Magic

Creating Mages

Arduin2 Magic is divided into eight different fields (7 specialties plus `Common' magic). Mages are divided into three categories: Pure Mages who concentrate on one field, Hybrid mages who study two fields and Combat Mages who learn one field and are also skilled in physical combat. All three types of mages can cast `Common' spells:

 

Type

Spell list access

Highest Spell Castable

Spell Points

Pure

1 Specialty + Common

Level*3

Int+5*level

Hybrid

2 Specialty + Common

Level*2

Int+5*level

Combat Mage

1 Specialty + Common

Level*2

Int+3*Level

Holy Mage

1 Specialty + Common

Level*2

Int+3*Level

Mages have Spell Points to power spells. All spells cost 1 Spell Point/level to cast and the Mage's Spell Point reserve recovers fully every 24 hours (pro-rated).

Specialties

Specialty

Stat Mins

Primary Skills

Comments

Battlemage

Int 15 Dex 15

Magic, Tactics

Combat Mage/Holy Mage only

Elementalist

Int 20

Magic, Weather Prediction

 

Healer

Int 15

Magic, Paramedics

 

Illusionist

Int 20

Disguise, Magic, Mimicry

 

Mentalist

Int 18 Ego 18

Conversation, Magic, Persuasion

 

Nightblade

Dex 18 Int 18

Magic, Shadowing, Stealth

 

Sorcerer

Int 20

Interrogation, Magic

NPC only

Hybrid mages must satisfy the Stat Min. for both specialties they study. Combat mages must satisfy the Stat Min. for their specialty and have Str and Dex of at least 15.

Hybrids choose skills from the union of the skills listed for both of their specialties. Combat Mages choose skills from the union of their specialty and the Rogue skill lists.

 

Star Powered Mages

Some characters are born star-powered mages. They are easily identified by a small, gem-like protrusion on their foreheads. The gems are beautiful, but they turn to dust if the character dies. For non-sorcerers the gem is just a pleasant ornament. Mages can use their gem to channel cosmic power in two different ways:

Name

Effect

Chance of failure

Overcasting

Increases caster's level for purposes of determining spell effect

2%/additional level

Mana Channeling

Decreases spell end needed to cast a spell (minimum cost of 1)

1%/2pts of end cost reduction (round up)

Note: Overcasting allows the caster to cast a more potent version of a spell he/she can normally cast. It does NOT allow casting spells that would normally be too high-leveled for the caster.

When using either of these abilities the caster must make a power-check. If the character fails, he suffers a power surge of 1d6 NND does body per percent chance of failure. If there is no failure, check for fumbles as usual.

Example: Elmidge Star-born the Elementalist casts a fireball. He is 8th level, so he'd normally do 14d6 in a 4"radius. He wants to get a whole squad of Orcs, so he Overcasts 3 levels to boost the radius up to 6" (and the damage to 17d6). In addition he decides he only wants to spend 9 End, instead of the usual 15. Altogether he has a 9% chance of failure (01-09 on d100). If he fails, he'll suffer 9d6 NND does body. If that doesn't get him the Orcs will.

 

Natural Mages

Some characters are born natural mages. They have the following advantages:

 

Spell Fumbles

If the Mage fails to make the skill check he must roll on the Sorcery Fumble Table, rolling 3d6+(Spell Level/5)

Adjusted Roll

Result

up to 10

No Effect, No End Cost

11-12

No Effect, Full End Cost

13-14

No Effect, x(d4+1) End Cost

15-16

(if spell doesn't target self) Target Self, Automatic Hit

(else) Target nearest enemy, Automatic Hit

17

Stun Self

18

Mana Flare. Flash self d3 phases.

19

Mana Ground, Lose all Spell End

20

Mana Surge. Spell Fails, Gain d100 End (only up to normal max)

21

Whimsical Side Effect.

22

Whimsical Effect

23

Breach Dimensional Barrier: d6 Mephits summoned

24

Breach Dimensional Barrier: d3 Major Elementals summoned

25

Breach Dimensional Barrier: d3 Type d6 Demons summoned

26+

Mana Vortex!

Accidentally summoned creatures appear at a random point between the spellcaster and the target. They are hostile and attack the closest being.

