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Adder's Kiss
Range: 150 feet
Duration: 5 seconds per 3 levels
Speed: 6
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
It is said an adder's kiss can scald even the
most fearsome of fiends. This spell calls forth
an acidic bolt to shower and opponent with its
vile green acid. If the caster is skilled enough,
the adder's kiss lingers after the initial
strike, continuing to sink into an opponent's
skin with its acidic teeth.
When cast, the caster chooses any target within
150 ft. and the Adder's Kiss will strike for 2-8
hit points of acid damage. For every three levels
of teh caster, the acid lasts 5 seconds longer,
inflicting another 2-8 points of acid damage / 5
second segments. |
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Blood Bridge
Range: 0
Duration: Instant
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
A bizarre compact of the healer's heart and the
merchant's mind, this necromatic spell transforms
your very body into a marketplace that barters
life and death. Your life essence can be given to
others... at a cost to yourself.
When cast, the mage can select any living
(non-undead) target within touch range and drain
life from himself (2 hit points + 1 hit point per
level of the caster) and give it to the target. |
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Blur
Range: 0
Duration: 15 seconds + 5 seconds per level
Speed: 2
Area of Effect: The caster
Saving Throw: None
Weight: 0
The blurring of form and spirit causes one to be
hard to see or touch, granting a great advantage
in battle.
blur causes the wizard's form to shift and blur,
making it much more difficult to attack the
caster: It causes all incoming attacks to be made
at -3 penalty and grants the wizard +1 on all
saving throws. |
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Ice Knife
Range: 50 ft.
Duration: Instant
Speed: 2
Area of Effect: Special
Saving Throw: Neg.
Weight: 0
Daggers of ice can be conjured that not only
strike the intended target buy can spread cold as
ice in water.
This spell fires a magical ice dagger at a
target. The caster must successfully hit with his
normal missle attack roll. A successful hit
causes 2-8 pts. of damage per dagger. When the
ice knife strikes a solid object or a creature,
the knife shatters, releasing a wave of numbing
cold. All creatures w/in a 5' radius must make a
successful saving throw vs. paralyzation or
suffer 1-4 pts. of cold damage and have a -2
penalty to their attack rolls. If the attack roll
misses, the Ice Dagger will 'fall to the ground'
2 feed past (using the same trajecrory that it
originally took) the intended target. The Ice
dagger will then remain on the ground for 2
seconds. If any creature touches this ice dagger
during that time it will immediately shatter, and
emit a cold wave (as above). If not, then after
the elapsed time it will melt away. Finally, the
caster gains 1 additional Ice Dagger for every 2
levels after 3rd level, for a maximum of 5
Daggers. The subsequent Daggers can be fired off
by a subsequent 'click' on the same (or another)
target. |
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Greater Embalming
Range: 0
Duration: 60 minutes
Speed: 2
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 is a more potent
version of Minor Embalming, and the mending and damage resistance
it bestows lasts longer.
This spell works only on the Nameless One or any
undead. When cast, the target gains +2 hp/level of the caster and +2 AC
for one 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 an hour.
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Horror
Range: 75 feet
Duration: 30 seconds
Speed: 2
Area of Effect: 30 feet radius
Saving Throw: Neg.
Weight: 0
Pure horror is perhaps the greatest equalizer in
existence, causing both the weakest and the strongest
to lose their courage and flee in cowardice.
This spell causes all non-undead creatures within a
30 foot radius of the target point to flee in terror
from the area, if they fail their saving throw.
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Knock
Range: 180 feet
Duration: Special
Speed: 1
Area of Effect: 10 sq. feet per level
Saving Throw: None
Weight: 0
The inaccessible, the locked, can be freed and
within one's grasp with this incantation.
With Knock, all locked doors, chests, boxes or
shackles shall be unlocked, but it doesn't affect
barred gates and the like. In addition, it can
only affect up to 2 impediments per spell |
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Luck
Range: 30 feet
Duration: 5 seconds per level
Speed: 2
Area of Effect: 1 creature
Saving Throw: None
Weight: 0
Fortune. Chance. Kismet. Whatever its name, this
spell grants a boost in one's Luck for a short
duration.
This spell grants a 2-8 point bonus to the
target's Luck for 5 seconds per level of the
caster. This bonus increases the chance for
success in various efforts such as Attacking,
Thieving Skills, or Saving Throws and the like. |
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Strength
Range: Touch
Duration: 60 mins per level
Speed: 2
Area of Effect: Person touched
Saving Throw: None
Weight: 0
Grants immense strength to the weak - or greater
strength to the strong.
This spell increases the target's Strength score by a
certain number of points (or tenths of points above 18)
which will still be qualified by race/class restrictions.
The spell cannot bestow a Strength of 19 or greater. The
bonus is as follows:
Priest.....1d6 points
Rogue.....1d6 points
Warrior.....1d8 points
Wizard.....1d4 points
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