Rayche BlackStone Spellbook

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The Tome of Rayche is an extensive work of power and spells that has not only spanned the career of the mage, but time and space as well. It is a thick hardbound book, bound by earth dragon skin and made up of specially prepared papyrus. It contains his own spells as well as a number of common spells up to power rank 12 and includes spells from all the elements. He has Master level use with the Fire, Earth, Air and Essence spells and has Journeyman level use of Water and Spirit.

The following are a number of his own spells that he has created.


Contents

Fire Spells

Immolate Other

Power Rank: 12

Range: 30'

Duration: 1 phase per 4 Successes

Area of Effect: 1 Target

Casting Time: 6

Fatigue Cost: 35

Defense: Magical

Through the use of this spell a caster is able to cause a single target within 30' to burst into flames. The spell causes the target to suffer 10 points of damage per success initially. Every phase thereafter the target suffers only half damage, this is a cumulative effect as the fire dies down until it reaches 1/8 of the total damage originally done Thus if a target took 100 points of damage initially, then on the next phase it would suffer 50, then 25, then 12, then 6.

As the target burns, the flames shoot off gouts of fire that do damage to everything in a 10' reach of the target doing 15 points of damage to those that it strikes.


Cloud of Smoke

Power Rank: 1

Range: 30'

Duration: 1 Turn

Area of Effect: 5' dia. per success

Casting Time: 2

Defense: Magical

By means of this spell a caster causes a foul smelling sulfur cloud to rise up from the earth to engulf the area of effect. Those within the cloud that fail their Magical Defense become stunned for d10+2 pahses (LoK pg. 105) and are concealed within the smoke this causes them to be 75% concealed from those outside, but it causes those outside to be 75% concealed from those in the cloud.


Fireworks

Power Rank: 3

Range: 30'

Duration: 1 phase per 3 Successes

Area of Effect: 30' Dia.

Casting Time: 3

Defense: Physical

The effects of this spell are both limited and impressive. When this spell is cast on a pile of flammable material, that material begins to boil with fire and heat. One phase after the spell is cast the pile begins to shoot off colorful, but dangerous balls of green, blue, yellow and red fire that shoot out in multiple directions. Targets within the area of effect must make a Physical Defense every phase in order to avoid being hit by multiple balls of fire. Those that fail their defense are struck by 2d10 balls of fire where each causes 2 points of damage per success in casting of the spell.


Lance of Fire

Power Rank: 6

Range: 120'

Duration: Instant

Area of Effect: 1 Target

Casting Time: 4

Defense: Physical

This spell creates a long, thin lance of fire and flame that forms in the casters hand that he then is able to throw like a lance. The target gains a Physical Defense to avoid the lance. Those that fail are impaled by the lance taking 6 points of damage per success. This lance acts like a physical lance and can be deflected by shields.


Earth Spells

Pit

Power Rank: 5

Range: 90'

Duration: See Below

Area of Effect: See Below

Casting Time: 5

Defense: None

By means of this spell a caster is able to cause the ground beneath a specific area to suddenly open up into a deep pit. This pit is equal to 2-foot-diameter by 5-foot deep per success. The pit lasts for 1 turn per success, those that are caught in the pit are returned to the surface once the spell ends. Those that fall into the pit suffer from falling damage as per the Legends of Kralis rules for Falling.


Rayche's Grasping Earth

Power Rank: 3

Range: 90'

Duration: 1 turn per success

Area of Effect: 1 Target

Casting Time: 5

Defense: Physical

Through the use of this spell a caster is able to cause a gigantic hand and arm made from compacted earth to to rise from the ground. The area from which the earth comes from must be equal to 30'x30' or the spell fails and it must come from earth, not stone or sand. The hand and arm rise from the earth and attempt to grab the target and has a Strike Range of 10'. The target gains a physical defense against the grasping attempt. The hand and arm will move as it needs in order to stay within range of the target and has a movement of 15' every phase. Those that fail their defense are firmly grasped by the hand and held in place.

