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- :Additional_Spells
-
- These spells are suplimentary to spells.#01
-
- :Aluap's_Curse
-
- COST : 10
- GUILDS : B
-
- Cast on a Target being, ALL magic items used by that person will be
- unable to function magically for the duration of the spell. The Target
- being DOES get a saving throw vs INTUITION to avoid the effect at its
- casting. Even magic swords will not get their pluses etc for the whole
- duration.
-
- :Banishment
-
- COST : 25
- GUILDS : O
-
- Cast at a being from another plane, this spell forces them to return
- instantly to their plane and the subject cannot return to this one
- without being summoned back.
-
- :Beauty
-
- COST : 3
- GUILDS : B
-
- This spell is cast upon a being of sentience only. It enhanced their
- Appearance magically for the duration by 10 points. It is often used
- by Female Mages to enhance their natural 'talents'.
-
- Unlike 'Friends' it does NOT directly influence others and thus has
- no detrimental effects, or concepts of deception.
-
- Additional RANKS add 1 to the gained points.
-
- :Black_Tornado
-
- COST : 12
- GUILDS : E, Y
-
- In some ways related to the Whirligig spell, this creates an unnatural
- Tornado to encompass a single target being, spinning them around violently
- in a circle, making them nautious and impeding all senses.
- It does NOT lift or move the target from the locale.
- The Tornado adds some unusual effects though - it inflicts a necromantic
- drain on the being, causing them to lose 1d10 Energy points (if they have
- any as a mage) and once out of energy begins to drain HTK.
- Attacks against the Tornado, except a dispell magic type, will fail
- to affect it as it has no material substance, mearly energy. No attacks
- can be made on the victim of the spell while they are within the
- tornado.
-
- :Bone_Breaker
-
- COST : 3
- GUILDS : E
-
- This is cast on a single target being and will break a particular bone
- in their body (roll):
-
- 01-15 Left leg
- 16-30 Right Leg
- 31-50 Right Arm
- 51-70 Left Arm
- 71-00 Rib (-10% all skills while broken)
-
- Broken limbs are not usable. Broken ribs only restrict action. Lasts until
- healed/repaired. Duration is NOT bought on this spell.
-
- :Castus_Maximus_Ritual
-
- COST : 30
- GUILDS : B
-
- This ritual takes a full hour to perform, but falls under normal
- ritual rules for reducing costs and sharing results amoungst a group
- of mages. It causes the mages for the next 24 hours (No Longer duration
- is possible) to cast all variable result spells at FULL results. That is
- all attack spells will do MAXIMUM damage, etc.
-
- :CrossBreed
-
- COST : 7
- GUILDS : G, R
-
- This is an advanced variation on FERTILITY. It causes the subject
- being to become crossfertile with the NEXT creature/being that it
- mates with during the duration and will produce offspring from such.
- It is said this spell is one of the reasons WHY there are so many
- strange and mixed breeds in the world. The offspring will breed true
- to its new form on a 01-50, breed true to the female parent 51-70
- breed true to the male parent 71-80 or be infertile on a 81-00.
- Target being, if sentient, may attempt to resist this spell, making
- a save vs INTUITION (maybe why there are almost no dwarvaen half breeds).
-
- :Curse_Of_Senility
-
- COST : 10
- GUILDS : E
-
- This spell will ONLY work on a mage. The Target must save vs INTUITION
- or will suffer SENILITY for the duration. While under the effect of this
- the Mage must make a saving throw VS INTUITION every time they wish to
- cast a spell - a failed throw means they cannot remember the spell AND
- must spend the rest of that round in puzzlement over their memory loss.
- The effect does NOT apply to HUNG spells.
-
- :Curse_Of_Tindalos
-
- COST : 7
- GUILDS : O
-
- This is a subtle spell. It will draw dangerous attacks and encounters on
- the subject so that at least one occurs every 8 hours, summoning such
- attacks constantly. Tindalos was a nobleman who was killed this way, the
- first victim of the spells inventor (who has been forgotten with time),
- who died not from the encounters but eventually from lack of sleep.
- Targets is not used, but DURATION is vital for this spell to be effective.
