong><br />
damage (increments <strong>of</strong> 5 per level) depending on<br />
which level is used. It will restore an unconscious<br />
character but will not resurrect a dead one.<br />
Elemental Healing<br />
1-9 El Instant<br />
This spell will restore between 5-45 hit points <strong>of</strong><br />
body damage (increments <strong>of</strong> 5 per level) depending<br />
on which level is used but never more than a<br />
character’s maximum. It will restore an unconscious<br />
character but will not resurrect a dead one.<br />
Elemental Fury<br />
9 El Instant<br />
A caster may use up one 9th level spell slot for each<br />
damage point they wish to include in the “Elemental<br />
Fury.” This is done by casting the spell and dropping<br />
the packet to the ground. Incant:<br />
“I call forth a(n) (element <strong>of</strong> choice) fury”, and drop<br />
the packet. The caster may do this as many times as<br />
they have 9th level spells. If the caster chooses to cast<br />
three 9th level slots into this fury, they then have “3<br />
Elemental (Flavor)” until either death, dispelled,<br />
sleep effect, or daily skill reset. These spell slots are<br />
now used until the daily skill reset time is reached.<br />
Elemental Shield<br />
6 El Indefinite<br />
This spell protects the recipient from the next effect<br />
with the word “elemental” in the verbal. It is then<br />
immediately used up.<br />
Elemental Storm<br />
9 El Concentration<br />
At the time <strong>of</strong> casting, the caster must plant both feet.<br />
As long as both feet remain planted and the spell is<br />
not disrupted as per normal spell rules, the caster may<br />
throw a packet after completing the incant “5<br />
Elemental .” While the spell is in effect, the<br />
caster can perform no other skill nor cast any other<br />
spell. Each packet thrown acts as a separate spell<br />
which causes 5 points <strong>of</strong> elemental damage to the<br />
target.<br />
Empathic Healing<br />
2 El Instant<br />
This spell allows the caster to transfer one<br />
detrimental effect from the target to the caster. The<br />
effects this spell may transfer to the caster are<br />
Disease, Curse, Paralyze, Silence, Sleep, Taint<br />
Blood, Weakness, Wither Limb, Drain, Drain Life,<br />
Feeblemind, Hallucinoid, Intoxicant, Nausea,<br />
Paralyze, and Vertigo. No effect not on this list may<br />
be transferred using Empathic Healing. The caster<br />
cannot use spell protectives or combat abilities like<br />
Dodge or Phase to negate the effect upon them. If the<br />
effect is not inflicted upon the caster because <strong>of</strong><br />
immunity to the effect, a formal magic defense, or a<br />
magical item, then the spell fails. The caster must<br />
take the effect or use a racial resist for the spell to<br />
succeed. The caster must begin the duration <strong>of</strong> the<br />
negative effect they take upon themselves from the<br />
point they take the effect not when it was originally<br />
cast on the one they removed it from. In order to use<br />
this spell to heal the target must be heal-able by<br />
Fenorrian magic.<br />
Enchanted Blade<br />
6 Ed S Indefinite<br />
This spell allows the recipient to use the “Magic”<br />
weapon type against one opponent for the one battle,<br />
in the manner <strong>of</strong> a Critical Attack (as described in the<br />
Skill section.) The recipient may choose when to use<br />
the Enchanted Blade, and must announce the total<br />
damage <strong>of</strong> the swing while saying “Magic” instead<br />
<strong>of</strong> “Normal” or “Silver.”<br />
The spell may be stacked with other Endow/Blade<br />
spells (maximum three spells total), but the spells<br />
will only work one at a time. Enchanted Blade will<br />
have no effect with a Damage Aura or Magic Aura.<br />
Endow<br />
1 Ed S Indefinite<br />
This spell endows the recipient with the ability to do<br />
three extra points <strong>of</strong> damage on the next swing, if it<br />
hits the target. The total damage must be announced<br />
while swinging. Once called, the spell is used up<br />
whether the blow was successful or not. The spell<br />
may be stacked with two other Blade Effects, but the<br />
spells will only work one at a time. It does not allow<br />
you to hurt a monster that can only be damaged by<br />
magical weapons.<br />
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