dragon warriors casters - sorcerers, mystics and magic

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    DnasoNWARRronssuffer'fatigue'. Mystics have to get used to a life ofuncertainty. To balance out this uncertainty a little,each Mystic-may select one Mystic spefl #hich sheis capable of casting at will, wiihout riskirrg fatigue.ln effect, this one spell has become an innaie uUiiryso carefully honed and practised that the Mystic canleave it'always on'if desired

    SoRQQnqRgSorcerers are the civilised, scholarly magicians,found in most lands other than in Thuland and theMercanian Coast where Elementalists predominate.They use their knowledge and wits to rn.r,", magic.A11 Sorcerers are left-handed.Minimum RequirementsA player who wishes his character to be a Sorcerermust ro11 scores of at least 9 for both Intelligenceand Psychic Talent. If these scores are below aver_age, the character is not qualified to study sorcery.SpellcastingSorcerers have a certain number of Maqic pointsavailable each day, which they use to casr ipells. SeeLhapter 9: The Use of Magic for full detaiis of Sor_cerer spells and spellcasting.$orcerers andArmourThere is.nothing to stop a Sorcerer wearing heavyarmout but it is not usually a good idea. Sorcer_ers are not trained to fight in armour, for one thing,and suffer. combat penJties if they do so (see p.70\.-tvlore serlously, armour hampers the freedom ofmovement necessary if the Sorcerer is to make accu_rate occult gestures (see p. 77).Few Sorcerers wearanything heavier than a suit of padded armour.

    TheSpecial Abiliriesof a fiorcererSorcerers do nor rely- only on their innate abiliry tocastspells. A study of sorcery imparts the techniquesneeded.to prepare scrolls, potio.rs and minor magicalitems. A high-ranking^ Sorcerer will go adventu?ingwith a small arsenal of such magical ldlrrrr.rr.Sorcerers are trained in four unique skills:

    '$ Calligmphlt* Ahhemy* Arttfce* Use of WandsCalligraphyThis is the abiliry ro prepare magical scrolls, a skillknown to any Sorceri. "f +tfr ri,.k o, higher. Thetotal cost of the basic materials for . ,.roll will be3-18 crowns: parchment of high qualiry is called for,along with gold leaf and so,ie rare and expensivepigments. The scroll may be for any spell t'hat theSorcerer is able to cast (that is, *h"* level doesnot exceed his rank), and the ma-ximum number ofMagic Points placed in the spell is limited by theSorcerer's rank. An 8th-rank character could notwrite out a scroll for a 9 NIp Wa// o1f Magic, eventhough tre could personallr, cast rhe'spell at three,iT.:.. that strength. The process oi inscribingand illuminating a scroll takes a full lunar month(twenry-eight davs).Each scroll that a Sorcerer prepares temporar_ily suppresses 2 points ot his normal Maeic pointsscore until it is used. -{ 10rh_rank Sorcerer"with fivescrolls at his belt rvould thus har.e 25 Mps instead ofhis usual35.

    AlchemyA-lchemy is the science n-hich governs the prepa_ration of potions and rhaumaruigic compor;rrdr. ASorcerer first begins ro master this skill when hereaches 6th rank._ A fully equipped laboraron. rvhich can be estab_lished at a cost of some li.o l-Lundred crowns, is thefirst prerequisite. This comlrises a lot of equipment,so the Sorcerer must hlr-e .c.,meu-here to ,.t ii "tt ,rp.If he later needs to reit,;aie his laboratory (-"yb.the locals think he's dtri:tf :rrmert,;rrg ,rrrnoty)iZ_20 crowns of the ser-up .o., ..n be sjvaged in theform of small portable ,:e:= ;nd ingredi#ts.

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    The Sorcerer does not become a Master Alche-mist overnight. At 6th rank he knows how to distilonly the less complex potions. Others must waituntil he gains more experience:

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    It takes twenty-eight days to distil a potion. In anormal-sized laboratory there could be up to tenpotions 'on the boil' at one time. The Sorcerer can-not leave these bubbling away while he goes off onan adventure; the alchemical process calls for con-tinual supervision as various ingredients are mixedand added, vaporized, condensed and filtered.There is always a chance that the Sorcerer willdo something wrong or miss out some vital ingre-dient. This gets less likely as his experience grows.The chance that a potion will turn out misbrewedand useless is 40o/o when the Sorcerer is 6th rank,decreasing by 10%o per rank above the 6th. This ro11is made by the GamesMaster; the Sorcerer onlyfinds out whether he got the formula right when he(or someone else) drinks it.Full details of the various potions are given inChapter 13, on pp738-741.ArtificeThis is the skill involved in constructing magicamulets, talismans and rings. It is a very precise sci-ence, and there is only a very slight chance (570) thatthe item will turn out flawed or useless. The work

    Sorcereri Potions tobich canrank beprepared6th DexteriryOccult AcuiryStrength7th all the above plus HealingReplenishmentPoisonTheriacBth all the abo.tte plus Night VisionSmokeAmianthus Dust9th all the abave plus ControlTruthLoveSleep10th all the abave plus TransformationDreamsthe Elemental EssencesEvaporating PotionElLxir VitaeVirus Lunare

    Cost ofingredients35C40c3sc40c100cI2OC100c35C50c150C720C100c100c200c200c200c200c200c250C180c

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    DnncoxWnRR[oRgof constructing magic items is intensely demand-ing and ties up most of the Sorcerer's o.c.rlt energyover a long period. No adventuring is possible whitemaking one of these items. If thi Sorcerer has tocast any spells, he must make sure he keeps back atleast 20 Magic Points each day to fuel his labora-tory enchantments. Even breaking off the work forone day is enough to undo these vital enchantments,and the entire procedure must then start again fromscratch. A Soicerer who is engaged in iraking amagic item will not appreciate any interruptions.Talismans may be constructed when the Sorcererreaches 8th rank. The work will take seven monthsand cost the Sorcerer in the region of 300 crowns.Amulets must wait until the Sorcerer reaches10th rank. Manufacture of one of these items willtake ayear and a day, at a basic materials cost of 400to 500 crowns.Only a Master Sorcerer of l2thrank or above isable to construct a magic ring. Apparatus and mis_cellaneous cosrs are likely to be in the region of600crowns. The work will take three years;ihose ringswhich have charges will also requiie one month plrcharge.

    It is said that at 15th rank a Sorcerer has suchconsummate understanding of Artifice that he isable to build magic items of his own devising, ratherthan copying the powers and procedures handeddown in the ancient lore. If any player-charactershould ever atain this lofty pinnacle, ;i it .rp to youas GamesMaster to set the final ruling on this. As ageneral rule, Artifice (like all other Solcerous skills)is in a very muddy state compared to the organizedbodies of knowledge that began to develop"by the16th century. Dozens of arbitrary and half-true the_ories circulate. The medieval culture of our DraganWarriors world has not evolved the modern ,scien_tific method', so Sorcerers tend to make new discov-eries in an entirely haphazard fashion. Developingan innovation in the field is quite extraordinary,-as iwould never occur to most medieval Sorcerers to gobeyond the tested arcana ofcenturies past. A Sor_cerer who undertakes something new may be start-ing on a lifetime's work. Players should understandthis.WandsA wand is a device which enables a Sorcerer toconcentrate his power efficiently in a small groupof spells, at the expense of weaklning him in othe.spells and reducing his versatility.

    Artifice is the skill governing construction ofwands-a task that any Sorcerer can undertakewhen he reaches Bth rank. It is importa nt to realizethat a Sorcerer's wand is nothing like the toy used bymodern conjurers; it is a wooden staff at least a metrelong, often intricately carved and studded with gemsor precious metals. Apart from the requiremenithatits length must be befween or,. urrd two metres,a wand may have virtually any shape and appear-ance. A rustic wizard with a taste for things ,i-pt.and pristine might choose a gnarled branch of ouk,whereas the elegant mages of the towns and courtsare more likely to carve their wands of ebony, pineor mahogany into extraordinary forms ,.pr.r.rrtirrgserpents, demonic faces, dragons and abstract sym_bols-and then decorate them further with lacquer,gold lea{ rubies, moonstone or emeralds.The cost of constructing a wand can be anythingfrom a few silver pieces right up to hundreds oreven thousands of Crowns. This is up to the Sor_cerer himself-it depends how splendid he wantshis wand to be. Howiver, the GamesMaster is urged

    to_ deal harshly with any walward player*characterwho has 4y1yr displayed ,n ."tru.,rgant lifesryle,lives in a richly appointed rownhouse,Lingles withnobles and wealthy merchants-and yet makes hiswand out of a bit of driftwood to save money! NpCsare likely to treat such a character with some scorn.("Look at that buffoon Mysterio-calls himself aMaster Sorcerer and carries that worm-eaten chairleg around for a wand!") He will be seen as some-thing of a charlatan, and NpC patrons will findother, grander Sorcerers to employ.After deciding which rype of wand he is goingto make, the Sorcerer spends three month, .rr.h".rt:ing it. Throughout this period he can undertake noadventures-indeed, he must become a veritablehermit, focusing all his attention on the wand. Hav-ing enchanted the wand, the Sorcerer must imbue itwith magical energy. Until he does this, the wand islike an uncharged battery. To'charge'it, he sacrificessome of his own innate capaciry for spell_casting.In.game-term1 he permanintly reduces his MagicPoints score. For each Magic point sacrifi..d, t"h.wand gains 71/z MP of its own, rounding fractionsdown. So a Sorcerer prepared to reduce his Mp scoreby 6 would haye a wand charged to 9 Mp, etc._ The Magic Points contained in a wand can onlybe used to cast the spells specific ro the wand (e.g.Command and Enslar,,e in the case of a Wand ofMastery). The Sorcerer is still able to use his own

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    l.l:qic Points to cast any spell he knows-including:---: spells governed by the wand. While he holds:.-.: u'and, he casts ATTACK spells governed by it at. --lnus: +1 to uecrcAl ATTAcK or sIEED, which-:',:: is applicable. Conversely, the wand hampers-,. control ofother spells, giving a 5% chance of:--::casting these. Magic Points expended from the'..nd's stock regenerate, like the Sorcerer's ownl.lPs, at midnight.The spells specific to each wand are as follows:

    I".lIq4S"?SpellcastingSee Chapter 9, pp73-74, for full informarion onMystical magic and how their spells are casr.9pell MasteryA Mystic may select one spell to master. A masteredspell is effectively 'always-on', with an indefiniteduration: the Mystic derives the full benefits fromit without needing to make a Psychic Fatigue ro1l. Itcontinues to function even after the Mystic becomespsychically fatigued. At 1st rank only one spell maybe selected for mastery: See Enchantment. As theMystic gains ranks she may change the spell she hasmastered by taking a week ro intensively meditateon a different spell. The old spell may still be castas normal, but has the usual duration rather thancontinuing indefinitely. The new spells that becomeavailable for mastery at each level are listed below.Note that the Mystic may only have one spell Mas-tered at any one time.

