Heroes of Khemer
New and Altered Spells
Trappings: Gestures, whispered words, hard stare.
Knowledge is power. Being able to judge the relative strength of a foe before engaging him in combat can be highly advantageous. With a successful arcane skill roll, the character discerns the number of Edges and Hindrances or special abilities possessed by one target, chosen at the time of casting, as well the die type of his highest attack skill.
He doesn’t learn which skill is linked to the die type, however. On a raise, he knows the name of all the Edges and Hindrances or special abilities, but not their specific game mechanics, and the target’s attack skill dice. This spell does not in any way affect the target, and thus it allows no toll to resist.
Range: Smarts x 100 yards
Trappings: The caster concentrates and gestures with his hands.
This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s range—it is not conjured.
The size of the beast being controlled imparts a modifier on the caster. For each +2 points of positive Size, there is a cumulative –1 penalty. A large bear (Size +2) gives a –1 penalty. Treat negative Size as Size +0. Swarms may also be controlled. Small swarms give no penalty, Medium a –1, and Large –2. Thus a single rat gives no penalty to control; neither does a small swarm of the creatures.
Trappings: Balls of fi re, ice, light, darkness, colored bolts, swarm of insects.
Blast is an area effect power that can put down many opponents at once. The character fi rst picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 2d6 damage.
Additional Effects: With a –1 penalty to the casting roll, the blast does 3d6 damage or the size is increased to a Large Burst Template. For a –2 penalty, it does both.
Trappings: Fire, ice, light, darkness, colored bolts, insects.
Bolt is a standard attack power of wizards, and can also be used for bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
Additional Bolts: The character may cast up to 3 bolts, rolling an additional arcane skill die per bolt after the first but still with a single Wild Die. The bolts may be spread among targets as the character chooses. Firing the additional bolts does not incur any autofire penalties, but any results of Backlash are cumulative, and multiple Shaken results count as a damaging effect for causing a wound.
Additional Damage: The character may also increase the damage by one die type (2d8) by taking a –1 penalty on his arcane skill dice. By taking a –2 penalty, they may increase the damage by two die types (2d10). This may be combined with the additional bolts.
Trappings: Glue bomb, vines, handcuffs, spider webs
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength (Parry drops to 2, but attackers do not gain the Drop).
Each following round, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
Entangle targets a single Small or Medium opponent. With a –1 penalty to the arcane skill roll, it affects everyone in a Medium Burst Template or a single Large creature. With a –2 penalty, it affects everyone in a Large Burst Template or a single Huge creature.
Trappings: “Morphing,” talismans, tattoos.
Many cultures have legends of shamans or wizards who can take on the shape of animals. This power does just that. The basic version of the power only allows a user to transform into mundane animals, such as birds, bears, or lions, but more bizarre transmutations are possible. Regardless of the form taken, Wild Card and Extra casters retain that status.
The caster decides which species of creature he wishes to transform into and makes an arcane skill roll. There is a modifier to the casting roll dependent on the size category of creature the character wishes to change into. Small creatures give no modifier. Medium creatures have a –1 modifier, Large creatures –2, and Huge creatures –4.
Becoming an animal with any ability above and beyond what a mundane animal possesses (as determined by the GM) incurs an additional –2 penalty.
Shapechange can also be used to transform into a member of a race or creature with non-animal intelligence at a –2 penalty as well.
Trying to mimic the exact appearance of a specific creature or being may also be attempted at a –2 penalty. A success in this case indicates a –4 penalty to Notice rolls to determine the character is not who they appear to be. With a raise, the penalty increases to -6.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility and Strength and linked skills, and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the highest of the hero’s or the creature into which he changes.
The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4-2, as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but without speech, the roll might suffer a –4 or worse penalty depending on what he tries to accomplish.
As mentioned above, changing into “unnatural” animals is also possible. In a typical fantasy game, such beasts would include griffins, hydras, unicorns, and even dragons. Changing into other species (elves, orcs, sentient space aliens) is also possible.
Example: In a desperate situation, Maggie decides to shapechange into the form of the dragon that guards the keep. She is at –4 for the dragon’s Huge size, –2 for its special abilities, –2 for its intelligence, and a further –2 for the attempt to mimic a specific dragon. She’s at a total of a –10 penalty. Let’s hope Maggie has lots of bennies.
Trappings: A cloud of smoke, “phasing” out, change into a bolt of lightning.
Teleport allows a character to disappear and instantly reappear up to 20" away per success and raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter has hit an object of some sort. He returns to where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster—in addition to being Shaken and suffering the Siphoning, he also suffers 2d6 damage.
The teleporter can never enter a solid space, even if he tries. The power instantly returns him to his starting location as above.
Carrying Others: The hero can carry other beings with him, but this automatically causes one level of Fatigue per additional “rider.” (More than two may be carried at once, but causes instant Incapacitation.) One Fatigue can be regained for each full hour of rest.
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