Next, some combat rules...
Pulling Your Blows
A character can decide to pull his blow in order to not kill an opponent. He must declared that he is pulling his blow before rolling his attack. Pulling your blow has two effects. First, the attack is done with a -2 penalty. Second, the attack cannot bring an opponent below 0 HP (any points of damage that would bring the target below 0 HP are simply ignored).
Making regular attacks does not prevent pulling one’s blow on subsequent attacks and vice-versa. Even if the opponent had previously been hit by a character who pulled his blow, if it is later hit by regular attacks, it is in risk of dying as per the normal rules.
Pulling your blow is only possible with melee attacks as it is impossible to pull your blow on a ranged attack or with magic.
Alternatively, if Slayer Points are used (DS4 p.43), pulling your blow can be made after the attack has been rolled, but doing so costs one Slayer Point (this has the added benefit of not having to take a -2 on the attack roll and also allows for ranged attacks or offensive spells to pull their blows, which is normally against the rules).
Some spells to playtest as well...
(* is for targeted spells, ! is for mind affecting spells)
Acid Splash *
HEA — WIZ 10 SRC 10
Price: 460 GP
SM: +3
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 5 rounds
Effects: The Mage throws a glob of acid at the target. the spell damages the target on impact and for a number of rounds afterward equal to the caster’s IN for D20 defendable damage as the acid eats away at the target’s tissues. The target can take an action to wash away the acid. Doing so requires using all the water in a waterskin.
Animal Speech
HEA 1 WIZ 4 SRC —
Price: 10 G
SM: +0
Duration: Concentration
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell allows you to speak to animals as long as you concentrate on the spell. While being able to understand animals, the opposite isn't necessarily true. Animals tend to have simple thoughts and will understand basic needs, anything more complicated than that might require Communication checks.
Animate Weapons
HEA — WIZ 8 SRC 6
Price: 670 GP
SM: +0
Duration: Check result in rounds
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell animates a touched weapon. The animated weapon remains within IN meters of the Mage. the Mage can perform attacks using his animated weapon instead of any weapon he may be wielding. Attacks using an animated weapons are done rolling MND+IN+WB. Switching target before the animated weapon finishes it off requires the Mage to concentrate on his spell.
Awake
HEA 3 WIZ 5 SRC 6
Price: 80 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 100 rounds
Effects: The Mage instantly awakens any sleeping sleeping allies or make unconscious allies regain consciousness within an area with a radius of the caster’s Level in meters around him. The allies still have to get up from prone as per the normal rules, however, it will bring back allies with negative HP back to 1 HP as per the normal rules (DS4 p.40).
Bad Luck *
HEA — WIZ 4 SRC 1
Price: 20 GP
SM: -(MND+AU)/2 of the target
Duration: Instant
Distance: IN x 2 meters
Cooldown Period: 10 rounds
Effects: The Mage inflicts a small curse of bad luck on the target. The target’s next check will be considered to have rolled "20" (a fumble).
Bear’s Might
HEA 4 WIZ 4 SRC 4
Price: 320 GP
SM: -4
Duration: Check result/2 in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell increases the tagret’s power and vitality. The target’s BOD is increased by the caster’s IN/2.
Bleed *
HEA — WIZ — SRC 11
Price: 510 GP
SM: +4
Duration: IN in rounds
Distance: IN x5 meters
Cooldown Period: 100 rounds
Effects: The target of the spell, if already wounded, bleeds an amount of defendable damage equal to the caster’s IN for a number of rounds equal to the caster’s IN.
Targets without any blood, or which have not being previously wounded, cannot be affected by this spell.
Blizzard
HEA — WIZ 14 SRC 18
Price: 670 GP
SM: +3
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 round
Effects: The Mage creates a fluty of snow, engulfing anyone in a 90-degree arc within the range of the spell. This spell inflicts check result undefendable damage to all caught in the area of effect.
In addition, each targets will be magically frozen, either until IN combat rounds has passed or until it receives any further damage.
Call To Action
HEA 4 WIZ 7 SRC 7
Price: 115 GP
SM: +0
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 100 rounds
Effects: The Mage instantly gives up to IN/2 allies (including himself if he so choses) an action they must immediately use.
