Realms of Tirakan

Realms of Tirakan


EN

White Magic

All origins
5 Defenseless figure Arcana

The caster appears absolutely harmless for 5*Power minutes. Depending on the appearance, he appears like a frail old, sick man, a defenseless woman or similar.

Origin: White Magic
Spell Casting: Quickness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Overlight Light

The caster is able to get ahead of effects that have taken place in a range of 15 steps in approx. Power*2 seconds. It is possible for him to catch a glass even though it shatters on the ground.

Origin: White Magic
Spell Casting: Willpower
Arcana:
Power: 1
Range: 15
Shape: -
Actions: 1
3 Recognize magician Arcana

The caster can detect the magical talent and alignment of a person in his field of vision. The observed person rolls a WillPower roll. If he achieves success according to the Power of the spell, his magical talent remains hidden.

Origin: White Magic
Spell Casting: Apprehension
Arcana:
Power: 1
Range: 200
Shape: -
Actions: 1
5 Protection wall Earth

The caster creates a protective wall around himself that offers protection to the caster according to the Power of the spell.

The wall can withstand Power*2 wounds. The protective wall can only be damaged by magical weapons or spells, in this way it can be worn down to 0 prematurely.

The wall remains Power combat rounds.

Origin: White Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
9 Banish lower undead Light

The caster's hand releases a flash of bright white light that strikes up to Power undead. These immediately shatter, leaving nothing but a smoking pile of bones. The spell only works on lower undead like zombies, skeletons, or lower vampires. To higher undead, such as higher vampires or were-creatures, it inflicts significant damage (Power*3 wounds).

Origin: White Magic
Spell Casting: Logic
Arcana:
Power: 1
Range: 10
Shape: -
Actions: 1
3 Banish magic Arcana

The caster creates a Power*2 meter magic spell circle. No magic or magical action can be cast within this circle. Existing spells expire immediately, with the exception of the spell "Banish Magic".

The circle remains in place for 5 minutes.

Origin: White Magic
Spell Casting: Logic
Arcana:
Power: 1
Range: 0
Shape: Circle
Actions: 1
5 Detect lie Mind

The caster recognizes whether his counterpart is lying or not. Up to Power statements of the observed can be checked.

Origin: White Magic
Spell Casting: Apprehension
Arcana:
Power: 1
Range: 3
Shape: -
Actions: 1
3 Circle of light Light

The caster creates a bright circle of light of Power*2 meters radius around him. The circle remains for 15 minutes.

Origin: White Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: Circle
Actions: 1
11 Fast as light Light

The caster begins to run at a speed equal to that of light. To bystanders, he seems to vanish into thin air, but in reality he sprints at incredible speed, perceiving his surroundings as if he were merely running fast. It is possible for the caster to run over any walkable terrain, for example, he can cross an entire continent in the time of a blink of an eye. It is not possible for him to perform any other action while running.

The spell lasts for one second.

Origin: White Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Light attack Light

The victim is blinded by glaring light and is completely disoriented and unable to act for Power rounds of combat. The victim takes a hit.

Origin: White Magic
Spell Casting: Strength
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 Candle Fire

The caster lights up to Power*3 candles.

Origin: White Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
13 Banish higher undead Light

From the hands of the caster a glaring white wall of light emerges, which glides towards an undead. The undead flares up in flames and suffers unimaginable agonies (it is said that he goes through all the agonies of his victims at once). Apart from a pile of ashes, nothing remains of the higher undead. The wall of light has a width of about Power*3 meters, it is also possible to destroy several lower undead that are hit by the wall, but only one higher undead. Other higher undead that are next to the victim suffer Power*2 wounds.

Origin: White Magic
Spell Casting: Logic
Arcana:
Power: 1
Range: 0
Shape: Wall
Actions: 1
7 Good friend Mind

The caster makes the victim believe that he is a good friend of his, even one of his best. He willingly tells him everything he would tell his best friend. After the spell is finished, the victim cannot explain why he did it.

The victim of the spell rolls on his willPower. If he achieves successes equal to the Power of the spell, the spell has failed and the victim has knowledge of the enchantment attempt.

Origin: White Magic
Spell Casting: Willpower
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Banish ghosts Arcana

The caster banishes up to Power ghostly creatures that are in a defined area (house/temple/forest). He must at least mentally fix the ghosts.

The ghosts roll dice according to their remaining wounds. If they achieve as many successes as the Power of the spell, they remain unaffected by the spell.

Origin: White Magic
Spell Casting: Logic
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 Terrifying figure Mind

The caster appears before the bystanders as a fearsome magician. Lightning flashes around him and wind swells his clothes. Anyone intending to approach the caster must pass a WillPower roll with Power successes.

Origin: White Magic
Spell Casting: Quickness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Blur Light

The spell refracts the light around him and blurs his form. For Power rounds, attacks against him are difficult rolls (minimum roll +1).

Origin: White Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 1
Shape: -
Actions: 1
4 Banish curses Mind

The caster dispels a curse. The minimum roll of the sample is reduced by the caster's spell value.

Origin: White Magic
Spell Casting: Logic
Arcana:
Power: 1
Range: 10
Shape: -
Actions: 1
5 Healing Blood

The caster heals the enchanted for Power*2 wounds.

Origin: White Magic
Spell Casting: Conscientiousness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 Neron Statue Light

The spellcaster makes a transparent statue appear, shaped after the model - a statue of the young Neron in the center of the Neronite settlement. Due to the fact that no Neronite has ever seen the living Neron, the statue appears static and lifeless. Depending on the will of the caster, the statue has a size from 10cm to life-size.

Origin: White Magic
Spell Casting: Quickness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 Detect black mage Mind

The magus can detect the disposition and alignment of any mage he sees for up to W6 days. If a mage obstructs this examination by his Magic Lore, the White Mage still examines his spirit value. The spell is designed primarily against its black magic counterpart, White Mage; it neutralizes that spell completely.

Origin: White Magic
Spell Casting: Apprehension
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 End transformation Blood

The caster banishes a transformation taking place in front of him. The transformer may roll his Magic Lore value against the caster's spell, increasing the minimum roll of the spell by the power of the "End Transmutation" spell. If the roll shows a success, the transformation remains.

Origin: White Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1