Fantasy Spells for D6 Fantasy
This is all the spells I developed for the Fantasy Campaigns I run over the last few years. They incorporate some campaign specific rules, like the healing spell being more difficult in the game world we were playing in. All of the spells have been written in the standard format, and many of them incorporate clarifications on the spell design from Nikki Vrtis, who wrote the system, so they should be accurate.Hope everyone enjoys the spells!
These ideas originally created and posted by Ron Fricke.
Create Object
Skill: conjuration
Difficulty: 10
Effect: 3 (one simple object up to 3 kg)
Range: 1 meter (+0)
Speed: 0 (+0)
Casting Time: 1 second (-0)
Duration: 1 minute (+9)
Other Aspects: none Description: This spell creates a small inanimate object. The spell will not create anything with a complex chemical makeup, or with moving parts. Any object created by this simple spell will look wrong, even to those without magical training, so gold created with the spell cannot be spent normally, etc.
Create Object can make usable tools and weapons, like shovels, picks and iron or bronze swords. It can also be used to create simple wooden objects like boxes or ladders. The GM should be careful what he allows to be created with this spell to keep it from getting out of hand.
Crushing Sphere
Skill/School: conjuration
Difficulty: 24
Effect: 25 (8D+1 damage)
Range: 100 meters (10)
Speed: 6 (+6)
Duration: 1 second (0)
Casting Time: 1 round (-4)
Other Aspects:
Area Effect (+20): 4 meter radius sphere
Components (-5): a small diamond (Very Rare)
Gestures: (-2): mime a sphere with hands (fairly simple)
Incantations: (-2): Crush my foes with arcane power! (Sentence)
Description: This spell creates an invisible sphere of crushing force within 100 meters of the caster. The sphere is aimed with a marksmanship roll, which receives a +4 bonus because of the size of the sphere.
Because the speed of the spell is lower than the range, the effect takes a few seconds to form, giving anyone within the area of effect a +4 on their dodge total to avoid the effect. Targets do not automatically get to dodge, but if they have not acted yet on the round the spell is used they can take a multiple action penalty to try to dodge.
Deadly Fireball
Skill: conjuration
Difficulty: 17
Effect: 24 (8D physical damage)
Range: 25 meters (+7)
Speed: instantaneous (+7)
Casting Time: 1 second (-0)
Duration: 1 second (+0)
Other Aspects:
Gestures (-3): complex series of finger movements (complex)
Incantations (-2): Something about fire and death (sentence)
Description: This spell creates a fireball that affects only 1 target but burns with an incredibly intense heat, hot enough to burn through most armor and magical protection.
Elemental Shield
Skill: conjuration
Difficulty: 10
Effect: 12 (Adds to Armor Value vs. energy attacks/4D physical protection)
Range: 1 meter (+0)
Speed: instantaneous (+0)
Casting Time: 1 second (-0)
Duration: 1 minute (+9)
Other Aspects:
Components (-2): small silver coin (very common)
Focused (+5): On target
Gestures (-2): spin coin on open palm (fairly simple)
Incantations (-1): Shield me from harm! (few words)
Description: This spell creates a protective envelope around the caster, giving damage resistance against all energy based attacks. It does not protect against physical attacks, only from things like heat, cold, electricity, and acid.
Fireburst
Skill Used: Conjuration
Difficulty: 20
Effect: 15 (5D Damage)
Range: 8 (14/27/40 meters)
Speed: +8
Duration: 2.5 seconds (+2)
Casting Time: 1 round (-4)
Other Aspects:
Area Effect (15): 3 meter radius
Gestures: (-2): Mime throwing a ball
Incantation (-2): “Burn in the flames of power!” (Sentence)
Description: The caster calls into being a burst of flames that covers a 3 meter radius area. A marksmanship roll is required to aim the attack. If the marksmanship roll fails the Fireburst will hit something or someone else nearby. The GM can aim the burst based on the amount the roll failed by, or roll 1D for direction and 1D for distance in meters. Anyone that is not the target of the burst, but still falls within the radius of the burst can make a dodge roll at Moderate difficulty to avoid taking the damage.
Greater Improve Physique
Skill: alteration
Difficulty: 17
Effect: 24 (+2D to Physique/2D attribute modifier)
Range: 1 meter (+0)
Speed: instantaneous (+0)
Casting Time: 1 round (-5)
Duration: 1 hour (+18)
Other Aspects:
Components (-6): powdered Bull Horn (common, destroyed)
Focused (+6): On target
Gestures (-1): (simple)
Incantations (-2): (sentence)
Description: This spell adds 2 dice to the target’s physique attribute.
Healing
Skill Used: conjuration
Difficulty: 15
Effect: 16 (healing skill of 5D+1)
Range: Touch (0)
Speed: 0
Duration: 1.5 seconds (+1)
Casting Time: 1 round (-4)
Other Aspects:
Other Conditions (-3): Physical contact with creature; may only be used on living creatures
Other Condition (+20): Healing is very difficult in the world of the Black Company
By touching an injured being, the magic user can use this spell to heal harm as if he had 5D+1 in the healing skill. This still takes the 10 minutes that first aid normally would.
