Spells

GMs are again encouraged to create their own spells using the following for guidelines. Spells may be improved using AP at GMs discretion.

Magical Spells
Magic-users gain a +1 ATK bonus to relevant magical spells.

  • Heal – restore 1d5 lost HP. Cost: 1 MP.
  • Fire bolt – deal 2 DAM. Not auto success. ATK Bonus: 2 Cost: 2 MP.
  • Magic missile – deal 1 DAM. Cost: 1 MP.
  • Sonic wave – knock down up to 3 adjacent targets for 1 combat round. Not auto success. ATK Bonus: 1 Cost: 2 MP.
  • Possess – control target’s actions; may not inflict self-harm; for 2 combat rounds, or 5 minutes out of combat. Cost: 4 MP.
  • Wave of Confusion – distract or confuse all targets in line of sight for 2 combat rounds, or 1 minute out of combat. Not auto success. ATK Bonus: 2 Cost: 2 MP.
  • Ray of Confusion – incapacitate a single target for 1d5 combat rounds, or 10 minutes out of combat. Cost: 3 MP.
  • Reveal evil – reveal hidden evil entities. Not auto success. Cost: 0 MP.
  • Light – illuminate a 50 foot radius with an invisible light. Cost: 0 MP.
  • Summon monster – summon an obedient monster of S TUFF. Not auto success. Cost: 3 MP.

Natural Spells
Druids gain a +1 bonus to relevant natural spells.

  • Charm animal – befriend an neutral or kindly animal. Not auto success. Cost: 0 MP.
  • Detect poison – detect poison in items and creatures. Cost: 1 MP.
  • Reveal direction – determine north or improve navigation. Not auto success. Cost: 1 MP.
  • Summon beast – summon a friendly beast for 1d5 combat rounds, or 1d5x10 minutes out of combat. Cost: 2 MP.
  • Lightning strike – deal 1 DAM. Cost: 1 MP.
  • Cure ailment – remove condition (poisoned, immoblized, etc.) from target. Cost: 3 MP.
  • Summon weather – change local weather for 1d5x10 minutes. Not auto success. Cost: 4 MP.
  • Battle growth – double your animal form size and effects for 2 rounds. Cost: 3 MP.
  • Healing light – heal all allies in sight for 2 HP. Cost: 3 MP.
  • Stone wall – a protective wall of stone; 1d10 HP. Cost: 1 MP per 5’ height and width.

Spells

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