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spells from the Raven series

 
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iliev



Joined: 11 May 2008
Posts: 11

PostPosted: Thu May 15, 2008 9:36 pm    Post subject: spells from the Raven series Reply with quote

Hiya

im trying to work on a Raven D20 setting, and was wondering can anyone give lists of the names of spells used in the books ?

im trying to incorporate them into the d&d spell-list, which is pretty broad, unfortunately i dont have my books on me so would need something along the lines of

Spellname and brief description

also any spells that seem restricted to specific colleges would be nice too

Thankee Smile
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Thraun



Joined: 10 Jan 2005
Posts: 115
Location: England

PostPosted: Fri May 16, 2008 6:41 am    Post subject: Reply with quote

We did have a list posted up somewhere of all the spells used or mentioned in the books - can't remember where and I can't find it through searching now Laughing

If no-one else knows where it is, then we'll start one up fresh.
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Mantyluoto



Joined: 21 Sep 2005
Posts: 573
Location: Somerset, UK

PostPosted: Fri May 16, 2008 6:46 am    Post subject: Reply with quote

http://www.jamesbarclay.com/forum/viewtopic.php?t=35&postdays=0&postorder=asc&start=0

its not the list but a topic on magic and where James got his ideas from
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Mantyluoto



Joined: 21 Sep 2005
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Location: Somerset, UK

PostPosted: Fri May 16, 2008 6:55 am    Post subject: Reply with quote

FlamePalm
HardSheild
SpellSheild
IceWind
FlameOrb
ShadowWings
HellFire
MindMelt
WarmHeal
BodyCast
SoundBell
ForceCone
EarthHammer
CobaltFury - Dimensional
BlueStorm - Dimensional
DimensionConnect - Dimensional
CloakWalk
DeathHail
HotRain
CareHeal
PressureBell
WardLock
FlameWall
SoundShield
BowWave
LightGlobe
Communion
Dawntheif
LightMirror
SenseNumb
ColdRoom
TruthTell
ForeTell
FireGlobe
BoneSplinter
ShieldSheer
Manameld
StormFront ? Dimensional
ManaPulse
SunBurst
demonshroud
ManaStack
SentientConjuration
SurfaceMeld
VoiceHail
ManaMask
EagleSight


this is my list from the books
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Mantyluoto



Joined: 21 Sep 2005
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PostPosted: Fri May 16, 2008 6:58 am    Post subject: Reply with quote

CloakWalk
CT: 1 action
Range: 0
Save: None
Area: Caster
Duration: 1 Hour unless extended
Mana Cost: 3 points per hour

This spell cloaks the caster is a shield of invisibility. It only covers sight and not sound, so footfalls are still heard. The caster can still see and hear through the CloakWalk. Attacking or Casting will negate the spell which will last until the caster ends it or runs out of Mana.

FlameOrb
CT: 1 Action
Range: See below
Save: fort ? Damage
Area: 20? diameter circle.
Duration: Instantaneous
Mana Cost: 3 minimum

Perhaps the most commonly used of all the offensive spells. Fairly simple to cast, orbs of mana fire fly from the caster's palms at the size of apples, they grow to the size of a human skull before impact. Though small, they have a large splash radius and mana fire is notoriously difficult to douse, therefore being very efficient in combat. one to five Flame orbs can be cast at any one time. Each FlameOrb causes 3d6 damage for the first round and 1d6 damage on the 2nd.

Damage and range are as follows:-

Mana Spent Range Number of Orbs
3 70? 1
4 80? 2
5 90? 3
6 100? 4
7 110? 5

ForeTell
CT: 1 Action
Range: Touch
Save: No if willing , Will if not
Area: 1 Person
Duration: 1 Question
Mana Cost: 2

The caster of this spell touches a person, it allows them to truth read 1 yes or no question asked them by either themselves or a third party.

Communion
CT: 1 Full round action
Range: see below
Save: No
Area: see below
Duration: 5 minutes
Mana Cost: 3 +1/ point/Minute after 5 mins.

