Spells

Arcane Missile
Rank: Novice
Power Points: 1 per missile
Range: 12/24/48
Duration: Instant
Trappings: One, or several, small balls of mystical energy

You fire a palm sized ball of mystical energy at you target, inflicting 2d4+1 damage. This attack cannot miss – as long as you successfully cast it, it will always hit your opponent. However it cannot make called shots, and if your attack roll fails to reach the TN, the spell will only inflict half damage. You may fire up to 3 missiles at 1 Power Point each.

Fireburst
Rank: Novice
Power Points: 2
Range: Cone Template
Duration: Instant
Trappings: A cone of searing flames

You project a cone of searing flames from your fingertips, inflicting 2d10 damage, ignoring armor, and potentially causing flammable targets to catch fire. This counts as a Heavy Weapon. Those within the template may attempt to dodge with an opposed Agility roll.

Healing Touch
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Holy energy coruscating around the caster’s hands and arcing into the target

When cast within the ‘Golden Hour’ this spell heals one woumd, or two on a raise. The target’s wound penalties are applied as a penalty to the roll. When used against undead, this spell is treated as a touch attack that inflicts 2d6 damage and ignores armor.

Lightning Bolt
Rank: Novice
Power Points: 2 per bolt
Range: 12/24/48
Duration: Instant
Trappings: A bolt of lightning and crack of thunder

You fire a bolt of lightning at the target. This inflicts 2d4 damage with AP 2. If the target is carrying 10+ pounds of conductive metal, or is in contact with an electrical conductor, the damage is 3d4. You may fire up to 3 bolts at 2 Power Points each, or a single larger bolt for 3 Power Points that does an extra d4 damage.

Might of Heironious
Rank: Novice
Power Points: 1
Rang: Touch
Duration: 3 (1/round)
Trappings: Holy energy coruscating around the target weapon

This power is cast on a weapon of some sort (or twenty pieces of ammunition). While in effect the weapon’s damage is increased by +2 (or +4 with a raise on the casting roll) when attacking evil supernatural creatures and faithful.

Spells

The Temple of Elemental Evil KrazyIvan