-
- :Demonic_Barber
-
- COST : 10
- Guilds : O
-
- This spell creates a physical manifestation that appears to be a demon
- with humanoid form but goat-like legs and small horns with barbed tail
- wearing a long leather apron with pockets. The target being will find
- themselves in a Barber chair and the demon will then give them a proper
- haircut and styling over the next 3 rounds. The target cannot leave the
- chair but may act otherwise in any way they wish but cannot physically
- or magically harm the demon (except dispell it). They will have a perfect
- haircut and suffer no harm from the demon (but they may be attacked by
- others while the coiffer is occuring).
-
- A resistant target gets a save vs Prowness to avoid the chair when the
- spell is first cast.
-
- :Depression_Of_Boccab
-
- COST : 10
- GUILDS : B,S
-
- This inflicts upon the victim the knowledge of Boccab's logic, making them
- realize that death is inevitable no matter how much they struggle and that
- everything they do will not really matter in the long term. This depression
- will reduce all their skills by 20% to succeed while active. TARGETS is not
- used on this spell. It is said a rare cleric of Boccab invented the spell
- so to share his misery.
-
- :Disruption
-
- COST : 15
- GUILDS : E, P
-
- This is cast ONLY on a single target. The Target must be a mage. If
- the Target fails a save vs INTUITION then they will immediately lose
- ALL their HUNG spells and the energy held in them.
-
- :Drowning_Death
-
- COST : 20
- GUILDS : E
-
- This spell is a nasty one, usable only on a single target. The target
- receives a save vs INTUITION to avoid the effect. If the victim fails
- their lungs suddenly become filled with water and they begin to drown.
- Victim will collapse instantly unconscious. Unless some means can be
- applied to remove the water within 3 rounds they are VERY dead.
-
- :Ebon_Cloud
-
- COST : 15
- GUILDS : E, O
-
- This calls into being a cloud of black vapors that are impenetrable by
- light and that is NOT affected by normal or magical wind short of an
- air elemental. Within the cloud visibility is zilch, and even infravision
- is dampened from working. The cloud is a 10' cube per RANK of the spell
- and any being within it must save each round for the following:
-
- 1) Roll to wander out of cloud (save vs INTUITION for magic)
- if successful they do NOT roll for the rest!
- 2) Roll to avoid 3d10 of COLD BASED damage (Save vs HARDINESS)
- 3) Roll to Avoid Insanity (Save vs INTUITION for magic again)
- [If Not saved then rolls on the Insanity tables]
- 4) Roll to Save vs APPearance or lose 1 APP point from chaos
- effects distorting your body.
-
- Unconscious beings must save as above, except for the insanity roll.
- If a mage is within the cloud and tries to use a spell they are -25%
- normal chance of success, plus another -25% if they are casting a spell
- at something other than themselves or an object being held. NO spell
- book may be used in the cloud and NO light based magic will work within
- its confines or disrupt it from outside.
-
- :Empathic_Revenge
-
- COST : 15
- GUILDS : G
-
- When the target this spell is cast upon is attacked in any way the attacker
- receives back half damage (only HTK damage applies) as that the target had
- received from them AFTER armour etc, and receives it as internal damage.
-
- :Enchanted_Cauldron_Ritual
-
- COST : 20
- GUILDS : B, E, O, S
-
- This spell is considered one of the more disgusting and dangerous methods
- of gaining new spells and knowledge in the mystic arts. It requires a
- small iron cauldron, 6 pints human blood, a gallon of water and an owls
- feather. Casting time is one hour and NO additional beings can be involved
- beyond the caster. NO RANGE, TARGETS or DURATION are used.
-
- A failure at casting this spell ALWAYS results in the immediate death of
- the caster, without chance of resurrection or restoration. All that will
- be found are some ashes left behind.
-
- Successfully cast the spell produces RANDOM results:
-
- 01-05 Caster improves 1 rank in a spell already known
- 06-20 Caster learns one new random spell from a class they
- belong to.
- 21-30 Caster learns 2 new randoms spells from a class they
- belong to.
- 31-40 Caster Learns 3 new randoms spells from a class they
- belong to.