    Nnw Mvsrrc Spprr,s Avarresrp F,onMnsrnnv, sy RANx1st Rank:2nd Rank:3rd Rank:4th Rank:5th Rank:6th Rank:7th Rank or above:

    See EnchantmentDarksightA//-Seeing EyeMind CloakClairtoyanceHidden Target, Te/epathlTrut hs e n s e, A s s e ss m en t

    Mystics andArmourLike Elementalists and Sorcerers, Mystics are notreally at home in aheaty suit of armour. Their styleof combat is unsuited to such encumbrance, result-ing in combat penalties (see p. 70). They can wearup to a mail hauberk before starting to suffer penal-ties, and many do.

    The SpecialAbilitiesof a MysticConstant training in the use of the mind's powerprovides the Mystic with other abilities besides hisspells. The supernormal senses that are latent in allof us are awakened in him. Although not fully reli-able, they are indispensable aids on any adventure

    Contmand and EnslauDragonbreath, NozLa and FirestormMiracle Cure, Lesser and GreaterHealing, Antidote and Cure DiseaseS hadowbolt and D eath ligh tHold Of Tbe Dead, Reanirnate TheDead andAnimate Bones\\'and of Summoning Wo/fca//, Phantasm and Battlemaster\\'and of War Vorpal Bladd, Destrier and Armour

    -:: combat, wands count as normal quarterstaves.]ey confer no bonus on the wielder's Combat Fac-::'is, but are magical and hence able to wound crea-:-res such as Spectres and Wights. A wand can only:e used for spellcasting by the Sorcerer who created.:. although any character may wield it as a weapon.A Sorcerer cannot have more than one wand,:-cause he is not able to construct a second until:ne first is destroyed. A wand can only be destroyedr\ the Sorcerer who created it, or by an enormously:orverful creature such as a Dragon or Demon.Destroying a wand does not return the Magic Points:rlested in it to its owner; these are permanently- J5L.

    ,MYgTxqS-\ Mystic can be a formidable foe using only thepower of his mind, setting little store by the wands;.nd other occult fripperies of Elementalists or Sor-aerers.

    llinimum RequirementsTo be a Mystic, a character must have a Psychic Tal-ent score of at least 9. There is no minimum Intelli-gence requirement-Mysticism, unlike Elemental-ism or Sorcery, is not academically demanding.1 The uand itself is transformed into a uedpan eguitalent to a I/ar?a/Bldefor the duration af the spe//.

    \\'and of Mastery\\'and of Flame\\hnd of Healing\\'and of Energy\\'and of Necromancy

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    DnnsoxWARRroRgfor, in contrast to his spells, the Mystic can use themover and over without suffering psychic fatigue.At higher ranks Mystics acquire the gift of man-ufacturing enchanted arms and armour. Any itemreflects the man or woman who created it, and thespiritual perfection and enlightenment of the adeptMystic shows in the wondrous weaponry he makes.Mystics themselves are rarely known to use magicarmour (it impedes their spellcasting, as we shallsee later), but they have no problem with wieldingmagical weapons.As well as crafting items for his own use, theMystic may choose to make them 'to order' forcharacters of other Professions. Strictly speaking,there is nothing to stop him from setting up shop asan artisan and churning out one magic weapon afteranother. He could obviously turn a tidy profit thisway, but it would not really be in keeping with thetrue mystical Way.Each item that a Mystic makes should be unique,fashioned with a specific owner in mind (even ifthat person is not the one who eventually gets touse it). This restriction is not inherent in the DraganWarriors rules; it is left to the player to role-play hisMystic character accurately.The special abilities of a Mystic are:

    * Premonition (or Sixth Sense)* ESP (or Seventb Sense).*. Enchantment of Arms and Armour.t AdepthoodPremonition (or Sixth Sense)This is the ability to sense danger. It must be appliedto a specific object or location within 5 metres of theMystic. It does not give any exact knowledge as tothe form of the danger. (A door which registeredas dangerous could be booby-trapped-or it mighthave a Vampire lurking on the other side of it!)The chance of perceiving danger (if there is anydanger to be perceived) is:

    35o/o + 2o/oper rankSo Caedmon Skysoul, who is 2nd rank, has a Pre-monition success rate of 390/o.To use Premonition, the Mystic must first con-centrate on the place or thing under suspicion. Thistakes two full Combat Rounds (CR)while he clearshis mind of all distractions. In the third CR theGamesMaster rolls d100.If the roll comes up withinthe Mystic's success range, the GM informs him ofany danger that is present. If the percentile roll is

    outside the required range, or if there is no danger,the Mystic simply gets no impression. (Note thatthe Mystic will not be able to distinguish betweensensing'no danger' and not sensing'danger'.)Would it not be possible to double-check a Pre-monition reading by waiting another two CombatRounds and trying again? In fact, no. Having gota negative reading (for whatever reason) the Mys-tic will continue to get that same reading on everyattempt until the circumstances actually change insome way (e.g. the brook he's previously checkedout as safe is suddenly poisoned by some Goblinsupstream).ESP (or Seventh Sense)This is the ability to detect thoughts within a rangeof 10 metres. No indication is given of direction,nor of the number of beings-although the Mys-tic is able to selectively 'tune out' the thoughts ofhis companions. He can tell the difference betweenintelligent thoughts and animal thoughts, but hecannot actually read minds.The success chance of ESP is:* 5o/o + 3o/o per rank

    So looking at Caedmon again, we see his ESPability is at 1,Io/o.The Mystic must prepare for three CombatRounds before attempting to use ESP. Unlike Pre-monition, this does not take all his concentration.He could be in the middle of a fight and still use histrSP ability. The percentile roll is made, as before, bythe GM.A Mystic using the spell Mind Cloakwtllnot reg-ister on ESP. Nor will the following: Elves (exceptif detected by an Elven Mystic), Ghosts, Gnomes,Goblins, Hobgoblins and the Undead. Tenebrousand obscure, the thoughts of these magic folk slipthrough the Human Mystic's coarse ESP net.A Mystic of 9th rank or higher will always beable to sense the proximiry of another Mystic of9th rank or higher (unless the latter has got a MindCloakspell up). The Mystic Force is so strong withsuch individuals that they activate one another'sSeventh Sense automatically.Enchantment ofArms and ArmourA 4th-rank Mystic is able to produce +1 magicweapons. At 6th rank the ability extends to +2 items,and at 9th rank to +3 items. (See p. 137 of Chapter13: Items Weird and Wondrous, for more explana-tion of these terms.)

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    Producing an enchantedweapon or suit ofarmour::-:.--ls more than just stoking up a forge and ham---:ing out the metal. A long period of solitude and-:^::ing, of physical and mental preparation, must- :::e first. The task may take months or years:

    I*l!et*qweek he checks to see if he has achieved Adepthood.(In game-terms, this is indicated by a roll ol 9O-OOon d100. However, in the case of a player-characterthe GamesMaster should be satisfied that the play-er's interpretation of his character role is appropriatefor the character to become an Adept.)This Adept Mystic is spiritually at the pinnacleof perfection-and physically not far from ihat. HisReflexes and Psychic Talent scores both increase to18. His natural rate of healing from wounds is dou-bled, and he becomes immune to poison and disease.His serenity cannot be perturbed by external influ-ences, rendering him inviolate against fright attacks,mind-controlling spells, or possession by demons orspirits. Lastly, no enchanted weapon he forges willever be flawed. With his every action guided by per-fect wisdom, how could it be otherwise?

    qr.qMqNTAr.rSTSIn the north, in the savage regions known as theMercanian Coast and Thuland, the main magicalpractice is that of Elementalism. The Elementalistsare shamans, rune-magicians and tricksters. Theyuse their own willpower and cleverness to harnessthe rawl elemental powers of nafure, wielding fire,earth, air, water and even darkness as though theywere tools and weapons.

    The Darkness Elementalist is an outcast fromsociety and his practices are reviled by all goodmen. Servants of Darkness incur certain penaltiesfor their perverted ways: these are known as geasesand are inflicted on those who use Darkness magic.Explanation of these geases will be found after eachdescription of the Darkness spells.Minimum reguirementsTo be an Elementalist, a character must have scoresof at least 9 for both Intelligence and Psychic Talent.Usually only humans become Elementalists, thoughthe occasional Elf may be drawn to the profession.Dwarves are excluded because of their inabilitv toperform magic.Slemental SpecialismThere are five elements: Fire; Air; Water; Earth; andDarkness. The Elementalist chooses one of these as

    l::,t- 1 arrow or quarrel-l arrow or quarrel- -i arrow or quarrel- 1 *-eapon-i s'eapon-,i q-eapon

    Time taken to create25 days1"25 days375 days100 days500 days1500 days

    -. rrmour (any sort) 100 days-l armour (any sort) 400 days--l armour (any sort) 900 days-: :re Mystic fails to remain in the proper tran---::dent state throughout this time, he may pro---:c a flawed item. Obviously, the chance of this: :rinishes as the Mystic becomes more dedicated-:.. more accomplished-as he advances in rank, in

    -::er rvords. The chance of producing a flawed item, -i00-/o at 4th rank, 30o/o at 5th, etc. In the case of al.i'.'sric player-character the player himself, not thel\1, makes this ro11.-\ Mystic always knows when he has made a:.',red item. F lawed items will function normally if-':J. but there is a general aura of imperfection and: .sibly evil about them. This will detect as dan-:::ous under Premonition. Eventually, the flawed":=l rvill bring ill-luck to its owner by embroiling.--r in a squabble he did not want, slaying someone,:::er than he intended, or failing to parry a killing; -,-u-; for example, flawed armour might cause him:, srumble into the path of a Firestorm spell.Generally a Mystic will destroy the item he has:.;.de if he sees it is flawed. Unfortunately not all:.embers of the profession share these scruples.-\depthood:';en in the magical world of Dragon Warriors--:ere is no power to match the inner mysteries of--::e human mind. Extraordinary abilities may be.:quired by a Mystic who reaches total spiritual::.rstery and becomes an Adept.The Mystic may first attempt to attain Adept--- rod when he reaches 8th rank. He must find some.ecluded spot where he can dwell in solitary contem-:-ation-a high mountain cave or bleak island will:c. Each day he meditates, and at the end of each

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    L HAPTER 9

    rhEuSEorMAGIq- :ilOUGH THERE ARE four different spell-- .:.. Professions in this book-or eight if you-.,: the different types of Elementalists-magic-. .: common in the Lands of Legend, and most:': :-e still live in fear of those who can wield its

    - -,-. po*.r. For Sorcerers, Warlocks and Elemen-:-,.:. casting a spell involves speaking an incanta-- :. ,loud (and sometimes the louder the better),' --. 3estures and movements, wands pointed at the-*::-:. or even symbols marked on walls, floor, or: :res. This kind of thing can make nervous guards-:: :lritchy or even panic a crowd of yokels. There*-; ao set rules for this: it's the GM's call.

