Dragon Wars other
___LOW MAGIC___ MAGE FIRE The beginning zap spell, and always worth falling back on if nothing more powerful is at hand. Effect: 1-8 pts Range: 30' Target: 1 foe Time: -- Power: 2 CHARM This simple enchantment offers a small bonus to a character's ability in combat, and will heal 1-2 points of damage. Effect: +1 AV Range: Heal Target: Char Time: Combat Power: 3 LESSER HEAL A simple heal spell, restoring up to four points of health. Heal spells are very important, because you can't use the Bandage skill in combat. Learn a heal spell if you want to survive! Effect: 1-4 pts Range: Heal Target: Char Time: -- Power: 2 DISARM This incantation disarms one foe--that is, if it carries a weapon. Dragons' claws not affected. Effect: Disarm Range: 30' Target: 1 foe Time: -- Power: 4 LUCK If you'd rather be lucky than good, cast this spell on yourself or a friend. It improves your DV for the duration of the combat. Effect: +2 DV Range: -- Target: Char Time: Combat Power: 3 MAGE LIGHT Useful for exploring dark places when a mundane source of light is not available. A "torch" icon will appear for the duration of the spell. Effect: Light Range: -- Target: Party Time: Variable Power: 1 = 3 hr ___HIGH MAGIC___ FIRE LIGHT An improved zap spell. The greater the power of the caster, the more damage this spell will do. Effect: 1-6 x P Range: 30' Target: 1 foe Time: -- Power: Var ELVAR'S FIRE This was Lanac'toor's favorite method of dispersing autograph seekers. While this spell doesn't pack much punch, it is an area effect weapon, and can sometimes take out whole groups of lesser foes. Effect: 2-12 pts Range: 30' Target: Group Time: -- Power: 6 POOG'S VORTEX An improved version of Elvar's Fire, created by the arch-wizard Poog to suck away the life force of his foes. Effect: 4-24 pts Range: 20' Target: Group Time: -- Power: 11 ICE CHILL A precise spell that usually results in a frigid death for the victim. Like the Fire Light spell, Ice Chill is power-based, and while not so potent as Fire Light for beginners, it works at greater range. Effect: 1-4 x P Range: 50' Target: 1 foe Time: -- Power: Var BIG CHILL An area effect version of Ice Chill that will inflict up to 24 points of damage to all opponents within range. Effect: 4-24 pts Range: 30' Target: All Time: -- Power: 15 DAZZLE Use this spell to befuddle simple foes, but make sure someone is on hand to exploit your enemy's hesitation. Effect: Miss turn Range: 30' Target: 1 foe Time: -- Power: 3 MYSTIC MIGHT Instant muscles for the friend of your choice, lasting for the entire combat. Effect: +15 Str Range: -- Target: Char Time: Combat Power: 4 REVEAL GLAMOUR A very important spell that will (usually) dispel illusions. All is not as it seems, especially in the Eastern Isles. Effect: Dispel Range: 40' Target: Group Time: -- Power: 2 COWARDICE Fearsome foes suddenly fear you. They will either run away, or continue to stand and fight if they resist the spell. Works best against weaker opponents. Effect: Foes run Range: 60' Target: Group Time: -- Power: 8 VORN'S GUARD Originally developed to protect a king and his entourage, this spell is excellent for parties desiring a blanket of magical protection. Improves armor class (i.e. damage absorbed), but has no effect on DV. Effect: +2 AC Range: -- Target: Party Time: Combat Power: 6 SALA'S SWIFT Improves the dexterity of a single character, for the duration of an entire combat. This will improve the target's AV and DV. Effect: +8 Dex Range: -- Target: Char Time: Combat Power: 5 HEALING More potent than the Low Magic `Lesser Heal' spell, this enchantment can set broken bones and stop internal bleeding. Effect: 1-6 pts Range: -- Target: Char Time: -- Power: 3 GROUP HEAL A group medical plan the entire party will appreciate. Restores up to six points of health to each character. Effect: 1-6 pts Range: -- Target: Party Time: -- Power: 6 AIR SUMMON Conjures an air elemental for whatever lofty goal you pursue. See the "Summoning" notes after the spell listing for further information. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr EARTH SUMMON Creates a potent creature from stone and soil, under your command. The earth elemental is somewhat stronger and more durable than the air elemental. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr WATER SUMMON Allies a spirit of the water for a time. Water elementals are a bit more powerful and strong than earth elementals. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr FIRE SUMMON Summons a fire elemental. Guaranteed to brighten up a party. The fire elemental is the most powerful known. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr SENSE TRAPS Safely guides you past dangerous deadfalls without tripping the traps. Effect: Sense Range: -- Target: Party Time: Var Power: 1 = 2 hr CLOAK ARCANE Renders the party partially invisible, diverting both the light around you and the force of your opponents's blows. Effect: +2 AC Range: -- Target: Party Time: Var Power: 1 = 1 hr ___SUN MAGIC___ SUN STROKE The Sun Magic version of `Fire Light.' Subtle distinctions are claimed by those familiar with both spells. Effect: 1-8 x P Range: 20' Target: 1 foe Time: -- Power: Var EXORCISM The undead cannot abide the light of the sun. Usually. Not effective against the living. Effect: 6-36 pts Range: 50' Target: Group Time: -- Power: 5 RAGE OF MITHRAS A hideously powerful spell thankfully restricted in that it can only harm one victim at a time. Can hit an enemy up to 70 feet away. Effect: 1-6 x P Range: 70' Target: 1 foe Time: -- Power: Var WRATH OF MITHRAS An even more hideously powerful