Dragon magic is a very ancient order. It is
extremely powerful. The more potent magics are far superior to
even Vala magic.
Each spell listed
below follows the same format and is listed in alphabetical order
Spell Name
Variable or Non-Variable
Magic Point Cost
Spell Description (including area of effect, whether the spell
is offensive-requiring a magic point vs. magic point roll, and
other notes.) |
Blood Freeze
Non-Variable
20 Magic Points
This spell turns the caster's eyes and breath an eerie blue. The
caster must then open his/her mouth and breath out, at which point,
his/her cold, blue breath enters the nostrils, ears, and mouth
of the target. The target must be within 10 feet for the spell
to be effective. If the target's nostrils, ears, and mouth are
covered with some type of armor and clothing the spell will be
ineffective.
After his/her blue breath enters the target the caster must overcome
the target's CON with their magic points. If the caster is successful,
the target's blood will literally begin to freeze and will become
solid ice within 3 rounds. Death results. During this process
the target's eyes also glow the same eerie blue and their skin
turns blue-white. |
Combustion
Non-Variable
5 Magic Points
This spell requires the caster to overcome the target's magic
points with his/her own. If successful, the target instantly bursts
into flames in 1D3 random hit locations. Each location struck
by the flames receives 2D10 points of damage per round. |
Crystallize
Variable
6 Magic Points/Level
This spell may either be cast on the caster to provide protection
or cast on targets to inflict damage. If cast on himself/herself,
the caster becomes crystallized and encased in ice. The ice provides
25 armor points per level used. If the damage done exceeds the
ice's armor points, the ice encasing the caster will shatter and
send the caster to the ground unharmed.
If the spell is cast on another target, the target will become
encased in ice but will receive 1D10 points of cold damage to
their total hit points each round until dead. The only escape
for the target is for it to overcome the armor points of the ice
with their physical strength. If they are successful, the ice
will shatter and the target will be send to the ground taking
1D10 damage from the shattering ice. The duration of the spell
is 10 melee rounds. |
Fire Spheres
Non-Variable
15 Magic Points
This spell creates 3-inch spheres of flame that appear about the
caster. A maximum of ten spheres can be called into being. Once
created, the spheres serve a dual purpose: defensive and offensive.
The duration of the spell is 15 melee rounds.
In defensive mode, the spheres serve as a barrier. The spheres
orbit the caster in much the same way as electrons orbit an atom
nucleus. By pulling the spheres into a close orbit around him/her,
the caster makes it very dangerous for anyone to attempt to engage
them in melee. For each sphere the caster has about him, there
is a 10% chance that it will strike anyone or anything attempting
to pass through their orbit. If a sphere strike a target, they
immediately explode into a 3-foot diameter fireball doing 3D10
points of damage. The caster must be careful though unless he/she
is immune to fire damage.
In offensive mode, each sphere acts as an individual fireball
which can be aimed at a single target and releases from orbit
to strike that target. The caster simply points at the target,
concentrates on the range he/she wishes to achieve and releases
the sphere from its orbit. The fireball then explodes into a 3-foot
diameter ball of flame and strikes the target inflicting 3D10
points of damage to it or anyone within its range. In addition,
if the caster concentrates all of the spheres on target, he/she
has the potential of inflicting 30-300 points of total damage. |
Fireaid
Non-Variable
2 Magic Points
This spell alerts all dragons and dragon-like creatures, including
dragon lords, who are within 2 miles, that the caster requires
combat assistance. The duration of the spell is 20 melee rounds. |
Firec Storm
Non-Variable
10 Magic Points
This spell must be cast when there is at least 50% cloud cover.
When cast, the caster raises his/her arms above their head putting
their hands together. At that moment, a red-orange pillar of fire
explodes from their hands and ascends up into the clouds above.
