ARC Grimoire, Spellbook, and Technique Manual

(Click here for spell energy rules.)

Quick Definition of Terms

Hit-many:  This causes many targets to be hit (as determined by GM logic - at -least- 5 to 10 targets.) Bear in mind that the PCs can be hit as well...

Hit-all:  This usually denotes an attack that hits everything in the immediate area; this may, can, and will include the PCs. ("Well, how was I supposed to know that was a bad thing?")

Yeah, yeah, what you've all been waiting for. Deity spells require WP to operate, as is stated on the EP Cost.

General-Purpose Spells

Spell Name Healing
EP Cost 5
Roll to Succeed Hits rolled = HP healed.
Description Heals HP equal to hits rolled. How complex can you get?

 
Spell Name Aura of Comfort
EP Cost 10 (+d5 to skill)
Roll to Succeed Hits rolled = HP healed.
Description Imbues the target's aura with healing energy, soothing and comforting.

 
Spell Name Energy Boost
EP Cost 2 + hits rolled.
Roll to Succeed Hits rolled = EP restored.
Description Drains energy from the caster and grants it to the target. Useful for reviving people from unconsciousness. The caster may choose to set a limit of how much energy to transfer.

 
Spell Name Mana Drain
EP Cost 5
Roll to Succeed At least 10 hits.
Description Target loses EP equal to half the amount rolled; caster gains EP equal to 1/3 the amount rolled. Target cannot be drained beyond 1 EP.

 
Spell Name Regeneration
EP Cost 10
Roll to Succeed 30 hits.
Description Target regains 1 HP per turn - lasts as many turns as hits rolled.

 
Spell Name Dispellation
EP Cost 5
Roll to Succeed More hits than the original spell.
Description Removes target spell. Not effective against some spells. This spell directly contests against the original spell, and must roll a higher number of hits than the original spell to succeed. It costs 5 EP, unless more EP are spent to raise the dice of the caster. An important note: some spells cannot be cancelled with Dispellation - be forewarned.

 
Spell Name Purification
EP Cost 10
Roll to Succeed 20 hits, or more hits than the original roll, or more on 1d than highest 1d of original roll.
Description Removes status ailments from the target. To do so, you must either roll higher than the highest die roll of the affecting ailment, or roll hits greater than (said highest die roll). Example: A poison attack had 49 as the highest die roll. A 50 or greater or 49 hits or greater must be rolled on the purify attempt. Costs 10 EP unless more are spent to raise the dice of the caster.

 
Spell Name De-Vampirism
EP Cost 10 (applies to each caster involved)
Roll to Succeed 60 hits (20 to remove vampirism from body, 20 to recover soul, 20 to rebind soul and body)
Description This spell must be cast by a group for best success; power cannot be combined for this spell, but people can add to the casting. If a 1 or no-hit roll is made by a caster, the spell ends, and results occur accordingly.
19 or less hits = No effect.
20 - 39 hits = Vampire is killed; body crumbles into ash; further resurrection attempts are considered as if the spirit and body are not present.
40 - 59 hits = Vampire's body is restored, but dead; resurrection difficulty is 40 hits from this point.
60 or more = Vampire is devampirized; said individual returns to former status pre-vampirism.

 
Spell Name Curse
EP Cost 4 per point intended to be removed.
Roll to Succeed Must roll 1d above target's resistance + sides to remove.
Description Subtracts set number of sides from target. The target must roll his resistance -first-, suitably penalized for dice differences. The number the target rolls, + the amount of sides you desire to remove from the target, is the amount of hits you must roll for success. Costs 4 EP per side you are removing, whether it succeeds or fails.

 
Spell Name Remove Curse
EP Cost 2 per point of original curse.
Roll to Succeed Level of curse * 3 hits.
Description Removes a curse. Most white mages keep this spell in their libraries, to reverse curses caused by diabolical things on innocent people. This costs 2 EP per point of the original curse to cast, and requires hits equal to 3 * the curse's "level" (how many sides it removes.)