This Spell allows a Mage to reach the mind of another Mage and communicate with them mentally. It in no way allows them to read/influence the mind of the other Mage and like wise there mind is safe too. The Range of this spell is 300 miles. For each point of additional Mana expended either the duration can be extended or the Range increased 100 miles. When casting the Mage searches the Mana Spectrum for the intended target and has to spend the cost to make contact. For example if Ilkar wishes to contact Erienne, who was 500 miles away he would have to spend 5 Mana. If the conversation lasted 9 minutes he would have to spend another 4 Mana. If he does not have enough Mana the Communication ends abruptly.

HellFire
CT: 1 Action
Range: 250?
Save: ? Damage
Area: 4 ? 12 columns each with a splash radius of 10?
Duration instantaneous
Mana Cost: 5 per column plus fatigue.

Born of Xeteskian research this spell is probably the most powerful spell a single mage can cast. It calls down anywhere between four and twelve columns of mana fire, each seeking a human or animal soul to feed upon. This spell also has a splash radius so is extremely effective against groups of enemies. Each Column causes the target 8d6 damage, and gives those in the splash radius 4d6 damage. Because of its power, this spell leaves the caster fatigued. Can only be cast by a mage of Xetesk.

WarmHeal
CT: 1 Action
Range: Touch
Save: No
Area: 1 person
Duration: Instantaneous
Mana Cost: 1 minimum

This spell gives needed healing to those injured, though any use of it makes the injured person fatigued, as per the rules. Only 1 WarmHeal can be applied at a time without endangering the injured person. The Mana cost is below.

Mana Cost Healed Damage
1 1d4+1
2 2d4+2
3 3d4+3
4 4d4+4

MindMelt
CT: 1 Action
Range: 50?
Save: see below
Area: 1 Person
Duration: Instantaneous
Mana Cost: 10

Possibly the most complex offensive spell to cast. It launches an attack on the targets mind, causing immense mental pain, blindness and leaves the victim in a delusional state. Since this spell is difficult to cast and only affects a single target it isn't often used in mass-combat situations. The target must make a will save vs the spell. If it fails the target is blinded for 24 hours, and is considered Confused (as per D20 spell) and takes 1d6 permanent intelligence ability damage. If the Save is made the victim suffers 1d6 temporary Intelligence damage and 1d6 subdual damage.

FlameBurst
CT: 1 Action
Range: 20?
Save: ? Damage
Area: cone 20? wide
Duration: instantaneous
Mana Cost 2

The spell causes a cone of fire to leap from the casters hand hitting all in the radius of the cone. All in the path of the Spell suffer 3d6 damage, though can try a reflex save for half.

DimensionConnect
CT:
Range:
Save:
Area
Duration:
Mana Cost: 20

ForceCone
CT: 1 Action
Range: 20?
Save: see below
Area: Cone 60? long 30 wide.
Duration: See below
Mana Cost: Variable see below.

An invisible barrier erupts forward from the caster battering away all in its path. Generally used to force a path through an enemy line, keep back a charge, blast open doors or for crowd control. It can be anchored by the casting mage allowing efficient, semi-permanent street blocking. This spell isn't often fatal but broken bones are a common result of a ForceCone casting.

The spell has one of two effects.

1) It can force objects or creatures backwards, violently, so they must make a Reflex save or be knocked over and stunned for 1d6 rounds and take 1d6 damage. They end up at the farthest point of the cone. A successful save means they manage to stay on their feet but take 1d6 subdual damage and again end up at the end of the cone.
2) It can create a corridor which people can move down. It will force people and objects away as in option 1 but it is stationary and lasts for 30 seconds. The cone is immune to all physical attacks and most magic.

The Mana cost is 3 for option 1 and an additional 3 for option 2.

SentientConjuration
CT: 1 Hour
Range: 10?
Save: none
Area: 1 object or area 10? square
Duration: Variable see below
Mana Cost: See below.

This spell creates a guardian of an object or place. It

IceWind
CT: 1 Action
Range: 50?
Save: Fort ? damage
Area: 20? diameter circle
Duration: 2 rounds
Mana Cost: 6

A close range offensive spell. Along with a sharp drop in temperature, a howling wind composed of super cooled mana flies from the space in front of the caster, freezing those caught in its path, chilling blood, shattering limbs and weapons.
This spell causes 4d6 damage per round (save for half) and forces a reflex save or be slowed for 4 rounds. Metalled items, such as weapons and armour must make a Saving Throw or shatter.

