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Old 05-22-2020, 08:10 AM   #69
ZooProfessor
 
Join Date: Sep 2018
Default Re: Show me the magic!

Our IQ 13 Spells:

Advanced Cleanse Poison (T): Removes all poisons and unhealthful material (e.g., broken glass) from food, drink, objects (including weapons and surfaces) AND from living beings who have consumed poison or foreign objects. This spell can be cast once to remove poisons from non-living items within one hex, but a separate casting is required for each living creature that needs to be rid of poison of other harmful material. This spell does NOT return lost hit points the poison has already done. As with the regular Cleanse Poison spell, it does not make food or drink nutritious or even tasty . . . simply safe to eat/drink. This spell is related to Cleansing, but different; it is cheaper to cast, but limited to removal of poisons and foreign matter. It cannot cure disease. ST cost: 4 to affect a 1-hex area for objects OR 4 for each individual living being. Wizards who know the Advanced Cleanse Poison spell know the Cleanse Poison spell for free. *C*

Advanced Ward (S): The biggest differences in this spell and the lower level spell is the area of affect is greatly increased and the time it lasts is increased. This is a protective spell. By setting Ward on a doorway, or just an area of floor, a wizard can “booby-trap” it psychically. Anything that comes through the warded doorway or area of floor (up to 3 connected megahexes) will be known to the casting wizard, even if he is asleep, busy, or facing another way. He will also know if the intruder has hostile intentions. However, the wizard must stay within 15 megahexes of his Ward at all times, or it will cease to work. Any number of Ward spells may be cast. Lasts 1 week. Cost: 2 ST. Some version of the ward spell must be cast once over each of the five wards of the magic items called Wards in order to energize them. If this spell is used (as opposed to the lesser strength version of the spell) the size of the protected area will be one texahex instead of one megahex. *C*

Baleful Blade (T): When cast on a melee weapon, the weapon does an extra 1D6 damage for the next six rounds of combat, or until the casting wizard wills the spell to end. The striking part of the weapon will glow with a magical radiance in the casting wizard’s choice of colors during that time. This spell can be cast on any metallic weapon (not just blades), but it can never be cast on a wizard’s Staff, even if the Staff is made of metal. No weapon can have more than one Baleful Blade spell on it at any one time. The casting wizard can renew the spell at the end of the six turns without a die roll, by just expending the strength. Cost 2ST *C*

Beguile (T): This is the classic love spell. If the victim of the spell is an enemy or if the victim is of a very different species (a human and a dragon, for example) than the casting wizard, then they get a saving roll of 3 Dice versus IQ. If the victim is of the same or similar species (so dwarfs, elves, humans, halflings--- races who are actually close enough that breeding would be possible) then the saving roll is 4 Dice versus IQ. Cost 3 ST and lasts for 5 minutes, cannot be renewed but can be recast. This spell will not force the victim to be controlled, but he or she will do whatever he might do if asked by a deeply loved person and he is very unlikely to try to directly damage the wizard. Control Person would give the wizard direct control and this spell will not, but the duration of this spell is minutes and not turns, so the strategic use of this spell is different from Control Person. Since the victim CAN refuse the beloved one’s requests, asking for something outrageous (e.g. “Kill your friends and join me!”) will not trigger a fresh saving throw, but the GM decides how likely the victim will be to do whatever is being requested by his beloved.

Chrysalis (C): Creates a transparent magical cocoon around one figure or hex that stops all physical attacks or damage from any direction. It will not stop occult or other magical attacks. The cocoon cannot move from its original location. Someone inside the cocoon cannot make physical attacks through it. The cocoon is clear so someone inside it can still use occult and magical attacks. Lasts 12 turns just as any other creation spell. *C*

Devastate: (T): This is like a combination of a Confusion, Clumsiness, and Weakness spell combined. Casting wizard can reduce ST, DX, and IQ ALL by 2 points for every 3ST the wizard uses to cast it. Lasts for 3 turns (1 if victim’s ST is 30 or more). As with Confusion, the loss of IQ can affect use of spells (see Confusion spell) and as with Weakness, the loss of ST can affect weapon use but cannot be used to kill the subject (see Weakness spell). Confusion, Clumsiness, and Weakness spells are prerequisites for this spell.

Eyes of the Dead (T): The casting wizard will see images from the dead person’s last minutes of life, in five minute increment working backward from the moment of death. Cost 1 ST per five minutes.

Poison Touch (T): Similar to Acid Touch, here the subject’s hands secrete a powerful poison (akin to Contact Poison from the Alchemy Potions list) which does not affect the subject. This can be used in a few different ways. In combat, a wizard with Poison Touch active can touch the skin of an opponent and do 2 Dice Damage (armor does not protect). Only naked skin will work, but it will work even on thick skin like might be found on some monsters. If an animal with fur or very thick skin is touched the poison will seep into the skin, but it takes at least a full turn for that to happen (two turns if the skin is extraordinarily thick--- something with skin that stops 3 or more hits, for example). As with Contact Poison, the wizard may also smear the poison on an object or introduce it into food or drink (where it instantly spreads to infect the entirety of the meal or beverage) BUT the poison vanishes when the spell ends, so this can be an expensive way to leave a trap. Cost: 1 ST to cast, 1 per turn to continue.

Speak with Dead (T): Lets caster ask 3 questions of any intelligent dead body. Caster must either speak in a language the corpse knew or in Sorcerer’s Tongue (or using Horn of Translation containing a language the corpse knew). Cost 3 ST

Shrink/Grow Creature (T): This works on a single living creature of less than ST 20. The characteristics of the creature stays the same, but the creature shrinks or grows by 10% for every 1 ST used to cast. This spell lasts for 1 hour. The mass and volume of the creature will increase or decrease as the dimensions increase or decrease. The IQ for the creature will not change, but the other attributes of the creature may or may not change with a large change in size (GM discretion). Also, if the creature is unwilling it gets a 4 Dice versus IQ saving throw to try to avoid being shrunk or grown. Even if the spell works there could be a violent reaction to this spell or the creature could panic and run (especially if it is a generally timid or stupid creature and if the size change is significant enough).

Summon Tertius (C): Just like Summon Secundus but now a stronger ally. The creature’s natural defenses and/or armor may stop up to 3 hits of damage and with this spell a flying creature can be summoned. The DX cap is now 13 with the rest of the stats just as described in the Summon Secundus spell. This may not be a typical “animal” and the summoned creature may use a weapon provided it has the IQ to know the weapon skill, the ST to use the weapon chosen and the damage of this weapon chosen does not exceed 2D + 2.
One example of a Stronger Ally is the Gargoyle. Here would be the stats for such a creature: ST 20, DX 11, IQ 8, MA 8 on ground, 16 in air, fist does 2 dice damage, skin stops 3 hits. It could be argued that the gargoyle is no stronger than the bear that could be summoned with Summon Secundus Spell, but the advantage of flight and the extra hit of damaged stopped by the skin make gargoyles tough opponents.
4 ST, plus 1 each turn the creature stays. COMMENTS: THIS SPELL REPLACES THE SUMMON GARGOYLE SPELL. Summon Secundus is a prerequisite for this spell. The particular creature summoned needs to be discussed and approved by the GM prior to play if there is no animal with given stats that is similar in the rules as written to the creature that the player wishes to summon.
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