- 41-50 Nothing Happens
- 51-60 Caster Forgets a Spell they already know and cannot
- learn it from ANY source ever again.
- 61-70 Caster Loses 1d10 HTK permanently
- 71-95 Caster Must roll on the insanity table
- 96-00 Caster is visited by a random demon/devil creature
- as if they had tried to summon such!
-
- :Enhanced_Phantasmal_Force
-
- COST : 7
- GUILDS : O
-
- This spell is a Phantasmal force with Sight and Sound and (optionally)
- smell, but not substance. The enhanced Phantasmal Force can cover a
- 10' x 10' x 10' area at the stated range per RANK and can move anywhere
- from that range to the caster as the caster chooses. While working this
- spell the caster cannot cast another spell (but may prepare one) or
- engage in HTH combat except defensively. If the caster moves the Force
- will remain always within range of the caster. Upon casting another spell
- the Force will cease to move by the will of the caster, but wil simply
- freeze frame where it is until the duration ends. It will continue the
- last ordered sound and smell output.
-
- :Ethereal_Trap
-
- COST : 20
- GUILDS : O
-
- This spell is cast on the Material plane, and covers a 10'x10'x10' area
- per rank. ANY ethereal creature passing on the ethereal plane into this
- area will be dragged thru into the material plane and wll be unable to
- leave the confines of the Trap while it has duration left. This also will
- apply to ethereally traveling mages etc! Only the being is affected, they
- can choose to cast spells out of the trap or equipment on them, and any
- non-ethereal creature may enter the trap area without being effected.
-
- :Fall_Short
-
- COST : 15
- GUILDS : O
-
- Target being this is cast on has their range illusionarily modified so
- that they will appear to drift back and forth to a viewer, causing their
- range to distort. Anyone firing a ranged weapon at the target must make
- an Intuition ROLL (Perception, alertness cannot be applied as a skill vs
- this) to properly perceive the tagets range - if they fail they will
- automatically miss with their attack. Anyone making a HTH attack vs the
- target being is -10% normal chances to hit because of the effect. Anyone
- using a ranged spell (non-touch) to hit must also make a perception roll
- to properly gauge the range to the caster OR must pay for EXTREME (20
- point ballista range) to ensure to hit the target, or they will be subject
- to the effect as if a ranged attack with a weapon.
-
- :Fists_Of_Steel
-
- COST : 5
- GUILDS : B, P
-
- This gives the target beings hands the strength of hardened steel and
- beyon in combat, so that all HTH Punches are at +3 Normal (as if the
- character was wearing mailed gloves). It will not increase damage done
- by martial artists since their skills already emulate such.
-
- :Hold_Person
-
- COST :
- GUILDS : G, R
-
- This spell was developed after a mage had witnessed an attack by a Blue
- Slaad on a target. It is cast on an individual and paralyzes them if they
- fail an INTUITION save where they stand. They stay such for the duration
- and cannot act, unless a mage. If a mage they may attempt to cast a spell
- without hand gestures or speech, mearly by thought, but this places the
- caster at a -75% normal success chance, -50% if using a previously Hung
- spell.
-
- :Ice_Darts
-
- COST : 1
- GUILDS : O, P
-
- This creates a dart in the hand of the caster who then throws it at the
- target as a normal weapon (RANGE is not used on this spell nor is TARGETS)
- Immediately upon its appearance. The dart, upon hitting the target will
- inflict 1d10 Cold Based Damage / RANK. The range for this as a thrown
- weapon is that of a Dagger. If DURATION is applied it will continue to do
- this amount of damage each round after striking the target until it is
- nullified magically in some way. If the dart misses the intended target
- due to a shield or simply a bad throw it melts away into nothingness.
-
- :Life_Battery
-
- COST : 5
- GUILDS : P
-
- This gives the recipient phantom hit points for the duration that are
- subtracted from before any damage is received on the normal HTK. Cost
- is for 1d10 such points per RANK the spell is known at.
-
- :Marvelous_Marble
-
- COST : 5
- GUILDS : B
-
- This spell MUST be cast on a Marble made from glass (value 1 BM) which
- the caster then rolls at the target. The marble magicaly transforms in
- Size and speed to become a bowling-ball sized glass ball That will zero
- in on the target, following it, until it strikes or the duration ends.
