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Feats. In addition to the feats listed in the Player’s Handbook, the following feats from the Forgotten Realms Campaign Setting are particularly appropriate: Blooded, Bullheaded, Discipline, Forester, Luck of Heroes (very common in Russian myth!).
Spells. Illusions are very uncommon. The most common spells are those dealing with transmutation, the elements, and the natural world. The following spells are also available. Frost. Evocation (Cold) Level: Sor/Wiz 1, Water 1 Components: V Casting Time: 1 action Range: Radius, extending from caster, of 20 ft/level Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell magically cools the moisture in the air immediately around the caster, causing it to freeze to everything in the area. This inflicts 1 hit point of damage, and imposes a –1 penalty to attack rolls, armor class, Dexterity-based skill checks, reflex saves, and fortitude saves for one turn or until the individual takes a round to warm up. Spell resistance is not applicable because the frost itself is perfectly natural. The caster is not affected. If she wishes to spare others, she may do so only if they are huddled close against her (making this impractical for wide-scale combat). The verbal component of the spell is a simple whisper of the word “frost.” Chill Missile Evocation (Cold) Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: 200 ft. + 10 ft./level Duration: Instantaneous Saving Throw: Ref half, at –2 penalty. Spell Resistance: Yes By flinging any small, smooth pebble (it does not matter what color or composition, but it must be grasped between two fingers, and it must be smooth), the caster may turn it into an invisible missile of pure cold. Since there is nothing to see or hear to dodge, the Reflex save is penalized, as listed above. The missile does 1d8 points of damage per caster level – but all damage above the first five points is subdual damage. A fifth-level version of the spell exists, identical to this one except that damage dice may be divided among multiple targets, provided they are in range and on the same side of the caster. Decapitate I Necromancy Level: Sor/Wiz 4, Trickery/Death/Luck 3 Components: V, S Casting Time: 1 or 2 actions (see below) Range: Caster Duration: Permanent Saving Throw: None Spell Resistance: No The caster may remove his head. Wait, it’s not what it sounds like. The head becomes independent of the body; any damage done to the body has no effect on the head, and all hit points are essentially transferred to the head and unaffected except by damage to it. The caster loses any Dexterity bonuses to Armor Class, suffers an additional –2 penalty to Armor Class, has a Reflex Save of 0, and obviously has the use of neither his hands nor any other part of his body for so long as he remains a decapitated head. Armor, of course, does not affect Armor Class if the character was not wearing a helm or other head protection. Go To Page: 1 2
The copyright of the article The Thrice-Tenth Kingdom: Feats and Spells in Horror Gaming is owned by . Permission to republish The Thrice-Tenth Kingdom: Feats and Spells in print or online must be granted by the author in writing.
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