Once caught the hand holds the target in place negating any Physical Defense that the target has. The hand does not cause any damage to the target while it is held. It requires a Strength check vs a TS of 10 in order to escape the hand. The hand and arm can be attacked and has a Armor Absorption of 30 and has 100 Health Points. When the arm has been reduced to 0 Health Points it crumbles into a large pile of earth. There is a 50 % chance that the collapsing hand will collapse on the target, this is reduced by -10 for every size above large that the target is.


Flesh to Stone

Power Rank: 12

Range: 30'

Duration: See Below

Area of Effect: 1 Target

Casting Time: 5

Fatigue Cost: 35

Defense: Magical

By means of this spell a caster is able to cause one creature that he or she looks at within 30' to be turned permanently turned to stone. This effects the target and anything that they carry, such as equipment, weapons, etc. Targets turned into stone are subject to destruction by either natural means or attacks. All targets turned into stone gain a TS equal to that of Igneous Stone as per the Legends of Kralis rules pg. 176. Typically a medium sized creature has a Sunder of 25, Break of 30 and Shatter of 50 and can take 250 points of damage before cracking. This spell is reversible. Targets that were never alive and turned from stone into flesh are mindless creatures or if a stone is turned into flesh it is a mound of inedible flesh. The spell can effect 1' cubic foot of stone per 3 successes in this way.


Mole Hill to a Mountain

Power Rank: 9

Range: 30'

Duration: 1 Turn per Success

Area of Effect: 30' Dia./Success

Casting Time: 1 turn

Fatigue Cost: 20

Defense: None

Through the use of this spell a caster is able to cause any small (1' dia. or less) mound of dirt into a gigantic mound of dirt that is equal to 2 cubic feet per every 3 successes. This mound is magically created by use of the elemental plane of earth and can be banished. It will fill whatever area it can moving through tunnels, going over walls etc., until it reaches its maximum volume. If it is cast in an open area the mound will grow to look like a pyramid shaped mound of earth.


Air Spells

Deep Breath

Power Rank: 1

Range: Touch

Duration: 1 Turn per Success

Area of Effect: 1 Target

Casting Time: 3

Defense: None

By means of this spell the caster can cause a touched target to be able to hold their breath up to 1d10 turns longer than they normal could be able to. Normally, a target can hold their breath 1 turn per 10 points of Stamina.


Wall of Wind

Power Rank: 5

Range: 90'

Duration: 5 phases per Success

Area of Effect: 5' thick, 5' per 3 successes high and long.

Casting Time: 3

Defense: None

This spell allows a caster to summon forth energies from the elemental plane of air that are used to form an invisible, vertical curtain of wind. This wind is equal to a gust of wind inside the wall. Normal objects (birds, insects and missile weapons) are unable to penetrate through the wall as they are deflected away. Breath weapons, gases, etc., are also unable to penetrate the wall.


Breath of Wind

Power Rank: 6

Range: Self

Duration: Instant

Area of Effect: Cone, 60' long

Casting Time: 4

Defense: Magical

Through the use of the spell a caster is able to cause a gust of wind to be expelled from their lungs with a powerful breath. Generally, these winds range in velocity from 30 to 50 m.p.h.. Characters may be knocked off their feet if they fail a Strength check at a TS of 5 (centaurs and other multi-legged creatures are immune to the knockdown effects of a gale wind). Those that are knocked off their feet are blown back 30 feet minus 1 foot for every 200 pounds that the character weighs to a minimum blow back of 1’.


Airball

Power Rank: 1

Range: 1' per Spellcraft Point

Duration: See Below

Area of Effect: up to 1 target/ 50 Spellcraft

Casting Time: 4

Defense: Magical

Airball allows a caster to summon forth a dark-blue storming ball of air that forms in the casters hand. The airball will cause 6 points of damage per success. In addition, the caster can cause the airball to split into 1 additional ball of pressurized air per 3 successes of the caster which divides the base damage done by the spell. Unless the target can hide in an area that is completely enclosed, the airball will locate and strike the area around the target causing damage, otherwise the ball dissipates or slams into the area nearest or closest to the target causing damage to that area. There is a 5% chance per undefended success that the spell will deafen all those within a 30' diameter around the damaged area or target.