Candlelight
HEA 1 WIZ 1 SRC 3
Price: 10 GP
SM: +8
Duration: Check result/2 in hours
Distance: Touch
Cooldown Period: 100 rounds
Effects: This causes an inanimate object—such as a staff or a small concealable coin—to light up as brightly as a candle for the duration of the spell.
Cat’s Agility
HEA 4 WIZ 4 SRC 4
Price: 320 GP
SM: -4
Duration: Check result/2 in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell increases the tagret’s nimbleness and reflexes. The target’s MOB is increased by the caster’s IN/2.
Cat's Eyes
HEA — WIZ 5 SRC 1
Price: 20 GP
SM: +3
Duration: Check result in minutes
Distance: Touch
Cooldown Period: 10 rounds
Effects: This spell grants the target Night Vision. If the target already had Night Vision, it is granted Darkvision instead. This spell has no effect on target that already possess Darkvision.
Celerity
HEA — WIZ 9 SRC 13
Price: 290 GP
SM: -2
Duration: Check result/2 in rounds
Distance: Touch
Cooldown Period: 100 rounds
Effects: The Mage can greatly increase the target’s speed, hasting it. The target’s initiative, movement rate (in meters), and defense are all increased by 2 each. The target also gains an extra action each round, however, once the spell is over, the target ages 1 year.
Conflagration of Light *
HEA 20 WIZ — SRC —
Price: 3735 GP
SM: +3
Duration: Instant
Distance: IN x 10 meters
Cooldown Period: 10 rounds
Effects: This is the ultimate embodiment of the offensive light spells (Arrow of Light, Lance of Light, Pillar of Light). The caster selects an area, and a violent explosion of light and energy damages everyone within IN meters of that point, causing undefendable damage to Creatures of Darkness within that area of effect. In addition, Creatures of Darkness damaged by this spell are blinded (as per the spell
Blind) for D20 rounds.
Characters with the talent
Servant of Darkness can not use this spell.
Crash Landing
HEA — WIZ 11 SRC 11
Price: 455 GP
SM: -(BOD+AU)/2 of the target
Duration: Instant
Distance: IN x10 meters
Cooldown Period: 5 rounds
Effects: This spell suddenly lowers the altitude of a flying, levitating, or floating creature by a number of meters equal to up the check result. If the target hits the ground, it takes falling damage accordingly.
Create Mount
HEA — WIZ 8 SRC —
Price: 765 GP
SM: +0
Duration: IN in hours
Distance: IN meters
Cooldown Period: 10 rounds
Effects: This spell creates a mount for the Mage or an ally to ride. Its HP, MR, and DEF are all equal to 10 + the caster’s level and it’s MAT is the same as the caster’s.
Crushing Fist
HEA — WIZ 8 SRC 10
Price: 255 GP
SM: +0
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell is a stronger version of
Pushing Hand. This version of the spell creates a giant fist of energy instead of an opened hand. The Defense bonus increases to +6. Also, in addition of pushing an opponent, the opponent must succeed at a comparative BOD+TO check against the Mage's MND+AU check or take an amount of undefendable damage equal to the Mage's IN.
Deafens *
HEA 1 WIZ 5 SRC —
Price: 10 GP
SM: -(MOB+AU)/2 of the target
Duration: Check result in minutes
Distance: IN x5 meters
Cooldown Period: 5 rounds
Effects: A rippling beam of loud noises shoots forth from the Mage’s s hand and, with a successful dice roll, deafens its target. This spell effect is undefendable.
A deafen target has -8 on all checks for actions requiring hearing.
Earless creatures are not affectd by this spell, however creatures which uses sonar vision are blinded instead.
Detect Falsehood !
HEA 8 WIZ 9 SRC —
Price: 510 GP
SM: -(MND+AU)/2 of the target
Duration: Check result in minutes
Distance: IN meters
Cooldown Period: 24 hours
Effects: The caster knows if the target of this spells is speaking the truth. The caster hears a mental signal every time the target speaks a lie. This only works with deliberate lie. If the target tells a falsehood which he really believes to be true, the spell does not warn the caster.
Distract !
HEA 1 WIZ 5 SRC 3
Price: 10 GP
SM: -(MND+IN)/2 of the target
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 rounds
Effects: The target loses an action, meaning once it’s its turn to act, it can only perform one; a move or some other action.
