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Spells
Rank I
Fog of War (12)
Goblet Game (12)
Hallowed Ground (12)
Magic Lock (12)
Scorching Ray (12)
Rank II
Dew Berries (12)
Enchant Steel (12)
Fire Scratch (12)
Foe to Friend (12)
Hallowed Circle (12)
Horn of Helmheim (12)
Magic Shield (12)
Magic Trap (12)
Moon Doom (12)
Dew Berries ( II )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant
Range: Touch
Defense: None
 This spell creates 1d4 “Dew Berries.” The
berries are small, light green, and have a thick
skin. They taste bitter at first, and then sweet. Up
to 4 berries may be consumed at one time and per
day. Up to 16 berries may exist at one time. Each
berry heals 2 hits. The berries last 24 hours, and
then decompose quickly into a thin ash. If casting
this spell ever triggers a Magic Maelstrom, any
berries pop and are worthless and the spell may
not be cast for another 24 hours.
Fire Scratch ( II )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant, 3 rounds
Range: Short
Defense: None
 This spell creates a line of flames within a Short
distance from the caster that is approximately 10 to
20 feet long. The flames blaze from 3 to 6 feet
high along the line in a churning fire. The line is
approximately one foot thick. The line of flames
lasts for 3 rounds and has three benefits. 1)
Anyone adjacent to the flames takes 1d4 fire
damage. 2) Anyone stepping through the flames
takes 2d4 fire damage and CD 4 fire damage.
Ending the CD requires one Full-round action. 3)
Any ranged attacks made through the flames fail
(burst into flames) on a 1-3 on 1d6. The flames
will set normal, combustible material on fire on a 1
or 6 on 1d6. The spell may not be “aimed” at a
target, but may be cast adjacent to a target.
Enchant Steel ( II )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant, 1 battle or 5 minutes
Range: Touch
Defense: None
 This spell enchants any one piece of steel, such
as a sword or shield, for a short duration. The
enchanted item deals damage as a magical weapon
if it is a weapon, or uses its DR or protection
against magical attacks and damage if it is armor.
Only one item may have this spell cast on it at any
one time. Casting it on another item ends the
effect on any previously enchanted item.
Foe to Friend ( II )
Spell Points: 12
Mana: 1
Cast Time: Interrupt
Duration: Instant
Range: Close
Defense: Will avoids
 This spell may be cast as an Interrupt action. If
successful, a single foe withholds any attacks,
spells, grabs, etc. for 1 round on its next turn. The
target may make a Will check to avoid the effect.
If successful, the target is still Stunned. The target
will still defend itself, and the benefit works for the
caster or any one ally within range. If the target
succeeds at the Will check, it is no longer
vulnerable to the spell.
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Fog of War ( I )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant
Range: Close
Defense: Will avoids
 This spell sends out a shuddering sonic wave up
to a Close radius centered on the caster. Every
enemy within that radius must make a Will Check
or it will 1d6 (1-2) Stand confused and uncertain
on its next turn (3-4) Move to find cover to
otherwise unengaged on its next turn (5-6)
Accidentally make an attack against a comrade
within Close range. Any creature that makes the
Will Check is immune from this spell for 24 hours.
Hallowed Circle ( II )
Requisites: Hallowed Ground
Spell Points: 12
Mana: 1
Cast Time: Move
Duration: Instant, lasts for 3 rounds
Range: Close
Defense: None
 This spell creates a Close range radius centered
on the caster that does not move. Any undead
within this radius take 1d4 damage automatically
when the spell is cast and at the beginning of the
caster’s turn. This damage ignores Armor DR.
This spell may be cast the same round as the
Hallowed Ground spell.
Horn of Helmheim ( II )
Spell Points: 12
Mana: 1 (+1 per cast per battle)
Cast Time: Major
Duration: Instant
Range: Long
Defense: Will avoids damage
 Casting this spell releases a loud, horn bellow
across a battlefield or in a chamber effective up to
Long range. All allies of the caster receive an
immediate free Major action that may not lead to
any additional attacks or actions. Allies act in the
order of their distance from the caster, closest
going first. The enemies of the spell caster must
make a Will check or take 1d4 psychic trauma
from the blast. The damage ignores Armor DR,
and effects enemies in same order, closest first.