Essence Spells

Bolts of Acid

Power Rank: 1

Range: 1' per Spellcraft Point

Duration: Instant

Area of Effect: 1 Target

Casting Time: 3

Defense: Magical

This spell allows the caster to cause 3 shards of acid to come from the caster's hand to strike the specified target within range. The bolts each do 1 point of damage per success and ignore armor. The caster must be able to see the target in order to cast this spell.


Increase Health

Power Rank: 6

Range: Touch

Duration: 1 Phase per Success

Area of Effect: 1 Target

Casting Time: 1 Turn

Defense: None

This spell allows a caster to temporarily give any single target he or she touches additional Health. The caster may give the target 3 bonus health point per every 2 fatigue points that the caster sacrifices in this way. These additional health points are expended first and may not be regained by healing magic of any sort. Lost fatigue points cannot be healed, and must return on a normal basis.


Augment Spell

Power Rank: 9

Range: Self

Duration: Instant

Area of Effect: 1 Spell

Casting Time: 3

Fatigue Cost: 20

Defense: None

This spell augments one category of any 1st to 3rd power rank spells. The caster may chose to augment one of the following: Range, Duration, Area of Effect or Damage. Range: The caster may increase the range by 5' additional feet for every 3 successes; Duration: the caster may increase the duration of the spell by 5 phases for every 3 successes; Area of Effect: The caster may increase this by 5' diameter per every 3 successes; Damage: The caster may increase the amount of base damage of the spell by 1 point for every 5 successes.


Landmines

Power Rank: 6

Range: 1' per Spellcraft Point

Duration: 1 Turn or Until detonated

Area of Effect: 10' per success

Casting Time: 5

Defense: Physical

By means of this spell a caster is able to cause thin plates of explosive force to be situated at different points within the range of the spell. These thin plates are no bigger than 1' in diameter and less than .5" in thickness and are invisible to non-magical means. The caster gains 1 plate per 3 successes that he can "place" anywhere within the range of the spell that he or she can see. Each plate does the double caster's rank in damage when it is stepped on by any other creature. The resulting explosion causes anything within 10' of the plate to be stunned for 1d10 phases. Plates cannot be stacked onto each other and cannot be closer than 10'otherwise they will explode.


Water Spells

Misty Shield

Power Rank: 3

Range: 30'

Duration: 1 Turn per Success

Area of Effect: 5-cubic-feet/success

Casting Time: 3

Defense: None

By means of this spell the caster creates a moving cloud of mist. The mist created conceals everything that it surrounds with 50% concealment. The mist is also very thick and wet and is able to douse normal campfire sized fires and will completely put out large fires in 2 turns. In addition, any fire based spells that pass through the mist shrinks dramatically losing 3 points of its damage per every success.


Water Bomb

Power Rank: 6

Range: 120'

Duration: Instant

Area of Effect: 5' dia./success

Casting Time: 3

Defense: Magical

Through the use of this spell a caster is able to lob a ball of water, the size of the casters fist, at a specific area as indicated by the caster. This ball of water explodes upon impact of the specified point causing the entire area to be coated in a thick layer of mist that causes everything in the area acidic damage of 2 points per success. This damage ignores armor.


Spirit Spells

Silent Passage

Power Rank: 2

Range: Touch

Duration: 1 turn

Area of Effect: 1 Creature

Casting Time: 3

Defense: None

Through the use of this spell a caster is able to mute the sounds made by a target's movement or equipment. Those that make an attempt to hear for movement via Perception, Alertness, or by other non-magical means have a TS equal 1 per every 2 successes the caster gained in casting this spell. It provides no protection against any type of sound making trap or alarms that the target may stumble upon. This is not cumulative with other magic, skills or other devices, highest TS score applies.


