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Spells:IllusionistIllusionist SpellsOffensive SpellsMind Spike: 2 sp. Inflicts 2d4 damage. No save permitted. Caster receives a +1 bonus to initiative when attempting this spell.Taunt: 1-4 sp. Causes the target to act last each round. For the duration, his INIT will be reduced to zero (0). This cannot be augmented. Spell lasts for one round per spell point expended. If the target saves, the spell has no effect. Prismatic Spray: 4 sp. Causes blinding, multi-hued rays to spring from the caster's hands and strike the target for 2d10 damage. Half damage if saved. Fear: 6 sp. Inflicts 1d8 damage immediately, then freezes the target in terror, causing him to lose his turn the following round. If saved, the target takes only the damage. Dazzling Light: 10 sp. Causes a blinding stream of light to assault the target's senses, inflicting 1d10 damage for 1d3+1 rounds. Half damage if saved (rounded down). The referee rolls d6 initiative each round to see when damage occurs.
Defensive SpellsDisplacement: 1-6 sp. Penalizes all physical attacks directed at the target by 3 points To Hit for 1-6 rounds, proportional to the spell points expended.Protection: 2-12 sp. Gives the target +3 on all saving throws against magic for 1-6 rounds, proportional to the spell points expended. Stasis Field: 3-12 sp. Causes anyone attacking or casting spells at the caster to be penalized 1 point to INIT, to a minimum of 1. Lasts for 1-4 rounds, proportional to the spell points expended. Mirror Image: 3-12 sp. Creates 1-4 full-size illusions of the target, proportional to the spell points expended. Each time someone attacks the target, a roll is made (either by the referee or the attacker) to determine if an image is hit. If a 1 is rolled, the target is struck, and damage occurs. Otherwise, an image disappears, regardless of whether damage would be inflicted by the attack. Except for Dispell, spells do not affect, and are not affected by, images. Minor Reflect: 10 sp. Reflects onto the caster any offensive or guild spell directed at the target. Lasts for 3 rounds, or until a spell (or spells) totalling 4 spell points or more are reflected, whichever comes first. Reflected spells have their usual effects, including allowing the caster to save. However, some spells, such as Call Lightning and Void, may see little or no effect from such a save, since the caster is also the target. This has no effect on defensive spells.
Guild SpellShadow Monsters: 15 sp. Inflicts 3d6 damage and freezes the target, causing him to lose his turn for the next two rounds. The damage is immediate, the lost rounds always take effect the round following its cast. If saved, the spell turns its full effect on the caster.
Tournament SpellsReflect: 18 sp. Reflects onto the caster any offensive, guild, or tourney spell directed at the target. No save is permitted against the reflected spell, but the opponent must still roll 1d20. On a 1, he suffers double damage (or duration, if there is no damage) from the reflected spell. Reflect lasts until one or more spells totalling 10 spell points or more are reflected. It has no effect on defensive spells.Delusion: 23 sp. Causes the target to suffer from temporary insanity. Each round, he sustains 1d10 damage and must save to end the spell. If the save is failed, the spell continues. If successful, the target regains his wits and may act normally the following round.
Updated: 05/08/02 |
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