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Spell Examples

These examples of the system at work are just a few, if anyone creates new spells could you let me have a copy to incorporate on this page. I'm particularly interested in spells that unbalance the game, as I wish to close any loop holes.

Thanks

Guy


 
SPELLS WITH A BASIC COST OF 1 - 10 POINTS

CREATE WATER

DURATION 1 seg 1 point
AREA OF EFFECT 1 cubic foot 3 points
WATER 2 points
TOTAL 6 points
DESCRIPTION
This is an extremely useful spell as the caster no longer has to worry where she can get water from. Providing 6 points are put aside for those days in which fresh water are needed the hydomancer will never go thirsty.

The short duration of the spell is no problem as the water does not disappear at the end of the spell, but she must make sure that she casts it within a container.

SPELLS WITH A BASIC COST OF 11 - 20 POINTS

HEAT BALL

DURATION 1 seg 1 point
AREA OF EFFECT 1 cubic yard 4 points
RANGE 10 feet 3 points
HEAT 10 hp damage 10 points
TOTAL 18 points
DESCRIPTION
This is my equivalent of a Magic Missile or Fireball spell. This is in the range of many low level casters and at 10 points of damage could conceivably kill.

The most prohibitive element of this type of offensive spell is the casting time, the mage would have to spend one round and 8 segments plus the initiative roll (probably going last in the second round) casting it. With more damage, more time would have to be spent.

UNSEEN SERVANT

DURATION 3 hours 8 points
AREA OF EFFECT 1 cubic yard 4 points
RANGE 10 yards 4 points
AIR Moving 50 lb 4 points
TOTAL 20 points
DESCRIPTION
A simple spell for lazy mages. It can impress too. The speed is upto 10 feet per round, slightly slower than a running unencumbered human, and can go no further than 10 yards from the caster. If the servant is somehow taken beyond this range it will recreate itself within the range.

For the servant to move, the mage must concentrate - this is not a sentient creature just air.

SPELLS WITH A BASIC COST OF 21 - 30 POINTS
 

SPELLS WITH A BASIC COST OF 31 - 40 POINTS

TELEPORT

DURATION 1 round 3 points
AREA OF EFFECT 1 square yard 6 points
RANGE #1 1 foot 2 points
RANGE #2 1 mile 16 points
FOLD 4 points
TOTAL 31 points
DESCRIPTION
Firstly note the increased cost of each of the spatial elements of this spell due to the Fold pool. The mage need not be able to see either of the ends of the gate, but unless he can (or he knows the places) there is a chance that the spell will cause the end of the gate to be above or below ground level (or the desired height).

An alternative to this spell would be to create the other end of the gate 1 foot from a known person or creature - this is a little dangerous as the mage can not guarentee the amount of points he will spend and can cause him to overcast (see the consequences of this in  Magic Overview ).

SPELLS WORTH A BASIC COST OF 41 - 50 POINTS

DETECT MAGIC

DURATION 1 round 3 points
AREA OF EFFECT 1 cubic yard 4 points
RANGE touch 0 points
MAGICAL ENHANCE to raise spells saving throw from 12 to 20 36 points
TOTAL 43 points
DESCRIPTION
This spell enables the caster to increase his spell saving throw to 20, thus magic him suseptable to all form of spells. In this state he can recognise if an item is magical.

If the caster were to increase the duration to 5 rounds - an extra point - he could also tell what pools were being used.

If the caster were to spend a turn per pool using this spell to study an item (duration cost of 5 points per pool) then the mage could tell the strength of each pool.

The most powerful form of the spell involve the mage studying the artifact for 1 hour per pool, plus an extra hour per ability. If this is done then the mage can tell precisely what the item is used for.

So a simple wand of magic detection would take 4 hours to deduce its purpose (and cost 49 points to cast).

All the above do not rely upon each other and the caster may decide to cast the more powerful form of the spell at the beginning of study.

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