ShadowWings
CT: 1 Action
Range: Touch
Save: Willing person only
Area: 1 person
Duration: up to 1 hour
Mana Cost: 2 minimum

This spell causes a pair of large batlike wings to sprout from the shoulders of a person touched. The recipient can move at speed per round. The caster, only, can extend the range of the wings by adding more Mana to the spell.

LightGlobe
CT: 1 Action
Range 0?
Save: No
Area: Sheds light in a 20? radius area
Duration: 5 hours per 3 Mana
Mana Cost: 3 Mana min.

This spell creates a ball of Light (of any desired colour) above the Casters head, or hand and it will move with the caster but cannot be sent away from the caster down a hall.

Mana Stack
Range:
CT:
Save:
Area:
Duration:
Mana Cost:

HardShield
CT: 1 Action
Range:10?
Save: No
Area: up to 30? long 10 high?
Duration: 1 hour
Mana Cost: 2 Minimum

This spell puts shield up to protect the caster, or those in his sight from physical damage.. The shield offers a +6 bonus to AC for the duration of the spell. The shield can be brought down by massive amounts of damage. If the Shield talks 20 points of damage in 1 attack it fizzles out. By spending additional Mana the Mage can extend the damage threshold. 5 points increases it to 30 points, 10 to 40 points. Then shield can be walked through but you lose the protection if you go away from it. This spell negates GhostArmour.

SpellShield
CT 1 action
Range: 10?
Save: No
Area: up to 30? long 10 high
Duration: 1 hour
Mana Cost: 2 minimum

This spell creates a shield that protects the caster or those in his sight from magical damage. If the shield takes more than 20 points of magical damage in one hit it fails. By spending additional Mana the mage can extend the damage threshold. 5 Mana increases it to 30 points, 10 to 40 points. The collapsing spell shields all from the total damage caused.

DemonChain
CT: 1 Full Action
Range: 20?
Save: No
Area:
Duration:
Mana Cost:

LightMirror
CT:
Range:
Save:
Area:
Duration:
Mana Cost:

EagleSight
CT: 1 Action
Range: touch
Save: None
Area: 1 Person
Duration: 1 round/lvl
Mana Cost: 2

This spell enhances the sight of 1 person touched to 10 times normal, (which is the equivalent of an Elf?s). Long range sight detail work are both enhanced by this spell. Common use of this spell are for scouting mages.

HotRain
CT:1 full round action
Range: 200?
Save: ? damage
Area: a circle 30? diameter or a line 20? wide
Duration: 3 rounds
Mana Cost: 5

Hundreds of tiny droplets of mana fire rain down on the targeted area. Because of their small size, a barrage of HotRain is difficult to douse and almost impossible to escape. This spell can be cast vertically onto a mass of enemies or horizontally into the front of an enemy charge. The damage caused by this spell is 4d4 per round. Those caught in the area of effect must make a fortitude save vs DC 20 or be unable to move due to constant pain of the rain. Those who make the save can escape the area and take no more damage.

BowWave

DeathHail
CT:1 full round action
Range: 200?
Save: ? damage
Area: a circle 30? diameter or a line 20? wide
Duration: 2 rounds
Mana Cost: 5

When cast, hundreds of small, razor sharp pieces of mana ice rain down on the targeted area, slicing flesh and rending bone. While not always immediately fatal, those caught in a barrage of DeathHail will suffer horrible wounds or die from blood loss. This spell can be cast vertically onto a mass of enemies or horizontally into the front of an enemy charge
The damage caused by this spell is 4d6 per round.

ShieldShear
CT: 1 Action
Range: 40?
Save: See below
Area: 1 Magical spell shield
Duration: instantaneous
Mana Cost: 10

This spell was developed by Lystern College mages, in the past, as a way of breaking the shields of other Mages. When cast, the mage targets an enemy shield and mages an attack roll. The mage can add his int bonus and his spellcraft skill to the attack. That attack roll is the DC for the Defensive mage to make a Saving throw against, and he can add his Int Bonus and Spellcraft skill to. If the defending mage fails the roll his shield fails and he is left stunned for 1d6 rounds, from backlash.

