Grimoire
Eldritch Might
Channeling the power of magic to overcome the limits of the body, shielding it from harmful influences and allowing it to perform incredible tasks.
Stat Value: BEA
| Weave | Spell | Range | Area of Effect | Duration | Save |
|---|---|---|---|---|---|
| 1st | Sharp Ears | 3 m | 1 target | 10 min/lvl | N |
| 2nd | Adroitness | 3 m | 1 target | 10 min/lvl | N |
| 3rd | Dark Sight | 3 m | 1 target | 10 min/lvl | N |
| 4th | Haste | 3 m | 1 target | 1 rnd | N |
| 5th | Resist Pain* | 3 m | 1 target | 1 min/lvl | N |
| 6th | Mystical Breath | 3 m | 1 target | 10 min/lvl | N |
| 7th | Resist Poison | 3 m | 1 target | 10 min/lvl | N |
| 8th | Strength Within* | 3 m | 1 target | 1 rnd | N |
| 9th | Eldritch Armor | 3 m | 1 target | 1 rnd/lvl | N |
| 10th | Heart of Steel* | 3 m | 1 target | 1 min/lvl | N |
1st • Sharp Ears
Range: 3 m · Area of Effect: 1 target · Duration: 10 minutes per Level · Save: No Target creature's sense of hearing is greatly enhanced for the Duration, granting them a +30 magical bonus to all Perception Rolls where hearing is at least partially involved.
2nd • Adroitness
Range: 3 m · Area of Effect: 1 target · Duration: 10 minutes per Level · Save: No Target creature gains a supernatural sense of balance and catlike reflexes, granting them a +30 bonus to all Acrobatics Skill Rolls for the Duration.
3rd • Dark Sight
Range: 3 m · Area of Effect: 1 target · Duration: 10 minutes per Level · Save: No Target creature can see up to 30 m in Dim Light (treating the first 15 m as if they were standing in Bright Light) and up to 3 m in Total Darkness for the Duration. +5 Weave: target can see up to 30 m in Total Darkness as if they were standing in Bright Light instead.
4th • Haste
Range: 3 m · Area of Effect: 1 target · Duration: 1 Round · Save: No For the Duration, target creature can take Full Round Actions as if they were Half Actions, and Half Actions as if they were Free Actions. When the Duration expires, the affected creature suffers a special -30 penalty to all Rolls for a number of Rounds equal to the amount of time spent under the effects of this Spell. +2 Weave: increase Duration by 1 Round. +3 Weave: add one target. +3 Weave: the target doesn't suffer any penalty when the Spell expires.
5th • Resist Pain
Range: 3 m · Area of Effect: 1 target · Duration: 1 minute per Level · Save: No For the Duration, the target gains a number of temporary Hit Points equal to one quarter of their Total Hit Points. This Spell can temporarily bring the target's Current HPs to a value higher than their Total HPs value. When this Spell expires, the target immediately loses a number of HPs equal to those gained with this Spell (note that this could bring their Current HPs below zero). +5 Weave:* increase temporary HPs by another quarter of the target's Total Hit Points.
6th • Mystical Breath
Range: 3 m · Area of Effect: 1 target · Duration: 10 minutes per Level · Save: No Target creature doesn't need to breathe for the Duration.
7th • Resist Poison
Range: 3 m · Area of Effect: 1 target · Duration: 10 minutes per Level · Save: No Target creature becomes immune to the effects of poison for the duration. This doesn't eliminate poisons from the target's body, it merely suppresses their effects as long as this spell is active.
8th • Strength Within
Range: 3 m · Area of Effect: 1 target · Duration: 1 Round · Save: No For the Duration, target creature gains a magical +30 bonus to their Brawn score, and doubles the Base Damage they inflict with their melee attacks. +2 Weave:* increase Duration by 1 Round.
9th • Eldritch Armor
Range: 3 m · Area of Effect: 1 target · Duration: 1 Round per Level · Save: No Target creature is surrounded by a radiant aura of eldritch light. For the duration, their bare skin protects them as a Light Armor with the Rigid Quality.
10th • Heart of Steel
* Range: 3 m · Area of Effect: 1 target · Duration: 1 minute per Level · Save: No The effects of the first Critical Strike target creature receives (including additional damage, blood loss, injuries, and even instant death) are delayed for the Duration. The Critical Strike is rolled normally but its effects are applied only when this Spell expires. No more than one Heart of Steel Spell can be active on a target at the same time.