Against the Darkmaster · System Reference

Grimoire

Chanting

Invoking the protection of the Ancient Spirits and the Gods of Nature to protect oneself and own companions from adverse magic, curse and misfortune.

Stat Value: WSD

Weave Spell Range Area of Effect Duration Save
1st Chant of Courage 0 (self) 3 m radius C N
2nd Endure the Elements 0 (touch) 1 target 1 min/lvl N
3rd Nature's Blessing 0 (touch) 1 target 1 min/lvl N
4th Suppress Curse 3 m 1 target 1 hr/lvl Y
5th Repel Magic 0 (self) 3 m radius C Y
6th Sanctuary 0 (self) 3 m radius C Y
7th Dispel Magic 20 m 1 target P Y
8th Break Curse 3 m 1 target P Y
9th Nature's Cradle 0 (touch) 1 camp 1 day N
10th Nature's Shield 0 (self) caster - N

1st • Chant of Courage

Range: 0 (self) · Area of Effect: 3 m radius · Duration: Concentration · Save: No The caster and their allies within the Area of Effect gain a special +10 bonus to their Save Rolls against fear. Additionally, at the end of each Assessment Phase, they can make a Save Roll to shake off the effects of any fear-inducing Spell or ability affecting them. +3 Weave: increase radius of the Area of Effect by 3m. +2 Weave: change Duration to 1 Round per Level.

2nd • Endure the Elements

Range: 0 (touch) · Area of Effect: 1 target · Duration: 1 minute per Level · Save: No Target creature is protected from the effects of extreme natural hot and cold weather. Additionally, they gain a special +20 bonus to their Defense and Save Rolls against Fire and Frost magical attacks for the Duration. +2 Weave: change Duration to 10 minutes per Level.

3rd • Nature's Blessing

Range: 0 (touch) · Area of Effect: 1 target · Duration: 1 minute per Level · Save: No The caster blesses target living creature, granting them a special +10 bonus to their Defense and Save Rolls for the Duration.

4th • Suppress Curse

Range: 3 m · Area of Effect: 1 target · Duration: 1 hour per Level · Save: Yes Target curse affecting a creature or item within Range must pass a WSR, using its Attack Level (or the Level of whoever placed it) as its Defender Level. If it fails, the effects of the curse are cancelled for the Duration. The curse will take effect again when the Spell ends.

5th • Repel Magic

Range: 0 (self) · Area of Effect: 3 m radius · Duration: Concentration · Save: Yes The caster asks the spirits to protect them from adverse magic. For the Duration, whenever a Spell that would affect a target within the Area of Effect is cast, that Spell must pass a WSR, using its caster's Level (or its Weave, if no caster is present) as its Defender Level. If this SR fails, the Spell doesn't affect creatures within the Area of Effect (it still resolves normally for targets outside the Area of Effect). +3 Weave: increase radius of the Area of Effect by 3 meters. +2 Weave: change the duration to 1 Round per Level of the caster.

6th • Sanctuary

Range: 0 (self) · Area of Effect: 3 m radius · Duration: Concentration · Save: Yes The caster and all their allies within the Area of Effect gain a special +10 bonus to their Defense and Save Rolls for the Duration. Additionally, evil creatures outside the Area of Effect cannot enter it without making a Save Roll (evil creatures already inside it are unaffected). +3 Weave: increase radius of the Area of Effect by 3 meters. +2 Weave: change the duration to 1 Round per Level of the caster.

7th • Dispel Magic

Range: 20 m · Area of Effect: 1 target · Duration: Permanent · Save: Yes Target active Spell or magical effect within Range must pass a WSR, using its caster's Level (or its Weave, if no caster is present) as its Defender Level. If it fails, the Spell is dispelled and its effects immediately end.

8th • Break Curse

Range: 3 m · Area of Effect: 1 target · Duration: Permanent · Save: Yes Target curse affecting a creature or item within range must pass a WSR using its Attack Level (or the Level of whoever placed it) as its Defender Level. If it fails, the curse is broken and its effects are permanently cancelled.

9th • Nature's Cradle

Range: 0 (touch) · Area of Effect: 1 camp · Duration: 1 day · Save: No The spirits watch over the caster and their allies, shielding them from danger and hiding them from the agents of the Darkmaster. The spot chosen for the caster's camp is considered to be Normal Terrain, and the caster's group size is halved for the purpose of calculating Camping Rolls Difficulty for the Duration.

10th • Nature's Shield

* Range: 0 (self) · Area of Effect: caster · Duration: - · Save: No This Spell protects the caster from a single non-magical attack, causing it to automatically miss.