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Chapter 5: Magic Spells

Choosing Magic Spells

If you need to, see Step 8 under Character Creation to determine how many Spell Categories your character may choose. Then browse over the Spells in each of the Categories and see which ones might fit your character.

As mentioned in the character creation chapter, a character does not need any one Magic Spell Category in order to select another.

Choose the Spell Categories that you think your character will benefit from. When in doubt, the Healing Based Spell Category is always useful, especially if your character is a fighter. A character without the Heal Skill will not be as powerful as a Greystone or other dedicated healers, but even just healing magic alone can make a critical difference in the chaos of combat.



Magic Spell Descriptions


Combat Focus Spells


Quick Draw

Combat Focus

Magic used to draw a weapon very quickly.

Cost: 1 MP
Casting time: 1 null action
Range: Personal
Target: Self only
Duration: 1 round
Casting: A quick flick of the wrist.

Stage 1: By expending 1 Magic Point on your turn, you can draw 1 weapon without taking up an action. You may take normal actions after casting this spell, such as firing a weapon.

Stage 2: You can draw up to 2 weapons without taking up an action.

Stage 3: The duration increases to 1 minute (10 rounds).

Stage 4: The duration increases to 10 minutes.

Quick Draw Notes: May be used for Ranged and Melee weapons. May be used to sheath or holster weapons as well. Can only be used on your own, easily reachable, weapons. May only be used on your action.

This spell mimics the effects of the Quick Draw Feat. Any place that states the quick draw feat may be used, an active quick draw spell will also work.



Quick Attack

Combat Focus

Speeds up the caster, allowing her to make additional attacks in a single round.

Cost: 1 MP
Casting time: 1 null action
Range: Personal
Target: Self only
Duration: Immediate
Casting: Concentrating for second.

Stage 1: By expending 1 Magic Point on your turn, you gain one additional attack at your full base attack. You may take normal actions after casting this spell.

Stage 2: By expending 1 Magic Point on your turn, you gain one additional attack at your full base attack. Furthermore, your movement is doubled for the remainder of the round.

Stage 3: By expending 1 Magic Point on your turn, you gain two additional attacks at your full base attack. Furthermore, your movement is doubled for the remainder of the round.

Stage 4: By expending 1 Magic Point on your turn, you gain two additional attacks at your full base attack. Furthermore, your movement is tripled for the remainder of the round.

Quick Attack Notes: Bonus attacks are made immediately after their normal attack. If using two weapons, the Quick Attack spell allows attacks with both weapons. Remember that casting a spell with a casting time of 1 standard action would not benefit from additional attacks.

The above additional attacks are gained whether a character uses a standard action or a full-round action. See types of actions.



Hyper Dodge

Combat Focus

Magic used to make the caster a harder target to hit.

Cost: 1 MP
Casting time: 1 null action
Range: Personal
Target: Self only
Duration: 1 minute (10 rounds)
Casting: Concentrating for second.

Stage 1: By expending 1 Magic Point on your turn, you become harder to hit. Add +2 to your Armour Class immediately, lasting for 1 minute (10 rounds). You may take normal actions after casting this spell.

Stage 2: Add +4 to your AC.

Stage 3: Add +6 to your AC.

Stage 4: Add +8 to your AC.

Hyper Dodge Notes: The bonuses at stage 2, 3, or 4 replaces any bonuses granted from earlier stages. The effects of a spell do not double if cast twice.



Accuracy Focus

Combat Focus

Magic that aids the caster in finding their target.

Cost: 1 MP
Casting time: 1 null action
Range: Personal
Target: Self only
Duration: Immediate
Casting: Careful scrutiny of the target for a second while expanding a Magic Point.

Stage 1: Add a +4 bonus to hit for all attacks in the current round. After casting Accuracy Focus, you may attack as normal.

Stage 2: Add a +6 bonus to hit for all attacks in the current round.

Stage 3: Add a +8 bonus to hit for all attacks in the current round.

Stage 4: Add a +10 bonus to hit for all attacks in the current round.

Accuracy Focus Notes: The bonuses at stage 2, 3, or 4 replaces any bonuses granted from earlier stages.






Up Next: Death Spells

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