CHAOS SPELLS
First a little about Chaos...
Appearance:
Game effect:
Chaos table Roll 3d6:
3-5 Advantageous mutation.
Behavior:
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Seek Chaos (VH) Information
Cost: 2
Prerequisite: Seek Earth, Seek Water.
Item: A rod of iron and bronze
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Shape Chaos (VH)Area
Base Cost: 3. Cost to maintain: Half the cost to cast.
Prerequisite: Seek Chaos, All 4 of Shape Air/Earth/Fire/Water.
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Create Chaos (VH) Regular
Duration: Permanent
Cost: 6 per hex.
Prerequisite: Shape Chaos, All 4 of Create Air/Earth/Fire/Water.
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Destroy Chaos (VH)Area
Duration: Permanent
Base Cost: 4
Prerequisite: Create Chaos, Destroy Air, Destroy Water.
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Chaotic Touch (VH) Regular
Cost: 1 to 3.
Prerequisites: Icy Touch, Burning Touch. At least 5 Chaos spells.
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Chaos Jet (VH) Regular
Duration: 1 second.
Cost: 1 to 3. Does 1d damage for each point put into it. The jet's range in hexes is equal to the number of dice. Cost to maintain is the same.
Prerequisite: Flame Jet, Water Jet, Air Jet, Mud Jet.
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Chaotic Weapon (VH) Regular
Duration: 1 minute
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Chaos Bolt (VH) Missile
Cost: 1 to 3; the Chaos bolt does 2d-3 damage for each energy point spent in casting it.
Time to cast: 1 to 3 seconds.
Prerequisite: Magery, Fireball, Ice Sphere, Stone Missile, Lightning.
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Emotionalize (VH) Area; Resisted by IQ-2
Emotion - Effect
Love - See below 1)
Hate - Berserker (p. 57)
Lust - As the Lecherousness disadvantage
Anger - As the Bad Temper disadvantage
Greed - As the Greed disadvantage
Jealousy - As the Jealousy disadvantage
Patriotism - As the Fanatism disadvantage
Bravery - Bravery (p. 56)
Hunger - 10 x Gluttony disadvantage
Fear - Panic (p. 56)
Sadness - Mass Daze (p. 57)
Joy - Must be roleplayed!
Peace - Mass Daze (p. 57)
Unrest - Madness (p. 58)
Depression - Mass Daze (p. 57)
Boredom - Mass Sleep (p. 57)
Loyalty - Bravery (p. 56)
Duration: As the appropriate spell; Otherwise 10 minutes
Cost: 3; same to maintained
Time to cast: 2 seconds
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Viper Speed (VH) Blocking
Duration: 1 second
Cost: 2. Cannot be maintained.
Prerequisite: Great Haste
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Wall of Bone Fragments (VH) Area
Cost: 2/1
TTC: 2 seconds.
Prerequisite: Zombie
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Sphere of Bone Fragments (VH) Regular
1-2 explodes, doing no damage.
Cost: 2/1
TTC: 2 seconds.
Prerequisite: Zombie
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Death Trance (VH) Blocking
Example: Durina the healer and Vulf the warrior (HT 12) are involved in intense combat. Vulf takes a total of 30 points of damage, bringing him to -18 hits. Before Vulf has to roll a death roll, Durina announces that she wants to prevent Vulf from dying. Since combat is chaotic, she first has to roll a vision roll to see that Vulf is hit by a killing blow (or the blood flow from his lips, or whatever.... Make it dramatic!). She then casts Deathbrink on Vulf, with a penalty equal to the amount of damage beyond -HT hits, -6 in this case. Also, Vulf is 3 hex away from Durina, causing the final penalty to become 9. Note, that a successful casting of this spell only negates the death roll at -HT and not subsequent rolls at -HT -5, -HT -10 etc.. Thus Vulf in the example above, still have to roll a death roll for reaching -17 HT (-HT-5).
Duration: 1 minute
Cost: 5 to cast, 2 to maintain.
Prereq: Major Healing, Suspended Animation.