    Spells have some features in common, whether-,.: bv an Elementalist, a Mystic, a Sorcerer or a',-::lock. Unless otherwise noted, the following: , :1ts are the same for all the spell-casting classes.Jasdnga$pell:::11s are divided into levels of increasing power...j complexiry and a Sorcerer, Elementalist or-,i,-:rlock cannot cast a spell of higher level than her:,rk. Spells cost Magic Points to cast: 1 MP for a..:.t-level spell, 2 MPs for a second-level, and so on-: to 10 MPs for a tenth-level spell.\Vhen a Sorcerer, Elementalist or Warlock casts. ;lell, she deducts the appropriate number ofMagic? rints from her Magic Point score. When this score:.rches 0 the character can cast no more spells that:"r- (Elementalists are a little different, with three..parate Magic Point scores; see below).

    A Sorcerer's Magic Point score increases withrank (of coursel), as shown in the following table.Soncrnnn Mncrc PorNrsSorcerer's rank Magic Points usable per day1st2nd3rd4th5th6th7th8th9th10th

    481215t92325283L35(and +4 MPs per rank thereafter)

    Expended Magic Points regenerate at preciselymidnight. This happens automatically; there is noneed for the Sorcerer to perform any rituals, unlikewith Elementalists.ExampleLltona is a 2nd-rank Sorceress, and has a normal (unde-pleted) Magic Paint score of 8. During one adr,rcnture,she casts a Tangleroots, a Weaken and tuso Dragon-breath spelk, leaving her ntith 3 Magic Points. Shear,,oids ony mare trouble that day, and at midnight herMagic Point total is restored to its normal score of 8.

    Mystics: Qasting $pellsLike the other spell-casting classes, a Mystic cannotuse spells of a higher level than his rank. However,

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    DnnsoNWARRnoRsMystics suffer additional difficulties when usingmagic. Whenever a Mystic casts a spell he mustmake a check to see whether the effort'psychicallyfatigues' him. To avoid psychic fatigue, the Mysticmust ro11 equal to or less than:

    * 13, plus his rank, minus the spell's level, on 1d20.This roll is called the Psychic Fatigue Check. If itfails, the Mystic cannot cast any more spells thatday. Mystics automatically recover from psychicfatigue at dawn.

    Note that when making the Psychic tr'atigueCheck a roll of 20 always results in fatigue, what-ever the Mystic's rank or the level of the spell beingcast.ExampleCaedmon Skysoul, a 2nd-rank Mystic, casts Invigorate,which is a level 1 spell. He therefore needs to roll 14 orless on d20 to avoid psychicfatigue. Infact be rolls anL8. Caedman nou cannzt cast spells until tbefollouingdazan (although this does not prevent thelnvigorate hejust castfrom taking tffitt).Casting Spells Above Their LevelFor the purpose ofpenetrating the sorcerous defencesWall ofMagic and Spell Screen,Mysttc spells are con-sidered to have a 'Magic Point strength' equal totheir level. Thus (even though Mystics do not useMagic Points), an Entltrall spell, being of level4, isequivalent in strength to a 4 MP Sorcerer spell suchas Curse.The other three wizardly Professons can putextra Magic Points into a spell to help it 'punchthrough'magical defences. Mystics cannot do that,but they can choose to cast a spell above its normallevel. This increases the chance of psychic fatiguebut gives a more powerful spell. As an example, con-sider Shugendo Sai, a Mystic who is about to attackan enemy Sorcerer. Suspecting that his foe has putup a 4 MP Wall af Magic, Shugendo Sai casts hisEnthrall as an eighth-level spell. He makes his Psy-chic Fatigue Checkjust as though he had cast a leveleight spell. His Enthrall-after losing the equivalentof 4 Magic Points to the Wall:ts reduced to fourthlevel and attacks the Sorcerer normally.Terminating a SpellA Mystic can cancel out his own durational spellsat any time. Unlike a Sorcerer, the Mystic does notneed to take a Combat Round to do this. He can

    cause any or all of his durational spells to lapse ju.:by not bothering to sustain them. If a Mystic :.killed or knocked unconscious, any durational spel_.he has going at the time will expire immediatelr:Sorcerers rarely leave Spell Expiry duration.'spells going after a combat, as they prefer to recou:some of their expended Magic Poinis (see p. 78). -\Mystic gains nothing by prematurely terminating .spell, and will usually choose to leave it going unt_it expires naturally.ExampleCaedmon inteases his strengtb witb a Might g;..uhile battling a Mumnay. Tlte spelt bas nat wzrn a;serLera/ Rounds /ater when, uiti the combat oot oi,.,the Mummy defeated, Caedmoni fellows begin to di:-cuss zlhich area af the underworld ta explore next.Caedman daes not uish to cancel his Might spel,.but tbe GM does not ,u)ant to disrupt thefovt of tl:game by baving birn make a Spell Expiry Rollfor ever..,six seconds tbe characters stand around tatking. Insteati.be bas Caedmon\ player roll on dl00 every minute. Th:player manages to ro// under 76 tbree times in a rot.so Caedmoni strength is still magically enhanced thre;minutes later uben another Mummy chances upon th;still-arguing characters. A battle ensues, and Caedmorresumes making bis Spell Expiry Ro/l on a round-b1,-round basis.Qlementalists: Qasdng SpellsElementalists have a separate Magic Point scorein each of their elemental categories. Magic Pointswithin one category cannot be used to cast spellsof another category-so Fire MPs cannot be usedfor Earth spells, for instance. The number of MagicPoints that an Elementalist will have in each cat-egory is shown below.

    Rank MPs in main MPs in second and thirdcategory categories1st 3 lineach2nd 6 2ineach3rd 9 3ineach4th 72 4 in each5th 15 5 in each6th 18 6 in each7th 21 7 in eachNth 3xN NineachWhen an Elementalist has used up all the MagicPoints set aside for an element, that category isdepleted. The Elementalist cannot use spells of

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    i, :::--:ed category until he performs a Ritual of.il:, '::r. The Ritual must be performed at a spe-::: - ::::re of day in which the element is ascendant.:: .:tropriate times are as follows:

    :,rcntal category Ritual must be performed at...sunrlsenoonmoonrise*moonset*sunset

    ' l-..e cannot be performed on the one night each- ::--- s'hen there is no moon.*: : l-:.ril of Recovery restores the Elementalist to- 1.1:.:ic Points in that category only. His other:;-:: ::.s, if depleted, require a separate Ritual.-- i!rual of Recovery takes only 1 minute, but':;-::: rhe Elementalist to be in a quiet, reasonably-* .:: :lace, without interruptions or distractions.

    ;-locks : Qasting $pells- ' .:-,rck's magic operates like a Sorcerer's (though'"* ' ,-:-.ls are different). The Warlock can cast spells': .- ler-el does not exceed his rank, and in doing, -. -:ipends Magic Points equal to the spell's level.- -'"---ock has lower reserves of magical energy:::,* . . Sorcerer of the same rank, however:

    Magic Points score2468101,21,476182O etc.

    ---' =:tpended Magic Points are replenished at sun-",- \ \Varlock's Magic Points are exactly equiva-]:-r ir sorcery Magic Points except where stated---.::-.\-ise-i.e. they are regenerated by a Potion of; .: -:rishment, attenuated by a S?e/l Screen, etc.-*r:n g g xtra Magic Points-- :lementalist, Sorcerer or Warlock may choose" ::: additional Magic Points into a spell, above":: = --:.sic MP cost of the spell. There is no advan-

    T_o*lsu ogvl^n\tage to be gained doing this with an indirect-attackspell-it is a tactic to be used with direct-attackspells, to give them more chance of getting throughan enemy's magical barriers. If a character suspectshis opponent has a Wall of Magic operat\ng, puttingan extra few Magic Points into the Dishearten spellhe's casting may seem a worthwhile investment.ttow Does the $pell Affect its Victim?Every attack spell falls into one of two categories.'Direct-attack' spells are those which have a directsupernatural effect on the victim-turn him tostone, hypnotise him, etc.'Indirect-attack' spells arethose which create some secondary effect such as ajet of flame or a bolt of lightning.Looking at the Dragonbreath spell (p. 80), youmay not think there is anything particularly indi-rect about it. It is indirect-attack, though, becausethe way in which it harms its victim is physical, notsupernatural. The spell creates a jet of fire. If theintended victim is not quick on his feet andlor well-armoured, he will get burned. His intrinsic resist-ance to magic (i.e. uacrcal orreNcn) is irrelevant.In practice, direct-attack spells are those whichrequire the caster to match his own MAGTcAL ATTAcKagainst his intended target's MAGICAL DEFENCE.Indirect-attack spells require the caster to match thespell's intrinsic speeo against the victim's EVASIoN.

    Resisting Direct-Atack $pellsThe rules procedure for uaclcal DEFENcE is verysimilar to that for EvesIoN (see p. 62).Any spell which may have a direct supernatu-ral effect on a character (e.g. Fossilize, which turnsits victim to stone) must overcome his MAGTcALnsF BN cE,. The spell works with the MAGI CAL ATTAc Kof its caster, from which the target character's MAGI-cAL DEFENcB is subtracted. The result is the numberthat the caster must ro11 equal to or under on 2d10in order for the spell to work.As before, a 2 means that the spell takes effectregardless of the relative MAGICAL RtrRcr andMAGTcAL DEFENCE of caster and victim. Similady, a20 always indicates that the spell has failed to affectits victim.This procedure also applies to a number ofmagical attacks that are not, strictly speaking, spells.Examples include the weakening touch of a Wight,the awful gaze of a Basilisk, etc.

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    DneeoxWARRnoRg

    SCORCHED BUT STITI STANDINO, KAOS CANSEE THAT HIS FOE IS'\IEAR'N6 ARMOURWHICH 6JVES SOME PROTECT'ON AGAINSTDPAGONBREATH. GOTHIQUE SUCCUMBS TO THEWEAKEN SPELJ-, AND A NEW

    COMBAT POUND BEOINS

    KAOS' MAGICAL ATTACK IS 17 (HE'SHIOHLY PSYCHIC). ASAINST OOTHIQUE'SMACICAL DEFENSE OF 5, HE HAS TOP,ALL 2 OR LESS ON 2D1O FOR THESPELL TO TAKE EFFECT.