- The Ball is immune to Lightning and Fire based attacks. When it hits it
- does so with a Thunderclap, deafening the target, stunning it for a full
- round and doing 1d10 /rank concussion damage (no armour save). RANGE is
- not used as an option, but target must be LOS to the caster when the
- marble is rolled. A very fast creature may outrun the Marble, so long as
- it does nothing but run away from it, has space to do so, and maintains
- an initiative roll of 35 or more per round. Anything that gets between
- the target and the Ball will be hit instead and receive the damage etc.
-
- :Mason's_Word_Of_Unmaking
-
- COST : 12
- GUILDS : B
-
- This is a complex series of sounds that MUST be uttered by the caster
- aloud. It is an area effect, carrying in a 50' radius of the caster per
- rank (max 10 ranks). The Mason's word fails if it is interrupted. When
- cast this causes all mortar to crumble into dust, all stone stacked upon
- each other to unstack themselves, all bricks layed to revert to sand or
- mud they were made from. This will break walls, crumble buildings and
- generally destroy that which was built by a mason's hands. No duration
- or targets are used in casting this spell.
-
- :Medusa_Web
-
- COST : 30
- GUILDS : E, P
-
- This spell produces an area effect over a 10' x 10' area per RANK.
- Those within the area must make a Prowness roll and be less than 20'
- from the edge of the field (if a higher than rank 1 is involved) to
- escape the effect. Others will be trapped in the grey spider-web like
- webs. Each round, including the first, those within the web MUST save
- vs INTUITION or be turned from Flesh To Stone as per the standard spell,
- except that non-living materials are uneffected and that the result will
- NOT wear off at the durations end but lasts until dispelled or a year
- of time has passed.
-
- Those within can try to escape if they are not turned to stone by cutting
- the webs or burning them. Those outside may try to help likewise and
- will NOT be effected by the Stone-to-flesh effect.
-
- :Megiddo's_Demon
-
- COST : 5
- GUILDS : O, S
-
- This spell produces a temporary manifestation of a demonic form about
- 4" in size with bright red skin and little wings that enable it to flutter
- around the target. Target being will be linked with the demon so that it
- may assist in keeping the target alerted of ANY incoming attacks or
- approching hostiles within a 100' x 100' x 100' area, mentally shouting
- and waking them (if asleep) or otherwise reporting to them the number of
- intruders and present range to them in general terms. The demon CAN also
- see invisible and Ethereally but not astrally or thru an improved
- invisibility spell. Demon exists only for the bought duration of the
- spell. If fighting an invisible creature while the Demon is present, the
- normal effects of invisibility are halved in regards to chances to hit
- etc. Note that this demon is purely a magical creation and has no real
- sentience or resemblence to true demons.
-
- :Thorstag's_Miscarriage
-
- COST : 15
- GUILDS : E, R
-
- This spell is only cast upon a pregnant female. If the target is in
- opposition to its casting then they receive a Saving throw vs Intuition.
- A failed save or an unresisted one causes the female to have a spontaneous
- miscarriage of the child they are carrying, which will result in its
- death. The EXCEPTION is in the case of a would-be Gods's Child or Demon's
- Blood Child, wherein the Child itself receives a 25% saving throw against
- the spell itself! A miscarriage by this spell is relatively painless and
- causes NO physical harm to the female.
-
- :Non-Combustion_Field
-
- COST : 3
- GUILDS : S,Y
-
- This creates a 10' cubed area field where NO form of combustion works,
- including normal fire, magical fire, Heat increases to combustion temp.
- (which will NOT surpass 90 degrees F) etc. For the Duration. This is
- often bought LONG TERM DURATION in order that a library may be thus
- protected by random occurances. Increased RANK increases the field size
- accordingly.