 
Spell Name Summon Swarm
EP Cost (Summoned creature's dice * sides) * 2.
Roll to Succeed Hits rolled / ((sides / 2) * dice) = number of creatures called.
Description This spell calls forth a swarm of (usually) small creatures to attack, destroy, or whatever. Declare how many sides (and dice) you want each member of the swarm to have (minimum 1d2). Dice * sides * 2 is the EP cost. The number of hits rolled, / ((sides / 2) * dice), is the number of creatures that appear/arrive/gate in. Modify by logic where applicable. The swarm has HP equal to (dice * sides * .5) * creatures.

 
Spell Name Annihilation
EP Cost Dice of target * 20.
Roll to Succeed Dice of target * 10 hits.
Description Specifically designed to kill deitifics permanently, but is applicable on any target. This spell cannot be cast on an active living being. This spell disjoins and unravels the soul within, annihilating its worldly connections utterly, if it works. Resurrection attempts are stymied severely, and the target is "permanently" slain.

 
Spell Name Resurrection
EP Cost See chart below.
Roll to Succeed See chart below.
Description Returns the dead to life. The table below shows energy costs and minimum hits necessary to resurrect the fallen. A person who has fallen in combat requires a base 25 hits to be resurrected, +1 hit per HP below the point at which death actually occurred. For example, a mortal (2d) who was at -16 HP (the point of death is -10) would require 31 hits to resurrect.
Min Hits Spell's Effects Min EP
25
Restores an average dead person. Said person must be intact, without missing limbs.
25
30
Restores minor missing body parts, like ears and fingers, as well.
25
40
Restores rot/mangle damage to the body as well.
30
50
Restores major missing limbs and body parts as well.
40
60
Can restore any amount of the body as long as some part is available...
50
80
Can restore the body entirely even without parts, if the spirit is available.
60
100
Can call spirit and body back, even if both are not present... the ultimate spell.
80
+20
Subject was killed by a smite attack.
+10
*2
Subject was "permanently" slain, such as by an Annihilation spell.
*2

Note - rolling higher than you need to does not raise the energy cost. The energy cost to the right of the desired effect is what you have to spend - the hits to the left of the desired effect are the -minimum- you need to roll. However, the recently resurrected person will have HP equal to the brink of death, +1 HP per hit rolled above that necessary.
 
 
Spell Name Speed Up
EP Cost At least 5
Roll to Succeed At least 6 hits
Duration Hits rolled / 3 turns.
Description Enhances speed or automatically counters a Speed Down. Speed die gets a bonus to sides of +(hits/6 + energy/2); dodge/parry gains a bonus equal to half the speed bonus.
Example: 6 points energy, 12 hits rolled: +(2+3) = +5 to speed, +2 to dodge/parry, lasts 4 turns.

 
Spell Name Speed Down
EP Cost At least 5
Roll to Succeed At least 6 hits
Duration Hits rolled / 3 turns.
Description Decreases speed or automatically counters a Speed Up. Speed die gets a penalty to sides of -(hits/6 + energy/2); dodge/parry gains a penalty equal to half the speed bonus.

 
Spell Name Haste
EP Cost 20
Roll to Succeed 30 hits.
Duration (sides) / 12 turns.
Description Doubles speed. Speed dice, dodge, and parry are doubled. Counteracts Slow spell.

 
Spell Name Slow
EP Cost 20
Roll to Succeed 30 hits.
Duration (sides) / 12 turns.
Description Halves speed. Speed, dodge, and parry are halved. Counteracts Haste spell.

 
Spell Name Hold Being
EP Cost 10
Roll to Succeed 40 hits.
Duration See Description.
Description Target rolls 1d to resist - any hits on any of caster's dice that are over this resist add 1 turn to the duration of the spell.
Example: 80 70 60 rolled, target rolls 69 to resist - 80 makes three turns, 70 adds 1. Total duration of Hold spell - 4 turns.