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    - r.i far Qan the $pell Reach?'-::: relevant, a maximum range is given for,,:-. - ,:e11. When magic-using characters are in an,.* :-,:-:ing party it becomes particularly important

    " -": :ome way of keeping track of where each:*---::i is standing (such as marked counters' :-irrure figurines). Otherwise there will be--:r. -rS exhausting arguments along the lines ofr' : -ri that Orc is in range for a Sbadorubolt" or- : -:.- t have hit me with Fossilize-I'm too fari r ' Fiqurines make the whole combat situation.::*- :-r:ninating any need for dispute.r.,. Long Does the Spell fast?' ' : -:ells last only a few seconds. If you blinked,- --::rt miss a Sbadoubolt or a Dragonbreath alto'

    :"r--- :- Er-tectively, such spells are instantaneous.: -,."'. u'hich continue to operate for more than- , - ::rbat Round are called 'durational', and a*-*'-: i:rrough the spell lists of Chapter 10 will" --i: ;rl1 durational spells are indicated as such...' .-.- rrses a specific duration is given (e.g.'Moon----,sis for ten minutes'). Where it is not, there::e mvsterious statement: "Spell trxpiry Roll,,r-: -:: . \\'hat does this entail?: : ::rost spells, a Spell Expiry Roll is made by" -. :,\'o slx-sided dice (2d6). On a roll of 2-1-L,::: -:: continues to operate. On a roll of 72,\t,,, *-- .:. This Spell Expiry Roll is made at the start' :--:- Cornbat Round following that in which': : -:,: \\-irs cast. If a spell-caster has several spellsJ r- - :. ,Jne time, she must make a separate SpellI r; : 3.o11 for each. So a duel between two high--r;-,,- -.: .haracters can involve a whole series of 2d6'' ," .::he beginning of each new Round, as the- -: --::: --heck fbr each of their protective enchant-* :"- -: -:- [lfn.n,-.:- ,cks' spells do not have quite the staying- ! :: - - other casters'spells. Most durational spellsr' " ----= to Warlocks are subject to a Spell trxpiry*r, - lj,.u-ever, this differs from the usual kind of-: ,. - :.'rin- Roll in that a d20 is used, and the spellu :--- :: on a roll of 20. Warlock spells tend to be- ' ,::-- but short-lived.-- -. not always convenient for players or the- ' - : rar-e to make a Spell Expiry Roll for everyi-, ':- :ds of game-time when there is no longer- r:: in progress. You may prefer to make a*-r" -::-r\'-minute roll to see when the spell wears*

    Tl'tlgsrlrg{For Elementalists, Mystics and Sorcerers, the

    chance that the spell will still be operating after oneminute rs 75o/o (which is statistically equivalent toten successive Spell Expiry Rolls). Thus, the spell-caster rolls d100 for every minute that elapses aftercombat is over; on a ro11 of 07-75, his spell remainson for another minute before he need roll again.

    For Warlocks, the chance of a spell still operat-ing after a minute is 60%. That is, the player (orthe GM, in the case of a non-player character) rollsd100 at the end of every minute that goes by: on aroll of 01,-60 the spell is still going, on a roll of 61-100 it wears off.

    Qan $pells be Overlapped?All spell-casters can cast a spell before the effects ofan earlier spell have finished or worn off. In fact, it istheoretically possible to have any number of differ-ent durational spells going at one time. A Sorcererwho's feeling really nasty (or cautious) might put onSpell Screen, Vorpal Blade, Warding, Invisibility andArmour (and maybe a few others as well) beforewading into a fight.The same spell cannot, however, be'doubled up'to get twice the benefit. A Sorcerer who casts VorpalBlade nvrce has simply wasted 7 Magic Points-hedoesn't get two swords to fight with!Spell Failure Chances forElementalists or Sorcerers in ArmourCertain rypes of armour give a chance of miscastingany spell, as follows.

    Armour uorn Chance of miscast spellRingmail 10o/oChainmail 200/oPlate 300/oThis applies to each spell the character casts. Forinstance, Limorien, a Sorcerer who insists on wear-ing plate armour, has a 30% chance of miscastingany spell. Every time he attempts a spell, he mustroll d100. On a roll of 01-30, he has miscast it.A character miscasting a spell must pay lwicethe normal Magic Point cost of the spell. Insteadof getting the spell he wanted, he rolls randomlyamong all the spells of the same level. If Limorienattempts a Warding and miscasts it, he has to roll1d6. Say he rolls a 5-this means he actually casts,not Warding but the fifth spell of level nvo: Tangle-

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    Dnasox WApiRronsroots. Poor Limorien not only pays the exorbitantcost of 4 Magic Points, but he has to dodge his ownTangleraots spell!. Note that Mystics and Warlocks do not have any_.!_"1.. of spell failure, whatever armour they wear.Warlocks are specially trained to cast their spells inarmoul and Mystics need only focus their mindsto work their magic, not wave their arms about inarcane gestures.Terminaang a $pellA character can cancel his own durational spells atany time. He does nor need to wait for the ipelt towear off For Elementalists, Sorcerers or Wailocks,this is a definite action-they have to ,will'the spelito terminate-and takes one Combat Round. Mvs-tics are different (see p. 74).When an Elementalist, Sorcerer or Warlock ter-minates a durational spell to which a Spell Expiry

    Roll applies, he gers back half the Magic points(rounded down) that he expended to castlt.Example2-o:o is on a dungeon adoenture usith some frientls.Tbeirfrst encounter is zuith some Skeletons. Tbese areaefeale! after a sbort skirmisb, during zabich Lyona ha:cast Moonglow, Hold Off The Dead and'Tangle-roots. She bas 3 Magic Points teft. Since the Skeletonshe_caugbt zaith Tangleroots ltas nou.t been slain by oneof her comrades, Lyona terminates tbe spe//. Her MagicPoints score is back up to 4.

    She is about to terminate theHold Off The Deadspell and get a single MP back for that as vte//, butbefore she gets tbe cbance its Spetl Expiry Ro// comes up'1.2' and it ttears aff naturally. Canceliing the Moon_glow y.tluld not give her back any Mps. Moonglow ,.'one af tlte handful of durational spells zubicb do not taA;a Spell Expiry RolI. (Even f it did, sbe uould get ncpointsfor cancelling it. Can you see zuby?)

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    CHAPTER Io

    ThEBOOKorSpeLLSSORQQnqRgpql_.'L5l-= .ist on this page shows all the spells usable by: . :::rers. The two important points to remember-:- :rstly, that a spell's level is also the number ofI l.:rc Points needed to cast it and, secondly, a Sor--::-: can cast only those spells whose level does not:-:=ed his rank.

    Fcr ease of reference, you will find an index of all:-.- .pells in this book on page 255.5p'ells of Level One]R\GONBREATH..\L\GE

    -ESStrRHEALINGitooNGLow?ORTAL',\TAKEN5prells ofLevelTwo)ETECTAT]RAHOLD OFFTHE DEAD]\FLICTWOUND

    PEERT.\NGLtrROOTS\\ARD]NG5pe11s of LevelThreets-{NquETBEACONCOMMANDGREATER HEALINGILLUSION\\'OLFCALL

    Spells of Level FourANTIDOTECURSEDISEASEORACLESHADOWBOLIWALL OFMAGIC

    Spells of Level FiveBANISHDIVINATIONFOSSILIZEMANTLETREANIMATETHE DEADTRANSFIX

    Spells of Level SixARMOURCURE DISEASEDISHEARTENDISPEL MAGICPHANTASMSWORD OFDAMOCLES

    Spells of Level SevenDEATHLIGHTENSLAVENOVASPELL SCREENSTASISVORPAL BLADE

    Spells of Level EightASTRAL GATEBASTIONBURDENDESTRIEREVIL EYERUNESpells of Level NineANIMATE BONESBATTLEMASTERFIRESTORM

    INVISIBILITYM]RACLE CURERAISE FOGSpells ofLevelTenDOPPtrLGANGERHECATOMBPENTACLE OF ENTRAPMENTRESURRECT

    SCRYTRANSFORM

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    DnneoxWnnruong$orcer er fipells oflwel OneDnecoNsnrerHRange;20mThis spell creates a narrow jet of flame which can bedirected at a single target. Ifthe target fails to dodgethe flame (match the spell's spEED if 12 against ttetarget's nvasroN) he takes Id6 +6 Health pointsdamage. This damage roll is reduced by the target'sArmour F'actor, however, so a charaiter in platearmour would lose only 1d6 +1 Hp.InrncnRange:20mDuration: see belowThe caster can create a visual image of no greaterthan man-size; this is nearly p.rf.It, and ha"s onlya 100/o chance of being ,ecognLed to be an illusion.The Image is a kind of hologram, and cannot bemade to move around. It will last until touched orDispelled.LEssEn HEerrNcRange: touchThis spell restores 2 Health points to a woundedcharacter. It will not increase his Health point scoreabove its normal (unwounded) level, of course. LesserHealing cannot bring a character back from thedead-such a feat is possible in the Dragon Warriorsworld, but more potent sorcery than thii is neededlMooNcrowDuration: lasts for ten minutesA. circle of light 5m in radius surrounds the caster,who can dim the intensity to zero or brighten iito about the level of the full moon's light, at will.U"lif. torchlight, the illumination provi"ded by thisspell is sufficiently diffuse that it may not alert mon_sters lurking nearby. A party of characters using noother light source but Moonglou have a chanceltheusual 1 in 6) of surprising any monster they meet.PonrerRange: touchDuration: see belowThis spell may be used in either of tvvo ways. OpenPortal will thrust open any door which could nor_mally be forced by a character of Strength 16. Thesecond mode of the spell, Close porta/, shuts andlocks a door magically. Thls form of the spell is

    durational, and will stay in effect until Dispelled , :broken by physical force.WEexpruRange:20mD_uration: Spell Expiry Roll appliesMatch the caster's MAGTcAL ATTACK vs targe::MAGTcAL DEFENCE. The character on whom th:,spell takes effects will be weakened. He temporari--,loses 2 ATTACK points and inflicts 1 less point :-damage than usual when striking in co-bai.

    fiorcerer fipells oflwel TwoDerEcrAunaDuration: Spell Expiry Roll appliesThis spell enables the caster (o, urroth., on who:,he casts the spell) to see the supernatural aura whic:surrounds enchanted beings and objects.Hor,o Orp rur DEaoD_uration: Spell Expiry Roll appliesThis spell creates a zone uro,,.rd the caster, 2m j:.radius, which affects Undead whose rank_equivalen:does not exceed the caster's rank. If such Undeacenter the zone they are immediately subject to .magical attack (match the caster's MAGTcAL ATTACT.against the Undead's uacrcal oEr.ENce). If suc_cessful, the spell prevents them from approachin:the caster as long as the enchantment larti.INprrcr WouNoRange:3mMatch the caster's MAGTcAL ATTACK against the tar_get's uAcrcAL DEFENCE. If successfulJhi, irrflict, .wound of 5 Health Points on the victim. Armou:provides no protection against this damage.PnpnRange:20m_Duration: Spell Expiry Roll applies, and see belou.When this spell is cast, the Strcerer specifies anlpoint within the spell's range (e.g. ,,14m due r,ortLof me", "5m straight down;, etc). He is then ableto see- anyrhing that is happening within 3m of thespecified point as though he were standing there.The spell is not hampeied by intervening walls orfloors unless these aie made of metal; ,ior. th"n

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    1,. : _:--lckness of metal will block a Peer spell. The'',-I expire immediately if the caster moves: u hile it is operating.

