Offensive Spells

Sharp Sword Armor Piercing (+1/4) for up to 30 Active Points of Melee Weapons, Time Limit (1 Turn; +1/2) (10 Active Points); The weapon must known to the Caster Power loses about two-thirds of its effectiveness (-1 1/2), Extra Time (Delayed Phase, -1/4)

Real Point Cost END
4 2

Make Room Really Hot (alternate 1) (Total: 56 Active Cost, 37 Real Cost) Change Environment (+4 Temperature Level Adjustment), Personal Immunity (+1/4) (15 Active Points); Costs END To Maintain (Full END Cost; -1/2) (Real Cost: 10) plus Blast 3d6, Personal Immunity (+1/4), Area Of Effect (6m Radius; +1/2), Constant (+1/2), Armor Piercing (x2; +1/2) (41 Active Points); Costs END To Maintain (Full END Cost; -1/2) (Real Cost: 27)

Real Point Cost END
37 11

Make Room Really Hot (alternate 2) (Total: 62 Active Cost, 42 Real Cost) Change Environment (+2 Temperature Level Adjustment), Personal Immunity (+1/4) (7 Active Points); Costs END To Maintain (Full END Cost; -1/2) (Real Cost: 5) plus Blast 4d6, Personal Immunity (+1/4), Area Of Effect (6m Radius; +1/2), Constant (+1/2), Armor Piercing (x2; +1/2) (55 Active Points); Costs END To Maintain (Full END Cost; -1/2) (Real Cost: 37) 

Real Point Cost END
42 12

Offensive Spells

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