spell, featuring a small blast radius. damage is lower than the Rage of Mithras, but affects a group. Effect: 1-4 x P Range: 90' Target: Group Time: -- Power: Var FIRE STORM Simply the most hideously powerful spell known to man. Effect: 6-36 pts Range: 60' Target: All Time: -- Power: 20 INFERNO An underpowered version of Fire Storm. In the hands of an experienced character, it can actually cause more damage while using less power. Effect: 1-4 x P Range: 40' Target: All Time: -- Power: Var HOLY AIM Sheds divine light on a melee, and guides a righteous group in smiting their foes. Effect: +2 AV Range: -- Target: Party Time: Combat Power: 5 BATTLE POWER Significantly improves the muscle ability of any band of heroes. Effect: +10 Str Range: -- Target: Party Time: Combat Power: 8 COLUMN OF FIRE Sheets of flame fall from the heavens, preventing a group of opponents from advancing during their turn in combat. Effect: Stops Range: 40' Target: Group Time: -- Power: 5 MITHRA'S BLESS Shields a group from harm with a blanket blessing, courtesy of an alien god. Effect: +3 DV Range: -- Target: Party Time: Combat Power: 5 LIGHT FLASH Produces a blinding flash that might disorient foes. Especially useful against underground enemies and creatures unaccustomed to the light. Effect: lose turn Range: 50' Target: Group Time: -- Power: 6 ARMOR OF LIGHT Cloaks a character in gleaming magic armor proof against most attacks. Effect: +2 AC Range: -- Target: Char Time: Combat Power: 6 SUN LIGHT Improves the health of any one character. A little sun light never hurt anyone. Effect: 1-6 pts Range: -- Target: Char Time: -- Power: 3 HEAL A potent heal spell which affects one character. Effect: 2-8 pts Range: -- Target: Char Time: -- Power: 4 MAJOR HEAL The best value in Sun Magic heal spells when more than one character is injured. Dispenses one `Sun Light' spell on each party member. Effect: 1-6 pts Range: -- Target: Party Time: -- Power: 6 CHARGER The perfect pick-me-up for depleted magic items. Non-addictive. Effect: Charge Range: -- Target: 1 item Time: -- Power: 8 DISARM TRAP Will safely trigger a trap. All you have to do is walk into a trap, and it'll safely be sprung. Effect: disarm Range: -- Target: -- Time: Var Power: 1 = 2 hr GUIDANCE Accurately tells you the direction you face. Very useful underground, where your friendly direction gauge is useless. Effect: Compass Range: -- Target: -- Time: Var Power: 1 = 3 hr RADIANCE The best light spell known to wizardkind. Effect: Light Range: 40' Target: Party Time: Var Power: 1 = 2 hr SUMMON SALAMANDER Either this spell conjures a potent magical creature, or it blows the caster's skull off. Give us a call and let us know. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr ___DRUID MAGIC___ DEATH CURSE A savage spell left over from the bad old days, designed to punch the ticket of someone you hate. Causes up to 18 points of damage to the target. Effect: 3-18 pts Range: 40' Target: 1 foe Time: -- Power: 6 FIRE BLAST This potent spell unleashes a minor fire storm on one group of foes. Use with discretion. Effect: 4-24 pts Range: 30' Target: Group Time: -- Power: 12 INSECT PLAGUE A formidable way to weaken some monsters' defenses, and a real drag at picnics. Reduces a group's AV and DV, making them vulnerable. Effect: -2 AV, DV Range: 60' Target: Group Time: Combat Power: 4 WHIRL WIND Possibly transports one or more foes away from you on a twisting cone of howling winds. Effect: Push 30' Range: 40' Target: Group Time: -- Power: 4 SCARE If cast at the right time, can improve your party's ability in the eyes of your foes. Effect: +2 AV Range: -- Target: Party Time: Combat Power: 4 BRAMBLES Erects a temporary barrier of thorns between your party and a group of opponents. Use the time thus gained to plan an effective attack. Effect: Miss turn Range: 60' Target: Group Time: 1 round Power: 5 CREATE WALL Erects a barrier of stone before the party. Also of use in repairing old buildings. Effect: Create Range: -- Target: -- Time: -- Power: 5 SOFTEN STONE A very powerful spell popular with civil engineers. Useful for underground construction and removing certain walls. Effect: Remove Range: -- Target: -- Time: -- Power: 6 BEAST CALL This holy spell of Enkidu is used in secret Druid rituals. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr WOOD SPIRIT Creates a helpful ally from wood and bramble. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr INVOKE SPIRIT Summons a friendly spirit to aid you in battle. See the restrictions and features described in the "Summoning Spells" section. Effect: Summon Range: -- Target: -- Time: Var Power: 1 = 4 hr GREATER HEALING Uses natural energies to rejuvenate and heal the wounds of any one character. Effect: 1-6 pts Range: -- Target: Char Time: -- Power: 4 CURE ALL The most powerful and efficient healing spell that ancient Druid learning has devised. Effect: 1-8 pts Range: -- Target: Party Time: -- Power: 6 ___MISCELLANEOUS MAGIC___ ZAK'S SPEED Named for a sorcerer of long ago, a nifty spell that improves the Dexterity of all characters in the party. Effect: +15 Dex Range: -- Target: Party Time: Combat Power: 10 PRISON Pins a group of foes beneath the weight of a magical barrier, preventing them from advancing or running away. Effect: Halt Range: 60' Target: Group Time: Combat Power: 8 KILL RAY Courtesy of the demented Czar Strahkenhorc out of centuries past, this deadly beam will waste anything it strikes. Beware the terrible cost of this spell, as it can quickly drain a weak or weary wizard. Effect: 10-80 pts Range: 50' Target: 1 foe Time: -- Power: 15
Back to the game