 
Spell Name Alertness
EP Cost 5 + 1 per extra minute
Roll to Succeed 4 hits per +1 perception.
Duration 1 minute unless more energy paid.
Description Adds to Perception for said duration - handy when searching for your car keys.

 
Spell Name Cloak
EP Cost 5
Roll to Succeed At least 8 hits.
Duration 1 turn per three hits.
Description Perception to detect cloaked being is -1; additional -1 per 4 hits above 8 hits. Provides a +2 to dodge and target's attack per -1 Perception. Penalties/bonuses halved if target has detected you.

 
Spell Name Invisibility
EP Cost 5
Roll to Succeed At least 20 hits.
Duration 1 turn per two hits.
Description Perception to detect is -8, and dodge/target's attack is +20. Perception -4 and dodge/attack +10 when target is detected.
Some people may be able to see invisible creatures, and completely ignore the bonuses/penalties of this spell.

 
Spell Name Mask
EP Cost 5
Roll to Succeed At least 20 hits.
Duration 1 turn per two hits.
Description Masks targets designated by the caster from scrying. This spell uses the Magnitude Table as a modifier.

 
Spell Name Locate
EP Cost 5 (base).
Roll to Succeed 10 hits (base).
Range Penalty -d1 per 10^d miles distant
Description This attempts to find places, people and things, using the Magnitude Table inversely. 10 hits is enough for a broad overhead view, like a wide view of the countryside (magnitude 15). Every four hits lowers the magnitude by one, allowing you to zoom in on your target. Keep in mind that if seeking a particular target, like a building, rolls that indicate a wider view will provide no information at all, or just a general sense of unfocused location.

 
Spell Name Identify
EP Cost 1 (base) + (Roll to Succeed / 10).
Roll to Succeed Depends on target.
Range Penalty -d1 per 10^d feet; +d5 if touching the target.
Description Identifies a person, place, or thing. Difficulty relies on the Masking on the object, if any, and the amount of detail required. A lance used to slay the Dark Queen would be harder to fully identify than a dagger that was dropped in a well by accident, and the holy grove of a goddess would be harder to identify than the campground someone slept at last night. Bear in mind that the information given by this spell is not -known- to the caster as false or true... though the sound of a giggling GM might be a clue to the player.
Type Description / Detail Levels
History The past of the object. 3 hits for up to 15 minutes; 6 hits for up to 30 minutes; 9 hits for up to 60 minutes; 12 hits for up to 2 hours; etc.
Descriptions Depends on the size of the area and the amount of detail requested. 5 hits would get you a basic "feel" for an area; 10 hits would note details like an average map; 20 hits would be equivalent to the knowledge of a local; more would resemble the skills of a guide.
Cursedness 10 hits; a roll of 1 causes the caster to become the curse's recipient.
Mana Level (Area) 4 hits per level of magnitude of the area.
Enchantments 5 hits to detect magic; 12 hits to detect type of magic; 25 to detect basic powers; more (variable) for advanced powers / specific magical items.
Blueprints Obtaining blueprints of a structure is measured by magnitude times the complexity of the object. This will always provide some form of results, though not always detailed or correct.
Maps Maps can be created for an area; (magnitude - 2) * 4 hits are needed.
In Writing Anything listed here can be put in writing (handy for sorcerers who like to keep notes, or are somewhat absentminded); this costs five more hits, plus 1 EP per page. Maps and blueprints are two examples of things that are best put in writing.
Formula Potions only; this is a direct relation to the potion's complexity (including enchantment) * 6 hits, on average. This will teach you how to -make- this potion, as opposed to simply identifying it and its' effects (which would be about 1/3 of the cost, or as under Enchantments.)
Importance How this relates to your present situation. Cost set by narrator based on the detail level of the importance; lower rolls provide incomplete, no, or misleading information. Beware; you put yourself at the mercy of the GM...
Future Double History cost. Insufficient rolls may provide incomplete data, erroneous/highly unlikely timelines, or outright lies, depending on the narrator's mood.
Diagnosis 2 hits for a trivial problem; 4 hits for something simple; 8 hits for something that usually requires a professional; 16 hits for problems that call on the experts; and otherwise whatever value is appropriate for the situation.
Treatment 1/2 Diagnosis cost. Identifying the proper treatment adds (1/3 hits rolled up to Treatment - 1) to fix, if dice are necessary.

