Korovia - The Free License Fantasy World
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Chapter Seven: Spells of Korovia
Spells in Korovia have a rarity factor. A rarity of 1 means the spell is common and easy to find and buy for a normal price. The normal price is 100 gp per spell level. Spells generally have a rarity factor of 1 to 5, with 1.5 for the uncommon spells, 3 for a rare spell and 4 or 5 for a very rare and possibly ancient spell. Historians and archeologists sometimes charge huge amounts for unusual and powerful spells that they find in old temples and underground fortresses. There is a strong market for unusual and useful spells, especially the older ones. To prove that it is older, a wizard will have to show the original scroll or stone tablets (ancient wizards sometimes wrote their spells on slate) that they found the spell on. A certain amount of bartering goes on when purchasing rare spells. There is also a market in the extremely rare “eldritch words”. Eldritch words are tiny cantrips which provide a very small magical effect (they make 0th level spells look powerful), but which can still be quite useful. Eldritch words are considered to be divine power, and anyone who KNOWS the word can use it. The more people who know the same word however, the less powerful it becomes (thus why they are so weak and kept secret). More powerful or useful eldritch words are considerably valuable and most people who know one doesn’t want to share it. Once the word is known, the person can use the spell as a spell-like effect anytime they want just by thinking about it. It is a bit like owning a magical item with no physical object. A dying person who has an eldritch word will often whisper it to someone in fear of the word “dying”.
Acid Puddle
An acid puddle spell covers a solid surface with a deadly layer of magical acid. The acid does not harm the surface, but any creature entering the area or already in it when the spell is cast must make a successful Each round the creature must roll a reflex save for half from 1d20 points of acid damage. Running and jumping across the puddle requires a Jump check of 15. A standing long jump requires a Jump check of 24. Material Component: A drop of vinegar or a drop from any other acidic substance, which is throw towards the target.
Acid Burst
An Acid Burst spells detonates with a small splashing sound as it engulfs one target in highly corrosive acid. The acid deals 1d4 damage per level of the caster (Maximum 10d4) and deals 1d6 damage per level of the caster (Maximum 10d6) to all items that the creature is wearing or carrying. Hardness reduces the damage by a like amount. Example: A 6th level sorcerer casts Acid Burst on an enemy orc fighter. The orc makes his save and only takes 3d4 damage. His items however are a battleaxe, a large steel shield, and a dagger. The sorcerer rolls and deals 12 points of damage. His dagger has a hardness of 10, but only 1 hit point. It takes 2 points of damage and is destroyed. The battleaxe has a hardness of 5 and 5 hit points. It takes 7 damage and is destroyed. The steel shield has a hardness of 10 and 20 hit points. It takes only 2 damage and is fine. If the sorcerer had been higher level however, and the orc had failed his save, all of his items would have been destroyed and he likely would have been extremely injured.
Drain Magic
Drain magic sucks magical energy from a spell or item and then uses that energy to boost another spell. The targeted spell or item loses 5 of its caster levels. If the caster level was 5th level or lower, the targeted spell is completely drained and rendered useless. Otherwise the spell continues to function, but with its casting level depleted so it is less powerful, more likely for its duration to run out, and more easy to dispel. (Note: If the targeted spell has a maximum caster level, ignore any casting levels the original caster may have had. So if a 13th level wizard cast something with a maximum of 10 levels, treat the caster as being 10th.) The caster of Drain Magic should now have 5 points of extra magical aura. Unless the drained spell was a 4th level caster or lower, in which case they should have only 4 points (etc). They now have 1 round per caster level with which to get rid of this aura or else the extra energy will magically harm them for 5d6 damage (no save, no resistance). They can expend these extra points by boosting the casting level of their own spells on a 1 point for 1 casting level basis. They can boost a single spell by using all of the points, or boost several different spells. If they do not get rid of all 5 points, they will still suffer 5d6 damage even if there is only 1 point left. This spell was originally designed to boost chances of a Dispel Magic attempt, by effectively lowering the targeted spell by 5 points and boosting the caster’s chance by 5 points (to a maximum of +10 since Dispel Magic has a maximum caster level of 10). The spell can also be used however to boost other spells like fireball/etc in order to do extra damage, or make an invisibility spell last longer/etc. It is also very useful when cast against someone using Stoneskin (Stoneskin has a maximum of 150 points it can prevent before being dispelled. Drain magic reduces that by 50 points and reduces the duration of Stoneskin by 50 minutes). Drain Magic is relatively rare and valued for its usefulness. It has rarity factor of 2 that doubles its price.
Lilith’s Umbrella
This spell creates an umbrella that radiates bright light for a 50’ radius (treat the light as daylight for purposes of effecting undead). Any creatures viewing the umbrella must save as per a Hypnotism spell (50’ radius). The umbrella can be used as a +3 club. The umbrella deals double damage against undead and evil outsiders. The material component is a drop of liquid from a healing potion. Lilith’s Umbrella is not very useful anymore because there is almost no undead or evil outsiders in Korovia, therefore it only has a rarity of 1.5.
Mass Daze
As Daze, except as noted above. Creatures with 10 or more HD are not affected.
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Chapter 1: The History of Korovia
Chapter 2: Towns, Cities & Guilds
Chapter 3: Cosmology & Gods
Chapter 4: Races & Classes
Chapter 5: Feats & Skills
Chapter 6: NPCs & Plots
Chapter 7: Spells
Chapter 8: Monsters
Chapter 9: Treasure & Special Items
Chapter 10: House Rules
Chapter 11: Maps