Old Kingdom battle-magic spells

I still miss the Old Kingdom battle-magic spells taught to the Vakaros, described in several gamebooks, even though I like the Vakaros Warrior Mage class. To redress this, here are the 10 battle-magic spells described in the books. A character with the Veronios discipline may choose one of the following battle-magic spells if they wish, rather than a Brotherhood spell. If they have the Veronios Mastery Discipline, the character may choose either a brotherhood spell, a Magician of Dessi discipline, or an additional battle-magic spell.

Invisible Fist
This spell creates a powerful, concussive fist, capable of injuring and sending a target flying backwards.
Invisible Fist costs 1 WILLPOWER to launch an attack, handled just like making a ranged weapon attack. In addition, if the target takes any damage, they are knocked back 1 yard for every point of damage inflicted.

Flameshaft
This spell causes the tip of an arrow or arrow like missile, to burn fiercely with a magical flame, which cannot easily be extinguished by normal means.
When Flameshaft is cast, decide how many WILLPOWER you wish to invest in the spell. For each WILLPOWER spent, the missile will inflict one additonal point of damage, when fired. The caster must spend an additional round to make the ranged attack, but the fiery arrow will not be extinguished, so the caster may prepare the arrows in advance, and even give them to their allies. Such arrows may even be used as torches. Owing to the nature of such arrows, however, each ally may only be allowed to hold one such missile at a time.

Power Glyph
By inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, the caster is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
When Power Glyph is cast, decide how many WILLPOWER you wish to invest in the spell. For each WILLPOWER spent, the spell causes this amount of damage when the glyph is activated.

Splinter
This spell causes breakable items such as bottles, jugs, mirrors, windows, etc., to shatter to pieces.
Splinter costs 1 WILLPOWER to cast, causing any breakable item with the line of sight, to instantly shatter and break, rendering it completely useless. If a target is within 5 yards of such an item, they must pick a number from the random number table, halving the result, rounding down. this is the amount of damage the target takes from shrapnel and splinters.

Hold Enemy
Using this spell, the caster is able to immobilize a single hostile creature anywhere within twenty feet of themselves.
When this spell is cast, the spellcaster must decide how many Willpower points they wish to invest in the spell. For every 2 WILLPOWER spent, a single target may be immobilized for one combat round. When affected by this spell, the target may do nothing, but if attacked, the spell effects immediately wear off.

Incidently, I have chosen not to include all of the spells mentioned in the gamebooks, only those that offer something new. For example, Shield functions identically to Invisible Shield, Penetrate is really just a variant of Flameshaft,and Concussion and Power Word seem to produce the same effects as Invisible Fist.
 
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