-
- :Poison_Thorns
-
- COST : 7
- GUILDS : E, G
-
- This creates a spray of poisonous plant thorns at the target. 1d10 such
- thorns are created per RANK of the spell. A prowness roll is made by the
- target against EACH thorn. A Failed roll means they were scratched by the
- thorn and receieve 1d10 poison damage (Dwarves and similarly poison
- resistant creatures are uneffected by this attack in that they will ONLY
- receive 1 point damage per thorn, period). ARMOUR does not help vs this
- attack, but a SHIELD may be used to deflect the entire attack if successful
- otherwise rule applies as above. Thorns are NOT reusable.
-
- :Protective_Cloak_Of_Sutar
-
- COST : 15
- GUILDS : O
-
- This brings into existance a physical magical cloak upon the caster or the
- target being which has several properties. The Cloak will exist for the
- duration unless dispelled, but can be removed at will and will continue to
- exist unless dispelled. The Cloak is as light as lace, but actually gives
- warmth from cold - protecting from cold based attacks, absorbing up to 10
- points of each such attack (with no limit on how many it can sustain). It
- will also protect against fire based attacks (magical and non) equally.
- The cloak also acts as a defense against all DRAINING Spells and Powers
- while worn and will act as a pernament Feather-fall while worn. The cloak
- can be destroyed if struck by an electrical based attack or an acid based
- one before its duration ends. It is a dark blue in color and has a metal
- appearing chain fastener. It offers NO protection from normal weapons,
- unless fire or cold based.
-
- :Red_Death
-
- COST : 10
- GUILDS : E
-
- This spell is another exercise is killing frail humanity and humanoids.
- The target being(s) are suddenly raked with dozens of small open wounds
- on their body which begin to bleed. They lose 1d10 HTK each round (and
- one Hardiness each round permanently) until they bleed to death. Normal
- first aide procedures will not help, but a wound closure spell or a
- Full heal will cancel the effect (Healing potions will NOT help).
-
- :Ritual_Of_Orlandes
-
- COST : 20
- GUILDS : B, E, G, O, P, R, S, Y
-
- This ritual is not a religious rite, but a means of a mage to enhance
- their capability temporarily. It takes a full hour to cast, uninterrupted,
- and is a solo ritual with a cost as per above. The ritual will allow the
- mage to double the number of spells they can hang for a 24 hour period.
- Once the 24 hours are up they will NOT be able to hang new spells into
- the lost slots, but will retain any that are left until they have
- used them and returned to their normal level of Spells. IF the spell
- is cast wrongly it FAILS and the Mage will be unable to hang ANY spells
- for 24 hours and will lose any currently hung instantly. The ritual is
- considered high stress in and of itself and thus is done at NORMAL casting
- percentage, not ritual percentages.
-
- :Rune_Of_Great_Healing
-
- COST : 50
- GUILDS : R
-
- This is the greatest of the healing spells. The caster performs an
- intricate series of arm motions to cause a rune to appear in the air
- for a moment. All who can see the rune will be healed of 3d10 HTK points
- (it will NOT cure disease, poison, restore severed limbs or bring the
- dead back to life). RANGE and TARGETS and DURATION are not bought up
- on this spell.
-
- :Rune_Of_Storing
-
- COST : 20
- GUILDS : B,S
-
- This is a meta spell, the kind of spell used to manipulate magic itself.
- In this case the rune is cast upon a flat surface of some kind by the caster
- in their own blood (Spell takes 1 HTK to perform). The Caster then places
- a magically 'HUNG' spell into the rune and below the rune writes a word
- of command in a language. The Hung spell is lost from the caster and is
- then imbedded in the Rune of Storing. When the word of command is spoken
- it casts the spell. Such a Rune stored spell will ALWAYS cast successfully.
- At Rank 2 and up the caster gains the additional RUNE, that of Triggering.
- This allows the caster to include a second symbol which names a condition
- to the first run so that it not only activates on the command word but
- also under that condition. Such a condition may be a physical one (Like
- a Magic Mouth Spell) or a contingency one where as an event takes place
- (ex: Rune activates when Caster drops to below 10 HTK, or When Caster
- Leaves a 50' radius of the rune, etc). This is a VERY Powerful spell when
- applied properly.
