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New Spells

Here are some of the spell additions/changes that I'm proposing for use in my games. Again, I don't have a lot of experience when it comes to running magic heavy campaigns, so if you see a potential problem in my list, like potential munchkinism at ley lines or nexus points, please feel free to contact me. I just felt that the spell book needed some comperable spells to counter the power levels of newer technology:

Combat Spells:

Focus/Direct Light: Level 3 spell
PPE Cost: 7 per blast
Damage: Special - 1D6 MD/SDC per level
Range: 250 feet plus 50 feet per level (light is absorbed from a 20 foot sphere)
Saving Throw: Dodge
The mage can "gather" all available light in an area to a small, highly-focused point, and direct that light energy at a specific point or target. When the mage draws the light to the focal point, the area around the mage will get noticably dimmer, almost as if a shadow were being cast around him/her. The higher level the mage, the darker the area will become (for example a 15th level mage will create an almost pitch black sphere around himself while gathering the light. GMs may opt to give penalties to strike the mage in a very dark sphere like this). The mage can then fire that beam at a target, inflicting damage like a laser would (this mimics a laser, so the Glitter Boy's armor would reflect this light as well). If the character has access to sunlight, or a very high intensity light (like a nuclear blast), then the beam will inflict 1D6 MD per level of the caster. If it is cast indoors with artificial light, or during a full moon (lots of ambient moonlight), the beam will inflict 1D6 SDC per level. This spell does not work in dark environment (starlight, pitch black). Also, this spell cannot be used to "absorb" light based attacks like lasers, because the light is absorbed too slowly to have any affect. Note: If using sunlight, then this spell will inflict double HP damage to vampires, also, if using moonlight (light reflected from the sun. Has to be moonlight during a full, or near full moon.), the spell does 1/2 HP damage to vampires. The mage must make a strike roll (at +3) to hit the intended target with the beam. In a heavy shaded (dense, heavy forest), or dim setting, the beam inflicts half damage.

Fire Ball: (improved fireball)
PPE Cost: Same as Fireball
Damage: 2D4 + 1D4 per level
Range: Same as Fireball
Saving Throw: Same as Fireball
This is just basically a beefed up (slightly) version of the fireball spell. It's not that powerful, but at first level it's at least comperable to a C-18. At a ley line, or nexus point, the power will begin to become apparent.

Kinetic Acceleration: Level 4 spell
PPE Cost: 5
Damage: SDC - special/ 2D6 MD + 1D6 at levels 3, 6, 9, 12, 15
Range: Touch/special - Double normal thrown/missile range
Saving Throw: Dodge
This spell allows the mage to accelerate any object that he or she touches. After charging the object, the mage just needs to give the object a little "push" (throwing, flicking, dropping, etc) and the object will continue on that path. As soon as the object leaves the mage's hand, it will 'slip' through the atmosphere, accelerating at incredible speeds. Even though the object slips through the atmosphere, it is still subject to trajectory alterations from atmospheric conditions and the like. The spell can also be used to accelerate arrows fired from a standard bow, but not a crossbow. The damage inflicted depends on the object the mage uses/throws. If the object is made of a sturdy enough material (MDC materials), then the damage inflicted is 2D6 MD + an additional 1D6 at levels 3, 6, 9, 12, and 15. SDC materials (metals, stone, etc), no matter how tough, will inflict half damage, since they just don't have the durability for any decent penetration. All applicable PS bonuses apply (Only supernatural PS can be added to Mega Damage attacks - not arrows fired from a bow, though). The spell only works on small objects and thrown or missile weapons (knives, arrows, rocks, etc). Also, lets use some common sens people. Substances like paper, cloth, mud, etc will not cause any real measureable damage.

