RQ/AD&D Sorcery Spells

by Leon Kirshtien



The following spells were converted for use with the Sorcery presented in the RQ4 Draft.

"I have been looking over several AD&D modules as source for adventures for my game and ran across some spells which I think can be useful for RQ. This is my version of these spells. Comments are  welcomed (Mailto://leonbk@hotmail.com).
Please note: I am not claiming these spells are my idea just converted by me to RQ."

Distill
Instantaneous, Permanent, Hard
    This spell will distill fresh water from any available source. The amount of fresh water will depend on the quality of the original source.  All impurities including salt and/or poison will be removed leaving only pure water.
    One liter of liquid may be processed this way per each point of intensity in the spell.  If the source is not liquid such as fruit or a carcass then a liter of water may be extracted form each point of size (or six points of encumbrance) per three points of intensity.  If this spell is cast on a living target then it will do 1pt of damage per three points of intensity, to general hit points, once Power is overcomed.

Waterbane/Dampen
Passive, Temporal, Easy
    This spell will waterproof one size point or six encumbrance of material per point of the spell.  Creatures that must remain wet will suffer effects as if they were not in water from the time this spell was cast.
    Note: this does not effect their breathing in any way and requires POW vs. POW roll.  The spell may effect only a part of a creature (roll for location) with varying degree of success
    The reverse form of this spell can be used to keep the skin of amphibious or aquatic creatures moist at the same costs as above.

Resist Pressure
Passive, Temporal, Medium
(Must check on depths and altitudes to adjust this spell)
    This spell will grant protection against a crushing force such as water pressure or even a great weight if it was applied slowly.  The amount of protection is equal to cancellation of 20pt of size, or 120pt of encumbrance, or 20 meters of water depth.  This spell can also be used to resist the effect of high altitude.

SkullShater
Ritual, Enchantment, Medium
    When this enchantment is cast, a sorcerer imbues a skull with a latent magical dweomer.  When a specified event occurs or if any damage is inflicted to the skull, the skull explodes.  Any living creature, within the area of effect, will suffer damage from the razor sharp bone fragments, armor protects.  The amount of damage and the area of effect depend on the size of the skull.
 

Size
POW
Damage
Radius
        1 or less 
1
1d6
1 meter
2
1
2d6
2 meters
3
2
3d6
3 meters
4
2
4d6
4 meters

    If another skull bearing the same enchantment is placed within the radius of effect, it can be set to be triggered by the  explosion of the first one to deliver compound damage.

    Note: A humanoid head 1/10 the size of the full creature, round .5 up.

Leon Kirshtein