-
- :Seeker_Of_Doom
-
- COST : 30
- GUILDS : O
-
- This spell needs a lock of hair, blood sample, bodily fluid, tissue sample,
- or a personal possesion of a particular being to work. This being is the
- target (there can be only one) and RANGE is not used in this spell. The
- spell Gates to the target beings prescence immediately a Blue Slaad to
- attack them. The Slaad will have no idea who gated them but will know they
- are to slay the victim being. After they have accomplished this it frees
- the Slaad to do as it wishes on the material plane.
-
- BLUE SLAAD HTK : 85
- INIT ROLL : 30+1d10
- MAGIC RESISTANCE : 40%
- ALIGN : Anarchistic???
- HEIGHT : 10'
- Claw Attack : 2d10+6 DMG
- Chance to HIT : 90%
- Prowness : 25
- Natural Armour : 10 ABS/hit no SDC limit
- EXP Value : 2850
-
- Powers : HOLD PERSON (Dagger rng, INIT save, Lasts 10 rnds)
- Passwall (takes 1 Rnd / 5' thickness)
- JUMP 30' in one hop
- GATE in Another Blue Slaad (40% chance, 4 times/day)
- Can Comprehend all Spoken Languages
-
- Notes : Slaad are frog-like creatures. The blue Slaad is
- generally low-intelligence, but can use simple
- magic items like wands, rings, staffs, etc. They
- prefer damage causing things.
-
- A spell klutz of this spell ALWAYS results in the Slaad appearing right
- beside the caster and free of any control or concepts of such and able to
- do as it pleases (usually kill, rob, maim and otherwise harm).
-
- :Slime_Ball
-
- COST : 20
- GUILDS : E, G, O, P
-
- This hurtles at the target a ball of green slime. Target may attempt to
- use a shield to block it but cannot dodge the effect otherwise. Any shield
- used will be destroyed by the slime and both it and the slime will land to
- the ground. Even magical shields will be so affected.
-
- Green Slime is a vicious semi-alive mold-growth that is found in some tombs
- and underground places. It can only live a few moments in daylight and will
- leave a green stain on stone or other surfaces when it dies in such. It can
- be burned off as well.
-
- Green slime that hits a target being will eat through armour, even magical
- armour, destroying it (Leather = 1 rnd, Metal = 2 Rnds, Magical Armour = 3
- rnds). A being wearing armour must remove such or will be affected by its
- flesh attack after the armour is eaten away. The flesh attack of green slime
- is the corruption of the flesh into green slime. Target will lose 1d10
- HTK per round that the slime is on them - if it reduces them to 0 then they
- have become green slime entirely themselves and are dead for all intensive
- purposes (there is NO way to recover from such a death). Green slime CAN
- be burned off (thus harming the target but freeing them of becoming slime)
- Frozen off (again as per burning). A cure Disease will eliminate it, but
- creatures normally immune to disease are NOT immune to Green Slime.
-
- This spell is outlawed in many Countries and cities.
-
- :Undeath_Plague_Ritual
-
- COST : 25
- GUILDS : E
-
- Cast on an AREA of 500' radius /Rank (Range does not apply, as radius
- is from point caster is standing on casting) this will, for the duration,
- cause ALL creatures with physical bodies that die within the area of
- effect to rise again as Undead under the Caster's control (exist until
- destroyed or the caster is destroyed). The Spell takes 1/2 to cast and
- Will need DURATION to be of any real value. Undead created by this will
- be Zombies, skeletons and similar low undead forms.
-
-
- :Vampiric_Web
-
- COST : 15
- GUILDS : E
-
- This is an area effect, cast on a 5' x 5' area per rank. All within the
- area must dodge or become entangled in the Magical strands of the web,
- which are sticky but strong strands of silk. Any entangled will be drained
- randomly and pernamently as follows (roll):
-
- 01-20 Hardiness 1 point (also reduces HTK by 1 for good)
- 21-40 Appearance 1 Point
- 41-60 Prowness 1 Point
- 61-70 Intuition 1 Point
- 81-95 1d10 Magical Energy points OR if none then
- takes 1d10 HTK damage (not drain)
- 96-00 HTK 1d10 Permanent loss!
