Spellbook Blue Order

8 entries found.

Rank 1

Air Barrier
DurationMaintained
EL1
fatigue0
magic points3
This spell conjures a barrier of churning air up to 3x4 legats in dimension. Projectiles striking the barrier fall to the ground, and even people cannot push through it unless they can roll Phys resisted by 14. Should anyone attempting too push through fumble they are thrown back for D4 damage. Any projectile of wood, bone, shell or similar fragile materials striking the Barrier has a 50% chance of being snapped or shattered.
Boost+1 legat dimension per Boost
+1 resistance per Boost
Band of Charge
DurationFixed
EL1
fatigue0
magic points6
On the turn the spell is cast a blue crackling band of lightning forms about the Halfman at about waist height.

On a subsequent turn the Halfman may release the band as Free Action. The band explodes and all people within 5 strides are thrown back and lose their next Action. A target can resist this effect by making a Physical roll resisted by a 15. The band will fade after 10 turns if not released first.
Boost+1 stride range per Boost
Lightning Burst
KeywordsAttack, Ranged
DurationInstant
EL1
fatigue0
magic points4
With this spell a Halfman can strike a target within 10 strides with a bolt of blue lightning that inflicts D6+5 damage that ignores all non-magical armour. Those in metal armour, magical or not, take +2 Damage. No to-hit roll is required.
Boost+1 damage per Boost
Lightning Shield
DurationFixed
EL1
fatigue0
magic points3
This spell creates a crackling shield of lightning that covers a Halfman’s non-existent side. The Halfman gains +4D, and anyone who attempts a strike with a metal weapon and fails to hit by 4 or less hits the shield and takes 2 damage from the shock traveling up the blade. The shield remains in place for 5 combat rounds.

Rank 2

Ball Lightning
DurationFixed
EL1
fatigue0
magic points6
This spell conjures a ball of blue fire in the Halfman’s hand. This ball can be carried as a source of light, even if the Halfmaster passes through a solid object, or thrown at a target up to 30 strides away which it will strike as with an Attack of 17 and a base range of 6, inflicting 3D8+1 damage. If the spell misses the target must roll Agility or take D4 in from the blast.
Boost+1 Attack per Boost
Whirlwind Flight
DurationFixed
EL2
fatigue0
magic points10
The target of this spell is usually a Halfman, but does not need too be. When the spell is cast a whirlwind of spinning air, usually laden with dust, mist, or leaves, rises up about the target, carrying him into the air. The target can then fly, trailing the whirlwind, faster than a galloping Krakath, as maneuverable as a Hawk. They gain D+4 and A+6 and may swoop down on a target and away again in one turn leaving no time for further combat. Should the base of the whirlwind, sometimes as much as 1/2 a Kleg behind the target, be struck with a Sacred weapon, however, the wind collapses and the target takes 2D6 falling damage. The maximum duration of the wind is 1 half hour.
Boost+1 half hour per Boost

Rank 3

Lightning Wall
DurationFixed
EL1
fatigue1
magic points3
This spell requires at least two Halfmen to cast, and usually involves 5 or 6 (each of which casts the spell). As each casts the spell a wall of lightning springs up between each pair of Halfmen (up to a maximum distance of 10 Legats). Anything living passing through this wall suffers D4+8 damage ignoring armour. As the Halfmen move the wall moves with them and is often used to heard their prey into a tight space. The wall remains in force for 5 minutes + 1 minute per Halfman in the wall.
Boost+1 damage per Boost
+1 minute duration per Boost
Storm of Maddness
DurationFixed
EL2
fatigue1
magic points10
This spell must be cast by no less than 8 Halfmen at the same time (each casts the spell). It gathers the winds of the Light Side to form a burning storm of dust and sand that boils up in the space of 10 minutes. This storm covers an area with a radius of 50 Legats per Halfman and can move up to 100 Legats per Halfman each round. The storm is primarily intended to cause fear and to cover the movements of the Halfmen.

Anyone in the area of effect of the storm suffers near blindness (A/D-10), and must make a Physical roll resisted by 15 or be knocked down or battered about. In addition the storm causes a Fear 15 attack on everyone affected. The storm continues to rage for half an hour, or until none of the Halfmen involved remain.
Boost+1 half hour per Boost