    .., "-', :- EROOTSi*:.-: 15m- --,:. -,n: Spell Expiry Roll applies-'"- - -:rll affects one target, causing a tangle of mag-:::pers to sprout out ofthe ground and ensnare... If the target fails to leap clear (match spell's-.i 1'1 vs target's EvasroN) then he is caught:nobilized. With an edged weapon it is pos-cut oneself free within 2-B Combat Rounds-:-{); beings of great strength (Strength 16 or',r'i11 be able to pull free of the roots in only'.nds, and animals such as Wolves will take 2-

    -:ids to claw and chew through the roots. This-. commonly used either to hold any enemy:r'ing to escape from him, or to prevent him:-: a more devastating follow-up spell.JI\G::rn: Spell Expiry Roll applies:':_i enhances the Sorcerer's luck in combat.

    Tne Boor or gBeLLgAny character attempting a Hit Roll against him,whether in m616e or with a missile weapon, mustadd2to the d20 score.

    $orcer er f;pe\ls oflw elThrer-BnNquErEnough food and drink is created to provide onemeal for five people. The food is nourishing but-despite the spell's appetising name-rather bland.Few would care to eat it if they had a choice; butwhen adventurers are starving they will fall uponBanguet fare enthusiastically enough!BrRcoNRange: 15mDuration: Spell Expiry Roll appliesIf any invisible object or being is within range whenBeacon is cast, the spell causes a glowing ball of greenlight to appear just above it. This light will move asthe invisible object/being moves, thus marking outits location.

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    DnasoxWARRloRsCovrlraNrRange:5mDurational: Spell Expiry Roll appliesA successful casting of this spell (match caster'sMAGTcAL ATTAcK vs target's MAGTcAL orreNcn)brings the victim (who must be of 1st-3rd rank)under the Sorcerer's control. He will then do what-ever the caster tells him to do. Commanded beingsdo not become mindless slaves; they retain theirnormal intelligence and ability to reason, and arethus capable of following quite complex orders.Language barriers may be a problem-if the victimcannot understand what his'master'is saying to himthen he will simply act in what he believes to be hismaster's best interests.GnERrEn HrnrrNcRange:5mA more powerful ver sion of Lesser Healing.It restores7 Health Points to the recipient, with the same pro-visos as for the level-one spell (p. B0).Irr,usroNrRange:20mDuration: Spell Expiry Roll appliesThis spell creates an illusion no greater than twocubic metres in volume. This differs from an Imagein two ways; the lllusion will move as the casterwishes, and it fools not just sight but the other natu-ral senses as well. There is thus very little chance ofdistinguishing an Illusion from the real thing; evena rigorous examination gives only a 50lo chance ofthis. If he wishes, the Sorcerer can cast lllusion overa character (himself included) in order to providea near-perfect disguise. When overlapped in thisway, the lllusion must be equal in at least one lineardimension to the thing it is covering. A man couldthus be covered by the Illusion of a 2m-long snake,but not by the lllusion of a gnat.It is important to remember that Illusiom existonly in the minds of those who behold them. AnIllusion could not cast a spell, inflict a wound, carrytreasure, open doors, or in any other way affect thereal world.WorpcRrrDuration: Spell Expiry Roll appliesThis spell is usable only out-of-doors-in moor-land, woods and dense forest, the wild places whereWolves hunt. It summons one Wolf (see p. 253)to the caster's side to fight for him. The Wolf will

    arrive 2-1,2 Combat Rounds after the spell is casrand will then remain until the spell wears off. TheSorcerer does not start making Spell Expiry Rolt.until the Wolf turns up.(A note for the literal-minded: there does nc:actually have to be a Wolf nearby for Wolfcall :.work. The Wolf may in fact be brought across mileof countryside in barely a minute, by the working :the Sorcerer's magic.)

    $orcerer f;pells ofl.wel FourANrroo'rnRange:5mThis reduces the potency of poisons or drugs i:-character's bloodstream. A poison which norm;*requires a 3d6 roll compared to the characrr:Strength (see p. 722 in Chapter 11) is reducei :one which requires a 2d6 roII, etc. The spell n:-,be applied within one Combat Round (six secor::;ofthe character being poisoned. It does not re\-e:::any damage or other effects akeady caused br' :--,=poison.CunsERange:15mThis spell affects up to four beings (roll 1d4), cur.--,.them with bad luck if it is successful (match cxsl:r:MAGTCAL ATTACK vs target's MAGTCAL DEFE\c:Cursed beings must adjust all their die rolls bi'l .:as to make them less favourable-i.e., +2 to the -:score when making a Hit Roll, -2 when makir:.I .::Armour Blpass Roll, etc.DrsnasnRange:15mDuration: lasts until DispelledA single living being may be afflicted with a :.:-ting disease (match caster's MAGTcAL ATTACK \-s :---get's MAGIcAT ooreNce). The victim loses 2 He''--:Points every Combat Round until cured or deajOnecloDuration: lasts for one minuteThe Sorcerer atfunes himself to the spirit u'::-:and is able to ask up to three questions. The ;-=,-tions must be phrased in such away that the,,' :-:be answered by a yes or a no. The spirits have a -i ,,'chance of knowing the answer to any question :-:

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    ;r -:-.:-J. (The GamesMaster rolls d100. On 01-75'r:" ,.-r.,r\1'the answer; on rolls of 76-00 they don't.)- :-:-" io not know the answer to a question, or if':: :-::rion is worded vaguely, the spirits will give; -- : - :n answer (roll d6:1-3 = yes, +-e = no), and'r r" ',-" then stick to that answer if asked the samell-.::':ll :: again.l, = spirits can speak only of events concerning':: : :;: and present.They cannot see into the future,: - i-:,,r-er questions which concern a character's':: -;:-:s and motives. Thus a Sorcerer could ask,.'r,,- : :-tl companions ever discussed murdering::r-- ::! not "Have my companions ever thought: - -:jering me?" Or rather, he could ask it but their :-.:, :eplr.would be meaningless.

    i;-,-: ou'sorrr---. lOm- "-,=. an ebon bolt of energy to shoot from the;,-.:' rand to strike a single being. If the bolt:-:: ::.tch spell's srero of 14 vs target's evesroN),: : .: 2d6+10 HP damage. The damage ro11 is":.:--:i bv a number equal to the target's ArmourI : :. :f any (see the Dragonbreath spell on p. 89).,riir, *__- oF Mncrcl**.--: Touch- -:.:::,n: Spell trxpiry Roll applies, and see below: : :-r:ter-or another on whom he casts then,r--is surrounded by a protective zone that will: , -..- .remy spells. The caster may expend as many: .-:: rs he likes when castingthe Wall of Magic- :r ro a minimum of 4 MP), and this is the. - :,:: of Magic Points the Wall will absorb fromir,r : .r.st into it. Once it has absorbed its MagicI --: ':rnit, the Wall collapses. Wall of Magir blocksi-- j:rect-attack spells, however-i.e. those that::.: -',': A MAGICAL ATTACK VS MAGICAL DEFENCE' -. -:Jrrect-attack spells such as Shadozt:bolt arc':--- =::ed.--'::e Wall collapses without having absorbed all:= -'-i:qic Points from an incoming spell, the spellr- .--:: a chance of taking effect but the attacking'' -:::.i or Mystic must adjust his attack die roll by'::: --i'erence between the number of MPs left ini:: :::Ll and the spell's level.i -:rose Eldrin the Crafty has put up a 5 MP']i'.., :.: Magic. His arch-foe Nebulos attacks him" -.- ' Disease spell, which is completely absorbed:-- .',:ich knocks the Wall down to 1 MP in ther- .::::. In the next Combat Round, Nebulos casts a

    Tne Boox or SBer.LgCurse.Eldrrn's Wall ofMagic collapses after absorbing1 MP from the Curse. Nebulos matches his naecr-cAL ATTAcK against Eldrins MAGTcAL DEFENcE toresolve his Curse, but must add 1 to the 2d10 rollbecause the Curse is of reduced strength.

    lorcerer fipells oflwel fiveBaNrsnRange: touchDuration: lasts until DispelledFor this spell to take effect, the caster must actuallytouch his intended victim in the Combat Round fol-lowing that in which he cast the spell. This meansthat the caster must make a successful Hit Roll onhis opponent-though no Armour Bypass Roll isneeded, as it is sufficient that he merely touch theopponent's clothing or armour.If the spell takes effect (match caster's MAGTcALATTACK vs target's MAGTcAL onreNcn) the victimis banished to limbo, and can only be freed at thecaster's whim or if a Dispel Magic (see p. 84) is castat the spot where the victim disappeared. A Sorcerercan communicate in his dreams with those he hasbanished, and will usually find them quite eager tobarter information and secrets in return for a prom-ise of freedom from limbo.DrvrNetroNDuration: lasts one minuteA modification of the Oracle spell which enables thecaster to ask a question even if the answer is not asimple yes/no. Only one question may be asked, andthere is still the same limit (75Vo) on accuracy. Thespirits will often answer in the form of a rhyme, rid-dle or obscure clue-the GM is urged to be inven-tive and evasive! A Sorcerer may not cast more thanone Dir,tinationin a single day.FossrrrzERange:20mDuration: lasts until DispelledIf the spell is successful (match caster's MAGTcALATTACK vs target's MAGICAL ooreNcn), one beingis turned to stone, along with anything he is wear-ing or carrying. Fossilize has no effect on Gargoyles(their bodies are made of rock in the first place) nor,for obvious reasons, on non-corporeal creatures suchas Spectres.

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    DnasouWARRloRgMaNrrnrDuration: Spell trxpiry Roll appliesThis highly useful spell surrounds the caster wirhan enchanted zone 3m in radius. Any arrow, quar-rel, slingshot or other missile entering this zone willfall harmlessly to the ground. Magical or extremelylarge (more than 20kg) projectiles are not impededby the spell, however.RreNruerp rre DBeoRange:5mDuration: Spell Expiry Roll appliesUsing this necromantic spell, the Sorcerer can raiseup to six (ro11 1d6) dead Humans, Elves or Dwarvesas Zombies (see p.253) under his control. Zombies,having only limited intelligence, will not be able tocomprehend complex instructions-the Sorcerermust limit his commands to four words or less.TneNsprxRange:20mDuration: Spell Expiry Roll applies (and see below)If the caster is successful (match caster's MAGTcALATTACK vs target's MAGTcAL oEr.ENce) then 2-8beings (roll 2d4 for the number affected) suffer a'brainstorm'which causes them to stop what theyare doing and stand passively until the spell wearsoff, Afterwards, they will be unable to rememberanything that happened while the spell was in effector in the two Combat Rounds just before it wascast. If a Transfxed character is attacked, the spel1 isimmediately broken.

    $orcerer fipells oflw elf;ixAnuounDuration: Spell trxpiry Roll appliesThe spellcaster becomes engirded in jet-black platearmour. This provides an Armour Factor of 6 and,unlike normal armoul does not hamper the Sorcer-er's casting ability. Any clothing or armour the casteris already wearing is transformed for the durationof the spell-one cannot cast it on top of a suit ofnormal plate and then claim an AF of 11!CunB DrsEesBRange: 1mThe beneficrary of this valued spell is cleansed ofall illnesses, whether natural or uncanny in origin.