-
- Those trapped can cut their way free on a prowness save on the second
- round on. Those without a cutting means can free themselves by pure
- strength on a Hardiness Roll -20%. Those outside the web cannot aid or
- they will again become entangled in the Web and its effect. The web can
- be burned, but those within will receive the fire based damage as well.
-
- :Volley
-
- COST : 10
- GUILDS : B,P
-
- Target gains special resistance to spells cast directly AT it. Any spell
- cast at it has a chance to reflect back to its source instantly on a
- 01-25 (otherwise the Volley does nothing).
-
- :Vorpal_Blade
-
- COST : 15
- GUILDS : B, P
-
- This is cast on any bladed weapon and enhances its ability to cut thru
- most substances. It causes any successful hit on a limb or Neck to
- remove said part - the damage MUST penetrate armour etc to produce this
- effect. A vorpal blade will cut thru flesh, metal, stone, cloth and
- paper equally BUT cannot cut thru Lead or Gold or heavier metals.
-
- :Wailing_Wheel-Of_Fire
-
- COST : 12
- GUILDS : O, Y
-
- This spell creates a 5' high and 6" wide wailing pinwheel of fire that
- rolls in the direction indicated by the caster. Those in its path must
- roll vs Prowness to dodge. Those who are hit by it receive 3d10 fire
- damage. Those who dodge or are nearby (within 5') of it receive 1d10
- fire damage from the sparks shooting out from the sides. It produces
- lots of noise and sparks, which will ignite flammables they hit, and
- it will panic animals in its wake. Beings in the general area (except
- the caster) its heading thru must make a save vs Intuition or try to
- flee the area in fear for their lives (Those not affected by fear
- spells are uneffected). RANGE and TARGETS are not used with this spell.
-
- :Web_Of_Electric_Death
-
- COST : 15
- GUILDS : P
-
- This spell is an area effect, and will cover a 10' x 10' area per rank.
- All beings within the area must save vs Prowness to dodge out of the
- area of effect or be trapped. On the first round this web entangles the
- victims in copper wires of a magical nature with little barbs along their
- surface that cause them to catch into clothing armour and flesh. This
- does 1d10 damage (Armour applies) to the vistims. On the second round
- (if duration is bought) begins the real nastiness of the spell, as the
- wires surge with electric current that does 2d10 damage each round that
- the victim is in the web and the duration continues. Attempting to free
- the victims physically causes the being trying so to be caught and to
- receive equal damage from the effect. Victims cannot act to save
- themselves unless they posses an immunity or resistance to electrcity,
- in which case they can break free on a hardiness roll (Those not immune
- are in shock and cannot act at all).
-
- The web is NOT affected by Fire, Cold or other elemental based attacks
- BUT can be dispelled.
-
- :Web_Of_Entrapment
-
- COST : 5
- GUILDS : O
-
- This spell is an area effect, and will cover a 10' x 10' area per rank
- it is cast at. All beings within the area who fail to dodge the effect
- by a Prowness Roll are trapped in the Web and caught in its sticky
- confines for the duration. The web can be burned, but those within will
- take equal damage as that used to destroy the web (Normal fire does work).
- Those within cannot employ HTH attacks, Missile weapons and spellcasters
- who try to cast from within it are -25% their normal success due to lack
- of ability to move. Normal weapons cannot cut the web, but magical ones
- can, but doing only their magical pluses to the web. The Web can take
- upto 20 points of damage on any one being it is holding before it will
- snap and allow them to struggle free.
-
- :Webs_Of_Icy_Death
-
- COST : 7
- GUILDS : P
-
- This spell is an area effect, and will cover a 5' x 5' area per RANK it
- is learned at. All beings who are in the area who fail to dodge the
- affect by a Prowness roll are trapped in the Webs and receive 1d10 cold
- based damage each round of the duration until frozen solid or freed.
- Attempts can be made to break free by a victim by a roll vs their own
- hardiness at -10% normal each following round. If freed this way they
- must then make a prowness roll to evade the area or will continue to
- receive damage until they do so.
-
- The webs can be melted away by any magical fire based attack and thus the
- spell voided, but those within will take damage from that attack as well.
- Those trying to remove victims physically will be equally trapped in the
- webs unless immune to cold based attacks in some way.
-
-
-