 
Spell Name Barrier / Spellscreen
EP Cost 1 per point desired, + 1 every (10/initial EP) turns.
Roll to Succeed 3 hits per point.
Description Allows you a block roll / lowers damage. Barrier defends against physical damage; Spellscreen defends against magical attacks. Either screen subtracts 1 point damage per EP spent from damage from said source, or provides a +5 to block per point. The damage blocked or absorbed instead is taken by the screen, which has HP equal to hits rolled + 1 per EP spent.

 
Spell Name Forcewall
EP Cost 1 per point desired, + 1 every (4/initial EP) turns.
Roll to Succeed 5 hits per point.
Description Forcewall is an all-out defense against damage, which allows you to block anything damaging. It subtracts 1 point damage per EP spent from damage from any source, or provides a +5 to block per point. The damage blocked or absorbed instead is taken by the screen, which has HP equal to (hits rolled * 1.5) + 1 per 2 EP spent.

 
Spell Name Web
EP Cost 5
Roll to Succeed At least 4 hits.
Description This spell attempts to trap the target in magical webbing by filling the target area with said substance. The highest die of the spell roll is compared against the target's resistance. If the target's resistance is higher, the target either is immune to the spell effect or got out of the way. If it fails by less than 10, the webs are half strength against him; otherwise the webs hold him full-strength.

Web strength is equal to hits rolled - this acts as a penalty to sides until the target is freed, and also acts as the HP of the web. Any fire attack that does more than 2 hits damage will burn the web in one turn, but causes the person(s) within 3d40 damage.


 
Spell Name Mini
EP Cost 5
Roll to Succeed At least 10 hits.
Description Target resists against highest die - if failed, target is shrunk. Sides are halved, and damage to the target is doubled.

 
Spell Name Charm
EP Cost 1, 2, 5, or 12
Roll to Succeed 5, 10, 20, or 50 hits. Target may resist.
Description Effect depends on energy spent.
1 = Target must reroll reaction to the caster and take highest roll.
2 = As above; reroll is at +4.
5 = As above; reroll is at +10.
12 = Target automatically considers caster a close friend.
Target gets a free resist roll to avoid doing anything he would not be willing to do for his new pal; spell breaks automatically if this is pushed too far.

 
Spell Name Berserker Rage
EP Cost 5
Roll to Succeed Must outroll resistance of target - target's resistance is halved if Berserker.
Description Target, if spell succeeds, goes into a berserk rage for the duration of the combat. This lasts (hits) turns, or until the target can make a Resist roll to stop. This resist roll is at +5 if a friend is attempting to help, +10 if a loved one is attempting it, -2 per point of damage taken this turn, and +2 per attack on a friend.
Target gains a +20 to sides, and will attack enemies first, but will almost invariably use only close-range attacks if at all possible. Target will keep attacking until knocked out, killed, everything else dead or gone, or the spell is broken one way or another.

 
Spell Name Calm
EP Cost 2
Roll to Succeed Grants a bonus to target's next resistance roll equal to hits rolled for purposes of calming down (ie. ending berserker rage.)
Description This spell is most often used to quell the berserk rage some folk exhibit; the hits rolled are added to the resistance roll to snap out of it. On a critical success, this spell automatically forces the target to lose berserker rage.