A Mana Vortex is a swirling multi-colored ball of pure mana. It appears at a random point between the spellcaster and the target. When created Vortices contain (Spell Level) mana. Everyone in the same hex as the Vortex takes (Mana)/3 d6 NND Does body every segment. It also transfers (Mana)/3 pts of Mana from any Mages in the hex to itself. At the end of every segment roll a d10 to see what the vortex does:

1-5

Move 2d6" in random direction

6-9

Move 2d6" towards largest mana source within (Mana)"

0

Explode in a (Mana)d6 explosion

Spell descriptions:

NoEnc: Spell cannot be cast if the caster is encumbered.

Effect: The caster may use this spell freely for a length of time with no additional mana (End) cost.

Duration: The results of the spell stay around this long.

Summoning

Several spell lists summon/create creatures. Here are the general summoning rules:

Summoned creatures arrive in a hex adjacent to the caster.

Summoned creatures arrive stunned.

When summoned creature becomes unstunned there is a zero-phase contest of wills (Ego roll vs. ego roll). All failures are considered equal.

 

Result

Creature reaction

To Dispell

Monster wins

Hostile. Attacks caster fanatically until dispelled/killed

Caster must make ranged magic to-hit roll and win a contest of wills (this is an attack action)

Tie

Creature blows phase. Will initiate new contest next phase. Caster may initiate a new contest (1/2 phase attack action)

Caster must make ranged magic to-hit roll and win a contest of wills (this is an attack action)

Caster Wins

Creature will follow orders until stunned/takes body, then departs. Caster may initiate another contest of wills (1/2 phase attack action)

Caster must take 1/2 phase

Caster Wins by 3+

Creature will follow orders until killed.

Caster must take 1/2 phase

 

Summoned creatures return to their plane of origin when they reach 0 body or are dispelled.

 

Common Spells

1) Light: A blue-white glow fills the area. Can be cast on an area or an object.

Change Environ, 2hex radius, Illuminate, 1 Hour Duration, G&I, NoEnc

2) Comprehend Languages: The caster can understand any spoken language (no speaking or reading)

Universal Translator, no speaking, 5 min. duration, Gestures

3) Magic Missile: Blue-white energy ball(s) zip(s) from the caster to the target(s).

(1+Level)/3 attacks, each is 2d6 RKA, NRM, +(3+Level) OCV, No KB, G&I, NoEnc

4) Detect Magic: The caster's eyes sparkle and all active spells and magical beings are revealed to him.

Detect Magic, at Range, 1 Turn Duration, G&I, NoEnc

5) Identify: The caster gets an Int roll for each feature of a magic item.

Detect Magic, Discriminatory, 1 minute to cast, Concentrate: 0 DCV, No Rng, G&I, No Enc

6) Blur: Caster's image appears blurred, making him difficult to hit.

+3 DCV levels, Does not add with Rings, Cloaks, Defenders. 3*(Level+3)segment duration, G&I, No Enc

7) Detect Invisible: The caster's eyes sparkle and invisible things seem to have glowing auras to him.

Sense Invisible Objects, Discriminatory, @ Range, Targeting, 1 Minute Duration, G&I, No Enc

8) Rodrigo's Life Detector: The caster's eyes glow green and he can sense life force in his general area.

Sense Living Beings at Range, 1 Minute Duration, G&I, No Enc

10) Water Breathing: Life Support: Underwater Breathing, Usable by Others, 5 Minute Duration, Gestures

12) Clairvoyance: You have to look with better eyes than that

Clairsentience, Visual group, Max Rng=Level*5", Dur=Level*6seg, creates visible `eyes' at target (per at -5 to detect), G&I

15) Dispel: Poof! A mage's spell goes away.

Roll (Your Level)-(Opponent's Level)+11 or less to dispell/cancel spell (doesn't work vs channelers/holy warriors)

18) Tongues: Universal Translator, 5 Minute Duration, Gestures

20) Hargalon's Heightened Senses: +5 to Per rolls, Targeting Hearing, G&I, No Enc, 5 Minute Duration

22) Detect Scrye: Int roll to detect Clairvoyance, X-Ray Vision, etc., within (Level)". Not targeting. (2*Level) hour Duration, G&I

24) Sholnon's Spy: Clairvoyance, Hearing Group, Follows target, 1 Hour Duration, Invisible Effects

25) Crimson Bands: Crimson bands of magical energy trap everyone within the area.

