Grimoire: IQ 18 Spells

These are the spells for IQ 18 or higher:

14-HEX FIRE: (C) [Interplay] Similar to other Fire spells, but affects up to 14 connected hexes. Cost: 8 ST. Duration: 12 turns. Casting time: 1 turn.

14-HEX ILLUSION: (C) [Interplay] Creates an illusion of anything no larger than 14 hexes. Cost: 8 ST. Duration: 12 turns. Casting time: 1 turn.

14-HEX SHADOW: (C) [Interplay] Like other Shadow spells, but affects up to 14 continuous hexes. ST cost: 5 ST. Duration: 12 turns. Casting time: 1 turn.

14-HEX WALL: (C) [Interplay] Similar to Wall spells, but affects up to 14 connected hexes. ST cost: 9 ST. Duration: 12 turns, with a casting time of 1 turn.

BLIND: (T) [Interplay] Blinds the victim. Any attack made by the blinded subject is at -6 DX, any spell cast is at -3 DX. Victim does get a 4 dice saving throw against IQ before the spell takes effect. Spell cost is 5 ST, 1 to maintain. Spell casting time and duration are 1 turn each. Corruption points: 1.

DIAMOND FLESH: (T) [Interplay] Stops 10 hits of damage per attack. This spell literally makes the subjects skin as hard as diamonds–it can cut glass! Because of the rigidity of his skin, the subject is at -2 DX, and has his MA reduced to 2. Spell cost: 5 ST to cast and 1 to maintain. Spell duration: 1 turn. Casting time: 3 turns.

LIGHT RAY: (M) [Interplay] Does 1d+1 for every ST point put into the spell. The spell creates a very powerful beam of light, about 2 cm in diameter. Because it is so small, it can go through objects without destroying them–and it can kill more than one person. The maximum range for the spell is 10 MH for each ST point in the spell. Casting time and duration: 1 turn each.

PURIFICATION: (S) [S&W WhiteBox:Gothic] (T) Removes one point of corruption from the subject. Regardless of whether the subject is willing or not, they must make a saving roll of 3 dice against IQ. The spell is modified by -1 for each corruption point the subject has. If they succeed, the spell fails–even on a willing subject. The caster must also make a saving roll against IQ to avoid gaining 1 corruption point himself in the process. Cost to cast: 50 ST. Time to cast: 10 minutes, and can only be cast once per week.

TEMPORARY ENCHANTMENT: (T) [Interplay] Affects any weapon so that it is enchanted in 2 ways: First, it adds +1 DX to whomever uses it for every 3 ST used in casting. Second, the weapon is now capable of hitting anyone who is under the Astral Projection or Insubstantiality spells–but cannot be used against someone using Spell Shield or a Pentagram. Cost: 3 ST for each +1 DX, and 1 ST to maintain. Casting time: 1 turn.