Divination
HEA 5 WIZ — SRC —
Price: 820 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 24 hours
Effects: This spell grants a glimpse of insight into the caster’s possible future. The Mage asks a simple question relegating to the relative safety of an action he intends to perform or an area he intends to explore in the next IN hours. The spell answers with a mental image pertaining to the situation.
For example if the Mage asks about about examining an ancient tomb the GM knows to be cursed, the mage might get a mental of death and sickness. Another mage asks about exploring a cave which the GM knows to contain a troll guarding a large treasure hoard, the image might show a pile of riches with a large bloodied club blocking the way. A question relating to a completely safe mountain pass might show travellers merrily making their way safely through the pass. A question relating to a village the GM knows will soon be attacked by orcs might show a peaceful scene of the village’s daily life, but with shadowy forms watching from cover. And so on.
It is up to the characters to see how they interpret these images, the spell provides no further clues or information.
Earthquake
HEA — WIZ 10 SRC 14
Price: 325 GP
SM: +0
Duration: Check result in rounds
Distance: IN x10 meters
Cooldown Period: 100 rounds
Effects: The Mage causes the ground in a radius IN x2 meters somewhere within the range of the spell to shake violently. Anyone in this area of effect have their movement rate halved and must make a MOB+AG-2 check each round they are in the area of effect, or fall prone. Those falling prone must then make a MOB+DX check or drop any held items.
This spell can also damage structures, inflicting the Mage’s IN undefendable damage each round to walls in the area of effect. Using this spell underground can be risky.
Electric Spark *
HEA 14 WIZ 9 SRC 9
Price: 410 GP
SM: +3
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 rounds
Effects: This spell builds up electrostatic charges between two targets in range and no farther than IN meters from one another, inflicting check result electrical defendable damage on the both of them and to anyone else in a direct line between both target as this buildup cause an electrical discharge between the both of them.
Opponents in metal armor may not roll their defense against this damage.
Extraplanar Hideout
HEA 4 WIZ 8 SRC —
Price: 160 GP
SM: +0
Duration: Check result /2 in hours
Distance: IN meters
Cooldown Period: 24 hours
Effects: This spell creates a small dimensional pocket which can house the caster plus one ally per level. Large creatures count for 2 Normal ones, and Huge creatures count for 4 Normal ones. 2 Small creatures or 4 Tiny creatures can count as a single Normal one.
When closed, this dimensional pocket is completely isolated from the outside world and cannot be found or accessed unless the caster wills it. The entrance of this pocket can be up to 2 meters tall by IN/2 meters wide.
Fan Of Flames
HEA — WIZ 12 SRC 12
Price: 560 GP
SM: +3
Duration: Instant
Distance: IN/2 in meters
Cooldown Period: 10 rounds
Effects: The Mage puts his hands together, fanning them out, and letting a gout of flame hitting all in a 90-degree angle within range. This fan of flame causes check result undefendable damage to all caught in it’s area of effect.
Forget !
HEA 8 WIZ 9 SRC 10
Price: 510 GP
SM: -(MND+IN)/2 of the target
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 24 hours
Effects: The target of this spell forgets the last IN minutes of its life. The target will still remember its friends and foes and other important events, unless such things happened within the spawn of time this spell affects, this spell only affects the last minutes of the target’s life. Many mages often use this spell to take back a missed bluff or similar since taking back a physical assault proves to be much harder to explain to a target who suddenly finds himself covered in injuries…
Fox’s Wit
HEA 4 WIZ 4 SRC 4
Price: 320 GP
SM: -4
Duration: Check result/2 in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell increases the target’s cunning and intuition. The target’s MND is increased by the caster’s IN/2.
Good Luck*
HEA 4 WIZ 8 SRC —
Price: 380 GP
SM: -4
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 100 rounds
Effects: The Mage bolster’s the target’s luck, imbuing it with good fortune. The target’s next check will be considered to have rolled "1" (a Coup).
Great Messenger
HEA 12 WIZ 10 SRC 12
Price: 920 GP
SM: +0
Duration: Until message delivered
Distance: IN x10 kilometers
Cooldown Period: 24 hours
Effects: Causes a ghostly image of the caster to appear to up to IN x2 personally known entities within range and deliver a massage of IN x5 syllables.