4d6 Entangle, AOE 5" Radius, G&I, No Enc

28) Telekinesis: A large, ghostly hand does the caster's bidding.

50 Str Telekinesis, 1 Turn Duration, Gestures, No Enc

29) Merlin's True Seeing: X-Ray Vision + Sense Invisible Objects, Discriminatory, @ Range, Targeting, +30 Int vs. Images, 1 Minute Duration, Gestures

30) Tandoora's Teleport: 1000" Teleport to any fixed previously visited location, G&I, No Enc

32) Translation Zone: Universal Translator 17-, Usable by others, AOE (Level)"R, Duration (Level) Hours, G&I, No Enc

 

Battlemage Spell List

 

1) Combat Awareness I

Caster takes no multiple attacker penalties for 1 round. Incantations

2) Magic Alarm

Caster is aware of any spell cast within (5*Level)". Make int roll to identify known spell. Duration: 1 min. G&I

3) Bladesharp I

Caster is +1 OCV, +1 Damage Class with 1 weapon for 1 turn. Incantations

4) Spell Shield

Caster us +5 DCV vs directed spells. 1 rnd duration. G&I

5) Blink

Teleport (3+Level) inches, must be at least 1ftx1ft open path. Incantations

6) Missile Ward I

Caster is +3 DCV vs Missile/Thrown weapons. Incantations

7) Call Armor

Caster's unworn armor within (Level)" instantly transported onto caster. G&I

8) Parry, oh Parry

Caster suffers no multiple parry penalties and can continue to parry even after failing a parry. Duration: 6 segs, G&I

9) Spell Warp

All spells targeting caster or area caster is in are +5 to fumble. All caster's spells are +5 to fumble. Duration: 1 turn. G&I

10) Haste

(2+Level/2)d6" Running aid, -5"/rnd. Incantations

11) Combat Awareness II

Caster takes no multiple attacker penalties, has combat sense and is only -1 for additional parries for 1 rnd. Incantations

12) Power Drain

Drains (Level)d6 points of Magical End @ Range, +(Level/2) OCV. G&I

13) Bladesharp II

Caster is +2 OCV, +2 Damage Classes with 1 weapon for 1 turn. Incantations

14) Phase: Caster flickers in and out of existence

Caster rolls (Dex Roll)-(Amount hit by) to ignore damage from any attack. 1 round duration, G&I

15) Freedom

Teleport (1+Level) inches, must be at least 1ftx1ft open path. Duration: 1 minute. Incantations

16) Missile Ward II

Either caster or everyone in (Level)" moving radius around caster (decide when casting) is +5 DCV vs thrown and missile weapons. Incantations.

18) Shadowblade

Caster's next HTH attack ignores focussed armor and cannot be parried. 1 round duration, G&I

20) Bladestorm

Caster's Next HTH attack is autofire, max shots=5, no additional end cost. 1 round duration, G&I

20) Battlefury

Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.

25) Bladesharp III

Caster is +3 OCV, +3 Damage Classes with 1 weapon for 1 turn. Incantations

30) Ring of Steel

Caster's Next HTH attack affects up to 6 adjacent enemies. 1 round duration, G&I

50 Master Blade

Combines Shadowblade, Bladestorm, Bladesharp III and Ring of Steel.

Elementalist Spells

1) Gust: Well, blow me down

Does (Level)" of knockback to target (modified by weight), reduced by range (-1"/3"), G&I, No Enc

2) Stone's Throw: Any pebble becomes a dangerous projectile.

10d6 Energy Blast vs PD, +(Level/2) OCV Gestures, Disposable Foci: small rock

3) Desiccate: 2d6 NND Does Body AOE 6" Radius, Def=non-water-based life, G&I

4) Flaming Hands:(6+Level) d6 Energy Blast, AOE hex, No Rng, No KB, G&I

5) Create Water: Creates (Level)d6 liters of pure, room-temperature water, No Rng, G&I

6) Earth Strength: 4d6 Str Aid, Usable on others, only while on solid ground, No Rng, G&I

7) Air Barrier:

(Level) hexes are filled with swirling winds for (Level) segments Missile weapons are -2 OCV for each hex entered. G&I

8) Summon Demi-Elemental:

Summon Aeroid, Hydrot, Lithic or Mephit. Max number at one time = (Level/3)- (# of Elementals died in service in last day). Duration=1 min./level or until killed/dismissed

9) Stone Skin:

+20/20 armor. Duration: 1 minute. Burnout 13+ when hit. G&I. Multiple Stone Skins do not add, all must check for burnout.