 
Spell Name Stoneskin
EP Cost 5
Roll to Succeed 2 hits per individual hit the skin provides.
Description This provides temporary armor, not as well as the barrier spells, but easier to prepare for a fight with. The spell lasts one hour, and it can take up to 20 damage away from a single hit. Multiple hits, like those from a combo, are blocked individually.

 
Spell Name Reflection
EP Cost 25
Roll to Succeed At least 40 hits.
Description Any spell or energy attack against the target that has a highest die less than the highest die of this spell is reflected and hits a random target at -2 to effect/damage. This "highest die" drops by 1 per reflected attack. Attacks that get through are at -5 to damage/effect; three attacks getting through shatters the spell.

 
Spell Name Gate
EP Cost 15, 25, 50, 100
Roll to Succeed 20 hits/40 hits/60 hits/80 hits.
Description The energy cost and difficulty depend on where the gate leads.

20 hits/15 EP = Standard gate to another locale.
40 hits/25 EP = Gates to more difficult terrain.
60 hits/50 EP = Gates to outer planes or other obscure locales.
80 hits/100 EP = Gates to "impossible" locales, like those that ban gate use.

For every two hits above the needed roll, the energy cost drops by one.
A roll of 50 hits on a standard gate would make it free, for instance.


 
Spell Name Teleport
EP Cost 5
Roll to Succeed 10 hits.
Description Teleport to any nearby location. Simple, no?
Higher-powered versions can teleport over longer distances, and some extremely good spells can break the time barrier...

 
Spell Name Animate Dead
EP Cost 6 + 1 per zombie; 2 per animal skeleton; 3 per normal skeleton; 4 per monster skeleton
Roll to Succeed 2 hits per zombie or animal skeleton, 3 per humanoid skeleton, 4 per monster skeleton.
Description Creates a number of skeletons from the ground - the number is limited by the number of hits rolled and the actual content of the ground.

 
Spell Name Monster Summoning (I - X)
EP Cost 5 * level.
Roll to Succeed 6 hits per level.
Description This spell calls random creatures (local beings, usually) to the caster's aid; these beings will attack the spellcaster's opponents to the best of their ability, and will vanish when slain. If no combat is available, they can and will (if the wizard can communicate with them) perform other services as desired for the summoner. They will remember this, in case it's important.

The power of the creatures summoned depends on the spell level:
I - Summons 2d4 beings (around 2d30).
II - Summons 1d6 beings (around 2d35).
III - Summons 1d4 beings (around 2d40).
IV - Summons 1d3 beings (around 2d50).
V - Summons 1d3 beings (around 3d40).
VI - Summons 1d3 beings (around 3d50).
VII - Summons 1d2 beings (around 3d60).
VIII - Summons 1d2 beings (around 4d50).
IX - Summons 1d2 beings (around 4d60).
X - Summons a being (around 4d80).


 
Spell Name Firebolt
EP Cost 1
Roll to Succeed Hits = damage inflicted.
Description A bolt of flame that strikes the target, causing damage.

 
Spell Name Fireball
EP Cost 5 (+d5)
Roll to Succeed Hits = damage inflicted.
Description A ball of fire that explodes when it strikes the target.

 
Spell Name Fireblast
Limited d40 or higher
EP Cost 15 (-1d, -d10)
Roll to Succeed Hits / 2 = damage inflicted.
Description Sends a fan of flame outwards to hit oncoming enemies.

 
Spell Name Fireball
EP Cost 5 (+d5)
Roll to Succeed Hits = damage inflicted.
Description A ball of fire that explodes when it strikes the target.

 
Spell Name Spark
EP Cost 1
Roll to Succeed Hits = damage inflicted.
Description Shoots an electric spark at the target.

 
Spell Name Thunderbolt
EP Cost 10 (+d10)
Roll to Succeed Hits = damage inflicted.
Description Throws a bolt of electrostatic energy at the target.

