Welcome to Book One in my new spell book series. These spell books are examples of those a player can choose when making a new character. Choosing one of these spell books during character creation automatically assigns recommended magic components that the character has available. Spells using these components appear in the character’s spell book.
New spell casting characters made by new players will generally come in two types: clerics with 4 components of each sort and magic-users with 6 components of each sort. I will divide spell book spells into two groups: those usable by both types of casters and those usable by magic-users only.
First Four Component Spells
Arms: Ful, Des, Dain, and Ku
Fingers: Fire (Full), Wind (Indirect), Chaos (Indirect), Chaos (Full)
Words: ki (destroy), wa (empower object), jai (discharge), juo (encharge)
Fire Ball-A classic, this formulation deals 4d6 damage its center and has an 8 foot range. Its area of effect is enough that the damage at the caster’s position is still 15%. Because of this, I recommend bonus DoP be applied first to range, then to damage and to area of effect last. It costs 52 SP and takes a few turns to cast for the average caster. Slightly longer spells could be formulated with superior range.
Swift Fire Gout-A faster and safer take on the fire ball. This spell deals half the damage of the fire ball (2d6) and has no area of effect. Because it uses no arcane circle components, it does not qualify as pure magic and most casters will suffer a loss of bonus DoP. It costs 32 SP and can be cast in a single turn.
Swift Fire Ball-This version of the fire ball is also be castable in a single turn for most left-handed casters. It is identical to fire ball, but with the damage of fire gout (2d6). It is no safer than a full fire ball and suffers the same loss in efficiency and bonus DoP as the swift fire gout. It costs 38 SP to cast.
Swift Fire Spray-Identical to fire gout, but without the range. This spell is risky for a mage to cast. Since it only functions at melee range, it draws a reflexive attack. It is almost strictly inferior to Fire Gout, but is a cheaper option when range is unneeded.
Flame Encharge-A spell very similar to fire ball in its casting.It has identical cost but casts a little more quickly. It’s purpose is to encharge a weapon with 30 damage distributed over 4-6 charges. It is suitable for quickly empowering an ally’s weapon in battle.
Superior Flame Encharge-This rendition of the flame encharge is meant for use out of battle. It takes advantage of the full 16 DoP maximum for encharges, and so may be too expensive for some first level casters at 92 SP (this is, coincidentally, the minimum SP of a level 1 magic-user). Its 78 damage is spread over 4-10 charges. Clever modifications could be made to give each charge a little range, making it harder to dodge due to additional required dodge rolls.
Concussive Trap-This is a pretty basic trap, good for trapping chests and other “weapon sized” objects. It uses no fire, so it is suitable for situations when flammable objects are being protected. It costs 86 SP and lasts 10 hours 30 minutes. It deals 7d6 concussive damage when triggered and has a massive area of effect.
Spells Possible with Two Additional Components
Arms: Ful (Advanced), Dain (Advanced) [This makes all spells using this radius geometrically shapable.]
Fingers: Order (Indirect), Wind (Full)
Words: on (x2 power), loa (storm)
Mighty Fire Ball-Just like fire ball, but this time everything is doubled by the “on” syllable, including the range, AoE, damage, and cost. The casting time remains the same, so this is tempting if you need the power in the heat of battle.
Fire Storm-You can’t go wrong with a raging storm of fire. This formulation is made to cast in a 4 or 5 turns, but a longer spell could have additional power, duration, range, or area of effect. This formulation has 6d6/2 initial fire damage dwindling linearly over 4d6 turns. It has an area of effect like that of fire ball (15% 8 feet from center), but a range of 16 feet, leaving the caster exposed to only 2% of the damage. An additional 2d6*10 mph of wind inhibits ranged attacks though the storm. It is a good battle field control spell for long battles. It costs 96 SP, too much for a minimal SP level 1 magic-user, but acceptable for higher level casters and any magic-user with 1 more intelligence than he needs.
Fire Trap-Though extremely expensive at 182 SP, this spell is useful for second and higher level casters to cut off pursuit or secure territory. Cast on something human sized, like a door, it explodes with a shapeable AoE with base damage of 2*10d6 and 50% damage 5 feet away, 25% damage 10 feet away, and 10% damage 16 feet away. This average of over 17 damage up to 10 feet away is great for clearing a hallway of pursuers.
Wild Fire-This spell uses a single Order (Indirect) finger to turn a fire ball into something more like Chain Lightning. It has the same 4d6 base damage and 8 foot range, but hits three random, closely-packed targets with 79%, 62%, and 49% damage respectively. It costs 58 SP and takes about a second longer than fire ball to cast.
Swift Wild Fire-Identical to Wild Fire, but faster (almost fast enough for a single turn, depending on caster) and with the 2d6 base damage of other swift spells. It costs 44 SP to cast.
Swift Fire Lash-A variation on the swift fire gout, but with an Order (indirect) finger added. This is castable in a single turn for most casters. In the case of the spell, the Order (Indirect) finger can add either +6 To-Hit or +6 to the required dodge roll (for 31). Either option makes the spell more reliable and choice depends largely on the caster’s Wisdom (used to calculate To-Hit) and the enemy’s dodge capability. It costs 38 SP, good for a caster to put out a spell a turn with reliable results over the course of a short battle.
Swift Gust of Wind-A cheap and fast burst of wind taking half a second to cast for left-handed casters. It has 2d6*10 mph of wind can with Reactive Casting can even be cast to counter incoming arrows or flyers due to its speed. It costs 20 SP to cast.
Mighty Gust of Wind-A whole second variation of the swift gust of wind with double the cost (40 SP), and double the power (2d6*20 mph winds). It is still a swift spell and loses some DoP bonus.
Swift Sustained Wind-By adding a Chaos (Full) finger to the swift gust of wind, we obtain 2d6*5 mph initial wind, dwindling over 2d6 turns. It is still a single turn spell, but costs 28 SP.
Swift Sustained Gale-Enhancing the sustained wind with the “on” syllable (or adding a Chaos (Full) finger to mighty gust of wind) we get 2d6*10 initial wind over 2d6 turns. It costs 56 SP and is still fast to cast.
Did you like seeing a spell book? Does it make you feel like you could play a mage without knowing the details of the magic system? Did it help you understand the details? Would you use this spell book? Let us know below.