Alternatively, the caster can chose to send the massage to a single entity, allowing the contacted entity to answer back with a message of the same length as the original message.
Guided Path
HEA 4 WIZ 6 SRC —
Price: 115 GP
SM: +0
Duration: IN x5 minutes
Distance: Self
Cooldown Period: 100 rounds
Effects: They spell will show the caster either the fastest path to his destination, or the safest path, his choice at the moment of casting. The required path will sparkle to the Mage’s eyes. The type of path demanded cannot be changed without a new casting of the spell.
Illusory Doubles
HEA — WIZ 8 SRC 8
Price: 255 GP
SM: -2
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell creates caster level/5 (rounded up) illusory doubles of the Mage. The Mage must note which one is the real him and which are an illusion. The illusory doubles must stay within IN/2 meters of the Mage. Illusory doubles cannot attack (although they can be made to look like attacks originated from them to complete the illusion), they have a defense of the Mage’s MOB+AG without any other bonuses, and have only 1 Hit Point.
Know Language !
HEA 2 WIZ 3 SRC 6
Price: 75 GP
SM: -2
Duration: IN x2 rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: The Mage can understand people who are speaking in another language. If the Mage also touches a person speaking another language or an inscription in another language, he can make himself understood by the person he’s speaking with or read the language inscribed on the touched object.
Magic Shelter
HEA — WIZ 7 SRC —
Price: 620 GP
SM: +0
Duration: Check result/2 in hours
Distance: IN meters
Cooldown Period: D20 days
Effects: This spell creates a magical shelter up to IN meters wide x IN meters deep x IN/2 meters high which will provide protection from the elements. The shelter has one entrance with a door and can have up to the caster’s IN x2 additional features and improvements (rooms, furniture, fireplaces, windows, additional entrances, stairs to upper floors, being camouflaged to blend in with the surroundings, the ability to bar doors and windows from the inside, etc.).
The temperature inside the shelter is milder than the temperature outside by up to 5 degrees Celcius per point of the caster’s IN (warmer if it’s cold outside, cooler if it’s hot outside). Characters can always take action to make the interior more comfortable (such as starting a fire in the fireplace).
The sturdiness of the shelter depends on the caster’s level as per the following table (see DS4 p.81);
Caster Level---Doors------Walls
1-10---------Normal-----Clay wall
11-14--------Normal-----Framework
15-18--------Reinforced--Timber wall
19+----------Reinforced--Stone wall
Mind Probe !
HEA 8 WIZ 10 SRC 9
Price: 510 GP
SM: -(MND+IN)/2 of the target
Duration: Check result in rounds
Distance: IN meters
Cooldown Period: 100 rounds
Effects: The Mage can see the chaotic jumbles of the target’s surface thoughts. During the duration of the spell, the Mage can concentrate to find specific thoughts or memories at a rate of 1 per round.
Poison Darts *
HEA — WIZ 8 SRC 7
Price: 310 GP
SM: +0
Duration: Instant
Distance: IN meters
Cooldown Period: 10 rounds
Effects: The Mage fires small steel darts coated in poison at the target. The darts disappear as soon as they hit the target, injecting it’s poison into the target’s system. The target takes IN/2 undefendable damage for D20 rounds.
Pushing Hand
HEA — WIZ 5 SRC 7
Price: 150 GP
SM: +0
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: This spell creates a magical giant open hand made of magical energy that interposes itself between the Mage and incoming attacks. This increases the Mage's Defense by 4 points. Also, once per round, the Mage can command the pushing hand to push an opponent, no larger than Large size up to IN/2 meters away from the Mage.
Rainbow Beam
HEA — WIZ 15 SRC 15
Price: 1120 GP
SM: -(MOB+AU)/2 of each target
Duration: Instant
Distance: IN meters
Cooldown Period: 100 rounds
Effects: This spells causes a multicoloured beam of light to strike every creature in the 90-degrees arc in which the Mage aims the spell. For each target caught in the spell, roll a D20 to determine which coloured beam hit it and its effects.
D20----Color------Effect
1-2----Green------Poison; IN undefendable damage each round for check result rounds
3-5----Red--------2x check result fire undefendable damage
6-7----Orange-----As Paralyze spells for check result x2 rounds
8-10---Yellow------2x check result lightning defendable damage, targets in metal armor cannot defend against this damage.