 
Spell Name Chain Lightning
Limited Must have at least +d6 Spellskill, must be at least d40
EP Cost 20
Roll to Succeed Hits = damage inflicted.
Description Sends a bolt of lightning at the target; the lightning will then pick the nearest target and fly at it (-d5 per bounce). This continues until the bolt runs below d25 in damage, or until there are no more targets in the vicinity. If there is a large group (read: the average melee) roll a die to see who gets hit each time.

 

Battle Techniques


[These techniques have no roll to succeed... however, the user must in most cases be in close range to the target at hand, making it riskier and less valuable in some situations.]
 
 
Tech Name Whirling Blades
EP Cost 2
Effects +5 to attack sides, +5 to parry until next turn.
Requirements Two bladed weapons.

 
Tech Name Backstab
EP Cost 5
Effects +2d to one attack.
Requirements Must be a Thief using a hand weapon. Attack only works when target is surprised (must fail Perception check and be unaware of the threat).

 
Tech Name Focused Assault
EP Cost 2 + 1/turn
Effects Cumulative bonuses for aiming: +d10 first turn, +d5 for second and third, +d2 for fourth through tenth. Bonus halved if target is moving but trackable.
Requirements Must forgo at least one turn and must not be distracted.

 
Tech Name Aggressive Parry
EP Cost 1
Effects -d10 to parry. Highest parry die rolled is inflicted as damage on the attacker.
Requirements Must be using a hand weapon; enemy must be in weapon range.

 
Tech Name Aggressive Block
EP Cost 1
Effects -d10 to block. Highest block die rolled is inflicted as damage on the attacker.
Requirements Must be using a shield; enemy must be in range or attack must be reflected.

 
Tech Name Incite Rage
EP Cost 1
Effects +d20 to sides; must engage in melee or rapid-fire ranged combat. No concentration-requiring activities allowed. May attack friends if no foes present. (100 - sides)% chance of remaining berserk per round if the user no longer wishes to be berserk.
Requirements Must be a berserker. Must roll two hits on 1d to incite - roll automatically when damage taken. Must roll six hits on 1d to voluntarily end rage; this resist roll is at +5 if a friend is attempting to help, +10 if a loved one is attempting it, -2 per point of damage taken this turn, and +2 per attack on a friend.

 
Tech Name Desperation Attack
EP Cost All remaining EP, may also burn HP.
Effects This burns all the user's energy and force into one devastating strike on a foe. +1 to sides per EP burned, target cannot dodge, though blocking and parrying is allowed. The user collapses after delivering this strike...
Requirements Must be using a melee weapon or spell.

 
Tech Name Charged Hit
EP Cost All remaining EP, may also burn HP.
Effects The wielder's weapon is imbued with spell energy, allowing him to use an elemental attack with his weapon. Target gains a bonus to sides equal to (the caster's sides - 20) / 3, for the duration of the combat.
Requirements Must be using a melee weapon or spell.

 
Tech Name All-Slice
EP Cost 5
Effects Hits all enemies in-range - usually one large swing against a group of foes. Damage halved. Counts as a Hit Many attack.
Requirements Must be d40 or greater; must be using a melee weapon.

 
Tech Name Strafe
EP Cost 5
Effects Hits all enemies nearby - usually involves swinging the guns about while rapid-firing to cut through a mob. Damage halved. Counts as a Hit Many attack.
Requirements Must be d40 or greater; must be using a rapid-fire weapon.

 
Tech Name Fan
EP Cost +5
Effects Spell attack becomes a fan, wave, or cone rather than a simple directed bolt. Damage halved. Counts as a Hit Many attack.
Requirements Must be d40 or greater; attack spells only.

 
Tech Name Area Effect
EP Cost +20
Effects Spell becomes a hit-all area attack. Spell becomes a hit-all area attack. Be advised, this runs a high risk of hitting allies locked in battle with the target. Cost of additional sides becomes +15 per +d5.
Requirements Must be d50 or greater; must have Spellskill: All at +d5 or higher; spells only.

