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Gloranthan Spells
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*Bladesharp 2, 80metres range, confuses the target *Disruption 1,80 metres. Causing 1d3 dam to a random body location. *Farsee1, halves the distance to an object *Strength 1 adds +3 Str *Befuddle 2. Befuddles opponent *Healing 2, Heals 2 pts of damage. *Glue 1, 10cmx 10cm patch of glue as strong as casters POW *Glamour 2, 80 metres, increases App by 4 *Repair 1 Fixes 1d10 damage to object. *Dispel magic 2 80 metres, dispels spells up to 2 POW pts *Bladesharp 2, 80metres +10% attack skill, +2 damage *Detect enemies 1, 40metres, can be stopped by 3m stone *Protection 1,Adds 1pt of armour everywhere. *Speedart 1, +15% to missile skill, +3 damage *Multimisile 1, creates a magical arrow to appear after the previous one was fired. *Protection 2, Adds 2pts of armour everywhere. *Bladesharp 2, 80metres range, confuses the target *Fanaticism 1, increases attack by half, no parry though or protection magic *Detect Life 1. 40metres, can be stopped by 3m stone *Healing 2, Heals 2 pts of damage. *Countermagic 2,80 metres. Adds magical protection that stops offensive magic up to 2 points of POW *Demoralize 2, 80 metres. Demoralizes foe, softens up for the kill. *Mindspeech 2, Allows two people to be in mind to mind communication with the caster. A to B, and A to C. Not b and C though. *Light 1. 10m circle of light. Must be cast on an object
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