Absorb/redirect Energy: Level 8 spell
PPE Cost: 20
Damage: special
Range: absorb - self/redirect - 750 feet + 100 feet per level
Duration: 1 minute (4 melees) per level Saving Throw: none
This spell gives the mage the ability to absorb energy and redirect/fire it at another target. The mage can absorb a total of 40 MDC from energy attacks + 10 MDC per level. Anything over the total inflicts only half damage. The mage can then fire the stored energy at any target he/she chooses. The damage is equal to 90% of the total absorbed (some is lost in the redirecting). The mage can also release the energy in something like an outward ring of energy (360° around him/her, about 2-3 feet tall) that inflicts 25% (one quarter) of the total stored energy to everything in a 10 foot radius + 2 feet per level. Any energy that isn't released when the the duration elapses is automatically released in a ring of energy (above) inflicting damage to everything around the mage. Of course, the mage can also slowly dissipate the energy harmlessly around them (just raises the temp a few degrees around the mage), but this takes an two attacks/actions of concentration. This spell has no effect on non-energy weapons.

Non-Combat Spells

Bind (or Adhere): Level 2 spell
PPE Cost: Same as Seal
Range: Same as Seal
Duration: Same as Seal
Saving Throw: Same as Seal
This spell acts a lot like the Seal spell, only instead of sealing a door/entrance, this spell will bind, or adhere small objects together, or onto larger objects/surfaces. The mage can place an object on a surface/object, and cast the spell, causing it to magically adhere to the surface. There is no way to remove the object unless some type of anti-magic spell/object is used. The mage can only affect small items (10 lbs + 2 lbs per level), but he/she can affect multiple objects as they raise in level (1 object per level) as long as they are within range of his influence. The mage must be able to see the object clearly to use the bind spell. This spell was created by a mage that dabbled in the finer control of the seal spell. He was able to create this spell that no longer relied on the presence of an entrance or door to seal.

Vision Shift: Level 4 spell
PPE Cost: 8
Range: 25 foot radius + 5 feet per level
Duration: 1 minute per level
Saving Throw: Standard
This is a very disorienting spell. Basically it causes the eyes/retina of all those within the range (failing the saving throw), to shift all registered information to the brain about 20° clock-wise, or counter clock-wise, depending where on the earth they are (northern hemisphere - CW, southern hemisphere - CCW). What this does is make all those affected see things that are actually right in front of them to appear about 20° off. This is very disorienting if they try to move (they are always trying to correct their course, beacuse of the vision shift), fight, or use objects. This causes dizziness, slight nausea, and some balance problems. The victim is - 6 for all combat rolls, - 20% on all skill rolls, and has an extra 10% chance of being knocked off of his/her feet whenever they are hit. This spell does not affect artificial vision systems, or characters inside robots or power armor. It does, however, affect all supernatual creatures, and characters inside standard or fully environmental armor, as long as they are using their natural vision.

Supernatural Strength: Level 10 spell
PPE Cost: 35
Range: Self
Duration 1D4 melees per level of the caster
Saving Throw: N/A
Gives the mage a PS of 30 (add 1D6 if higher), and is now considered Supernatural Strength. The character also becomes a minor MDC being (to sustain the abuse from using the PS) MDC = 30. The character can now inflict Supernatural Damage in HTH combat. I know that later versions of the book had the Superhuman strength do this, but I have a 2nd printing of the main book, so this is for people without he spell already.

Supernatural Endurance: Level 10 spell
PPE Cost: 35
Range: Self
Duration 1D4 melees per level of the caster
Saving Throw: N/A
Gives the mage a PE of 27 (add 1D6 if higher), and is now considered Supernatural Endurance. The mage will not tire during the entire duration of the spell, no matter how physically taxing his activities/efforts may be. Also, gives the character an MDC of 70. This spell can be combined with the Supernatural Strength spell to give the character a total of 100 MDC.

Supernatural Speed: Level 10 spell
PPE Cost: 35
Range: Self
Duration 1D4 melees per level of the caster
Saving Throw: N/A
Gives the mage a SPD (running) of 88 (60 mph), and is now considered Supernatural Speed. The mage will not tire during the entire duration of the spell, no matter how long he or she runs.

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