    Damage abeady suffered as a result of the disease :,not healed, however.DrsnBent.E,NRange:30mA far more terrible spell than its euphemistic nar:--:suggests-if cast successfully (match caster's MAG:-cAL ATTACK vs target's MAGTcAL oereNcn) th:,causes the victim's heart to explode, killing hi:.instantly. Naturally, it has no effect on undead ,.:on creatures such as Gargoyles, Death's-Heads, etcwhich have no heart. A useful side-effect of the spe_is that even if it fails to take effect, the target slr_loses 1d4 HP as though from a painful kick to rh.unprotected chest.Drsppr MecrcRange:5mWhen Dispel Magic is cast, any durational spe".operating within its range (except for those whic,cost more Magic Points than are used in the D; -pel Magic) immediately expire. Dispet Magic ts n.:directional, and may therefore terminate the caste:,own durational spells as well as those of his ene-mles.PueNrRsuDuration: Spell Expiry Roll appliesThe Sorcerer draws ectoplasm from another dime:.-sion and is able to fashion it into a creature to do h:,bidding. The creature may be whatever the Sorcere:wishes, as long as it is no larger than about nvi;-man-size. Regardless of its outward appearance, tl.Phantasm's abilities and characteristics are alt-ar.the same: MAGTcAL DEFENCE of 8, evesroN oi ,:Armour Factor 4, 4-24 Health Points (ro11 ,{dt,and srlpar-rH and pBRcE.prrox identical to the cas:-er's own. ATTACK and oprpNcE must sum to 28, b'::may be chosen by the caster within this limitation.When Phantasms strike in combat they ahvar'-use 1d10 for Armour Bypass Rolls and inflict 5 Hion a successful hit. The Phantasm's movement rar.corresponds to that of the creature it resembles-1Om/Combat Round if Human, and so on.Swonn op DelroclasRange: 10mDuration: lasts until activated (see below)A glowing sword of unearthly nature appears abor-.the head of the target. This sword is erhereal an;cannot be damaged or removed by physical means

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    It will continue to hang in the air above the tar-get, moving as he moves, until activated by a com-mand from the casrer. It will then become solid anddescend to strike the victim, emitting a metallicscreech as it does so. Unless the sword is dodgedmatch its spcBo of 17 vs the target's nvesroN),it will deal the hapless targer a mighry blow. Use7d70 +2 for its Armour Bypass Roll; a successfulhit inflicts 4d6 HP damage. After its single strike,successful or not, the sword vanishes.If he chooses, the caster can make the sword'sdescent dependent on some condition-for exam-rle, "Strike if I am slain." It is thus an excellent spell:br coercing an enemy. ("Kill me, and my Suord ofDamocles will turn you into a kebab!")

    Sorcerer $pells oflwel $wenDEetHr,rcnrRange:40m-\ very powerful bolt of energy leaps from the cast-er's hands, forking to strike 1-4 beings (match spell'sspeEo of 16 vs targets'rvesroN). A being failing to;r-ade will take 3d6+10 HP damage (reduced by his/r:s Armour Factor, if any).Exsrevr,R.ange:30mDuration: Spell Expiry Roll appliesThis more powerful variant on the Command spell'.r-ill affect a single being of any rank. A successful::.sting (match caster's MAGTcAL ATTACK vs target'sr"r-{crcAt, orrexce) renders the victim completely.-ibservient to the Sorcerer's will. Unlike Command,::us spell turns its victim into an unreasoning slave.";ho will do only what he is told. Language barriers.:e not a problem; the victim will always understandn:at his master is telling him to do, though with a::idency to follow instructions literally-occasion-' "r' rvith unlooked-for results. It takes one Combat--.: und to issue an Ens/aved character with orders, or- ;hange existing orders.\crrI ,:-ie: 5m- ::ad beams of searing light shoot from the cast-::, rody in all directions. Any being within 5mn -- tails to jump clear (match spell's srnro of 18, '.:gets' nvesroN) is struck by 1-3 of the beams

    Tne Boox or 5Ber.r.g(ro11 1d6: 1-2 = 7 beam, 3-4 = 2 beams, 5-6 = 3beams). Each beam inflicts 3dB HP of damage,lessthe target's Armour Factor.Spprr ScnrnNDuration: Spell Expiry Roll appliesThis establishes a defensive enchantment aroundthe Sorcerer which will protect him from direct-attack spells (those which involve a MAGTcALATTAcK vs MAGTcAL DEFENcE ro11). The effect ofthe S?ell Screen rs to reduce any spell passing intoit by 5 Magic Poinrs. Unlike a Wa// of Magic, theSpell Steen itself is not reduced in strength by this.(It is not possible ro ger a Spell Screen that filters outmore than 5 MPs by expending more Magic Pointsin casting it. Also, the effects are not cumulative, sotwo S?e// Screens are no better than one.)Two special cases are worth considering .lf a SpellScreen rs overlapped with a Wall of Magic, attacl

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    DnneoxWARRloRg

    so foolish as to offer it to another, the sword willturn in his hand, strike him once, and then disap-pear forever!

    $orcerer f;pells oflwel QightAsrn-q.r, GerEDuration: see belowA shimmering portal, a rent in the very fabric ofspace itself is creared in front of the caster. Thisportal leads to any place the caster wishes to reach(not more than 150km away), allowing charactersto cross this distance in the blink of an eye. Theintended destination should be a spot which thecaster knows reasonably well. If he is trying to reacha place he has only seen once, the caster has a 40o/ochance of 'missing' by up to a hundred metres (rolld100 for the distance out and d8 for direction-1= north, 2 = northeast, 3 = east, etc). If aiming fora destination he has never seen, and is guided onlyby another's account, the caster has a 50%o chance ofmissing by up to a kilometre.

    The Astral Gate will teleport only living be::.-and whatever they are wearing or carrying. It is : -possible to lob a Shadoztbolr through first, ro :- -care of anyone at the far end! As each char:;::-passes through the Gate, a d6 is rolled. On ; : _of 6, the spell expires. A Sorcerer must take tl-_:::Combat Rounds to visualize his intended des:i:.,-tion before casting Astral Gate.lJnless he takes :,_precaution, there is a 600/o chance that the far er:;the Gate will emerge onto another plane of re-'_:and any character passing through will then be _ ,-forever.BasrroNDuration: Spell Expiry Roll appliesMotes of glittering light spread from rhe ca.:.:hands and rapidly spread,'painting'a surface i:- -. :air as they do. Within a second, an impene::.: ,steel-grey barrier has been created. This barrie: : -a maximum surface arca of some 25 square rr:-:::and may be made to form a hemisphere roughl'. --across (within which the Sorcerer may shelter ',. -_,healing himself or casting more defensive spel.a wall (blocking a dungeon corridor, perhaps. ','. ___ :

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    ':: ::sier and his companions speed away from- .... -.\-,: t\ /,ilr-'i.iE\ilr;;=: 15ml';.:--n: Spell Expiry Roll applies- -'- .: an area of ground, the Burden spell causesr:: : of gravity to become so overwhelminglyri: -: :hat any being standing there will fall down,il: : :nable to move until the spell expires. Veryu-:: ;:eatures fare no better than smaller andr,L:::*{-:: tnes: "the bigger they are..."The spell affects. ---: ir area up to 5m across, extending upwards:- :--: air no more than 3m. (It is not much use,:,::.:-:e, against a flying creafure.) The caster's::r':--: have a chance to jump clear when he casts:: :tr I. and this is represented by matching the,r::*: :?EED of 16 against their EVASToN scores. No' *-- ::lorruniry is available to those who blunderr: :---- zone once the spell has taken effect, how-^ 1: ::-:\' are remorselessly pulled to the ground.]ur:r.IrnI --.::rr: see below--:-. :-,niuration is usable only at night or in the+l -*.:> depths of an underworld, as it summons a,,::- :-ic \Varhorse which is driven back to its feyro, --- r)-the rays of the dawn. It will also vanish at'i-: ::re Sorcerer dismounts.The Destrier is a sere'' .-.- .:eed clad in tarnished silver armour; its eyes'' -:- ',',':rh an emerald light. Any seeing it will know: - :. ;. faerie beast, and characters of1st-3rd rankl.i::-: 1 from ATTACK when fighting it.

    -:-= Destrier can carry its master across a hun-:::: ,..: ,rmetres of open country or woodland in air:::.= :-ight. It is fierce and terrible in battle, hav-::J -:- .{TTACX 77, DEFENCE 4, rVeStON 4, naeCr-"-* -:FE\cE 13, srnaLrH B, tencr,eTloN 12, and':j- ::-: see p. 123). Its silver-shod hoofs and sharpvt---- j:al damage as a normal Warhorse but with-, -tmour Bypass Rolls. It has 2d6+ 12 Health:r -,:. .rd its silver barding gives it an Armour Fac-'- :e that it is only by this spell that a Sorcereru: :-ie a Warhorse. Normal Warhorses are avall-

    lr; r: .:-\'to Knights, Barbarians and Warlocks.I n:- Er-r- -,::rn: Spell Expiry Roll appliesr:i -rStr of the spell becomes touched by their*:: : the Fomori demi-god Balor, whose gaze Ls

    Tne Boox or SBer.LgDeath. The caster's left eye is filled with a fathom-less dark. Any character m6l6eing him has a 40o/ochance of meeting the hideous stare of this eye. Thischeck is made at the end of each Combat Round.(The chance may be less than 40o/o if the caster'sopponent looks away or shuts his eyes-as for GazeAttacks, p. 1,23). A character who looks into theeye's gaze is subject to a 7d72 Fright Attack (seeFright Attacks, p.1,22): a twelve-sided die is rolledand the victim's rank is subtracted from the score. Ifthe caster can roll less than or equal to the result on2d10, the victim dies.The user of this spell temporarily loses sight inthe affected eye. Thus deprived of binocular vision,he subtracts l point from errecxand2 points fromboth oBlBNcE, and EVASToN while the spell lasts.RuNBDuration: lasts until activatedThis is a notorious spell used as a magical trap byhigh-ranking Sorcerers ; experienced advenfurers arealways wary of stumbling across a Sorcerer's Rune.The Rune is cast by inscribing an occult symbol on awall, flagstone, tapestry or other suitable object. TheSorcerer can then cast into it any other spell that heis able to use. This spell will be held by the Rune andreleased if anyone except the caster comes within3m line of sight. The Rune mtstbe exposed if it is towork, but Sorcerers can be quite artful in contrivingabstract murals or odd locations (the ceilingl behinda door?) to keep others from noticin g a Rune beforeit goes off. A Sorcerer may have only one Rune atany given time.

