Petty Magic (WFRP2 to WFRP3)

By Fresnel2, in WFRP House Rules

GLOWING LIGHT
Difficulty Modifier: None
Recharge Time: None
Action Check: Automatic
Power Points: 1
Requirements: An item to effect
Effect: You cause an item in your grasp to glow with the light of a lantern for one hour or until you let it go.


SOUNDS
Difficulty Modifier: None
Recharge Time: None
Action Check: Automatic
Power Points: 1
Requirements: None
Effect: You can create a phantom noise with this spell, with volume ranging from a whisper to a roar. You can choose the type of noise and the volume; the spell can reproduce any type of noise but speech. The noise can last for up to one round.

DROP
Difficulty Modifier: 1 Misfortune
Recharge Time: 2
Action Check: Spellcraft (Int) vs. Target Discipline (WP)
Power Points: 3
Requirements: Target within Medium range
Effect: Magical energy appropriate to your order crackles around an item in the Target’s hand.
1 Success: The pain and surprise causes the target to drop whatever he is holding.
3 Successes: As above and the target cannot pick the item up while this spell is recharging
2 Boons: The Target suffers 1 stress
2 Banes: Suffer 1 fatigue and 1 stress

MARSH LIGHTS
Difficulty Modifier: 1 Misfortune
Recharge Time: None
Action Check: Spellcraft (Int)
Power Points: 3
Requirements: None
Effect: You create the appearance of a number of distant lights that suggest torches or lanterns. The lights appear within Extreme range of you and can then be sent off in any direction. They naturally follow corridors or paths and do not need to be controlled or overseen in any way. You can control them more closely if desired, but only as long as they remain in line of sight. You can’t perform any other actions while controlling the lights. The lights travel between one and two range increments per turn (minimum of one). They last for one hour, and then gradually fade and vanish.
1 Success: You cast the spell
3 Boons: Recover 1 stress
1 Bane: Suffer 1 stress

SLEEP
Difficulty Modifier: 1 Misfortune
Recharge Time: 5
Action Check: Spellcraft (Int) vs. Target Discipline (WP)
Power Points: 3
Requirements: Target Engaged. 1 hand must be free or wielding an imbued item. If the if Melee Attack is trained add 1 Expertise to your dice pool.
Effect: This action is both a Spell and a Melee Attack. With a touch, magical energy appropriate to your order suffuses the body of the target rendering them unconscious while the spell is recharging. The touch does not need to find flesh - touching clothes, weapons or armor is sufficient. The target may Dodge, but Block and Parry are ineffective. Unconscious characters are considered to be helpless.
1 Success: You cast the spell, but the attack causes no damage
3 Successes: As above, but the attack does normal damage
3 Boons: Add 2 recharge tokens
2 Banes: Suffer 1 fatigue and 1 stress