Rayche's Army of Stone and Earth

Power Rank: 9

Range: 120'

Duration: 1 Turn/Success

Area of Effect: See Below

Casting Time: 1 hour

Fatigue Cost: 20

Defense: None

By means of this spell the caster is able to summon forth an instant army of stone and earth that rise out of the ground. The caster can bring forth 5 soldiers per success and will appear within 120' of the caster. The soldiers will remain until they are destroyed, the spell expires or the caster dismisses them. In any case the soldiers will simply vanish.

Soldier 6th/Neutral/Medium (7’)

HP: 57/29/15 Init: +12 Move:15’ LP:2 Vision: Nightvision

AS: 92/77; Attks: Fists 4/2; +10 Str Dmg

Armor: Iron Skinned (15); PD:82; MD:66; DD:62; JD:59

Str 100; Sta 85; Agi 85; Per 80; Int 60; Wits 65; Will 83; Chr 65

Alertness 65; Tracking 59;

Augmented Critical Gain +30 to CDR

Avoid Critical Hits Cannot be affected by Critical Hits

Brash Attacks 2/Day; Target suffers -40 to Attacks and Defense for 10 phases

Death Blow 6+ Suucceses; Target Sta. check at 1/2 or be reduced to -10 HP; No Holding Zero

Iron Skinned Ignores 1/2 Damage from Slashing/Piercing Weapons


Fire-Water Spells

Firerain

Power Rank: 6

Range: 120'

Duration: 1 Turn per 3 Successes

Area of Effect: 100' Dia

Casting Time: 1 Turn

Defense: Physical

This spell causes a bark cloud to come into existence over the specified area as indicated by the caster. This area then begins to be rained upon by very hot water, and drops of burning flames that cause 3 points of base damage to everything in the area every 5 phases while the spell is in effect. Targets below the cloud gain a Physical Defense every 5 phases, those that fail suffer the appropriate damage. This will cause combustible things in the area to be ignited and may burn for several hours after the spell has finished. The caster has control of the cloud and may move it 120' every turn.


Essence-Spirit Spells

Magical Barrier

Power Rank: 15

Range: 0'

Duration: See Below

Area of Effect: See Below

Casting Time: 1 day

Defense: None

This spell was not originally developed by Rayche but over the years he has been regarded as the author. A Magical Barrier is a very powerful spell that requires a number of high powered spellcasters to sacrifice a great portion of themselves in order to cast it. When a Magical Barrier is cast it creates an invisible magical barrier that covers a very large area many over 10 miles in diameter. This barrier keeps all beings that are spoken of within the casting of the spell from being able to pass through the barrier. The barrier is used to keep magical, divine and jinhu attacks from entering the area. The spell requires 10, 40th rank or greater spellcasters to know and cast the spell.

Each caster must sacrifice 10 fatigue permanently in the casting in order to create the barrier. It further requires a total of 100 fatigue per year that the spell is to endure, this fatigue lost is permanent. Should a caster sacrifice his life in doing so, the barrier gains the spellcasters rank multiplied by 10 in number of additional years that the Magical Barrier will last. Most of the fatigue used to maintain the barrier is often stored in a Stone of Inethril.

During the casting each spellcaster must speak aloud the name or type of creatures that the barrier is to repel. Each spellcaster must sacrifice an additional 20 permanent fatigue for each type of creature or individual that the barrier will repel. The creatures or individuals must be specific, a caster cannot say dragons, but must say earth dragons of which ever clan, or undead skeletons. Spellcasters can also specify individuals, such as Jomo Semb the Dark Spellcaster of Iron Keep.

A Magical Barrier must be maintained by a yearly ritual of casting where spellcasters are required to rename all those that are to be repelled by the barrier, during this each caster must once again sacrifice fatigue points, fortunately only 10 Fatigue are required for this. Many times the names of those to be repelled are carved into the surface of the Stone of Inethril.

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