When the pillar strikes the clouds, the clouds begin to swirl
and bubble turning hues of yellow, orange, and red. Instantly
10 vortexes of yellow-orange-red clouds eject from the clouds
above and are hurled downward at the specified target or targets.
There is a maximum of ten targets, on vortex per target. Each
vortex is flaming and engulfs the target for 1D30 points of damage
per location. |
Flameburst
Non-Variable
5 Magic Points
This spell calls forth a ring of fire which flashes outward for
10 feet. The ring hovers at about the waist, surrounding the caster
and making it impossible for anyone to approach him/her in melee
for 6 rounds. Anyone caught by the flame is burned for 3D8 points
of damage and continues to take 1D4 points of damage each round
thereafter as the person's clothes, hair, etc, burns. The ring
of fire is stationary and will not move with the movements of
the caster. |
Frigid Flames
Non-Variable
12 Magic Points
This spell envelops the caster with blue-white flames and protects
him/her against attacks made with ice. The duration of the spell
is 6 melee rounds. |
Hypnotic Flames
Non-Variable
7 Magic Points
This spell creates dancing flames on the surface of the caster's
eyes. Those who look directly at the caster's eyes must resist
the caster's magic points with their magic points or become enthralled
and stunned, unable to move or act for the duration the caster
looks into their eyes. The victim may try to resist and overcome
the enthrallment every 5 minutes. |
Illithor
Non-Variable
5 Magic Points
This spell completely regenerates body parts to their full original
stature. If this spell is cast upon a creature who has been decapitated
within 1 round, the creature's head will regenerate and the creature
will not die. Otherwise the creature will die. |
Lavapit
Non-Variable
25 Magic Points
Within 1 strike rank after being cast, this spell causes 30-foot
radius area of earth around the target to heat up and steam. On
the second strike rank the earth turns bright red and causes this
area to crack into pieces. On the third strike rank this 30-foot
area falls into a pit of boiling lava down below. This all occurs
within 3 strike ranks of being cast. If the target is still within
the 30-foot radius when the earth falls into the lava pit, the
target obviously also falls into the lava. The lava inflicts 6D10
points of damage to each location per strike rank. |
Mirror of Flames
Non-Variable
6 Magic Points
This spell creates a mirror-like bubble of flames around the caster.
Any attacks made with fire against the caster will be repulsed
and reflected back by the mirror of flames at the caster. The
duration of the spell is 5 melee rounds. |
Pillars of Flame
Non-Variable
10 Magic Points
This spell creates six columns of fire 12 feet high by 3 feet
wide which surround a specified target in a circle. The columns
are 1 foot apart from each other and 10 feet away from the target
with the target in the middle. If the target comes within 6 feet
of the flames they receive 1D10 damage to all locations. If the
target comes within 3 feet of the flames they receive 2D10 damage
to all locations. If the target touches the flames they receive
3D10 damage to all locations per round. This spell is meant to
be a barrier or a cage for the duration of 20 melee rounds. |
Purify
Non-Variable
5 Magic Points
This spell cures all diseases including those that are terminal.
However, in order to cure a terminal disease with this spell,
the caster must sacrifice a permanent point of current CON. |
Sandstorm
Non-Variable
15 Magic Points
This spell must be cast in an area with minimal vegatation where
the earth is relatively loose. Deserts are ideal of course. It
creates a sandstorm 500 feet high and 3 miles wide with 300 mph
winds. The storm is stationary. Anyone inside the storm receives
1D20 damage to 1D4 hit locations every round until they escape
the storm or the storm ceases. The duration of this spell is 30
melee rounds. |
Wall of Fire
Non-Variable
10 Magic Points
This spell creates a 20-foot high circle of fire around the caster.
Anything attempting to pass through the wall of flames receives
3D10 points of damage to all locations per round. The duration
of spell is 10 melee rounds. |
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© 2001-2003 Ultimate RuneQuest Gamemasters. All Rights Reserved.
RuneQuest is the Trademark of Chaosium
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