SenseNumb

SurfaceMeld

EarthHammer

Mana surges into the ground and once the desired depth is reached the casting is complete. A deep rumbling precedes giant slabs of earth and stone being shot from the ground. This spell is often used to demolish buildings, block streets or fragment an enemy line.

BoneSplinter

DemonShroud

BodyCast

WardLock



And some of the work i had done on D&Ding the spells
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Mantyluoto



Joined: 21 Sep 2005
Posts: 573
Location: Somerset, UK

PostPosted: Fri May 16, 2008 7:04 am    Post subject: Reply with quote

Mana Use
Mana is the life blood of Magic and Mages use Mana to fuel their spells. It is everywhere and it can be tapped when a mage tries. It flows, like great rivers, all over the world and there for where it goes Mages can cast.

Each Mage has a Mana Rating. This is worked as follows. A 1st lvl Mage rolls 1d10, and adds the roll of 1d6 per mage lvl after that. So a 3rd lvl Mage NPC has a roll of 1d10 + 2d6 to discover his Mana Rating. Certain feats can change this rating see below for details.

Certain spells have fixed Mana costs, like CloakWalk with 3, but others Like FlameOrb have a variable Mana cost between 3?7. The Mana cost is defined by the mages ability to create the shape of the Spell through the use of Mana and while there is sometimes as variable cost to the spell the minimum is as stated.

Mages cast by drawing in Mana and shaping it to the desired spell shape.

Mana Feats

Increased Mana Strength
This feat increase the strength of the Mana A mage can hold. From that point onwards the dice rolled for determining Mana Rating goes up one step. So D10 becomes D12, D6 becomes D8 and so forth. This feat does not apply to past levels of Mage only the lvl the feat was chosen and the future ones.

Defensive Caster
All defensive spells cast by a Mage with this feat gain a +2 bonus to defensive properties and reduce the cost of the spell by 2 to a minimum of 1.

Offensive Caster
All Damage doing spells cast by the Mage with this feat gain a +1 bonus per die to damage and have the cost of the spell reduced by 2 to a minimum if 1.

Healing Caster.
All healing spells caster by a Mage with this feat gain +2 bonus per die to healing and have the cost of the spell reduced by 2 to a minimum of 1.

Spell Specialists
A Mage may choose a spell and they can cast that spell easier and with less Mana cost. Costs for the spell are halved rounding fractions down. For example Bob is a Communion Specialist and he is deep within enemy territory. He needs to report to his supervisor some 1000 miles away. Normally the spell would cost him 10 Mana but because he is a Communion Specialist it only costs him 5 Mana. This spell feat will stack with any other Mana reducing feats.

Lore Specialist
A Lore Specialist takes a lot of knowledge skills. They are acquainted with College Lore beyond general perusal and history and Knowledge skills in general. To become a Lore Specialist a Mage MUST have 4 ranks in Knowledge: College Lore. The Mage gains the following bonuses. + 2 bonus on All knowledge and History skills, +2 on Knowledge: College Lore (on top of the +2) and will get preferential treatment from any of the 4 colleges with requests to view their library.

BattleCaster
With Extensive training you are able to wear light armour without suffering Arcane spell failure. This ability does not extend to shields.

Delay Spell
When casting a spell you may choose to hold it an instant before releasing it. You may hold a spell for twice your con modifier in rounds. At the end of that duration you must either release the spell or waste it.

Additional Mana
When you take this feat your Mana Stamina increases by 5 points. This maybe taken multiple times and the effects stack.

Obtain Familiar
Prerequisites: Knowledge (Arcana 6), Mage 5th, Xetesk Born
This spell allows a Xetesken Mage to tap the Demon dimension and bind a demon to them. The demon cannot assume its true form in Balaia for too long without suffering great pain due to the lack of Mana in our world. The demon is loyal to its master and can operate away from them only with the Masters permission. A telepathic link is made with the demon and the caster can see what the demon sees with a full round?s concentration. A Familiar will be detectable to any mage and so mark the person as Xeteskan.