11-12--Indigo------As
Confusion spell for check result x2 rounds
13-15--Blue-------2x check result ice undefendable damage, plus targets are magically frozen as per
Paralyze for 1 round or until they take further damage.
16-17--Violet------Teleported IN kilometres away in random direction
18-20--Struck by 2--Re-roll again twice ignoring any results of 18+
Recover
HEA 4 WIZ — SRC —
Price: 230 GP
SM: +0
Duration: Instant
Distance: Radius of IN x2 meters
Cooldown Period: 100 rounds
Effects: This spell boosts the natural healing capacities of targets within the area of effect. They gain a bonus equal to the caster’s IN on their natural healing checks after a good night of uninterrupted sleep or they recover an amount of Hit Points equal to the caster’s IN/2 when catching their breath after combat, depending on whether the spell was cast before they went to sleep of right after combat.
Regeneration
HEA 14 WIZ — SRC —
Price: 465 GP
SM: +0
Duration: Check result in rounds
Distance: Touch
Cooldown Period: 24 hours
Effects: This spell regenerates the target, healing it an amount of HP equal to the Mage’s AU each round. Severed fingers, toes, ears, noses can be regrown in 3 rounds, severed hands or feet in 5 rounds, and severed arms or legs in 7 rounds, all regardless of time elapsed since the limb was severed. A severed head cannot be regrown since the target will already be dead. If the target dies while the spell is in effect, the regeneration stops.
Reincarnation
HEA 8 WIZ — SRC —
Price: 510 GP
SM: +0
Duration: Instant
Distance: Touch
Cooldown Period: 24 hours
Effects: This spell brings back the target to life regardless of the period of time it was dead, but it comes back as randomly determined race, with randomly determined gender, and a new identity. The target must change its racial abilities as appropriate (but not its racial bonus) and still loses 1 BOD. As this spell creates a new body, no Restoration is necessary but Reincarnation still requires a part of the old body (no smaller than a finger).
D20----Race
1-6----Dwarf
7-12---Elf
13-18--Human
19-20--Other (at GM’s discretion)
(Note: this table can be changed as needed if the campaign uses more than the 3 standard races.)
Repair
HEA 1 WIZ 4 SRC —
Price: 10 GP
SM: +0
Duration: Instant
Distance: Touch
Cooldown Period: 24 hours
Effects: This spell allows the Mage to make minor repairs and mend broken items which total weight does not exceed his level in kilograms. Completely destroyed items are beyond the scope of this spell. A broken enchanted item does not retain its enchantment with the use of this spell and will have to be re-enchanted.
Resist Elements
HEA 2 WIZ 6 SRC 6
Price: 90 GP
SM: +0
Duration: Check result in minutes
Distance: Touch
Cooldown Period: 100 rounds
Effects: This spell grants the target some protection against all elemental damage (lightning, fire, ice, etc.). This spell will increase the targets’s defense by 2 against elemental damage, in addition, the target will also absorb an amount of elemental damage equal to the spell casting check result.
Reveal Traps
HEA 2 WIZ 6 SRC —
Price: 45 GP
SM: +0
Duration: Check result in rounds
Distance: Self
Cooldown Period: 100 rounds
Effects: During this spell's duration, all traps within IN x 5 meters from the Mage are automatically revealed to him. The Mage must have a line of sight with the trap in question. While this spell will bypass the Masking Value of a trap, it will not reveal a trap on the other side of a wall or behind a door nor will it reveal the nature of a trap and how to bypass or dismantle it.
Rot *
HEA 4 WIZ 6 SRC 7
Price: 115 GP
SM: -WB of the weapon or -AV of the armor
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 10 rounds
Effects: Non-magical wooden weapons and armors rot away and crumble if successfully hit by this spell.
Shadow Conflagration *
HEA — WIZ — SRC 20
Price: 3735 GP
SM: +3
Duration: Instant
Distance: IN x 10 meters
Cooldown Period: 10 rounds
Effects: This is the ultimate embodiment of the offensive shadow spells (Shadow Arrow, Shadow Lance, Shadow Pillar). The caster selects an area, and a violent explosion of darkness and energy damages everyone within IN meters of that point, causing undefendable damage to Creatures of Light within that area of effect. In addition, Creatures of Light damaged by this spell are slowed (as per the spell
Slow) for D20 rounds.