10) Fire Whip: Rawhide!

(4+Level)d6 EB, +(Level/2) OCV, Max rng=Lvl", Duration=3*Lvl segments, No KB

11) Cold Dart: (3+level/2)d6 NND (cold) +(Level/2) OCV, G&I

12) Flight: The caster is moved about by magical force. 40"/Round flight, 1/2 DCV while flying, Dur=1 Rnd/Level

13) Gravel 10d6 Autofire EB vs PD, +(Level/2) OCV, Gestures, DF: Handful of pebbles

14) Waterbolt (6+Level)d6 EB vs PD, +(Level/2) OCV, Does (Level)" of knockback (modified by weight), G&I

15) Fireball: A small spark flies from the caster's hand and explodes when it reaches the target hex.

(6+Level)d6 AOE (Level/2)" R Energy Blast, No KB, G&I, NoEnc

16) Vortex: Creates a spinning, unpredictable whirlwind

6d6NND (low-pressure)+2d6" KB (random), unc cont, if caster spends 1/2 phase to maintain roll at end of each segment: 1-3) moves d3" in direction caster chooses, 4-5) moves d3" in random direction 6) dissipates. If not controlled roll: 1-5) moves d3" in random direction 6) dissipates. Caster cannot regain control once lost. G&I, No Enc

17) Quagmire

AOE: Level2 hexes of unworked stone/earth. Non-flyers roll Str Roll @ -3 every " moved or -1" move. Dur: (Level)rnds

18) Waterform: 1/2 Physical Damage Reduction, LS: Pressure 2xstun & body from heat/flame attacks 1 Turn Duration

19) Fire Fountain: Oooooo! Aaaaaaaa!

Caster hits center hex. For the next 2*Level segments a (6+Level)d6 Fireball is launched 3d6" from center in a random direction every segment. G&I, No Enc

20) Elemental Storm

Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.

21) Ice Storm: Hail the size of grapefruit

8d6 vs. PD, Autofire, AOE 8" Radius, Non-Selective, OCV=5+Level, NRM, Indirect (from above) G&I, No Enc, Max rng=10", Only under open sky, <=200C, some humidity

22) Entomb: The earth rises up and holds the caster's enemy.

5d6 Entangle +(2/3 Level) OCV, Target must be on earth/natural stone, G&I

24) Summon Lesser Elemental:

Summon Lesser Elemental. Max number at one time = (Level/5)-(Lesser Elementals died in service last week). Duration = 5min/level or until killed/dismissed.

25) Cone of Cold: Blue light shines from the caster's hands. 8d6 NND AOE (Level)" Cone, No Rng, G&I, No Enc

30) Hurricane: Caster creates hurricane. Must be cast on an area. Effect builds over 1 minute.

Change Environment, Wind Level 6, 500" Radius, No Rng, 1 minute delay, 1 Hour Effect, Gestures

35) Stone Rain: A hard rain is coming.

10d6 Autofire Energy Blast vs PD, AOE 6" Radius Non-selective, No Rng Mod, OCV=5+Level G&I

40) Incendiary Cloud: 4d6 RKA, AOE 96" Radius, Unc Continuous (1 Turn Duration), No KB, G&I, No Enc

50) Summon Standard Elemental

Summon Standard Elemental. Max number at one time = (Level/10)-(Std. Elementals died in service last week). Duration = 30min/level or until killed/dismissed.

Healer Spell List

1) Invigorate:

+5 to pushing rolls for 1 day (can't be used on the same target more than 1/day), G&I

2) Cure Blindness:

Poof. You aren't flashed anymore. No Rng, G&I

3) Cure Light Wounds: The caster lays hands on someone and lets the healing power of the universe flow.

1d6 Stun Aid + 1d6 Body Aid, only to heal, Max of 6 pts/day to each stat, G&I

4) Healing Beam:

2d6 Stun Aid + 1d6 Body Aid, @ range, only to heal, Max of 6 pts/day to each stat, G&I

6) Stun Insurance

100d6 Con Aid, dispelled when target takes an attack that would normally stun him or in 1 rnd. No Rng, G&I

7) Antiseptic Field:

Changed Environment, 3"Radius, No Rng, Kills harmful microorganisms, G&I

8) Cure Serious Wounds: The caster lays hands on someone and lets the healing power of the universe flow.