Identify Magic
Skill/School: divination
Difficulty: 16
Effect: 30 (5D in “Identify Magic” Extranormal skill)
Range: 10 meters (5)
Speed: 5
Duration: 1 second (0)
Casting Time: 1 round (-4)
Other Aspects:
Gestures: (-2): Draw Imaginary circle around target (fairly simple)
Incantations: (-2): “Part the veil so that I may see the truth!” (Sentence)
Description:
When cast, this spell identifies a spell that is currently active, or identifies one effect on a magic item. The divination total is compared to the effect of the spell that the caster is trying to identify. If there is more that one effect on the magic item, the spell will identify the weakest, and will then need to be recast to identify the next weakest spell.
Illusion Disguise
Skill: conjuration
Difficulty: 16
Effect: 18 (6D in disguise to fool anyone seeing the disguise)
Range: 1 meter (+0)
Speed: instantaneous (+0)
Casting Time: 1 round (-4)
Duration: 1 hour (+18)
Other Aspects:
Concentration (-2): 1 round with minimum concentration difficulty of 8
Components (-6): dab of paint (common, destroyed)
Focused (+8): On target
Gestures (-1): wipe paint on face (simple)
Incantations (-2): change my face and body, hide the truth… (sentence)
Description: This spell changes the outward appearance of the target. Anyone seeing the target of the spell who has reason to believe that the target is not who he or she appears to be must make a contested roll of their Acumen against the 18 effect value of the spell. If the disbeliever succeeds in beating the effect value, they see the target for who he or she really is. This spell fools all 5 senses. Illusion disguise can be used to exactly imitate a person, but people who know that person well (close friends, spouse, etc) will receive an extra 1D on the Acumen roll to detect the deception.
Improve Physique
Skill: alteration
Difficulty: 14
Effect: 12 (+1D to Physique/1D attribute modifier)
Range: 1 meter (+0)
Speed: instantaneous (+0)
Casting Time: 1 second (-0)
Duration: 1 hour (+18)
Other Aspects:
Components (-6): powdered Bull Horn (common, destroyed)
Focused (+6): On target
Gestures (-1): (simple)
Incantations (-1): (few words)
Description: This spell adds 1 die to the target’s physique attribute.
Independence
Skill: conjuration
Difficulty: 15
Effect: 9 (give illusion 3D in Acumen)
Range: 1 meter (+0)
Speed: instantaneous (+0)
Casting Time: 1 round (-4)
Duration: 1 hour (+18)
Other Aspects:
Components (-4): bit of gold (uncommon)
Focused (+6): On target
Gestures (-3): rub gold in air (complex)
Incantations (-2): chant (sentence)
Other Aspects (+10): the illusion can change and react to its environment
Description: Independence is cast on an illusion spell that has already been cast, giving the illusion the ability to react to its environment. This allows the illusion to react to the real world, allowing the illusion to last longer without being disbelieved.
When an illusion with this spell on it is reacted to by the outside world, the GM will roll the 3D in Acumen, and have the illusion react accordingly, depending on how successful the roll is.
Mass Stun
Skill Used: Conjuration
Difficulty: 24
Effect: 15 (5D+1) stun damage
Range: 7 (25 meters)
Speed: +7
Duration: 1 round (+4)
Casting Time: 1 Round (-4)
Other Aspects:
Area: (+15), 3 meter radius
Gesture (-2): Mime throwing object at area
Incantation (-2): “stun my enemies!” (Sentence)
Description: Identical to the stun spell, except it covers an area of 3 meters. Those who are not the direct target of the spell, but are still within the radius of the burst may make a dodge roll with a Moderate difficulty to get out of the way of the blast.
Mass Illusion
Skill: conjuration
Difficulty: 22
Effect: 18 (large scale illusion/6D in bluff)
Range: 5 meters (+4)
Speed: instantaneous (+4)
Casting Time: 1 round (-4)
Duration: 1 hour (+18)
Other Aspects:
Area Effect (+15): 3-meter radius sphere
Components (-8): colored gemstone, crushed to powder (uncommon, destroyed)
Gestures (-3): crush stone, blow powder, mime illusion (complex)
Incantations (-2): blah (sentence)
Variable Movement (+4): The illusion can be moved up to 3 meters per second
Description:
This spell creates an illusion that will fool all sense other than touch for the duration of the spell. Once the illusion is created, the illusion can be moved within the range by concentration. The illusion cannot harm anyone, and it will not react independently to its environment if left on its own. If the illusion is touched, it will immediately become apparent that it is not real. If anyone attempts to disbelieve the illusion, they must generate an Acumen or investigation total higher than the spells effect value.
