Various Magicks - An Expansion for Dragon Warriors Sorcerers

In my capacity as champion of Dave Morris' and Oliver Johnson's excellent role-playing game I have often heard the magic system criticised for its lack of variety. All sorcerers have exactly the same spells, leading to few surprises in magical duels and dropping the sorcerer to the level of the common horde, questing for gold and excitement rather than arcane knowledge and magical power.

So I set about changing that after my brother-in-law Leslie Longman wrote up a great set of necromantic spells. They have led to the additions below, which I have wistfully christened Variations on a Sorcerous Theme.

How it Works

During character generation the sorcerer can choose to follow the procedure as laid out in book 2, or to follow a specialised magical discipline.
The specialities at the moment are Death magic
Hearth magic
Battle magic
and Trickery.

Specialists trade 2 spells from the regular list for two from their specific discipline.
Roll 1d6 twice (re-rolling duplications) and substitute the indicated spells on the list with specialist spells for that level.
E.g. Mathor a first rank sorcerer decides to specialise in Death magic. He rolls a d6 getting 4. The indicated spell, Moonglow ,falls away and is replaced by Chillray from the Death magic list.
The GM can use the spells which have fallen away (or specialist spells in the case of a regular sorcerer) as treasure during the course of a campaign. They should be considered very rare and valuable, a suitable reward for a brave and enterprising mage. (In the example above Mathor may find Moonglow as part of the treasure at the end of the Shadows in the Mist or Hobbs Dell.)
Learning a new spell takes one week of isolated study per level of the spell.

Death Magic

Death Mages or Necromancers are rare in the Lands of Legend though they are common in it's fireside tales. In practice they are no more pagan than any other sorcerer but none the less they have an evil reputation and are generally despised.

The necromancers fascination with the grave often taints both body and mind. Death Mages become pallid and sensitive to harsh light. They often wear clothing borrowed from the dead and their conversation is morbid and unimaginative.

Personalities aside, the necromancers spells are powerful and their research much valued by physicians and the church (who appreciate any insight into the "evil" undead.)

Magus Lim (himself rumoured to be a vampire), employs a number of necromancers to augment and maintain the ranks of the undead army which defends the western reaches of Krarth. Many believe that he himself has dabbled in death magic though few would care to find out for sure.

Adventurers will be interested to note that many of the magic texts of ancient Kaikuhuru contain necromantic spells. Half successful by-products of the Pharaohs search for eternal life.

The Spells

Gloomsight (level 1)
Durational - lasts for 10 minutes
The spell temporarily endows the caster with gloomsight. (see book 4)

Chillray (level 1)
Match spells speed of 12 vs. targets evasion
Range - 10m
Projects a beam of chilling blue light at a single target. If hit, the victim suffers a 1d6 health point wound (armour does not protect) and suffers a shivering fit which incapacitates him for the remainder of the present round and all of the next.

Lifesense (level 2)
Range - 10m
This spell enables the caster to tell at a glance if a creature is alive, dead or undead. It will also indicate that a mystic under the effect of a suspended animation spell is alive.

Limbtwister (level 2)
Match caster's magical attack vs. target's magical defence
Range - 10m
This spell wrenches one of the victims limbs, spraining a joint. Roll 1d6 on the table below
1-2 Shoulder
3-4 Arm
5-6 Leg
For effects see the falling table in Book 6 (page ).

Sense Undead (level 3)
Range - 25m
Durational - spell exipry roll applies
While this spell is in effect, the caster is aware of the presence and location (but not type) of any undead in range, regardless of barriers.

Repel Undead (level 3)
Match casters magical attack vs. targets magical defence
Range - 15m
This spell causes a single undead creature to flee the caster's presence. It will be unable to approach the caster for one hour thereafter.

Bonesnap (level 4)
Match caster's magical attack vs. target's magical defence
Range - 5m
This spell breaks one of the targets limbs. Roll 1d6 on the table below
1-3 Arm
4-6 Leg
For effects see the falling table in Book 6 (page ).

Vampiric Attacks (level 4)
Durational - spell expiry roll applies
While the spell in effect all damage the sorcerer inflicts in melee is added to his health point total. It is possible for his health points to exceed his normal maximum while the spell is in effect, but all excess points are lost once the spell expires.

Command undead (level 5)
Match caster's magical attack vs. target's magical defence
Range - 15m
Durational - spell expiry roll applies
This spell enables the caster to control a single undead creature who's rank equivalent does not exceed his own. The target will obey all commands regardless of language barriers and always acts in the casters best interests.

