Dragon Wars other - spells
- Dragon Wars
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___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