@@ -67,6 +67,46 @@ A good witch leaves no part of her prey unused.
\showSpells{Life1}
\spell{Forest Crown}% Name
{}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{\roll{Strength}{Athletics}}% Resist with
{The target hears how good they would look with antlers, and antlers start to grow.
They grant +1 to Damage while using the Brawl Skill}% Description
{
The antlers will stop the target wearing a helmet, so they cannot wear Complete armour.
The antlers shed over any cold season.}
\spell{Slashers}% Name
{}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{\roll{Strength}{Athletics}}% Resist with
{The caster makes accusations of vile language, and the target grows needle-sharp claws.
They grant +1 Damage when using Brawl, but inflict a -1 penalty to using weapons or other tools}% Description
{
The claws grow out naturally, or can be cut off at any time.}
\spell{Tweak}% Name
{}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{target's \glspl{hp}}% Resist with
{The caster lists how the target looks like a different race, and their features begin to shift to match}% Description
{The target must have Attributes within the racial maximums and minimums of the target race, so a human with Strength +1 could become an elf, but Strength +3 would stop them looking remotely elf-like.
The spell lasts until the target makes use of any characteristic of their own race.
For humans, this means their ability to walk long-distances, and for gnomes it means trying to focus on anything.}
\spell{Regeneration}% Name
{detailed}% Enhancements
{Wax}% Action
{Earth, Water}% Spheres
{current lost \glspl{hp} + 7}% Resist with
{The caster gathers tiny gifts for the target, and they begin to regenerate Damage faster, recuperating an extra \arabic{spellCost}\glspl{hp} each week.}% Description
{During this time, the target's appetite grows substantially, and they need an extra \arabic{spellCost} meals every day to keep the spell going.}
\pic{Roch_Hercka/polymorph}
\subsection{Mind}
...
...
@@ -147,6 +187,44 @@ A good witch leaves no part of her prey unused.
\showSpells{Life2}
\spell{Breaths in the Air}% Name
{distant}% Enhancements
{Witness}% Action
{Earth, Water}% Spheres
{target's strangeness}% Resist with
{Focussing on the air, and sniffing the wind, the caster asks politely if it will say whether or not some creature sits around \spellRange\ away}% Description
{Other humanoids are \tn[7] to detect, beasts are \tn[9], and stranger creatures present a greater challange.}
\spell{Herd Protection}% Name
{duplicated, distant}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{current \glspl{hp}}% Resist with
{The caster yells warnings, and the targets gain \gls{dr}~\arabic{spellCost} as their skin becomes thick}% Description
{Unfortunately, the tough hide feels heavy, and effectively counts as an item with \pgls{weight} of \arabic{spellCost}.
The hide usually comes with fur, and protects against the cold as well as Damage.
When the spell combines with others, to boost the target's Strength and grant claws, they eventually look just like a regular bear.
The strange skin fades to normal once the target takes Damage and heals.}
\spell{Crowded Limbs}% Name
{duplicated, detailed}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{\glspl{hp}}% Resist with
{The caster demands the targets steal, grab, and snatch, and their hands deform into \arabic{spellCost} tentacles.
The tentacles grant +\arabic{spellCost} to Brawl, but inflict a -\arabic{spellCost} penalty to using tools}% Description
{
If the tentacles ever receive \arabic{spellCost} Damage or more, they begin to revert to normal limbs.}
\spell{Regeneration}% Name
{detailed}% Enhancements
{Wax}% Action
{Earth, Water}% Spheres
{current lost \glspl{hp} + 7}% Resist with
{The caster gathers tiny gifts for the target, and they begin to regenerate Damage faster, recuperating an extra \arabic{spellCost}\glspl{hp} each week.}% Description
{During this time, the target's appetite grows substantially, and they need an extra \arabic{spellCost} meals every day to keep the spell going.}