Land of Xel:Battle Magic
Battle Magic[edit]
Battle Cry[edit]
Difficulty- 13
Cost- 1 Action
Range- Self
Duration- 1 round per caster level
Damage- N/A
Effect- All allies in 30’ area of caster receive a +2 moral bonus to against intimidation, fear, mind effecting spells, strike bonus and damage bonus. All enemies in the area with the ability to hear sound must make spell resistance roll vs. the casting roll or suffer a -4 penalty against intimidation, fear, and mind effecting spells.
Disintegrate[edit]
Difficulty- 30
Cost- 3 Actions
Range- 100’ + 10’ per level of caster
Duration- Instant
Damage- 200 +5 per caster level
Effect- The target of this spell begins the painful process of disintegration. The target is allowed a spell resistance roll vs. the casting roll and to soak all damage possible. After that if all life points are taken the target is completely disintegrated and may not be brought back to life without the use of a wish or miracle spell.
Dread Gaze[edit]
Difficulty- 10
Cost- 1 Action
Duration- Instant
Damage- N/A
Effect- Target eyes glow fiery red adding +1 to intimidate per level of caster or recipient which ever is lower.
Enchant Weapon[edit]
Difficulty- 13
Cost- 1 Action
Range- 10’
Duration- 1 round per caster level
Damage- Adds +2 to hit and 1D8 to damage dice of enchanted weapon.
Effect- Places a magical enchantment on a non-magical weapon.
Empower Weapon[edit]
Difficulty- 23
Cost- 1 Action
Range- 10’
Duration- 1round per caster level
Damage- Adds +6 to hit and 3d8 to damage dice of enchanted on weapon.
Effect- Places a magical enchantment on a non-magical or minor magical weapon.
Endow Weapon[edit]
Difficulty- 28
Cost- 1 Action
Range- 10’
Duration- 1round per caster level
Damage- Adds +8 to hit and 4d8 to damage dice of enchanted on weapon.
Effect- Places a magical enchantment on any non-greater magic weapon.
Enhance Attribute [edit]
Difficulty- 15
Cost- 1 Action
Range- Self or Touch
Damage- N/A
Duration- 1 round per caster level
Effect- Adds one point per caster level to attribute of casters choice. This spell can be cast on the same person more than once however it must a different attribute.
Enhance Weapon[edit]
Difficulty- 18
Cost- 1 Action
Range- 10’
Duration- 1round per caster level
Damage- Adds +4 to hit and 2d8 to damage dice of enchanted on weapon.
Effect- Places a magical enchantment on a non-magical or minor magical weapon.
Liquefy Brain[edit]
Difficulty- 35
Cost- 4 Action
Range- 30’ + 10’ per level of caster
Duration- 1 round per level
Damage- See below
Effect- This spell causes the targets brain the turn in to a liquid. The target losses 1 point from INT, WIS and MEC per round. If INT, or WIS become 0 target goes into a vegetative state. If all attributes reach 0 target dies. The attributes can be restored by magical means or 1 point per day to one attribute of targets choice.
Mage Bolt[edit]
Difficulty- 10
Cost- 1 Action
Range- 100’ + 10’ per level of caster
Duration- Instant
Damage- 1d4 per three caster levels up to a maximum of 5d4
Effect- Sends a bolt of magical force that always hits the target. The cast must be able to see the target though not all of him. This spell bypasses normal armor soak, however a magical armor can soak the blast.
Mage Bolt, Enhanced [edit]
Difficulty- 15
Cost- 1 Action
Range- 100’ + 10’ per level of caster
Duration- Instant
Damage- 1d6 per three caster levels up to a maximum of 5d6
Effect- Sends a bolt of magical force that always hits the target. The cast must be able to see the target though not all of him. This spell bypasses normal armor soak, however a magical armor can soak the blast.
Mage Bolt, Greater[edit]
Difficulty- 20
Cost- 1 Action
Range- 100’ + 10’ per level of caster
Duration- Instant
Damage- 1d8 per three caster levels up to a maximum of 5d8
Effect- Sends a small bolt of magical force that always hits the target. The cast must be able to see the target though not all of him. This spell bypasses normal armor soak, however a magical armor can soak the blast.
Mage Bolt, Ultimate [edit]
Difficulty- 30
Cost- 1 Action
Range- 100’ + 10’ per level of caster
Duration- Instant
Damage- 1d10 per three caster levels up to a maximum of 5d10
Effect- Sends a small bolt of magical force that always hits the target. The cast must be able to see the target though not all of him. Only a magical barrier can soak the blast all other damage is done directly to targets Life points.
Magic Armor[edit]
Difficulty- 13
Cost- 1 Action
Range- Self or Touch
Duration- 1 round per caster level
Damage- Adds a +2 deflection bonus to dodge and 8 to damage soak of target.
Effect- Places a magical field around target
Magic Armor, Enhanced[edit]
Difficulty- 18
Cost- 1 Action
Range- Self or Touch
Duration- 1 round per caster level
Damage- Adds a +4 deflection bonus to dodge and 16 to damage soak of target.
Effect- Places a magical field around target
Magic Armor, Greater[edit]
Difficulty- 23
Cost- 1 Action
Range- Self or Touch
Duration- 1 round per caster level
Damage- Adds a +6 deflection bonus to dodge and 24 to damage soak of target.
Effect- Places a magical field around target
Magic Armor, Ultimate[edit]
Difficulty- 28
Cost- 1 Action
Range- Self or Touch
Duration- 1 round per caster level
Damage- Adds a +8 deflection bonus to dodge and 32 to damage soak of target.
