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[College of Warrior-Magery]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®


These newly discovered Warrior-Magery spells were recently unearthed from the tomb of a long-dead master. While orthodox practitioners of the arts are not yet ready to embrace these ancient secrets, more independent Magi have been actively practicing this knowledge.

The Spell of Bending Trajectory

Like the strike of a falcon, this spell allows the warrior to take a foe completely by surprise. Upon casting the spell, arrows fired from the archer's bow will bend around a nearby corner, then fly toward the target. However, this corner must be no more than two meters in front of the warrior. The material component for this spell is bow, and a small mirror or other reflective object.

Power: Add Indirect (One hex forward, any direction) (+1/2) to a bow weapon attack doing 2d6 RKA or less.
Active Cost = 15 points.
Power: Clairsentience, Sight Group.
Modifiers: Linked to RKA (-1/2), Only from one hex forward (-2). Active Cost = 20 points.
Combined: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 30 points of Warrior-Magery Expertise (-3/4), OAF (RKA bow weapon; small mirror or reflective object, reuseable) (-1-1/4), Extra Time - Full Phase (-1/2).
END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 6.

The Spell of the Close-Dancing Weapon

This spell is a variant of the Dancing Weapon, allowing the caster to wield a weapon at a distance of 3" against a foe. The spell is easier to use than the primary, requiring no concentration by the caster and being less costly to maintain.

Power: 3" Stretching
Active Cost = 22 points.
Power: Extra Limb
Modifiers: Linked to Stretching (-1/2). Active Cost = 7 points.
Combined: Invisible Power Effects (Sight) (+1/2); Only to wield a hand weapon (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 20 points of W-M Expertise (-1/2), OAF (link from a gauntlet; expendable but easy to replace) (-1).
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

The Spell of the Dancing Weapon

This spell allows the Warrior-Magi to wield a hand-to-hand weapon at a distance against a foe. Attacking in this manner requires steady concentration on the part of the caster, however, rendering him vulnerable to attack. The weapon is also more difficult to wield with accuracy at greater distances.

Power: 20 STR Telekinesis, Fine Manipulation
Modifiers: STR not exceeding spell casters (-1/4), Only to wield a weapon (-1/2), Gestures (-1/4), Incantations (-1/4), 1/2 DCV Concentrate throughout (-1/2), Requires a Skill Roll (-1/2), Requires 30 points of Warrior-Magery Expertise (-1/2), OAF (link from a gauntlet; expendable but easy to replace) (-1). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.

The Dazzling Martial Display

The Warrior spins and whirls his weapon in an bewildering pattern at great speed, planting seeds of doubt in the minds of even the most determined opponents. The presence of the character is greatly increased while he performs this martial show, and for a short time thereafter.

Power: 4d6 Aid to PRE, +30 Maximum
Modifiers: Only versus those who view display (-1/4), Gestures throughout (whirling weapon) (-1/2), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 10 points of Warrior-Magery Expertise (-1/4), OAF (weapon; peacock feather, expendable but easy to replace) (-1). Active Cost = 22 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

The Eye of the Eagle Archery

Once the arrow is unleashed, it spins rapidly in flight, greatly increasing its accuracy and compensating for atmospheric conditions as it speeds towards the selected target.

Power: +10 to offset range penalties with Bow
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 10 points of Warrior-Magery Expertise (-1/4), OAF (feather of an Eagle; expendable but easy to replace) (-1). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

The Spell of Enchanting Weapon

A clay disk is prepared beforehand bearing a runic representation of the specific enchantment to be cast on a weapon. Once the spell is cast, the weapon is wreathed in magical power, and it can be wielded to great effect against a known weakness of a foe. Thus, a fire rune disk will wrap the end of the weapon in enchanted flames, causing greater damage to those vulnerable to heat.

Power: Add Variable Special Effects (Any, +1/2) to any Weapon attack worth 30 active points or less.
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), OAF (Weapon; Clay disk with rune, expended but easy to replace) (-1), Only to match rune (-1/4). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 5.

