THE ENCHANTER

This profession is based on the Bloodsword gamebook series written by Dave Morris & Oliver Johnson, and is offered for the sake of completeness.

Wherever possible, the original concept is preserved - in spell-casting, the probabilities are kept the same by using the same dice and system. Spell effects may be abridged to suit them to Dragon Warriors. (Health points and damage ratings are higher in Bloodsword than in DW; also indirect-attack spells in Bloodsword cannot be evaded, hence the direct-attack spells have comparatively high damage ratings).

How is an Enchanter different from a Sorcerer ?

The Enchanter, as a dabbler of the arcane arts, is very similar to a Sorcerer. He has the same statistics (Attack, Defence, Magical Attack, Magical Defence, Evasion, Health Points, Marksmanship and maximum armor factor: 2), but his spell-casting ability is very different.*

The first difference is that an Enchanter has to explicitly call to mind a spell before he casts it. This takes 1 CR. He can call spells to mind at any time, and keep them in mind without effort, so they typically have a few ready in mind before encountering an enemy. However, each spell in mind temporarily suppresses his MAGICAL DEFENCE by 1 and his Casting Ability by 1.

The attempt to cast the spell takes another CR, and does not happen automatically. In order to cast it successfully, one must roll under or equal to his Casting Ability on 2d6. The Complexity Level of the spell is added to the dice roll. (Or, you can think of the number to roll as Casting Ability – Complexity.) If he fails, he can try again next CR. The next roll is easier – he can subtract 1 from the roll he needs to make (and so on until he casts the spell.)

The second difference is that an Enchanter has a limited repertoire of spells compared to the Sorcerer; however, the entire range of spells (comprising five different complexity levels) is available to him since 1st rank. The catch is of course, that a more complex spell is harder to cast. Enchanter spells are powerful when compared to other types of magic. However, this is compensated by the longer times needed to cast the spell.

Finally, instead of a Magic Points score, the number of times (per day) the Enchanter can cast spells of each level is fixed and is dependant on his rank.

 * This difference can be explained by the individual GMs for their campaigns – perhaps, there are two different schools of magic since ancient times; at any rate, variety makes Legend more interesting.

 

Casting Ability

1st, 2nd rank – 8
3rd, 4th rank – 9
5th, 6th rank – 10
7th, 8th rank – 11
9th, 10th rank – 12
11th, 12th rank – 13

Enchanters with a Psychic Talent of 16-18 gain a +1 modifier to their Casting Ability.

 

THE SPELLS

Complexity Level One

Volcano Spray
Scorching bolts of red energy shoot in all directions from the caster’s raised palm (SPEED 12) hitting up to 6 opponents (range 5m), causing 1d8-AF damage.

Nighthowl
One creature (range 15m) is affected by this spell, causing it to suffer –4 ATTACK & -4 DEFENCE for the next 4 CR if it does not resist the caster’s MA.

White Fire
From the caster’s hand a jet of incandescent fire blasts out at one enemy (range 10m); SPEED 12, 2d6+2-AF damage.

Complexity Level Two

Swordthrust
A blasting spell, aimed at one opponent (range 20m), inflicting 3d6+3-AF damage; SPEED 13.

Eye of the Tiger
This spell bestows the caster +4 ATTACK, +1 ABR & damage, +2 AF for the next 4 CR.

Immediate Deliverance
The caster, and up to 4 of his allies (within 5m) is teleported backwards up to a distance of approximately 6-8m, thus transporting them to a position where they can flee. The spell cannot be used to teleport forwards, so if the caster is facing a strong monster, it does not make sense for him to turn around and cast the spell to try to go around the monster, for the monster will get a free strike on his defenceless back! The spell does not allow one to pass through any barriers or large obstacles.

Complexity Level Three

Mists of Death
All creatures within 8m (save the caster and his allies) under the attack of this spell will "see" a faint mist seep through the ground. This is actually the physical manifestation of this debilitating spell – efforts to avoid breathing in the mist is futile. If they fail to resist the caster’s MA, they take 2d6 damage.

The Vampire Spell
Directed against a single foe, this spell inflicts 3d6 damage if he fails to resist the caster’s MA. Some of the vital energy he loses is channelled into the caster: the caster gains half of the HP lost (rounded down).

Detect Spells
This is a non-combat spell which detects the presence of magic within a range of 20m.

Complexity Level Four

Sheet Lightning
A powerful blasting spell which hits up to 6 enemies; range 20m, SPEED 14, 2d6+2-AF damage.

Ghastly Touch
This spell requires the caster to touch the target (normal hit roll). The target loses 5d6 HP if he fails to resist the caster’s MA – he loses 1d6 HP even if he does resist it.

Prediction
This spell allows the caster to be able to peer forwards through the fabric of time. He sees one possible future event (not more than a day in the future) which is pertaining to his immediate situation.

Complexity Level Five

Nemesis Bolt
A highly focused bolt of crackling energy strikes one foe within 30m; SPEED 17, 5d6+5-AF damage.

Servile Enthralment
If not resisted, this spell brings one enemy under the caster’s control. He stops moving and in non-combat situations may respond to the caster’s questions. If the caster orders an enthralled foe to fight on his behalf, there is a 1 in 6 chance he recovers his wits and attacks the caster. Also, at any time if the caster attacks him, the spell is broken. Enthralment is a rather powerful enchantment – at the end of each minute, a d20 is rolled – the spell lasts till a 20 comes up.

Summon Faltyn
A mischievous and witty faerie creature (in light blue, ethereal form) appears, and may be asked to perform favors for the caster. The Faltyn, though quite capable, will bargain hard with the caster for a reward. For small favors, the Faltyn might just ask for gold or gems, while bigger favors usually require curios or magical items. If the caster refuses to pay the price, the Faltyn disappears.

 

Illustration of Spell-Casting

Take the example of Ragnarok, a 1st rank Enchanter, with a Casting Ability of 8. He calls to mind two spells – Swordthrust (Level 2), and Nighthowl (Level 1), so his Casting Ability diminishes to 6. Suddenly, he is attacked by a horde of goblins. He tries to cast Swordthrust, so he has to roll (Casting Ability of 6 minus Complexity of 2) or 4 and below on 2d6 in order to succeed. Assuming he makes this difficult roll, the next round, he may try to cast Nighthowl by rolling (Casting Ability of 7 minus Complexity of 1) or 6 and below to succeed.

Notice that Ragnarok has to roll a 2 on 2d6 in order to successfully cast a Nemesis Bolt (1 in 36 chance of succeeding first round). And this is provided Nemesis Bolt was the only spell in mind.

NUMBER OF SPELLS AVAILABLE A DAY

Rank

Level One

Level Two

Level Three

Level Four

Level Five

1

1

1

1

1

1

2

2

2

1

1

1

3

2

2

2

2

1

4

3

2

2

2

2

5

3

3

3

2

2

6

4

4

3

2

2

7

4

4

4

3

2

8

5

4

4

3

3

9

5

5

5

3

3

10

6

6

5

3

3

11

6

6

6

4

3

12

7

7

6

4

4

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