Minor Telekinesis
Skill: apportation
Difficulty: 12
Effect: 4 (5 kilograms moved up 5 meters distant)
Range: 5 meters (+4)
Speed: 5 (+4)
Casting Time: 1 second (-0)
Duration: 1 minute (+9)
Other Aspects:
Gestures (-1): Point finger at target(simple)
Incantations (-1): “Obey my Will!”(few words)
Variable Movement (+4): target can be moved freely for entire duration, at up to 3 meters per round
Description: This spell allows the caster to move a one small object weighing 5 kilograms or less anywhere with 5 meters of himself. The object cannot move outside of the range, and the movement of the object is not fast enough to be used as a weapon, either thrown or in melee combat. Extra success on the apportation roll can be used to increase the weight affected or the duration of the spell.
Missile Wand
Skill Used: Conjuration
Difficulty: 16
Effect: 12 (4D Damage)
Range: 8 (14/27/40 meters)
Speed: +8
Duration: 3.5 seconds (+3)
Casting Time: 3 minutes (-12)
Other Aspects:
Charges (+5): 10 charges
Component (-2): Wooden or metal wand, common, destroyed
Concentration (-6), mettle difficulty of 12
Focused (+3): on wand
Description: This spell infuses a wand with 10 charges of mystical damaging energy. The spell requires a marksmanship roll to hit, and the wand is destroyed when the last charge is used. These are not improved charges, and will only last for 24 hours.
Shapechange
Skill Used: Alteration
Difficulty: 12
Effect: 9 (1 Level Shapechange special ability)
Range: 0
Speed: 0
Duration: 10 minutes (14)
Casting Time: 1 round (-4)
Other Aspects:
Focused: (+5), on target
Gestures: (-2) Mime Shapechange
Incantation: (-2)
Description:
The caster can change shape 1 time, and maintain that shape for 10 minutes. This spell is a template, and must be relearned for each shape the caster wants to take. All the normal rules for the Shapechange Special ability apply. Extra success may be added to the duration.
Silence
Skill: alteration
Difficulty: 14
Effect: 18 (4D skill modifier)
Range: 1 meter (+0)
Speed: instantaneous (+0)
Casting Time: 1 round (-4)
Duration: 1 minute (+9)
Other Aspects:
Area Effect (+10): 2-meter radius circle
Concentration (-2): 1 round with minimum concentration difficulty of 8
Components (-6): silver sewing pin (common, destroyed)
Focused (+6): On target
Gestures (-3): complex series of finger movements (complex)
Incantations (-2): Something about silence (sentence)
Description: this spell creates an area of silence centered on a sewing pin. Anyone trying to hear noise that is generated while inside the area of silence requires the listener to generate a search total higher than the spells effect value. Sounds cannot be heard within the globe either, so people inside cannot speak to each other, and spells requiring spoken incantations will not work.
Simple Illusion
Skill: conjuration
Difficulty: 13
Effect: 12 (4D skill modifier)
Range: 5 meters (+4)
Speed: instantaneous (+4)
Casting Time: 1 round (-4)
Duration: 1 minute (+9)
Other Aspects:
Area Effect (+5): 1-meter radius circle
Components (-6): small glass sphere (common, destroyed)
Gestures (-1): throw sphere (simple)
Incantations (-1): bend light, fool sight (few words)
Variable Movement (+3): the illusion can be moved up to 2 meters per second
Description:
This spell creates an illusion that will fool all sense other than touch for the duration of the spell. Once the illusion is created, the illusion can be moved within the range by concentration. The illusion cannot harm anyone, and it will not react independently to its environment if left on its own. If the illusion is touched, it will immediately become apparent that it is not real. If anyone attempts to disbelieve the illusion, they must generate an Acumen or investigation total higher than the spells effect value.
Stun
Skill Used: Conjuration
Difficulty: 12
Effect: 15 (5D+1) stun damage
Range: 4 (5 meters)
Speed: +4
Duration: 1 round (+4)
Casting Time: 2.5 seconds (-2)
Other Aspects:
Gesture (-1): Point finger at the target.
Incantation (-1): “stun!” (1 word)
Description: This spell creates a magical blast of electrical energy designed to stun 1 target. Use the stun rules on page xx. This requires a marksmanship roll to hit the target.
Travel
Skill Used: Apportation
Difficulty: 16
Effect: 10 (100 kg.)
Range: 29 (600 km.)
Speed: +10 (50 km/hour)
Duration: 0
Casting Time: 1 minute (-9)
Other Aspects:
Gestures: (-2), point in the direction you are going and mime jumping
Incantation: (-2), sentence Take me to (targets name)!
Other Condition: (-4), the caster must be able to see or have seen the target location.
Description: This spell moves the caster or his target without crossing the actual space in between. Because the speed is less than the range, it can take a bit of time to travel long distances, and the traveler is unaware of his surroundings during this time. Apparently the spell moves the target through an alternate or parallel plane to his destination. If the spell roll fails, the caster goes nowhere.