Gauntlet of Force

This spell creates a gauntlet of pure magic energy. The gauntlet can be hurled at a foe each phase the spell is maintained, and it automatically returns to the caster's hand.

Power: 1d6+1 RKA
Active Cost = 20 points.
Power: +2 OCV with War Hammer
Modifiers: Linked to RKA (-1/2). Active Cost = 4 points.
Combined: 1/2 DCV Concentrate throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Requires 10 points of Warrior Magery Expertise (-1/4), OAF (Small metal war hammer, expended but easily replaced) (-1).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

The Spell of the Iron Warrior

With this spell, the Warrior-Magi pushes himself into a heightened state of battle frenzy that allows him to ignore wounds that would stagger a normal being. Only knocking out or slaying the warrior will serve to stay his hand while this spell is in effect.

Power: Automaton - cannot be stunned
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 10 points of Warrior-Magery Expertise (-1/4), Costs END to use (-1/2), OAF (rivet from an iron helm; expendable but easy to replace) (-1). Active Cost = 15 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 5.

Magical Missile Multiplier

A missile fired by the warrior will magically split into multiple copies of itself while in flight, greatly increasing the amount of damage inflicted. The character must pay the full END cost of each additional missile.

Power: Add +5 Autofire to any missile weapon attack doing 2d6 RKA or less.
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), OAF (Weapon; one missile tip per autofire projectile, expended but easy to replace) (-1). Active Cost = 15 points.
END Cost: 3 per missile; Magic Roll: -1; Casting Time:
1/2 phase. Real Cost: 5.

The Spell of Martial Discipline

The character uses his years of strict martial discipline to steel himself against mental attacks such as Ego Blast or Mind Control.

Power: +24 Mental Defense
Modifiers: 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 30 points of Warrior-Magery Expertise (-3/4), OAF (Weapon; small crystal helm, fragile, reuseable) (-1). Active Cost = 24 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 6.

The Spell of Mending Battle Gear

This utility spell allows the Warrior-Mage to repair small dints and holes in his armor, or straighten out a bent weapon. With repeated applications, even major damage can be temporarily patched. The fix is only temporary, however, and the character will need to seek the services of a skilled artisan to effect permanent repairs.

Power: 1d6 Minor Transform (Repair broken gear)
Modifiers: Any weapon or armor (+1/4), Cumulative (+1/2); Lose 1 point of Transformation per day (-1/4), No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 10 points of Warrior-Magery Expertise (-1/4), OAF (a small crystal hammer; fragile, reuseable) (-1-1/4). Active Cost = 17 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

The Spell of Net Casting

The piece of hemp grows into a compact, weighted net, which the character can use to entangle one or more opponents in a hex. The victims will eventually be able to escape the rope web, but not without a struggle. Meanwhile, the victim is subject to attack through holes in the web.

Power: 2d6 Entangle
Modifiers: Area Effect (Hex) (+1/2), Entangle and Character both take damage (+1/4); Entangle with 1 BODY (-1/2), Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 10 points of Warrior-Magery Expertise (-1/4), OAF (segment of hemp; expendable but easy to replace) (-1), Requires two hands to hurl net (-1/4). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 9.

The Rendering of the Polearm

The melee weapon of the warrior-mage lengthens into a versatile pole weapon, allowing him to strike at an opponent two hexes further away.

Power: 2" Stretching
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), OAF (Weapon; tree seedling, fragile) (-1-1/4), Requires two hands to wield (-1/4). Active Cost = 10 points.
END Cost: 0; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

The Spell of Returning Weapon

This spell will cause a hand-held weapon to return to the wielders hand after being thrown. The character can add his strength to the throw, increasing the damage when it strikes a target. This spell can only be used on weapons that can normally be hurled in combat.

