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Armor
Range: 0
Duration: Until destroyed by damage
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Physical attacks shall be better thwarted as
protection is granted to those who have none.
This spell grants an Armor Class of 6 to the
target. It is cumulative with Dexterity bonuses,
but nothing else. The spell lasts until the
wearer sustains culmulative damage more totaling
more than 8 pts. + 1 / level of the caster. Note
that the armor does not absorb this damage; it
only distintegrates after that much damage has
been inflicted on it. |
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Blindness
Range: 90 ft. + 30 ft. / level
Duration: 60 seconds
Speed: 1
Area of Effect: 1 Creature
Saving Throw: Neg.
Weight: 0
How frail is the body when it depends upon its
eyes! When sight is removed, things become harder
to hit, and the sufferer becomes an easier
target.
If the targeted creature fails it saving throw,
the creature will be struck with blindness and
suffer a -4 penalty to its attack rolls and a +4
bonus to all opponents' attack rolls. |
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Chromatic Orb
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Weight: 0
Long are the debates about the spectrum of color
in the multiverse. "This Blue is better than
Yello!" "Pike it, berk! Of course White
is the true color!" And while in the end,
many generally agree that a color's greatness is
in the eye of the beholder, this spell
establishes the fact that some colors are
deadlier than others.
This summons a large, magical Orb of Color, which
can then be hurled at a target using the caster's
normal Attack roll +3. The color of the Orb
changes depending on the caster's level.
Level: 1 White
Damage: 1-4 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
Level: 2 Red
Damage: 1-6 pts.
Special Power: 10 sec: -1 Strength, -1 Dexterity
Level: 3 Orange
Damage: 1-8 pts.
Special Power: Additional 1-4 pts. of fire
damage.
Level: 4 Yellow
Damage: 1-10 pts.
Special Power: 10 sec: -4 Attack, -4 S.T., +4 AC
Level: 5 Green
Damage: 1-12 pts.
Special Power: Stun for 10-25 sec.
Level: 6 Turquoise
Damage: 2-8 pts.
Special Power: Unconcious for 10-25 sec.
Level: 7 Blue
Damage: 2-16 pts.
Special Power: Paralyzed for 30-100 sec.
Level: 10 Violet
Damage: Paralysis
Special Power: Petrification
Level: 12 Black
Damage: 4-40 pts.
Special Power: Paralysis for 10-40 sec. |
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Fist of Iron
Range: Caster
Duration: (5 seconds / level) + 5 seconds
Speed: 1
Area of Effect: Nameless One only
Saving Throw: None
Weight: 0
This spell gives the caster's fist the strength
and durability of iron, turning it into a living
weapon. Any punches the caster does will do more
damage than normal.
This spell works only on the Nameless One. When
cast, all his normal punch attacks are +3 to hit
and +6 to damage. The Nameless One cannot cast
spells while the Fist of Iron is in place. |
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Friends
Range: 0
Duration: 5-20 seconds + 5 sec. / level
Speed: 1
Area of Effect: Caster
Saving Throw: Special
Weight: 0
One's charm, one's beauty and one's charisma is
oftentimes the key to gaining the trust of
strangers and creating new friends.
When cast, the caster temporarily gains 2-8
points of Charisma, which could be helpful in
making new friends or opening new paths. |
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Identify
Range: 1 item
Duration: Instant
Speed: 1
Area of Effect: Inventory usage only
Saving Throw: None
Weight: 0
This spell reveals the mysteries of an enchanted
object, allowing you to know its exact abilities. |
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Magic Missile
Range: 80 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
This spell shapes arcane energies into unerring
missiles. The greater your skill, the more
missiles you can hurl from your body.
The spell summons a magical missile that strikes
its target unerringly for 2-5 pts. of damage with
no saving throw possible. In addition, the caster
gains 1 extra missle every 2 levels, for a total
of 5 missiles at level 9. |
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Minor Embalming
Range: 0
Duration: 30 minutes
Speed: 1
Area of Effect: Creature touched
Saving Throw: None
Weight: 0
Embalming preserves the flesh of the dead... as such,
this spell can preserve the flesh of the Nameless One,
mending tears, off-setting decay, and making your
skin more resilient to damage.
This spell works only on the Nameless One or any
undead. When cast, the target gains +2-8 temporary hit
points and a temporary bonus of +1 AC for a half-hour.
The extra hit points behave exactly like an Aid spell...
they will heal the caster if he is less than max hit points
or they will give him bonus hit points for a half-hour.
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Pacify
Range: 180 feet
Duration: 40 seconds + (5 seconds / level)
Speed: 1
Area of Effect: 2-8 creatures (non-undead)
Saving Throw: None
Weight: 0
Violence is not always the best solution. This
spell seeks to quell the boiling blood, the anger
and malice through peaceful means.
As per the name, this spell will magically pacify
2-8 creatures of 6 HD or less in the area of
effect; this affects all types of creatures
except for undead. When cast, creatures must
immediately make a saving throw vs. spell. If
they fail, they stop all activities that require
any exertion, including arguments, combay, etc.
From here, the affected creatures will fall into
a deep slumber. The affected creatures will
remain in this state for the duration of the
spell if left unharmed. If attacked, they
automatically gain a new saving throw to try to
break the spell. |
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Shield
Range: 10 feet
Duration: 25 sec. / level
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
This spell summons a globe of force that protects
the caster from physical attacks.
When cast, a magical orb of protective energy
arises and protects the recipient from attacks
from all directions. It bestows an AC 3 against
all attacks and +1 to Saving Throws for 25
seconds / level of caster. |