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Chapter 75 - Waving Hands (Spellbinder) 4

-Spells List-

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Damaging Spells

Missile

gestures S-D. This spell creates a material object of hard substance which is hurled towards the subject of the spell and causes him one point of damage. The spell is thwarted by a shield in addition to the usual counter-spell, dispel magic and magic mirror (the latter causing it to hit whoever cast it instead).

Finger of Death

gestures P-W-P-F-S-S-S-D. Kills the subject stone dead. This spell is so powerful that it is unaffected by a counter-spell although a dispel magic spell cast upon the final gesture will stop it. The usual way to prevent being harmed by this spell is to disrupt it during casting using, for example, an anti-spell.

Lightning Bolt

gestures D-F-F-D-D or W-D-D-C. The subject of this spell is hit by a bolt of lightning and sustains five points of damage. Resistance to heat or cold is irrelevant. There are two gesture combinations for the spell, but the shorter one may be used only once per day (i.e. per battle) by any wizard. The longer one may be used without restriction. A shield spell offers no defence.

Cause Light Wounds

gestures W-F-P. The subject of this spell is inflicted with two points of damage. Resistance to heat or cold offers no defence. A simultaneous cure light wounds will serve only to reduce the damage to 1 point. A shield has no effect.

Cause Heavy Wounds

gestures W-P-F-D. This has the same effect as cause light wounds but inflicts three points of damage instead of two.

Fireball

gestures F-S-S-D-D. The subject of this spell is hit by a ball of fire and sustains five points of damage unless he is resistant to fire. If at the same time an ice storm prevails, the subject of the fireball is instead not harmed by either spell, although the storm will affect others as normal. If directed at an ice elemental, the fireball will destroy it before it can attack, but has no other effect on the creatures.

Fire Storm

gestures S-W-W-C. Everything not resistant to heat sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either an ice storm or an ice elemental. It will destroy but not be destroyed by a fire elemental. Two fire storms act as one.

Ice Storm

gestures W-S-S-C. Everything not resistant to cold sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either a fire storm or a fire elemental, and will cancel locally with a fireball. It will destroy but not be destroyed by an ice elemental. Two ice storms act as one.

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Enchantment Spells I

Amnesia

gestures D-P-P. If the subject of this spell is a wizard, next turn he must repeat identically the gestures he made in the current turn, including stabs. If the subject is a monster it will attack whoever it attacked this turn. If the subject is simultaneously the subject of any of confusion, charm person, charm monster, paralysis or fear then none of the spells work.

Confusion

gestures D-S-F. If the subject of this spell is a wizard, next turn he writes down his gestures as usual and after exposing them, rolls 2 dice to determine which gesture is superseded due to his being confused. The first die indicates left hand on 1-3, right on 4-6. The second roll determines what the gesture for that hand shall be replaced with: 1=C, 2=D, 3=F, 4=P, 5=S, 6=W. If the subject of the spell is a monster, it attacks at random that turn. If the subject is also the subject of any of: amnesia, charm person, charm monster, paralysis or fear, none of the spells work.

Charm Person

gestures P-S-D-F. Except for cancellation with other enchantments, this spell only affects humans. The subject is told which of his hands will be controlled at the time the spell hits, and in the following turn, the caster of the spell writes down the gesture he wants the subject's named hand to perform. This could be a stab or nothing. If the subject is only so because of a reflection from a magic mirror the subject of the mirror assumes the role of caster and writes down his opponent's gesture. If the subject is also the subject of any of amnesia, confusion, charm monster, paralysis or fear, none of the spells work.

Charm Monster

gestures P-S-D-D. Except for cancellation with other enchantments, this spell only affects monsters (excluding elementals). Control of the monster is transferred to the caster of the spell (or retained by him) as of this turn, i.e. the monster will attack whosoever its new controller dictates from that turn onwards including that turn. Further charms are, of course, possible, transferring as before. If the subject of the charm is also the subject of any of: amnesia, confusion, charm person, fear or paralysis, none of the spells work.

Paralysis

gestures F-F-F. If the subject of the spell is a wizard, then on the turn the spell is cast, after gestures have been revealed, the caster selects one of the wizard's hands and on the next turn that hand is paralyzed into the position it is in this turn. If the wizard already had a paralyzed hand, it must be the same hand which is paralyzed again. Certain gestures remain the same but if the hand being paralyzed is performing a C, S or W it is instead paralyzed into F, D or P respectively, otherwise it will remain in the position written down (this allows repeated stabs). A favourite ploy is to continually paralyze a hand (F-F-F-F-F-F etc.) into a non-P gesture and then set a monster on the subject so that he has to use his other hand to protect himself, but then has no defence against other magical attacks. If the subject of the spell is a monster (excluding elementals which are unaffected) it simply does not attack in the turn following the one in which the spell was cast. If the subject of the spell is also the subject of any of amnesia, confusion, charm person, charm monster or fear, none of the spells work.

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