Enroth Rules: High Sorcery

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Reanimate

Spell Points: 20
Range: 10 feet
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One target
Luck roll: None

This spell reanimates a corpse that has not been eradicated. A “poor man’s” Raise Dead spell, this spell brings the target back to life, all conditions prior to death, and the additional condition of Zombie. The walking corpse will only follow the PC’s and the condition can only be removed by a Temple or Divine Intervention. The caster can bring back a corpse with maximum hp equal to 10 hp/High Sorcery skill level of the caster. Upon reaching Expertise in High Sorcery, the caster can bring back a corpse with 20 hp/skill level of the caster. Mastery further increases the hit points brought back to 30 hp/skill level of the caster.

Toxic Cloud

Spell Points: 30
Range: 10 yds/High Sorcery skill level of the caster
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 10 foot radius
Luck roll: Special

This spell creates a noxious cloud (10’ radius) of poisonous gas to travel away from the caster at a rate of 20 yards/round. This cloud will travel straight away from the caster until it hits a target or reaches its range limit. A target struck by this cloud will take 25 hp dmg + 1d10 hp dmg/High Sorcery skill level of the caster. A successful Luck roll will reduce damage by half (round down). Upon reaching Expertise in High Sorcery, the Casting Time is reduced to 10. Master further reduces the Casting Time to 8.

Mass Curse

Spell Points: 40
Range: 0
Components: V, S
Duration: 1 round/High Sorcery skill level of the caster
Casting Time: 8
Area of Effect: Sight of Caster
Luck roll: Yes

This spell causes all opponents in the caster’s line of sight to receive the cursed condition. This condition will affect each opponent for 1 round/High Sorcery skill level of the caster or until a Remove Curse spell is cast. The spell can be resisted with a successful Luck roll. Upon reaching Expertise in High Sorcery, the duration is increased to 2 rounds/skill level of the caster and the Luck roll is made at -2. Mastery further increases the duration to 4 rounds/skill level of the caster and the Luck roll is made at -4.

Shrapmetal

Spell Points: 50
Range: 40 yds + 10 yds/High Sorcery skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Luck roll: Yes

This spell creates 3 hot jagged pieces of metal to fly away from the caster in an arc (one diagonally left, one straight, and one diagonally right). Any opponents in the way must make a Luck roll for each piece of metal. If successful, the metal piece flies past the opponent and unless another opponent is in the way, it will dissipate harmlessly. If a target is struck, each piece of metal does 6 hp of damage + 1d6 hp dmg/High Sorcery skill level of the caster. Upon reaching Expertise in High Sorcery, the caster unleashes 5 pieces and the Casting Time is reduced to 9. Mastery adds another 2 pieces to 7, and further reduces the Casting Time to 7.

Shrinking Ray

Spell Points: 60
Range: 10 yds + 5 yds/High Sorcery skill level of the caster
Components: V, S
Duration: 5 rounds/High Sorcery skill level of the caster
Casting Time: 8
Area of Effect: One creature
Luck roll: Yes

This spell will reduce even the most powerful of monsters to a more manageable size. This spell shrinks any one opponent to one half of its size and power. The monster will only do one half of its attack damage. A successful Luck roll will let the opponent resist this spell. Upon reaching Expertise in High Sorcery, the spell causes the opponent to do one third damage and the Luck roll is made at -2. Master further reduces the damage to one quarter and the Luck roll is made at -4.

Day of Protection

Spell Points: 70
Range: 0
Components: V, S
Duration: 24 hours
Casting Time: 1 round
Area of Effect: Entire party
Luck roll: None

This spell simultaneously casts Protection from Fire, Protection from Electricity, Protection from Cold, Protection from Poison, Protection from Magic, Feather Fall, and Wizard Eye on the party. This spell gives protection as if the individual spells were cast at 150% his/her High Sorcery skill level. Upon reaching Expertise in High Sorcery, the protection is equal to twice the skill level of the caster. Mastery increases the multiple again to three times the caster’s skill level.

Finger of Death

Spell Points: 80
Range: 30 feet + 10 feet/High Sorcery skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Luck roll: Yes

This spell attempts to immediately slay a single creature by stripping its soul from its body. This spell has a 3% chance to slay a creature per High Sorcery skill level of the caster. The creature can attempt to make a Luck roll at -4 to resist the spell. Upon reaching Expertise in High Sorcery the chance of slaying a creature increases to 4%/skill level of the caster. Masters further increase their chances to 5%/skill level of the caster.

Moon Ray

Spell Points: 90
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 100 ft radius from caster
Luck roll: None

This spell heals the party from damage while simultaneously damaging all creature within the area of effect. This spell causes 1d4 hp of damage/High Sorcery skill level of the caster to each creature, while healing the party an equal number of hit points caused evenly divided by the number of PC’s. For example, if the spell does a total of 90 hp of damage and there are 6 PC’s, each PC gets healed for 15 hp. The only requirement for this spell is that is must be cast outdoors and in the moonlight. Upon reaching Expertise in High Sorcery, the Casting Time is reduced to 10. Master further reduces the Casting Time to 8.

Dragon Breath

Spell Points: 100
Range: 50 yds + 10 yds/High Sorcery skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: 10 ft radius around targeted creature
Luck roll: ½

This spell is the most powerful damaging spell acquirable. It empowers the caster to exhale a cloud of toxic vapors (equal to Green Dragon breath) that targets a single creature, but affects all creatures in a 10 foot radius around that creature. The spell does 2d12 hp damage/High Sorcery skill level of the caster. Affected creatures may make a Luck roll for half damage (round down). Upon reaching Expertise in High Sorcery the Casting Time is reduced to 1 round. Mastery further reduces the Casting Time to 10.

Armageddon

Spell Points: Zero !!
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: All creatures (including party) within 10 mile radius
Luck roll: ½

This spell is the town killer and can only be cast outdoors. This spell will cause 50 hp of fire damage + 1 hp/High Sorcery skill level of the caster to every creature, including the caster and all party members within the area of effect. The spell is so exhausting that the spell can only be cast once per day. Casting this spell near a friendly town, will immediately cause the surviving townspeople to become hostile to the PC’s, and even the Lords of the area may even require restitution. A successful Luck roll will give only half damage (round down). Upon reaching Expertise in High Sorcery, the spell can be cast twice in a day, while Masters increase to three times a day.

Dark Containment

Spell Points: ??
Range: ??
Components: ??
Duration: ??
Casting Time: ??
Area of Effect: ??
Luck roll: ??

This spell is a mystery to all scholars having been lost since the Silence. Finding this spell is not for the faint of heart…