    $orcerer f;pells ofl,evel NineANrunrr BoNrsRange: touchBy casting this over the skeletal remains of someunfortunate whom he himself slew, the Sorcerercan cause them to rise up as a Skeleton. It makesno difference what skills the being possessed in life,for this spell does not restore the original soul orintellect. The Skeleton is merely a simple-mindedcreature whose main virtue lies in total obedience toits animator. A11 Skeletons thus have the same abili-ties: errecrc 10, onnrNcn 5, evesroN 3, uacrcelDEFENCE 3 and2-7 Health Points (roll 1d6 +1).

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    DRAsoxWARRloRgBettrElrestnnDuration: Spell Expiry Roll appliesA supernatural, obsidian-armoured warrior is sum-moned from another Plane and bound in the caster'sservice for the period of the spell. The Battlemasteris clad in magical mail armour and wields a magicaxe. His characteristics and scores are:

    ATTACK 30, Axe (d8 +2, B points) Armour Factor 6oErnNce 24 nvastoN 8MAGTcAL oereNcn 17 srnalru 1224 Health Points pencnprroN 18(Strength 1B; Refexes 13) (panoptical)

    When the spell runs out the Battlemaster returnsto his own dimensional Plane, where any woundshe has received are supernaturally healed before thenext time he is summoned.Although any given Sorcerer can materialize theBattlemaster only once per day, he exists on manyplanes simultaneously and it is thus possible for fwoSorcerers actually to summon him at the same time.If the Battlemaster should be ordered to attack him-self (i.e. another Battlemaster summoned by a dif-ferent Sorcerer), his two selves will merge into oneand he will be freed from the conrrol of either sum-moner. He will then proceed to wreak havoc beforereturning to his own world.FrnEstonl.Range:30mThe caster flings a ball of snarling flames whichexplodes into an inferno of 6m diameter. Characterswill take 4d10 +4 HP damage if they fail to jumpclear (match spell's spEED of 18 vs targets' EvA-slon)-and 4 HP damage even if they do, simplyfrom the peripheral heat ofthis terrible blast! A tar-get wearing magic armour (of any sort) may reducethe damage he takes by 3 points; armour that is notenchanted provides no defence.INvrsrsrrrtyDuration: Spell Expiry Roll appliesThe caster is rendered invisible. If his opponentsbecome aware of his general location (perhaps hesneezed or knocked over a vase, or they saw himbegin to cast the incantation), he may be attackedwith spells. Direct-attack spells affect an invisibletarget normally, but indirect-attack spells are subjectto a penalry of 1d8 sIEED points to represent theirlikelihood of being slightly off-target. A characterattempting to m616e the invisible Sorcerer incurs a

    penalty of -4 from ATTAcK and -8 from opp,eNcr(ust like fighting blind, of course-see p. 61). Mis-sile weapons are almost useless against one who isinvisible: the bowman halves his normal ATTACKand subtracts 3. Sir Balin, who has an errecr of13, therefore shoots at an invisible enemy as thoughwith an ATTACK of only 4.Mrn,q'crE CunERange:5mThis spell restores the recipient to his normal Healtl:Point score, cures any diseases and eradicates an\'toxins he is suffering from, and regenerates anrmissing limbs or organs. As with the Lesser Healingand Greater Healing spells, it has no effect on a deaicharacter.Rersn FocDuration: Spell Expiry Roll appliesWith the casting of this spell (which must be useiout-of-doors), a dense mist quickly rises to cover anarea 60m across by 5m high. This area is centred onthe Sorcerer's position when he cast the spell. TheSorcerer himself can see quite normally within thefog, but for others the visibiliry is barely 3m.

    porcererBpells oflw elTenDoppprceNcrnA soulless duplicate of a person known to the castercan be created. The caster must first fashion a simu-lacrum of clay mixed with his own blood. This blooccan never be replenished, and the caster's normiHealth Points score is permanently reduced by 1d-points as a consequence.After making the simulacrum, the caster mus:acquire some item often used or worn by the perso:he is trying to duplicate. A favourite cloakwould dc.

    or a sword. With such an item in his possession, th.Sorcerer casts the spell and his simulacrum arises i:-the likeness of the original.The Doppelganger has the physical character-istics and skills (including fighting abiliry) of tht

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    :r"r r---:.: it resembles, but not his knowledge skills.: . reing without reason or volition, and willr:': - '. rbev its creator's commands without ques-: ^ :-:.r'ing no soul, it cannot walk on consecrated:" -:: :nd will not cast a reflection."-.-! : r"TO\1BI -..10m.-r-- .::11 is applied to all beings, whether friend or': i':::tin 10m of the caster. It is instant death for--- --.r \-s victims' MAGTCAL noreNca). So potent,*' - :.;k is not without its cost. The spell causes a

    r,r" :r: ::.ragical backlash to its caster, represented by'r: : :: of 1-100 experience points. It is a price few- :-::-!s rvould be prepared to p^y, except in the-1 ;: :titreme circumstances.l= n- :{cLE oF ENTRApMENT- --.::,rn: lasts three days (and see below)*"--: :rell requires a large pentacle about 5m across-: tr:awn or engraved. When the spell is cast, the:,:- =:-e becomes a trap for the caster's enemies.l--: :-:st 2-12 beings of up to 5th rank ro come,,;"--- -1 2Q6 (they must be able to see the pentacle)* : : -riect to the spell...rose on whom it takes effect (match caster's.,,-c-{L ATTACK vs victim's MAGTcAL oernNce)u;- 33 inslnntaneously transported within the pen-:--:-.. boundary. Though unharmed, they will be: '"::iess to escape unless they know the 'key'word--::::arily chosen by the Sorcerer when he cast:" = .:ell) that unlocks the Pentacle of Entrapment.l-. spell is also negated rf any part of the pentacle:::-J is erased, but this cannot be accomplished by-. ::apped within it.1; srRRnct;-,:--3e : touchl--. spell will restore life to a character who has:':::- dead for no more than one lunar month-'';nn'-eight days). The revitalized character per-*.lently loses 1d3 Health Points, and for a week*-:.: rising from the dead his Strength and Reflexes*--' ralf normal. Resurrect must be cast at sunrise,--: the effort of employing it renders the caster- ,.rle to use any spells above the fifth level for the-=,: of the day. This means that Sorcerers are usually:r,' reluctant to cast Resurrect,whatever their rank.: ":n if persuaded to do so, the Sorcerer is likely

    Tne Boox or SBgr.Lgto charge at least two hundred gold crowns for hisservice.ScnvDuration: lasts three minutesThe use of this spell enables the Sorcerer to look intoa specially prepared obsidian mirror (his'speculum')and call up images of people, far-off places and pastevents. If asked to show a place, the mirror willshow only a general view, not a specific location. Arequest to "Show me the tower of Mizar the magi-cian" would bring a view of the building's exterior.The Sorcerer can then move his scrying viewpointaround, but not through physical barriers such aswalls and closed doors, nor onto consecrated ground.The mirror transmits images only; the Sorcerer canhear nothing of what is said by those he spies upon.An observed Sorcerer or Mystic of equal or greaterrank will know when another descries him, and mayuse Dispel Magic to cancel the spell (this also causesthe Speculum to shatter).When the Sorcerer desires to look on past events,he must know the time when the event in questiontook place to within twelve hours. If he has someobject which was on the scene at the time he wishesto view, such knowledge is unnecessary.Constructing the mirror needed for this spellwill cost the Sorcerer 30-180 (3d6 '10) gold crownsand will take a week. He may not then construct asecond Speculum unless and until the first shatters.TneNsronuATroNDuration: lasts three minutesThe caster may alter his form to become any crea-ture whose rank-equivalent does not exceed hisown rank. His Health Points, MAGTcAL ATTACKand uecrcal DEFENcE scores are unaffected by thechange, but his fighting skills become those of thenew form. Note that the Sorcerer acquires only thephysical abilities of his new form, not the magicalones. If Lim orien Transforms himself into a Gorgonthen his hair will turn to deadly snakes but he willnot get the monster's petrifring stare.A Sorcerer cannot use magic while in alteredform, unless the form is of a creature which is basi-cally humanoid so that he can make the necessaryhand-gestures.Transformation lasts three minutes (30 CombatRounds), though the caster may of course terminateit before then if need be.

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    DnasoNWaRRnoRg

    MYSTTqgpqLLSThese are the spells usable by Mystics. Rememberthat the Mystic's rank sets the upper limit on thelevel ofspells he can cast.Spells of Level OneINWGORATEMIRAGE

    SEE ENCHANTMENTSUSPENDED ANIMATION

    Spells of LevelTwoDARKSIGHTDAZZLEMIGHTPURSUITSpells of LevelThreeALLStrEING EYEMIND CLOAKNOURISHTELEKINESIS

    Spells of Level FourCLAIRVOYANCEENTHRALLHIDDENTARGETTELEPATHYSpells of Level FiveFORCE FIELDMYSTIC BLAST

    PASS UNSEENTRUTHSENSESpells of Level SixASSESSMENTPURIFICATIONSTEEL CLAWSURVIVAL

    Spells ofLevel SevenDUELLE\,IITATIONPARALYSISPROTECTION

    Spells of Level EightINTANGIBILITYMINDPOOLSWIFTNESSTRANCESpells of Level NineIMPREGNABLE SPHERIPHOENIXTELEPORT

    THUNDERCLAP

    Mysdc Spelts oflwel OneINrvrcoRArEThe Mystic converrs psychic energy into physicalenergy, releasing a powerful restorative force into hisbody. He regains two Health poinrs. The spell willnot increase his Health Point score above its normallevel, ofcourse.MrnecrRange: 10mDuration: Spell Expiry Roll appliesA visual illusion is creared, of anything the casterwishes so long as it is no bigger than man-sized.The Mirage can be'progtu--.d'to perform a setof actions (e.g. a guard marching up ".rd do*r, orrt-side a door) or it can be controllej mentally, like aholographic pupper. There is a 10Zo chance that theMirage will be recognized as such at first glance.SBp ENcseNTMENT_Duration: Spell Expiry Roll appliesWhilethis spell is in effect, thi Mystic is able to seepowerful concentrations of magic energy. He could

    tell whether a weapon or talisman were magical, bu:would not be able to sense impermanent !rr.h"r,t_ments, such as the presence of a Command speIl.SuspBNoEo ANrlranroNThe Mystic is able ro sink into a deep coma, out_wardly resembling death. This coma lasts for an,..preset duration up to a year and a day. Even ESpwill detect no thoughts, but in fact theMystic doe.remain aware of his surroundings-except that hi.mental processes are slowed by a factor oi si*ty.

    Mystic Spells oflwel TwoDanxsrcsrDuration: Spell Expiry Roll appliesThe Mystic acquires the abiliry to see in darknes=like an Elf, That is, he can see with perfect clarinby moonlight or under a star-filled ni[ht sky, and ir:the pitch dark of an underworld as though it weredeep twilight.