3d6 Stun Aid + 2d6 Body Aid, only to heal, Max of 15 pts/day to each stat, G&I

10) Restore

1d6 Aid vs any stat that has been drained. Only to heal. No Rng, G&I

11) Aid

Target is +(level/3) steps on the recovery table for 1 minute. No Rng, G&I

15) Rally

Allies in (Level)" Radius are -(Level/3) steps on PRE table. No Rng, G&I

16) Healing Field:

3d6 Stun Aid + 2d6 Body Aid, AOE (Level) hexes, max (2*Level) targets, No Rng, only to heal, Max of 15 pts/day to each stat, G&I

18) Cure Impairment:

Impaired character isn't impaired any more.No range. G&I

20) Medic Man:

Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.

25) Cure Critical Wounds: The caster lays hands on someone and lets the healing power of the universe flow.

6d6 Stun Aid + 3d6 Body Aid, only to heal, Max of 30 pts/day to each stat, G&I

30) Cure Disablement:

Disabled character isn't disabled any more. No range. G&I

40) Blessed Circle:

3d6 Stun Aid, Heal Only,AOE (Level)" Moveable Radius around caster, Unc Cont, Friends Only, Duration=(3*Level) segments G&I

50) Fix: Poof, you are healed

Target is restored to full body, stun and end, unflashed, unstunned, all drained stats are restored and all impairments/disablements are fixed. No Rng, G&I

Illusionist Spell List

 

1) Cloak Self:

Image, Only to disguise caster's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of caster's height and +/-50% of caster's mass. Needs disguise/Mimicry to imitate specific character. Duration=1rnd/level. Gestures

2) Signal: Ooooh! Aaaaaah!

Change Environ, 25 hex radius, Creates firework-like burst, visible 5*Level miles. Caster can choose color. G&I.

3) Continual Light: A blue-white glow fills the area. Can be cast on an area or an object.

Change Environ, 3 hex radius, Duration= 1 Hour, +1 step for each level caster is above 3, G&I, No Enc

4) Message: Obi-Wan, you're our only hope!

Image vs sight and sound, triggered +5 to Per rolls, 1 hex. Trigger can be codeword or someone entering area. G&I

5) Befuddle:

Roll (Level+3)d6 vs Int. For every full 10pts Int is exceeded, target is -1 OCV and DCV. Target makes an Int roll @ -(Level/3)to lose one level of effect every time Befuddle causes them to miss or to be hit. +(Level) OCV, G&I

6) Phantasmal Blast:

(3+Level)d6 NND, +10 OCV, No Range Mod, Defense is Int Roll @ -(Level/2) (+2 for each success), G&I

7) Decoys:

When hit by a directed-OCV attack, attacker must make Targeting Per Roll @ -(Level/2) or they just attacked a Decoy. Dur: 1 rnd/level, dispelled by successful use.

8) Cloak Other:

Image, Only to disguise target's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of target's height and +/-50% of caster's mass. Needs disguise/Mimicry to imitate specific character. Duration=1rnd/level. Gestures

aster can choose color. G&I.

9) Vertigo:

(1+Level)/3 attacks, each is +(Level) OCV, target makes Int Roll @ -(Level/2) or falls down, G&I.

10) Invisibility: Recipient is limited to 1/2 moves and 1/2 DCV or spell will break. There is a visible fringe effect as well.

Invisibility vs. Normal Sight, Usable by Others, 1 Minute Duration, Dispelled by sudden action, G&I, No Enc

12) Blind: My vision is impaired!

(2+Level/2)d6 Flash vs Sight, G&I, No Enc

13) Illusionary Scene:

Image vs sight and sound, -12 to Per Rolls. Maximum (Level) hexes. Any complexity. Duration: 1 minute/level

15) Doppleganger:

Image vs sight, sound, detect magic, -(Level*2) to Per Rolls. Image is duplicate of caster and copies every action, must appear within (Level)" of caster (treat as single, complex moving object, +4 to Per). Dur: 1 round/lvl. Image maintains relative position.

16) Mass Confusion:

As Befuddle, but effects all targets in a (Level/2)" Radius.

17) Mass Invisibility

As Invisibility, but (Level/2) characters within (Level)" are affected.