Lifesense (level 5)
Durational - spell expiry roll applies
This spell enables the caster to see the auras of both living and undead creatures regardless of fog, smoke, invisibility or darkness. The auras of living creatures appear as a golden glow, those of undead as matt black.

Gauntclaws (level 6)
Durational - spell expiry roll applies
Foot long claws grow from the casters fingertips. The caster may make two attacks per round with the claws while the spell is in operation. In combat they function as if the antlers of the Grave Gaunt (book 4) i.e. d6;3. Damage cannot be healed by sorcery and the victim has a chance of contracting wasting disease.

Decrepitude (level 6)
Match caster's magical attack vs. target's magical defence
Range - 25m
The victim of this spell begins to age rapidly, reducing his strength, reflexes and looks scores by 1 point per round until they are at half their original totals. Apart from the various legendary means of restoring youth the only way for a character to reverse the change is to be slain and resurrected, but he then suffers the permanent losses for death and resurrection (see book 2).

Destroy Undead (level 7)
Match caster's magical attack vs. target's magical defence
Range - 30m
This spell affects only undead who's rank-equivalent does not exceed the casters rank. The spell destroys them utterly. Leaving only a pile of dust and a foul odour.

Leech Dust (level 7)
Match caster's magical attack vs. targets magical defence
Range - 15m
Durational - spell expiry roll applies
A jet of black dust shoots from the caster's fingertips and engulfs a single target. The victim loses 1d8 health points per round and is incapacitated with pain. Plate armour will delay the effects of the Leech Dust for one round, any form of magical armour will delay it for 2 rounds. Leech Dust can only be washed away with a large volume of holy water or blood.

Possess (level 8)
Match caster's magical attack vs. targets magical defence
Range - 300m
Durational - lasts till cancelled or dispelled
The caster falls into a trance and allows his spirit to roam free. He may choose to possess any humanoid creature, taking over its thoughts and actions. Treat the spell as a Amulet of Soul Storing for all intents and purposes. If the caster is slain while in another body he will be trapped there and will die if exorcised.

Terror of the Grave (level 8)
Range - 15m
Any number of creatures, as stipulated by the caster, within the zone of the spell will be struck with a dread vision of their own mortality. All affected must roll under their rank (or rank equivalent) on 1d12 or flee in terror for 3d6 minutes.

Stalk the Night (level 9)
Durational - lasts for one night
The caster turns himself and anything he is wearing or carrying into a shadow. He become invisible in darkness and may travel up to 100km across country in a single night. The spell does not operate during daylight hours.

Mindwipe (level 9)
Match caster's magical attack vs. target's magical defence
Range - 30m
Durational - lasts till dispelled (and see below)
This spell wipes a targets memory completely including all language and social skills. The victim will be restored if the curse is dispelled or he is made to touch a sacred relic.

Lifesteal (level 10)
Match caster's magical attack vs. target's magical defence
Range - touch
The caster must touch the target the round after the spell is cast requiring a successful Hit roll (but not an armour bypass roll) if in melee. The victim dies instantly and the caster is restored to full Health.

Trickery

The trickster is a glorified thief.

Over time a great deal of magic has been devoted to the business of gaining entry, procuring items and disappearing unseen. Though many sorcerers consider their profession to be a cerebral pursuit a few have realised that it is also a handy tool for gaining and ensuring physical wealth. With spells designed to confuse and amuse, tricksters may readily be found in the company of both thieves and kings. The trickster seldom looks like a mage, his flowing robes traded for a well fitting doublet and hose, his staff often replaced by a poisoned dagger.

The most famous of all tricksters is Raborsk. So famous has he become that many people believe him to be the only sorcerer of his kind. Through deceit and cunning he has carved himself out a kingdom within the forests of Algandy and there he rules his chosen people in often violent proximity to the Elven realms. He calls his land the Court of Miracles and it is rumoured that many of Legend's lost treasures can be found there.

The Spells

Lightfoot (level 1)
Durational - spell expiry roll applies
The caster begins to walk on air, about 5cm above the ground. Consequently he makes no noise and leaves no tracks, gaining +2 on his stealth roll while the spell is in effect.

Read Lips (level 1)
Range - 35m
Durational - spell exipry roll applies
Using this spell the caster may eavesdrop on a conversation he would not normally be able to hear. He must be able to speak the targets language to at least intermediate level. The spell requires a concentrated stare and consequently there is a small chance of the speaker noticing the caster. (Roll equal to or under the targets perception on d100).