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Spider Spells
Spiderbolt Missile
The Spiderbolt has SS 13, Acc+1, 1/2D 20, Max 40.
Duration: 10 seconds
Cost: 2 for spiders doing 1d-1 damage pr turn. 3 for spiders doing 1d. Cannot be maintained.
Prerequisite: Arachnid control
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Create Spider Regular
Poison type A: Roll against HT-4 immediately. Failure causes 1d+1 damage. Critical failure causes death. Roll vs HT-4 again at the beginning of the each day for the next 3 days. Modifiers to the HT roll: +1 if the venom is sucked out within 5 minutes. If all rolls are successful, the venom has no effect.
Poison type F: Roll against HT-6 immediately. Failure causes 2d damage. Critical failure causes death. Anyone taking damage is nauseated and dizzy; -3 to all attribute checks and skill rolls for 1d hours. If the HT-6 roll is made, no damage is taken, but the victim still feels sick for 3d minutes; -3 to all attribute checks and skill rolls as above.
Duration: 1 minute
Cost: 4 or 6 with strong venom, half to maintain
Time to cast: equal to cost, in seconds
Prerequisite: Create Water, Create Object, IQ 13+ and Create Acid (if you want to be able to create a strongly poisonous spider)
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Spidersilk/Create Web Special/Missile as described in Grimoire
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Spidervision Regular
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Steelbite Regular
Duration: 1 turn
Cost: 1-3, the weapon damage is increased by 1d-1 for each point of energy.
Prereq: Sharpen.
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Call Upon Faith Regular or block
Cost: 1 pr point boosted (max. 5) with no reduction for high skill.
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Determine Age (H) Information. Resisted by IQ-4
Cost: 1
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Holy Avenger (VH) Regular
Duration: 10 minutes, or less if the fight ends and the subject comes out of the berserk rage as pr. B31.
Cost: 3
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Total Healing (VH) Regular
Duration: Permanent
Cost: 6
Prereq: Major Healing + either Magery 2 or Power Investiture 2
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Sacred Guardian (VH) Information
Duration: 1 day
Cost: 3 to cast, 2 to maintain
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Create Holy Symbol (VH) Regular
Duration: Permanent
Cost: 3
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Zone of Truth (VH) Area; Resisted by IQ
Duration: 1 minute
Base: 2 to cast,1 to maintain
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Accelerate Healing (VH) Regular
Duration: 2d6-2 days or until completely cured (at 100% hit points).
Cost: 4/8/12
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Choose Future (VH) Regular
Cost: 1 for each turn with 2 rolls (max. 5)
Duration: Max 5 turns or 10 total rolls.
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Watch Death (VH) Regular, resisted by IQ-5
Duration: 1 second Cost: 1
TTC: 3 turns
Prerequisite: Death Vision.
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Lightning Rod (VH) Blocking
Cost: 2
Prerequisite: Resist Lightning
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Minor Invisibility (H) Regular
Duration: 1 minute
Cost: 5/2
Time to cast: 2 seconds
Prereq: Same as Invisibility
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Mana Spheres (VH) Missile
SS: 13, Acc+3, 1/2 Dam: 30, Max: 80.
Duration: Instant
Cost: 1-3; (1d-1 dam per point of energy per missile) So a 3 second casting would allow three 3d-3 mystric spheres which could be targeted at 1 to 3 foes.
TTC: 1-3 turns (1 turn per point of energy)
Prerequisite: Drain Mana
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Fist of Fury (VH) Regular
Duration: Instant
Cost: 1 to 3, Cannot be maintain
Prerequisites: Resist Pain, Shield.
Items: Glove. Mage only, Energy to create: 1,500.
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Mana Missile (VH) Missile
SS: 13, Acc +20, 1/2Dam: N/A, Max: 50
Duration: Instant
Cost: 1-3, does cost x 2 dam
TTC: 1-3 turns (1 pr point of energy)
Prerequisite: Magery 2
Item: Staff or Wand. Energy: 400