Effect- Places a magical field around target
Magic Blast[edit]
Difficulty- 16
Cost- 2 Action
Range- 200’ + 10’ per level of caster
Duration- Instant
Damage- 1d6 per caster level up to a maximum of 10d6
Effect- Sends a ball of magical force that explodes in a 40’ blast where the caster designates. The cast must be able to see the location he wishes to target. Everyone in the area including the caster and allies take damage. Any one within 5’ of the perimeter can make a full dodge action, (if allowed) to take half damage and move out of the blast radius.
Magic Blast, Enhanced[edit]
Difficulty- 22
Cost- 2 Action
Range- 200’ + 10’ per level of caster
Duration- Instant
Damage- 1d8 per caster level up to a maximum of 15d8
Effect- Sends a ball of magical force that explodes in a 40’ blast where the caster designates. The cast must be able to see the location he wishes to target. Everyone in the area including the caster and allies take damage. Any one within 5’ of the perimeter can make a full dodge action, (if allowed) to take half damage and move out of the blast radius.
Magic Blast, Greater[edit]
Difficulty- 28
Cost- 2 Action
Range- 200’ + 10’ per level of caster
Duration- Instant
Damage- 1d10 per caster level up to a maximum of 20d10
Effect- Sends a ball of magical force that explodes in a 40’ blast where the caster designates. The cast must be able to see the location he wishes to target. Everyone in the area including the caster and allies take damage. Any one within 5’ of the perimeter can make a full dodge action, (if allowed) to take half damage and move out of the blast radius.
Magic Blast, Ultimate[edit]
Difficulty- 34
Cost- 1 Action
Range- 200’ + 10’ per level of caster
Duration- Instant
Damage- 1d12 per caster level up to a maximum of 30d12
Effect- Sends a ball of magical force that explodes in a 40’ blast where the caster designates. The cast must be able to see the location he wishes to target. Everyone in the area including the caster and allies take damage. Any one within 5’ of the perimeter can make a full dodge action, (if allowed) to take half damage and move out of the blast radius.
Mighty Blow[edit]
Difficulty- 10
Cost- 1 Action
Range- Self or Touch
Duration- 1 round per caster level or until used
Damage- See below
Effect- Within the duration of the spell the target can make one single attack that can stun, daze or knock out an opponent. If the hit is successful the victim makes an Endurance roll against the attack roll. Damage from the blow is dealt normally regardless of the opposed roll.
Victims roll = attack roll = Victim knocked back 5’; +2 DC for 1 round Victims roll +1 < attack roll = Victim knocked back 10’; 1D6 damage and stunned for 2 rounds Victims roll +5 < attack roll = Victim knocked back 20’; 2D6 damage knocked prone and dazed for 2 rounds and then stunned for 1 round. Victims roll +10 < attack roll = Victim knocked back 30’; 3D6 damage is unconscious for 5 rounds and then dazed for 2 rounds and then stunned for 1 round.
Power Word: Kill[edit]
Difficulty- 45
Cost- 4 Action
Range- 100’
Duration- Instant
Damage- See below
Effect- Target of this spell dies. The target is allowed a spell resistance roll vs. the casting roll to resist.
Power Word: Pain[edit]
Difficulty- 35
Cost- 3 Action
Range- 100’
Duration- 1 round per caster level
Damage- See below
Effect- Target of this spell becomes racked with excruciating pain all over there body. The target can take no action what so ever and take non soakable damage equal to the caster level of caster. The target is allowed a spell resistance roll vs. the casting roll to resist.
Rage[edit]
Difficulty- 18
Cost- 1 Action
Range- 10’
Damage- N/A
Duration- 1 round per caster level
Effect- Target adds half of caster levels to Strength and Endurance. Target also gains +6 bonus against intimidation, fear, and mind effecting spells. The target cannot use any non-combat skills, cast spell, or retreat during the duration.
Sonic Blast[edit]
Difficulty- 16
Cost- 1 Action
Range- 30’ + 10’ per level of caster
Duration- See below
Damage- See Below
Effect- Caster creates a 30’ area of ear piercing, deafening sound. Every one in the area with the ability to hear sound must make an endurance roll against the casters difficulty roll, including the caster.
Victims roll = Casters skill = Victim stunned remainder of round. Victims roll +1 < Casters skill = Victim stunned for 2 rounds Victims roll +5 < Casters skill = Victim dazed for 2 rounds and then stunned for 1round. Victims roll +10 < Casters skill = Victim dazed for 5 rounds and then stunned for 2 round
Sonic Wave[edit]
Difficulty- 22
Cost- 2 Action
Range- 100’ + 10’ per level of caster
Duration- See below
Damage- See Below
Effect- Caster creates a 30’ wide wall of ear piercing, deafening sound that travels from caster up to max range. Every one in the area with the ability to hear sound must make an endurance roll against the casters Battle Magic skill.
Victims roll = Casters skill = Victim stunned remainder of round. Victims roll +1 < Casters skill = Victim stunned for 2 rounds Victims roll +5 < attack roll = Victim knocked prone and dazed for 2 rounds and then stunned for 1round. Victims roll +10 < attack roll = Victim knocked out for 5 rounds and then dazed for 2 rounds and then stunned for 1 round
Vengeance[edit]
Difficulty- 22
Cost- 1 Action
Range- Self
Duration- 1 round per caster level
Damage- N/A
Effect- All melee attacks that deal damage to caster deals the half of that amount to the attacker rounded up.
War Cry[edit]
Difficulty- 18
Cost- 2 Action
Range- Self
Duration- 1 round per caster level
Damage- N/A
Effect- All allies in 30’ area of caster receive a +6 moral bonus to against intimidation, fear, and mind effecting spells, and to hit and damage. All enemies in the area with the ability to hear sound must make a roll against fear vs. the casters Battle Magic skill or suffer -8 penalty against intimidation, fear, and mind effecting spells and -4 to hit and damage.