Vanish (level 2)
Durational - see below
This is the classic conjurors trick of making an object disappear and reappear. The caster must touch the object in the round he casts the spell. The item must me no larger than the palm of his hand. The object can be made to reappear up to 2m away by cancelling the spell. If not cancelled the item appears in the casters pocket after one hour.

Hypnosis (level 2)
Match caster's magical attack vs. target's magical defence
Range - 3m
Durational - see below
This spell makes the target completely receptive to the caster's suggestions. The victim will act on any information given to him as if it were true. He could be told that a wine glass contained acid or that his friends were plotting to kill him. He will still act in his own best interests however and cannot be made to harm himself or a loved one. In this state the target will be capable of quite astounding feats of strength and endurance. The victim can be woken by a load noise or if shaken violently.

Flash (level 3)
Range - 5m
This spell produces a blinding flash of white light and a clap of thunder which temporarily blinds and deafens a single target. The effect lasts 2 combat rounds during which the caster may flee or strike at -8 to the targets defence score.

Catfall (level 3)
Durational - spell expiry roll applies
While under the effect of this enchantment the caster will always land on his feet. Subtract 1d6 from any fall damage. This spell cannot be cast during a fall, it should be cast before attempting a climb.

Ventriloquism (level 4)
Range - 40m
Durational - lasts 10 minutes
This spell enables the caster to "throw" his voice and make it appear to come from another location,(a locked chest, a doll, an adjoining room etc.) In addition he can mimic with 75% accuracy any voice he has heard in the last week. While using the spell the caster appears to speak without moving his lips.

Evaluate (level 4)
Durational - spell expiry roll applies
For the duration of this spell the sorcerer can tell if an object is magical, its magic bonus (if applicable) and its value to within 10 crowns. In addition the caster will instantly know if the item or any parts of the item are real or fake.

Grapple (level 5)
Range - 30 m
Durational - See below
This spell creates a magical grapple which lands soundlessly on any surface and at any point the sorcerer indicates. Up to 30m of rope stretch from the grapple. This can be climbed as normal or can be ordered to haul up the caster and an additional 100 kg of equipment. The rope can also be made to stretch between two points and can be walked like a tightrope. The caster may cross or climb the rope without any chance of losing his balance . The rope disappears after the caster uses or crosses it twice.

Pass Unseen (level 5)
cf. The mystic spell of the same name.

Shade (level 6)
Durational - spell expiry roll applies
The caster transforms himself into a shadow along with anything he is wearing or carrying. In this form the caster may slip through the smallest cracks, he is immune to indirect attack magic and can only be harmed by magical weapons. Movement rate in this state drops to 3m/cr.

Silence (level 6)
Range - 30m
Durational - spell expiry roll applies
This spell creates a zone of silence 20m in diameter centred on a specific object or person. Conversation is not possible within the zone and spells involving incantation cannot be used by any sorcerer or warlock therein. If cast on a person the zone moves about with them. The caster can still cancel the spell as normal even if inside the zone.

Survival (level 7)
Durational - lasts one day
A sorcerer using this spell is immune to extremes of heat and cold. In addition he will take minimum damage from his first exposure to any fire or fire based spell subsequent to casting the spell.

Levitate (level 7)
Range - 10m
Durational - spell expiry roll applies
This spell is essentially the same as the mystic spell of the same name except that it can be cast on another person. If the target wishes to resist the spell the caster must make a successful magical attack vs. magical defence roll.

Warcry (level 8)
Match caster's magical attack vs. target's magical defence
This spell must be cast the round the caster enters melee. As he closes on his target he unleashes a terrible scream audible only to the intended victim. If successful the spell roots the victim to the spot rendering him all but helpless. In the round following the spell taking effect the targets attack, defence and movement are reduced to 0. Each round thereafter he regains ¼ of each stat (rounding down) until fully recovered. The scream is so terrible that there is a 40% chance that any unranked NPC or creature of 1-3 rank (or rank equivalent) will drop dead on the spot.

Empty hands (level 8)
Durational - spell expiry roll applies
This spell hardens the sorcerer's hands and feet and increases his speed and reflexes. His hands and feet become (d6:5) weapons, he makes 2 attacks per round and can fight up to three opponents simultaneously without having to split his defence. Because the spell increases his metabolism the caster will have to rest for 10 minutes after using it and must eat twice as much at his next meal.