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    Dlzzw.- ris spell produces a flash of brilliant light that',-ll all but blind any sighted creature within 5m:-'r one full Combat Round. This gives the Mystic:::e chance to escape from his foes or make one free.::ike while they are dazzled, making them -B from]EFENCE.\Ircnr)uration: Spell Expiry Roll applies\ powerful spell for use in combat, this has the effect,,: increasing the Mystic's Strength. If his normalSrrength score is 15 or less, it temporarily increases: r 16; if normally 16 or more, it increases to 19.PunsurrDuration: lasts one dayThis enables the Mystic to follow the psychic spoor:,f a person or creature whom he knows or has hadjescribed to him. He may thus track his quarry over:errain of any sort, and in all weathers.

    llysdc $pells of I..,evelThree-\lrseerNc EyBDuration: Spell Expiry Roll appliesThis extends the Mystic's power of vision beyond:he visible spectrum, enabling him to perceive anyinvisible object or being within 10m. The Mysticsees the invisible shapes as featureless silhouettes.]IrNo CroarDuration: lasts ten minutesThis spell puts up a psionic shield around the Mystic,preventing detection by ESP, Scry or similar magi-cal means. If the caster is being tracked by another\Iystic using the Pursuit spell, this spellwill causerhe latter to lose his'scent'.NounrsnThis spell ensures the Mystic need never starven'hen he has no food or water. A single casting pro-vides him with refreshment and nourishment for atullday.TnrE,rrNE,srsRange:25mDuration: Spell Expiry Roll appliesThis is the classic parapsychic ability to move and

    TneBoox orSBeLLgmanipulate objects at a distance by the power of themind. The spell affects a single object of up to 0.5kgweight. The maximum velociry at which an objectcan be moved by Telekineses is about 15m per Com-bat Round, making for a rather ineffective missile(seneo B to dodge, and doing no appreciable dam-age on impact anyway).The Mystic may wield a dagger by Telekinesis, inorder to mdl6e an opponent at a distance; he woulddo so with half his normal ATTACK (telekinetic con-trol is quite clumsy) and doing 1 HP less damage fora successful blow (because there is little strength inthe spell).

    Myscic Spells ofl,evel fourCrernvoyeNcE,Duration: Spell Expiry Roll appliesThis spell intensifies the Mystic's inherent paranor-mal senses, and so confers the ability to see anythingwithin 5m even through solid objects. A full 360"arc of 'vision'is obtained, making it very difficult totake the Mystic unawares.ErvrHnenRange:5mDuration: Spell Expiry Roll appliesThe caster must match his nracrcer ATTACK againsthis target's MAGTcAL DEFENcE. If successful, thisspell warps its victim's judgement so that he believesthe Mystic to be his friend. This delusion does notdestroy the victim's loyalq, to his real friends, how-eveq and neither does it make him well-disposedtowards the Mystic's companions. He will believeanything the Mystic tells him and, unless the Mys-tic openly attacks him, will trust him completelyuntil the spell wears off.HrooeNThncErDuration: Spell Expiry Roll appliesThis spell enables the Mystic to pick off targets witharroq sling or thrown dagger even if blindfolded.He ignores the usual penalties for poor visibility.Even in thick fog or if the target is invisible, theMystic shoots as if he could see him perfectly. Hemust know there is someone to shoot at, though-he cannot just walk into a room and lob off a fewarrows 'on spec'in case there should happen to bean invisible Sorcerer about.

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    DnasoNWARRtonsTnrnperrryRange: 10kmDuration: lasts ten minutesThe Mystic is able to communicate telepathicallywith another (who must be known to him) over con-siderable distances. Communication is in the formof images as well as words, so different languagesneed not prove an insurmountable obstacle. Note,however, that two characters from totally differentcultures (a medieval wizard and an Inca priest, forinstance) may be simply unable to think in rhe sameterms.

    Mysdc Spells ofl-.,wel fiveFoncn FrproDuration: Spell trxpiry Roll applies (and seebelow)This spell protects the Mystic with a thin, invisibleforce barrier. When a blow is struck against him, theForce Field absorbs the damage and prevents it fromharming him. Once it has absorbed a total of 15 HP

    damage, the Farce Fiel/collapses. It gives no protec-tion from magical weapons, spells or other forms o:attack (such as flames or poisonous fumes).Mysrrc BresrRange:30mThis spell takes the form of a psychic force bolt. Thecaster must match the spell's spEED of 16 againstthe target's EVASToN. If it strikes its target, the boltinflicts 3d6 +1 HP damage. The target may reducethis damage by his Armour Factor, tf any. (A char-acter in mail armour would take only 3d6 -3 HP.for example.)Pess UNsEENDuration: Spell Expiry Roll appliesThe Mystic becomes invisible... up to a point. Hecan walk right past his enemies and they will notnotice him. This is not as good as true Innisibilitt(the high-level Sorcerer varieg) because he will stiilreflect in a mirror, and becomes visible at once if hetries to attack anybody or casts another spell. Also,the spell will only fool beings of 1st to 4th ranWrank-equivalent.

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    llnurHsBr,rsElr;ration: Spell Expiry Roll applies,'.-hile the spell lasts, the Mystic is able to tell with:-i:'o accuracy when someone is lying to him. That.. if a character tells him a lie, d100 is rolled. On:. :ol1 of 01-85, he knows it to be a lie. On a roll.: 56-00, he is not sure one way or the other. The--,-)0 ro11 is made secretly by the GamesMaster, for:','ious reasons.

    llysdc Spells oflwel $ix.1:SESSMENT.--.rge: 10m:-, means of this spell the Mystic can instantane--.lv assess all characters within range and deter---:re the following: their Profession, rank (or rank-: : -ivalent) and current Health Points. Assessment- :locked by Mind Cloak, and will not give any- rrmation about characters above 10th rank.

    ?t nrprcerroN- ',-s spell cleanses the Mystic's body of all ailments--,J poisons, and heals up to B Health Points if he-','.'or-rnded.::rrr Crew

    -:.r.tion: Spell Expiry Roll appliesl,-: caster's hand is transformed into a rigid talon: .leaming metal. When he strikes with this in- :rrat, he uses a d1.2 for Armour Bypass Rolls andi-:;ts B HP damage with each successful blow.: - nrrver- -:J.tion: lasts one day- .- - \Iystic is able to endure extremes of heat and: such as might be experienced under a blazing:::-:t s$ or in an arctic waste. He is not protected-- :r direct exposure to fire. Survival also enables-- . ] Ivstic to go without air for up to an hour after-:.'"'.'ing a single breath.

    Tne Boox or SBer.LgMysdc Spells oflwel gwenDunrDuration: see belowTo use this spell, the Mystic must close in ml6ewith an opponent. The spell shifts both the Mysticand his opponent out of phase with the rest of theuniverse; they remain visible only as a flickering,indistinct blur.Out-of-phase characters are on another plane,and cannot affect (or be affected by) their surround-ings. Unable to move from the spot where they'phased out', the fwo combatants must continuetheir battle until one is slain. Only then does thespe1l terminate, returning them-alive or dead-tothe normal world.LnvrrRrroNDuration: Spell trxpiry Roll applies, and see belowThis spell allows the caster to rise up into the airand float around. Levitational movement is quiteslow-only 10m per Combat Round (normal walk-ing speed, in other words).This spell requires concentrarion to sustain. Ifthe Mystic wants to enter m16e or cast anotherspell, he must first cancel the Ler,titation.Pener,ysrsRange:15mDuration: Spell Expiry Roll appliesThe caster must match his ueclcel ATTACK againsthis target's MAGTcAL DEFENCE. This spell, if it takeseffect, results in paralysis of all the voluntary mus-cles. It will work only on a living being. The victimcollapses at once, but remains conscious.Another Mystic who was affected by this spellcould still cast spells of his own, since Mystics needonly the power of their psyche to work magic anddo not rely on the chants and arcane gestures oftheSorcerer.PnorncrroNDuration: lasts until Dispelled, and see belowA potent spell which adds 2 points to the caster'sMAGTcAL DEFENcE and increases his Armour Factorbv 2'The caster can sustain the Pratectioz spell indefi-nitely if he chooses to, but he must add +1 to thedie roll whenever he makes a Psychic Fatigue Check(see page T4 rnChapter 9) while the Protection speilis in effect.

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    DnnsoNWARRnoRgru_?

    Mysdc Spells ofl.wel QightIN:rRNctsrrrryDuration: Spell trxpiry Roll appliesThe Mystic and any items he is wearing or carryingbecome intangible. He can pass through solid objectsas though they were not there. While intangible amagical weapon is required to hit him in combat.Indirect-attack spells Ilke Firestorm pass harmlesslythrough his insubstantial form, though direct-attackspells are still fully effective. The Mystic must takecare when using this spell, for if it expires while heis inside a solid object he will die.MrNopoorRange:3mDuration: lasts thirty seconds (5 Combat Rounds)This spell enables rwo Mystics ro combine theirpower for a brief time. With multiple castings of thespell, more Mystics can be included in the Mind-pool-up to five individuals at one time. Mystics in aMindpoo/ each resist hostile direct-attack spells withthe total MAGTcAL DEFENcE of the whole group, andeach casts his own spells with the highest MAGTcALATTAcK ofthe group.ExampleTzuo Mystics har,te reacbed the main burial chamber ofan ancient barrozo. Suddenly tbey are autJare of c/oakedshapes loping totuards them: uigbts! The senior Mys-tic casts Mindpool, linking himself with his 4tlt-rankcompanian. They add their uzcrcat DEFENCE scorestogetber:7+12 in this case, so each naw has an ffictivet\L4GICAL DEFENCE of 19. The 4th-rank Mystic is stillonly able to cast spells up to levelfour-but that includesthe direct-attack spell Enthrall, which he can nlru castuith his companion\ MAGT:AL zrrzcr of 21.SwrprNEssDuration: Spell Expiry Roll appliesThis accelerates the caster's metabolism and speedshis physical movements. He gets rwo actions of hisown to every one Combat Round experienced bythose around him. The first action must be takenat the very start of each CR, and the second at thepoint in the CR (determined by his Reflexes score)when he would normally get to act. The actionsmight be two 10m moves, or a move and an attack,or any other combination of actions. What theMystic cannot do is cast two spells in one CR. Thisis because he continues to think at the normal rate.

    Tnq.NcEDuration: lasts ten minutesThe Mystic enters a trance-like state while his psv-chic self or ka,is freed from his body and is able totravel up to five kilometres away. The ka can see andhear, but is ethereal and cannot interact with or beseen by others. However, if it comes into the pres-ence ofa character ofequal or higher rank then thelatter will be able to sense it. Another Mystic couldthen use Pursuit to trace the ka back to its body.

    Mysdc Spells oflwel NineInrpnecNRnrp SpHEnnDuration: Spell Expiry Roll appliesThe Mystic is surrounded by an invisible force bub-ble that blocks all physical attacks: missiles, crea-tures, indirect-attack spells, etc. Attacks of this n-p-can pass neither into nor out of the Impregnab.':Sphere. Direct-attack spells (which entail a MAGrc-t -ATTAcK vs MAGTcAL DEFENcE roll