Some Debuffs
Like many of NT Jedi's suggestions there!
Just thought to add some more examples for Buffs and Debuffs to those above-mentioned examples:
Cure Paralysis: Alteration 3, Air2, Fatigue 30-; removes 1d6(oe) Paralysis from one friendly target, more powerful mages can remove +1 point for each level of air above 2.
Fluid Joints: Alteration 5, Water3, Fatigue 50-, removes 1d6(oe) Paralysis from a small group of friendly units, more powerful mages can remove +1 point for each level of water above 3.
Sunburst: Conjuration 6, Fire4 Astral1, Fatigue 200-, calls for the warm rays of the sun upon the battlefield, clearing the skies, and thus has a chance (mage casting strength + d6oe vs. opposing mage casting strength + d6oe) of eliminating any any storms, mists, or rain currently active; in addition, it automatically casts "fanaticsm" once upon coming into effect.
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