Characters with the talent
Servant of Light can not use this spell.
Shadow Jump
HEA — WIZ 10 SRC 8
Price: 360 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 10 rounds
Effects: The caster can step in a patch of shadow large enough to encompass his whole body and can come out of another large enough patch of shadow within line of sight which is within IN x2 meters of the caster.
Shocking Weapon *
HEA 4 WIZ 4 SRC —
Price: 160 GP
SM: +0
Duration: Check result in round
Distance: IN x 2 meters
Cooldown Period: 100 rounds
Effects: The targeted metal weapon is surging with electrical energy and lightning can be seen coursing on its surface. For the duration of the spell, the WB of the weapon is increased by 1 and its damage is considered magical.
When rolling a Coup while attacking, an arc of electricity surges from the struck opponent and strikes the closest opponent within the caster's IN x2 meters of the original target (allowing you a new attack roll on the new target). This arcing only happens once, even if a Coup is rolled on the new target or if all damage from the Coup on the original target was defended against.
Shocking Weapon may not be used in combination with Arctic Weapon or Scorching Blade, and the reverse is also true.
Sinister Tentacles
HEA — WIZ 14 SRC 12
Price: 1120 GP
SM: -4
Duration: Check result in rounds
Distance: IN x2 in meters
Cooldown Period: 100 rounds
Effects: This spell creates IN tentacles that the caster can place as he sees fit in an area of IN/2 meters radius within the spell’s range. Each tentacles’s Combat Values are the caster’s IN+10 except Hit Points which are twice that because of their large size, and their MR which is 0. They also have the entangle monster special ability. The tentacles are indiscriminate and will attack anyone within their reach.
Entangle: A melee attack Coup holds the target if it is 1+ size categories smaller. The target suffers ST hit points defendable damage each round, cannot move and suffers a penalty of 2 on all checks per size category difference.
Escaping: Target rolls comparative check with MOB+ST against the entangler's BOD+ST.
Slide *
HEA 2 WIZ 4 SRC 5
Price: 45 GP
SM: -(MOB+AU)/2 of the target
Duration: Instant
Distance: IN x5 meters
Cooldown Period: 10 rounds
Effects: This spell slides the target on the ground, either directly toward or away from the caster up to IN/2 meters. The target remains standing upright, unless the ground is uneven, heavily sloped, or littered with debris, at the GM’s discretion, and even then, the target will be allowed a MOB+AG+4 check to remain standing up.
Slipperiness
HEA 9 WIZ 7 SRC 6
Price: 320 GP
SM: +0
Duration: Check result in rounds
Distance: IN x5 meters
Cooldown Period: 100 rounds
Effects: A targeted area with a radius of the caster’s IN meters within reach becomes coated with a slippery substance forcing anyone standing there at the time this area appears, and every time they attempt to take an action, move (at half their MR) in or through the area, or to stand up, they are forced to succeed at a MOB+AG check to avoid falling prone.
Alternatively, this spell could be target on an held object, forcing the holder to succeed at a BOD+ST check to keep hold of the item each round, or on a creature, giving it a bonus equal to the caster’s IN on any rolls made to escape grapples, holds, and entanglement each round.
Strikeback
HEA 2 WIZ 1 SRC 2
Price: 10 GP
SM: -(BOD+AU)/2 of the target
Duration: IN rounds or until attack is made
Distance: IN meters
Cooldown Period: 100 rounds
Effects: This spell causes a wooden hafted two-handed weapon (such as an axe or halberd) to twist back and strikes it’s wielder when attacking. The opponent will have no indication that there is something wrong with his weapon. Anytime during the duration of this spell, the first attack the opponent will make in melee with his weapon will be made against himself, after which point, the weapon will function normally.
Tree Gate
HEA 12 WIZ — SRC —
Price: 550 GP
SM: +0
Duration: Instant
Distance: Self
Cooldown Period: 10 rounds
Effects: The caster can step in a tree large enough to encompass his whole body and can come out of another large enough tree within line of sight and which is within IN x2 meters of the caster.
Druids can come out of another tree large enough and which is within line of sight and within IN x5 meters.
