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| New Spells by Josh Powell Biting Wood Casting Time: 1 Range: Touch Duration: 10 minutes per point of Bearing Weariness TN: 8 Method: Standard, Singing Cost: 1 Specialty: Wood Effect: With this spell, the caster causes a wooden object to become knotted, tough, and thorny. The caster has discretion to where these thorns appear, so he can continue to wield or hold the object. Any wooden object that is effected by this spell has an extra dice in its damage pool. Cleanse Land Casting Time: 5 minutes Range: 1 mile per point of Bearing Duration: Special Weariness TN: 12 Method: Standard, Singing Cost: 1 Specialty: Wood, Arda (Earth) Effect: By using this spell, a caster can replenish lands blighted and scorched by the Shadow. As Galadriel’s gift to Sam healed the Shire, a magician may also heal lands harmed by similar means. This spell does not cause plants to instantly spring up or does it allow people to grow plants in conditions where they normally would not thrive, but it can undo damage done by evil sources. Good successes on the Weariness roll cause food production and plant growth to increase by 25%. Excellent successes by 50%. Freeze Casting Time: 1 minute Range: 5 sq. feet for every point of Bearing Duration: Special, see text Weariness: 10 Method: Standard Cost: 1 Specialty: Water Effect: By using this spell, a magic-user is able to freeze a body of water by touching its surface with his hand or staff. The resulting ice is hard enough to walk on, or to block the passage of a ship. Once the spell is cast, the ice will begin to melt at a normal rate, or may be chipped and chiseled. See Unseen Casting Time: 2 Range: Self Duration: 1 minute per point of Bearing Weariness TN: 7 Method: Standard, Ability Cost: 1 Specialty: Spirits Effect: This spell allows the caster to see into the realm of the Unseen. This realm is a mirrored reflection of the physical world, but living creatures become mere shadows whereas those who are spiritually strong, such as magicians, high elves, or wraiths, become very bright. Wearing the One Ring automatically grants the wearer use of this spell. This spell operates much on the same level as Sense Power. Spirit Tongue Casting Time: 2 Range: Self Duration: 1 minute per point of Bearing Weariness TN: 7 Method: Standard, Ability Cost: 1 Specialty: Spirits Effect: Many various spiritual entities exist in Middle Earth; some benevolent, some malevolent, some residing within trees or mountains, and others wandering. Although few can speak in the tongue of Man or Elf, many whisper with words unheard by mortal ear. This spell grants the caster the ability to converse and understand nearby spiritual creatures. Wall of Thorns [Sorcery] Casting Time: 5 minutes Range: 5 yards per point of Bearing Duration: Special Weariness TN: 10 Method: Standard Cost: 1 Specialty: Wood Effect: By use of this dreadful spell, a caster is able to twist and mutilate a portion of woods into a deadly wall of black thorns and bramble. This wall is barely penetrable and is only passable after many minutes of attempting to clear a path. Good creatures will avoid the wall of thorns by all means and only poisonous or evil weeds will grow within its grasp. The spell, once cast, does not loose effect, but may be counter-spelled or negated by such spells as Cleanse Land. Also, with much care and replanting by Ents, Elves or other good people the wall of thorns may be replaced by regular foliage. Wizard’s Cloak Casting Time: 1 Range: Self Duration: 1 hour per point of Bearing Weariness TN: 8 Method: Standard Cost: 1 Specialty: None Effect: Using this spell, a magic-user is able to wrap himself in a mystical, unseen cloak. The cloak protects the caster from the elements, shielding him as a real cloak would against wind, rain, snow, and cold. This spell, however, does not give the caster immunity to harsh weather. It merely warms as a very well made physical cloak would. Traveling comfort is improved greatly when this spell is coupled with Rain-ward. <Back to Top <Back to Mechanics <Back to Main |