Empower Spell +4 Mana
Enlarge Spell + 2 Mana
Extend Spell +2 Mana
Maximise Spell +6 Mana
Quicken Spell + 8 Mana
Silent Spell + 2 Mana
Still Spell +2 Mana

Co-operative Casting
Certain spells are to powerful for the individual caster, to control and supply Mana for, so it requires several Mages to cast. This can only be done if they have been taught how. By working together Mages add to the total damage, range and duration of a standard spell. For example a Single FlameOrb causes 3d6 Damage on the first round and 1d6 on the second. With a second Mage adding the Orb does 6D6 damage and 2d6. Range is doubled to 140?. A third Mage would Triple the Damage etc.

A spell designed to be Co-operative, FlameGlobe for example, have a greater Range, Area, Damage and Mana cost to begin with.

Unknown to all but a few Mages this Co-operative Casting can be done between schools as well. Mages of each school believe that the Mana trails can?t be mixed, and will not experiment in case it has a bad effect but they can. One Magic; One Mage.

Focused Casting
This feat allows a Mage to focus the effect of his spell. The area of effect is reduced to one person but damage is increased by 100%. For example a FlameOrb Spell causes 3d6 damage to all in a 20? diameter circle. By Focused Casting it causes 6d6 damage to one person.

A Focused Cast HellFire allows the Caster to create either 1 or 2 columns each causing 16d6 damage ply 4d6 splash damage. The Mana cost for Focused Casting is an additional 100% of the Spell Mana. The FlameOrb would cost 6 Mana, the HellFire 10 or 20 Mana.

Improved Mana Usage
Prerequisites: Mage lvl 9, Knowledge (Arcana 10), a teacher.
This feat allows the Mage to cast spells with greater control and so less Mana Usage. Mana Cost is reduced by 2, to a minimum of 1, for all spells and the effects stack with other Mana reducing feats.


sigh i need a life
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iliev



Joined: 11 May 2008
Posts: 11

PostPosted: Fri May 16, 2008 7:44 pm    Post subject: Reply with quote

so you've only really touched on this before eh ?

its looking good, im going to ask a few friemds of minre to take a look too maybe get somemore feedback from them aswell
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Mantyluoto



Joined: 21 Sep 2005
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PostPosted: Sun May 18, 2008 7:10 pm    Post subject: Reply with quote

lol i kept badgering James for spell descriptions etc but he seems to have forgotten me!!!
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iliev



Joined: 11 May 2008
Posts: 11

PostPosted: Sun May 18, 2008 8:11 pm    Post subject: Reply with quote

i think to me the spell cost seems a little low, also it would need putting into levels i think, can be a bit game breaking having a level 1 mage flying around invisibly dropping flame orbs !
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Mantyluoto



Joined: 21 Sep 2005
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PostPosted: Mon May 19, 2008 6:17 am    Post subject: Reply with quote

hmm i don't see it

CloakWalk cost 3 minimum
FlameOrbs cost 3 minimum
ShadowWings cost 2 Minimum

A 1st level Mage has a maximum of 10 Mana, even if you let them have max at first level they can only cast one of each, with maybe another lesser mana costing spell.

You have to remember that the colleges are structured and spells have to be taught to the students. if the teachers don't believe a pupil is ready then they wont teach him a spell.

All feedback is greatly received, even negative feedback. I would love to flesh out the mana system and the spell descriptions, even though i doubt i'll be using them in my game world.
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iliev



Joined: 11 May 2008
Posts: 11

PostPosted: Tue May 20, 2008 6:51 pm    Post subject: Reply with quote

it would be good to try to set a list of "starter spells'' that every mage gets taught as soon as they become aware they can cast, maybe spread on it from there, as its a college system maybe each year gets access to higher level spells ?
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Mantyluoto



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PostPosted: Wed May 21, 2008 4:52 am    Post subject: Reply with quote

i did that just didn't post them because there are some non-canon spells in there.

I still wouldn't give them levels, just say as the training progresses spells of more consequence are taught.
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Mantyluoto



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PostPosted: Fri Aug 22, 2008 2:55 pm    Post subject: Reply with quote

Anyone able to give some descriptive text to the spells above would be loved forever!!!
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