18) Multiple Selves:

As Doppleganger, but up to (Level/2) images are created.

19) Programmed Illusion:

Image vs Sight & Sound, -(5+Level) to Per rolls. Maximum (Level) hexes, any complexity. Duration = 1min/level. Triggered, Trigger can be codeword or someone entering area. G&I

20) World of Confusion

Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.

23) Phantom Monster

25) Improved Invisibility:

Invisibility vs. Normal Sight, Usable by Others, Duration=1rnd/lvl, G&I, No Enc

30) Clone

Mentalist Spell List

 

1) Link:

Mind Link, 1 target, Duration=(5*Level) minutes

2) Dull Senses:

(1+Level)/3 attacks, each is (2+Level/2)d6 Int Drain, Based on ECV, only affects Per Rolls, Gestures

3) Truth:

(5+Level)d6 Telepathy, only to determine if target is telling the truth (Int+10), No Rng, Gestures

3) Snooze:

(1+Level)/3 attacks, each is a 6d6 Ego Blast, only usable vs unconscious targets

4) Detect Sentient:

Detect @range, direction (not targeting) sentient w/o Ego Def. May search (Level/3)"R every phase. Dur=(Level)segments

5) Hold:

(Level+8)d6 Mind Control, Telepathic single command, Target may not move or attack (still has full DCV) (Ego+20), G

6) Forget:

(Level+4)d6 Forget Int: Trivial, Int+10: (Mission, Conversation) Int+20: (Nationality, Friend) Int+30: (Cult, Name)

7) Pain: Does it hurt when I do this?

(2+Level/3)d6 NND, based on ECV, +5 OECV

8) Mental Fortress:

+20pts Mental Defense, Duration=(6*Level) segments

9) Mind's Eye:

Sense minds, discriminatory, targeting, 3600 max rng=(Level)', Duration=1rnd

10) Telepathy:

15d6 Telepathy, Duration=1 round (1 target only), Gestures

11) Tenderize:

(Level/2)d6 Con Drain, based on ECV, Only to affect being stunned, Recover 5pts/rnd

12) Ego Whip:

5d6 Ego Blast + 1d6 Ego Drain (recover 1 pt./rnd), Gestures

13) Danger Sense:

Danger Sense, 14- non-combat, only vs hostile intent, Duration=(Level) minutes

14) Dull Crowd:

(Level/2)d6 Int Drain, Based on ECV, only affects Per Rolls, AOE (Level)"R, Gestures

15) Control:

(Level+5)d6 Mind Control, Telepathic, Gestures

18) Mass Link:

Links up to (Level) minds, Duration = (Level) hours

19) Telepathy II:

(10+Level)d6 Telepathy, Duration=1 minute (may switch targets), Gestures

20) Overlord:

Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.

23) Mass Hold:

As Hold, but vs up to (Level/4) Targets

25) Controlling Aura

Caster may use Control spell at will for the next (Level/5) rnds.

26) Learn

Caster may absorb up to (Level/2)pts of skills/maneuvers from target. Max retension=(Level/3 days)

28) Teach

Caster may insert up to (Level/5)pts of skills/maneuvers to target. Max retension=(Level/3 days)

30) Co-ordinate

Caster may mind-link with up to (Level) allies. Max Rng=(5*level)". Linked allies gain +2 OCV per additional ally when group-attacking enemies.

40) Constant Scan

Detect (minds & hostile intent) (w/o ego def)@range, direction (not targeting) AOE (Level)"R Dur=(Level hours

Nightblade Spell List

 

1) Cloak Self:

Image, Only to disguise caster's appearance, -8 to Per Rolls, vs Sight & Sound. Illusion must be within +/-10% of caster's height and +/-50% of caster's mass. Needs disguise/Mimicry to imitate specific character. Duration=1rnd/level. Gestures

2) Hide Weapon:

One object (up to max wieldable 1 handed by caster) is invisible. Dispelled by violent act, Dur=1 min./level.

3) Dull Senses:

(1+Level)/3 attacks, each is (2+Level/2)d6 Int Drain, Based on ECV, only affects Per Rolls, Gestures, No Enc

4) Find Weakness:

Caster is +4 to crit vs single target for 1 rnd. Not an attack spell.

