Grimoire
Eldritch Hand
Moving and affecting inert matter with the sheer power of the mind.
Stat Value: WIT
| Weave | Spell | Range | Area of Effect | Duration | Save |
|---|---|---|---|---|---|
| 1st | Poltergeist | 30 m | 1 target | 1 min/lvl | Y |
| 2nd | Magic Shield* | 0 (self) | caster | 1 min/lvl | N |
| 3rd | Burden | 30 m | 1 target | 1 min/lvl | Y |
| 4th | Telekinesis | 30 m | 1 target | C | Y |
| 5th | Deflect* | 30 m | 1 attack | - | N |
| 6th | True Aim* | 0 (touch) | 1 attack | - | N |
| 7th | Blade Ward* | 30 m | 1 attack | - | N |
| 8th | Eldritch Push | 20 m | 1 target | - | Y |
| 9th | Shatter | 30 m | 1 target | - | Y |
| 10th | Crushing Force | 30 m | 1 target | 1 rnd/lvl | Y |
1st • Poltergeist
Range: 30 m · Area of Effect: 1 target · Duration: 1 minute per Level · Save: Yes Target inanimate item, weighing up to 2 kg, starts to shake weakly, as if tugged by an unseen hand. Very fragile objects have a 10% chance per minute of shattering. If the target is held by someone, its wielder must pass a WSR or drop it. +2 Weave: increase maximum weight of the target by 2 kg.
2nd • Magic Shield
* Range: 0 (self) · Area of Effect: caster · Duration: 1 minute per Level · Save: No This Spell creates an invisible shield of magical force that protects the caster, giving them a +25 special bonus to their DEF against all melee and ranged attacks coming from a chosen side of the character. The shield doesn't occupy a hand but cannot be combined with a normal shield. The caster can change the side protected by this Spell with a Free Action during the Assessment Phase.
3rd • Burden
Range: 30 m · Area of Effect: 1 target · Duration: 1 minute per Level · Save: Yes Increase the target's Encumbrance Level by one, up to Overencumbered. +5 Weave: increase Encumbrance by one more Level. +3 Weave: add one target.
4th • Telekinesis
Range: 30 m · Area of Effect: 1 target · Duration: Concentration · Save: Yes The caster can move target item or creature weighing up to 5 kg in any direction within Range. Creatures targeted by this Spell, or holding an item targeted by it, can make a WSR to resist its effects. +2 Weave: increase maximum weight of the target by 5 kg.
5th • Deflect
Range: 30 m · Area of Effect: 1 attack · Duration: - · Save: No The caster deflects an arrow, dart, or other similar non-magical missile within Range, inflicting a -100 penalty to its Attack Roll. +3 Weave:* add one target.
6th • True Aim
* Range: 0 (touch) · Area of Effect: 1 attack · Duration: - · Save: No The caster magically guides toward its target the next mundane ranged attack made by the touched character this Round, granting a special +50 bonus to their Attack Roll.
7th • Blade Ward
Range: 30 m · Area of Effect: 1 attack · Duration: - · Save: No The caster deflects a single melee attack that they can see within Range, imposing a special -100 penalty to its Attack Roll. +3 Weave:* add one target.
8th • Eldritch Push
Range: 20 m · Area of Effect: 1 target · Duration: - · Save: Yes Target is hit by strong magical force. It suffers a Light Impact Critical Strike and is moved for 5 meters in any direction chosen by the caster on the horizontal axis. If it's a creature, it falls Prone. If it encounters an obstacle (including another creature) on its path, its movement ends immediately, and both the target and the obstacle suffer an additional Light Impact Critical Strike.
9th • Shatter
Range: 30 m · Area of Effect: 1 target · Duration: - · Save: Yes Target inorganic, inanimate object weighing no more than 5 kg explodes in a cloud of fragments. Its wielder suffers a Moderate Impact Critical Strike, and any creature within a 3-meter radius suffers a Superficial Impact Critical Strike. Magical items are unaffected by this Spell, and characters wielding or bearing the targeted item may pass a WSR to negate its effects.
10th • Crushing Force
Range: 30 m · Area of Effect: 1 target · Duration: 1 Round per Level · Save: Yes The target is crushed by an overwhelming magical force. For the Duration of the Spell, the target is Held and suffers a Light Impact Critical Strike at the beginning of each Round. If it's a creature, it falls to the ground and becomes Prone. At the end of each Round, the target may make a WSR to end the effects of this Spell.