 
Tech Name Combo Strike
EP Cost 2
Effects Sides and dice can be redistributed towards more dice with less sides - final outcome gets +d12.

Example: 4d60 can be turned into 6d40, but not 3d80 - final outcome of 4d60 would be 4d72, while the final outcome of 3d80 would be 3d92.

Each die, however, represents a portion of the combo - if a miss is rolled on one of the dice, any die after that is discounted.

Example: 61 3 90 90 90 - The 90s are discounted, because the second hit, the three, was a miss.

Example: 61 90 90 90 3 - Only the very last hit misses.

Requirements Must be using an attack conducive to a combo strike.

 
Tech Name All-Out Attack
EP Cost 0
Effects This berserker's move throws defense to the winds - the user gets two attacks, but has -no- defense whatsoever. Resistance is halved, dodge/parry/block is negated.
Requirements Doesn't have to be a berserker, but it helps. Must forgo all defenses.

 
Tech Name All-Out Defense
EP Cost 0
Effects This move is for the defensive types - or those who are just holding off the mobs. Dodge/parry/block is -doubled-, but the user does not get an attack this turn. Readying spells, etc, is allowed...
Requirements Don't have to be a pacifist, but it helps. Must forgo all attacks.

 
Tech Name Cover
EP Cost 0
Effects This allows the user to declare he is defending one person (or group of people) from attackers. The user can choose to use dodge (in which case he gets into the way of the blast and takes full damage), parry (in which case he attempts to deflect the blow, and leftover damage hits the target), or block (in which case, he attempts to stop the blow, and takes leftover damage.) The user must block all-hit attacks such as fireballs by attempting to cover the target; target takes half of any damage that gets through the block, user takes all damage that gets through.
Requirements Target of defense must be within range of efforts.

 
Tech Name Two-Weapon Attack
EP Cost 0
Effects + (((sides + weaponskill bonuses) - 40) / 4) added to attack sides and parry when using the two weapons together.
Requirements Must be using two melee weapons, of course.

 
Tech Name Twin Guns
EP Cost 0
Effects Using two guns tends to mar your aim, but improves the amount of sheer firepower you spit out. Subject rolls 2d for his aim; however, the skill for both weapons is reduced by 5.
Requirements Must be using two guns, of course.

 
Tech Name Staple Shot
EP Cost 0
Effects Used to impress people mostly; can hold one limb for a turn. Roll 1d. On a miss, the shot misses. On a 1-hit, the target is actually hit; roll normal damage. On a 2-hit, the target is grazed (roll 1d damage.) On a better hit, the target is "stapled". This tends to add a +2 to combat reactions from the target (intimidated.)
Requirements Must have +d10 or better in Weaponskill: Bow to pull off.

 
Tech Name Bladesong
EP Cost 1 per round.
Effects The bladesong, the deadly elven art of gracefully swift killing by the blade, grants three types of fighting:
Defensive - Parry + (sides / 5).
Offensive - Attack + (sides / 5).
Balanced - Parry + (sides / 8), Attack + (sides / 8).
Requirements Only bladesingers and those who have a legit background in bladesinging can attempt this maneuver, and only with appropriate weapon(s).

 
Tech Name Low Blow
EP Cost 1
Effects Also known as the infamous groin shot - highest die rolled over 20 causes the target to be stunned for one turn per hit above two hits (-10 to sides for any activity.)
Requirements A crushing instrument is necessary (at least for the bonus); if using a knee when at close range (for example, during a hug), target cannot dodge or parry, and block is halved.

Deitific Magic:

Spell: Smite/Save
EP Cost: Double Normal (WP only)
Limited: Deities Only
Special Effects: All below 4d must roll a hit on one die or flee/be converted.
Description:
This is a flashy spell meant to terrify the unbelievers and kill them at the same time. Whatever it may be, it costs double what a normal spell of its' kind would cost (a simple 1-EP lightning bolt would be a 2-WP lightning show, a 5-EP heal would be a blinding flash that costs 10 WP, etc...), but most mortals who witness it must make a morale check or flee/be converted/decide not to mess with the caster.

