Hector's Might
R:Touch D: Diameter T: Individual
ReCo 20
By using this spell the caster is able to make the target a better fighter. This spell offers a bonus to the character's Single Weapon Ability, whether the character has it or not. The magic moves the character's body and limbs, and gives instincts and reactions as if the person had trained extensively in the Ability. Other versions exist which can provide a similar bonus to other combat Abilities.
As this involves complicated movements in a way that is often foreign to the wizard, they need to make a Per + Finesse roll, the degree of success determines the bonus:
Botch -The target suffers a botch on his next combat roll (a botch on defense can be fatal)
0-8 The spell provides no real bonus or penalty
9-11 +1 bonus
12-15 +3 bonus
16+ +5 bonus (the maximum bonus that can be applied)
Base 4 (control large scale movements), R +1, D +1, special effect +2
This is an ideal spell for your average combat encounter, and has the added bonus that it is low enough in level to prevent Warping. Other modifications would be to add 3 magnitudes and increase the Range to Voice and Target to Group so that you can effect the whole Turb of grogs travelling with you ("The Lions of Hector"). Warping would now occur though.
This effect can also be added to an enchanted weapon to give its wielder a similar bonus. The range would be Touch, and you would have to add Uses per day, and possibly Penetration for Magic Resistance of the wielder. Finally, +2 levels per bonus point, up to a maximum bonus of +5.
The bonus is the hardest part to figure in this spell. Initially I was going to simply have it be a +3, but still require a Finesse roll. I prefer the variable bonus now though.