Each additional time this spell is cast per battle,
the Mana cost goes up by 1 and the Magic
Maelstrom odds go up by 1. So, 2nd time a Magic
Maelstrom occurs on a Magic Check of 2-3, 3rd
time on a Check from 2-4, a 4th time on a Check
from 2-5, etc.
Goblet Game ( I )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant, lasts for 3 rounds
Range: Touch
Defense: Toughness avoids
 This spell transforms a single glass, goblet,
tankard, or cup of any liquid into one that causes a
deep sleep. Whoever drinks it must make a
Toughness Check or drop off into a deep slumber
in 1+1d4 rounds. If the Toughness Check is
successful, the person is still groggy and considered
Weakened for 1+1d4 rounds. The sleep is not
magical, and will last for 1d4 hours. Once cast,
the liquid will work for the next 3 rounds, but then
loses its potency.
Hallowed Ground ( I )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant, lasts for 3 rounds
Range: Close
Defense: None
 This spell creates a Close range radius centered
on the caster that does not move. Anyone within
this radius has the following benefits against
Undead: +1 Armor DR and +1 Weapon damage.
This damage ignores Armor DR.
Magic Lock ( I )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant
Range: Touch
Defense: None
 This spell sets a Magic lock on a single, normal
lock that will not open by natural means for 12
hours. The lock may be broken, or opened with
spells, but any normal means will fail. If a door or
gate does not have a lock, the Magic Lock acts as
if it were locked and holds the door or gate shut.
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statuette.” It may not be cast on any time in
contact with a living creature, such as a backpack
or pouch. If not triggered after 24 hours, the trap
disappears.
Magic Shield ( II )
Spell Points: 12
Mana: 1
Cast Time: Minor
Duration: Instant, 6 rounds
Range: Self
Defense: None
 This spell creates translucent, round shield of
magical energy. The shield functions similar to a
normal shield, but also defends against magical
damage. Shield bonus is Magic +2, and Armor
DR bonus is the caster’s Magic Bonus (minimum
of 1). The caster must not be holding anything in
the shield hand or arm, and must make a “Shield”
defense to use. The Armor DR is automatic.
Moon Doom ( II )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant
Range: Close
Defense: Will avoids
 When cast at night outside with at least a half
moon visible, the caster may call down a mighty
blinding flash of moon light that encircles one
human sized target and any human or smaller
targets adjacent to it, or a single large creature.
The flash deals 1d4+1d6 (open) damage to the
primary target, and 1d4 damage to any additional
targets. Unless each target makes a Will Check
they cannot leave the circle for 3 rounds. Those
within the circle suffer a -1 to attacks and defenses.
Magic Trap ( II )
Spell Points: 12
Mana: 1
Cast Time: 1 minute
Duration: Instant, 24 hours
Range: Touch
Defense: Agility for 50% damage
 This spell places a “Magic Trap” on a door,
chest, box, lock, or any inanimate object that may
be moved or manipulated. The trap may be
detected as a normal trap, and disarmed
accordingly. If it is triggered, the trap deals 1d8 +
1d6 (open) damage in the form of fire, acid, cold,
or poison depending on the caster’s choice. The
trap originates from the item the spell was cast on,
and deals damage to the creature that triggered it
and up to 2 creatures adjacent to it. The caster sets
the conditions of the trap triggering, such as
“When the door is opened,” “When the sword is
taken from the wall,” or “When someone lifts this
Scorching Ray ( I )
Spell Points: 12
Mana: 1
Cast Time: Major
Duration: Instant
Range: Adjacent
Defense: Agility avoids
 This spell extends a thin, sudden flash of burning
light from the caster’s fingertip. The ray deals 2d4
damage, but the damage does not ignore Armor
DR. If the Armor stops all of the damage,
however, the Armor loses 1 DR. The ray is too
fast to catch anything on fire.
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