Spell: Deity's Blessing
EP Cost: 40 (WP only)
Limited: Deities Only
Special Effects: +1d to target
Roll to Succeed: 30 hits
Description:
This special gift is a freebie for clerics (and costs the deity nothing), but must be cast to work on warriors and the like. It grants an extra die to the being in question, though never granting the target more dice than the casting deity has (a demigod cannot raise someone to 4d normally.) This costs 40 EP, and can be canceled at will. Must roll above 30 hits to cast successfully.

Spell: Aura of Protection
EP Cost: 1 per +1, remains gone while spell is active.
Special Effects: Adds to all avoid sides - max added is amount rolled.
Roll to Succeed: 10 hits + 2 hits per +1.
Description:
This boon grants a bonus to dodge/resist/block attacks. Deities love this for protecting their favorites. Costs 1 EP per +1 as long as it is in effect, and can be canceled anytime. Must roll above 10 + 2 * bonus hits to cast successfully. (IE: + 20 = must roll above 50.)

Spell: Aura of Empowerment
EP Cost: 2 per +1, remains gone while spell is active.
Special Effects: Adds to all attack sides.
Roll to Succeed: 20 hits + 2 hits per +1.
Description:
This energizing spell grants a bonus to the target's combat abilities (adds to sides for attack purposes only.) Great for creating a deathdealing maniac. Costs 2 EP per +1 as long as it is running, and can be canceled at any time. Must roll above 20 + 2 * bonus hits to cast successfully. (IE: + 20 = roll above 60.)

Spell: Immortal Ascension
EP Cost: 400 to invoke, 200 to revoke.
Limited: Deities Only
Special Effects: Target becomes a 4d immortal/revokes a previous casting.
Roll to Succeed: 60 hits to invoke, over original roll to revoke.
Description:
The most incredible feat of all, this can make an mortal -permanently- immortal, with 4d. The type of immortal is up to the deity and the GM - be creative. This can be revoked with an uncasting of the spell, but the target must be in the deity's presence to reverse the effects. Costs 400 EP (expensive, but often worth it), one time only. Must roll above 60 hits, cannot be attempted more than once per week. To revoke costs 200 EP, and requires beating the original roll, and also cannot be attempted more than once per week.

Spell: Deitific Ascension
EP Cost: 2500 (WP only.)
Limited: Deities Only
Special Effects: Grants target demideity status.
Roll to Succeed: 100 hits.
Description:
This powerful spell is restricted to lesser and greater gods. It grants the power of a demigod on a deserving immortal. Requires 2500 EP from the Worship Pool. Caster must roll above 100 (!) hits. Preferably cast with the assistance of the entire pantheon.

Spell: Pantheon Ascension
EP Cost: 16000 (WP only.)
Limited: Deities Only
Special Effects: Grants target lesser deity status.
Roll to Succeed: 160 hits.
Description:
Only greater gods can cast this all-powerful spell... this raises a demigod to the status of a lesser god, with all the advantages it provides. This whopper of a spell requires 16000 EP, and the caster must roll above 160 hits. Usually cast with the assistance of the rest of the pantheon.
 
 

Magnitude table:

Costs usually assume a magnitude of 0 (one person) except where listed. To affect a greater range, more hits and EP must be acquired (+5 minimum hits and +5 EP per level of magnitude.)
 
Description Magnitude
One person 0
Several people 1
One room 2
Small crowd 3
Small house 4
Small building 5
Large crowd 6
Floor of large building 7
Large building/army 8
Small town 9
Large town 10
Small city 11
Large city 12
Small countryside 13
Medium countryside 14
Large countryside 15
Continent 16
Entire planet 20