Power: Add Ranged (+1/2) to a weapon doing 1d6+1 HKA or less.
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), OAF (Weapon; small crystal boomerang, fragile, reuseable) (-1-1/4), Limitation: only for thrown weapons (-1/2). Active Cost = 10 points.
END Cost: 1; Magic Roll: 1; Casting Time: 1/2 phase.
Real Cost: 3.

The Spell of Striking Spirits

By calling upon unearthly power, this spell allows the Warrior-Mage to strike a desolidified foe or a spirit form. The chosen weapon is limned with an eerie silver glow while the spell is in effect.

Power: Add Affects Desolidified (+1/2) and Affects Spirits (+1/2) to any Hand-to-Hand Attack doing 9d6 Normal Damage or less.
Modifiers: Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 20 points of Warrior-Magery Expertise (-1/2), OAF (handful of dirt from a graveyard; expended but easy to replace) (-1). Active Cost = 27 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.

The Spell of Vorpal Slicing

The bladed weapon held by the Warrior-Mage becomes as sharp as cut glass, slicing through the toughest armor to wound a foe. In effect, the weapon gains the Armor Piercing and Penetrating advantages to a hand-to-hand killing attack.

Power: Add Armor Piercing (+1/2) and Penetrating (+1/2) to an HKA attack not exceeding 2d6.
Modifiers: Only on a bladed weapon (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 20 points of Warrior-Magery Expertise (-1/2), OAF (bladed weapon; shard of broken glass) (-1). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 8.

The Whirling Tornado Attack

The Warrior-Mage becomes a whirling tornado of destruction, striking rapidly at any foes within range of his hand weapon.

Power: Add Area Effect (2" Radius maximum, Selective) (+1+1/4) to a weapon attack doing 2d6 HKA or less.
Modifiers: Radius limited by weapon type (-1/4), Gestures (-1/4), Incantations (-1/4), Requires a Skill Roll (-1/2), Requires 30 points of Warrior-Magery Expertise (-3/4), OAF (HKA weapon; small silver top, fragile, reuseable) (-1-1/4). Active Cost = 37 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 9.

Spell Determination

To randomly determine the spells known to a typical adept of the College of Warrior-Magery, use the tables of scholarly disciplines below. An experienced Warrior-Mage will commonly have several spells from a single primary school, plus a spell each from the other school.

2d6 The Discipline of Close Combat

2 Instant Army, The Spell of the
3-5 Vorpal Slicing, The Spell of
6-7 Enchanting Weapon, The Spell of the
8 Polearm, The Rendering of the
9-10 Charmed Blade, The Spell of the
11-12 Whirling Tornado Attack, The
2d6 The Discipline of Distant Combat

2-5 Dancing Weapon, The Spell of the
6 Thunderbolt Ensorcelled
7 Returning Weapon, The Spell of
8-9 Gauntlet of Force
10-11 Close-Dancing Weapon, The Spell of the
12 Net Casting, The Spell of
2d6 The Discipline of the Bow

2-4 Eye of the Eagle Archery, The
5-6 Mordaki's Spell of the Glowing Bow
7 Grasped Arrow, The Spell of the
8 Magical Missile Multiplier
9-10 True Arrow, The Spell of the
11-12 Bending Trajectory, The Spell of
2d6 The Discipline of Martial Arts

2-4 Hand of the Sun, The
5-6 Martial Discipline, The Spell of
7-8 Warrior's Strength, The Spell of the
9-10 Striking Spirits, The Spell of
11-12 Eyes of the Night, The
2d6 The Discipline of Armor

2-3 Iron Warrior, The Spell of the
4-6 Armor of the Ulronai, The
7-8 Shield of the Ulronai, The
9-10 Mending Battle Gear, The Spell of
11-12 Debilitating Armor, The Spell of the
2d6 The Discipline of Maneuver

2-4 Dazzling Martial Display, The
5-7 Meditations on the Magical
8-10 Cantrip of the Unseen Edge, The
11-12 Door Between, The