5) Spider Climb:

Clinging, not vs knock-back, Duration: 1rnd/lvl, Gestures

6) Hemophilia:

Any HTH or missile attack from caster causes Hemophilia: target's `to bleed' number is increased by (Level). Targets recover 1pt/minute. Duration: 1rnd.

7) Phantom Strike:

Caster's attacks ignore DCV from shields. Duration: 1 rnd.

8) Shadowstep:

(2*Level)" Teleport. Start and Stop point must be in full darkness, Invisible effects. Gestures

9) Unbar:

Lock picking 19-.

10) Invisibility:

Recipient is limited to 1/2 moves and 1/2 DCV or spell will break. There is a visible fringe effect as well.

Invisibility vs. Normal Sight, 1 Minute Duration, Dispelled by sudden action, G&I, No Enc

11) Exploit Weakness:

Caster's crits vs single target do +6dc/+6Nd6 (max 3x base damage) for 1 rnd. Not an attack spell.

12) Blackout:

Darkness vs Normal Sight, AOE (3*level) hexes, Duration: 1 minute, Gestures

15) Deathblade: Take that!

HTH weapon or missile does additional (2*Level) Body, next (Level/3) times it hits and does body. Must be used within 1 minute. Must be wielded by caster, Gestures

16) Defeat Armor:

Caster's attacks ignore Def from foci (Armor, Bracers, Amulets). Duration: 1 rnd

20) Poison:

HTH weapon or missile poisons victim next (Level/3) times it hits and does body. Must be used within 1 minute. Must be wielded by caster, Gestures. Poison does body rolled on (Level)d6 every post-12. Decrease effect by 1d6 for every `1' rolled

20) Master Plan:

Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds.Full Phase to cast.

23) Razor of Death:

HTH weapon or missile has (Level/2)pts piercing next (Level/3) times it hits. Must be used within 1 minute. Must be wielded by caster, Gestures.

25) Vanish: Which way did he go?

10" teleport, x1024 non-combat. (Level/3) memorized locations. Invisible effects. Gestures

30) Improved Invisibility

Invisibility vs. Normal Sight, Duration=1min/lvl

 

 

 

 

 

 

Sorcerer Spell List

 

1) Stabbing Pain: Poke!

(3+Level/2)d6 NND (pain) +(Level/2) OCV, No Enc, G&I

2) Vertigo:

Victim makes Dex Roll -1/(Level/3) or falls. No Range Mod, +5 OCV, No Enc, G&I

3) Blind:

(1+Level)/3d6 Flash, +(Level/2) OCV, No Enc, G&I

4) Create Zombie Servant:

5) Demonic Familiar

1) Imp

2) Hellhound

3) Hell Horse

4) Raven

5) Spectral Eye

6) Skeletal Bat

6) Throbbing Pain:

(3+Level/2)d6 NND (pain) +(Level/2) OCV, Unc Cont, 4spd 1 rnd No Enc, G&I

7) Create Drudge Skeleton

8) Convulsions:

(3+Level/2)d6 NND (pain) +(Level/2) OCV, Victim makes Dex Roll -1/(Level/3) or falls. Unc Cont, 4spd 1 rnd No Enc, G&I

9) Enervate:

6d6 Stun Drain, 3d6 Rec Drain, recover 1pt of each/minute, +(Level) OCV, No Enc, G&I

10) Impair

Random location is impaired. +(Level/2) OCV, No Enc, G&I

11) Vampire Zone

3d6 Stun Drain, movable AOE radius centered on caster, reduced by range. Caster gains most drained from single target, G&I, Unc Cont 4 spd 1 round duration

12) Summon Demonic Warrior

15) Internal Bleeding

18) Disable

Random location is disabled. +(Level/2) OCV, No Enc, G&I

20) Cloud of Evil

Caster may cast spells up to level 10 from this list at no additional mana cost. Dur=(Level/5)rnds. Full Phase to cast.

25) Seizures

(3+Level/2)d6 NND does body (pain) +(Level/2) OCV, Victim makes Dex Roll -1/(Level) or falls. Unc Cont, 4spd 1 rnd No Enc, G&I

30) Slow Disintegration

(Level/3)d6 NND does body (disintegration) +(Level/2) OCV). Unc Cont, 4spd 1 min. No Enc, G&I

40) Curse

50) Death Field

1d6 NND does body (def=undead), AOE (Level2)"R Duration=(Level/2) on time chart, Personal Immunity