10 New Spells
I posted these on the main decipher forum, I got very little feedback on them. What do you guy think?
Spells
Here are some extra spells that are fun, fair and flavorful (did ya notice all of those started with an f? Yeah, this guy is pretty clever, methinks.)
Lightning Strike OR Call Lightning: Time- 2 actions. Range- 10 yds. per point of Brg. WEAR TN- 15. Cost- 2. Method- Standard, Runes(YES!). Specialty- Air. Requisite- Lightning. Effect- Calls a bolt of Lightining down from the sky doing 4d6+4 damage to the target with half damage to surrounding squares (a radius of approx. 4 yards). Like Lightning damage can be halved w/ a successful Swiftness TN of 20(the TN is 15 for old normal lightning spell). Note: can’t use this spell underground
Breathe Water: Time- 2 actions. Duration- 1 minute per pt. of Brg. Wear TN- 7. Cost- 1 pick. Methods- any. Specialty- Water. Requisite- None. Effect- Can breath water like air for specified period of time but cant stay water indefinitely (must come up for air when spells effect is over.)
Enhance Ability- Casting Time-1 action. Range- Self. Duration- 8 rounds. Weariness TN- 10. Cost- 2 spell picks. Method- Any. Specialty- None. Effect- Enhance ability raises either the spell casters Nimbleness or Strength attribute by 2 for the duration of the spell. By increasing the TN by 2 (limit by 4) the caster gains an additional +1 to his attribute. Note: Raising the Attribute will not raise your characters reactions. Note: since Enhance Ability is temporary, characters scores may exceed 12 plus their racial modifiers.
Fireball: Time- 2 action. Range- 1 yard per point of Brg. Wear TN- 10. Cost- 2 picks. Methods- any. Specialty- Fire(duh). Requisite- Kindle Fire(2 picks). Effect- with a successful ranged combat or Nimbleness test, the caster shoots a small ball of fire at a single enemy causing 2d6+4 damage and at the failure of a TN 10 Swiftness test sets the enemy on fire. Note: Can be used in conjunction with Burning Sparks, the fireball counts as a Campfire size. People will say how fireball is un-Tolkien but if you look at the actual spell it’s a lot less powerful than say Lightning.
Earthquake: Time- 1 min. Range- epicenter must be within1 mile per point of Bearing, the area effect by the earthquake must be less than or equal 50 yards per point of Bearing. Weariness TN- 13. Cost- 2 picks. Methods- Any. Specialty- Earth?. Requisite- Any 10 spells. Duration- between ¼ of a minute and 2 minutes(determined by Narrator). Effect- Shakes the land in great upheaval, cowering foes, hindering movement, and destroying buildings. Buildings receive damage to their structure equal to the caster’s Brg modifier + 1d6, protection only counts half (rounded down) when reducing damage done by earth quakes.
Shield of Light: Time- F/R action. Range- self. Duration- 1 round. Wear TN- 12. Cost- 2. Method- Runes, Std. Specialty- Fire, Smoke, and Light. Requisite- Create Light, 5 spell picks. Effect- Surrounds caster with shield preventing all damage till his next turn. Nothing can enter the shield and nothing can leave it. (This is supposed to represent what Gandalf did in the movie on the Bridge of Kazad-dum.)
Warding Spell- Casting Time- 2 min. Range- an area in radius less than or equal to 10 feet per point of Bearing. Duration- 1 hour per point of bearing. Weariness TN- 10. Cost- 2 spell picks. Method- Std. Runes. Specialty- None. Effect- Warding Spell can be used to alert the spell caster if a designated person or group of people enters into the warded area. The groups are defined in the same way as they are in the exclusion spell, e.g. “Orcs”, “any one”, “Samwise Gamgee”. Once a designated person or type of person enters the area a signal designated by the spell caster goes off the signal could be the caster knows immediately the ward has been entered, or a bird call goes of in the night, etc. The radius of warding can be extended by 10 feet per every +2 to the Weariness TN. Once the ward has been broken it must be recasted if it’s to be used again. Note: The caster must be standing in the middle of the area to be warded when the spell is cast, but after casting he may move anywhere.
Blast of Wind- Effect, A powerful burst of wind blows from the caster knocking down enemies who fail a TN 10 Swiftness reaction in an area extending from the caster 4 yards wide and 16 yards long. WearTN is 10, can add +2 to it to raise the Swiftness Reaction by 1. Specalty- air, water. Method- Std, runes, Song. Time-1 action. Cost- 1 pick
Storm-Raising -Casting Time- 2 min. Range- 50 feet per point of Bearing. Duration- see text. Weariness TN- 12. Cost- 1 spell pick. Method- Std., Song. Specialty- Air, Water. Effect- Like fog-raising but this spell allows the caster to summon a powerful thunderstorm of course the caster has no control over how long it takes the storm to develop or how long it lasts. Storms can be used to water crops or frighten enemies and it some times grants bonuses to Intimidate.
Drain Courage[S]- Casting Time- 2. Range- 2 feet per point of Bearing. Duration- Immediate. Weariness TN- 12. Cost- 2 spell picks. Method- Std. Specialty- Sorcery. Requisite- Brg 10+, Intimidate +8. Effect- A sorcerer may drain 1d3 points of courage from any character if he succeeds in a opposed Willpower test in which the caster gets a +4 bonus[Note neither player is allowed to spend courage in this test]. Improvement- For an additional 2 spell picks the caster may include up to two targets with this spell [He makes an opposed willpower test against both of them, if either succeeds neither loses any couage.]
"How come if I'm the protaginist, Lord Aragorn gets two love intrests, and I'm stuck in a sub-plot with DIck Cheney!"
-Frodo