Tremor
HEA — WIZ 6 SRC 10
Price: 185 GP
SM: +0
Duration: Check result in rounds
Distance: IN x10 meters
Cooldown Period: 100 rounds
Effects: The Mage causes the ground in a radius IN x2 meters somewhere within the range of the spell to shake with minor tremors. Anyone in this area of effect must make a MOB+AG check each round they are in the area of effect, or fall prone.
Twirling Blades
HEA 6 WIZ — SRC —
Price: 260 GP
SM: -2
Duration: IN/2 in minutes
Distance: IN x2 meters
Cooldown Period: 100 rounds
Effects: The caster creates a wall of twirling blades which extends to at most 1 meter x IN meters x IN meters. Being located where the wall of twirling blades appears or those who try to jump through it suffer D20 defendable damage.
Alternatively, instead of creating a stationary wall, the caster can surround himself with a ring of blades which will follow him around and inflict D20 defendable damage to anyone who comes within 1 meter of him.
Vampirism *
HEA — WIZ 8 SRC 6
Price: 185 GP
SM: + 3
Duration: Instant
Distance: IN in meters
Cooldown Period: 10 rounds
Effects: This spell drains energy from a target, damaging it and healing the caster by a same amount of HP. This spell does not functions on Undead creatures.
Walk On Air
HEA 10 WIZ 6 SRC 6
Price: 260 GP
SM: +0
Duration: Check result x 2 rounds
Distance: Touch
Cooldown Period: 10 rounds
Effects: The target can walk on air as if it were a solid horizontal surface. While it is possible for the target to change altitude, it must make Climb or Jump checks, as per the usual rules, in order to do so.
Wall Of Iron
HEA — WIZ 14 SRC 18
Price: 1315 GP
SM: -2
Duration: Check result in hours
Distance: IN x2 meters
Cooldown Period: 24 hours
Effects: The mage creates a metal wall of up to 1 meter x IN meters x IN meters proportions.
The metal wall must be on solid ground and has a defense equal to five times the Mage’s level if someone wants to penetrate it by force. Each and every cubic meter of the Wall of Iron has HP equal to twice the caster’s level.
Wall Of Mud
HEA 12 WIZ 6 SRC 10
Price: 520 GP
SM: -2
Duration: Instant
Distance: IN x2 meters
Cooldown Period: 24 hours
Effects: The mage creates a permanent mud wall of up to 1 meter x IN meters x IN meters proportions.
The mud wall must be on solid ground and has a defense equal to the Mage’s level if someone wants to penetrate it by force. Each and every cubic meter of the Wall of Iron has HP equal to half the caster’s level.
Druids can instead create a wall of thorns and Necromancers can instead create a wall of bones. Both function the same as a
Wall Of Mud with one notable exception; it inflicts IN defendable damage to anyone traversing the wall.
Wind Whispers
HEA 5 WIZ 2 SRC 5
Price: 150 GP
SM: +0
Duration: Until message delivered (up to IN in hours)
Distance: IN x 2 kilometers
Cooldown Period: 24 hours
Effects: The Mage can prepare the spell to bear a message of up to IN x 2 (on just IN?) syllables , cause the spell to deliver other sounds for 1 round, or merely have the spell seem to be a faint stirring of the air to a designated spot. The spell travels to a specific location within range that is familiar to the caster, provided that it can find a way to the location (it can’t pass through walls, for instance). The whisper is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound if/when someone is present.
Note that when the duration is reached, the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. The Mage can likewise cause the spell to move as slowly as 1 kilometer per hour or as quickly as 1 kilometer per 10 minutes. When the spell reaches its objective, it swirls and remains until the message is delivered.
Word Of Power !
HEA 4 WIZ 10 SRC 8
Price: 205 GP
SM: -(MND+IN)/2 of the target
Duration: IN/2 rounds
Distance: IN meters
Cooldown Period: 100 rounds
Effects: The Mage gives a one-word command (worded as a verb) which the target must follows to the best of its abilities until it has either completed the order in question or for the spell’s duration whichever comes first.
If the order is suicidal or otherwise harmful (such as the command "drown" while in or near water, "sleep" in the middle of combat, or "run" when the target if facing a know trap of a cliff), the spell takes another -4 penalty to it’s SM and the target is allowed an MND+IN check each round to break the spell (note that the command "die" simply forces the target to merely pretend it’s dead…).
Last edited June 11, 2015 2:25 am