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Spells Preview
In the Accordlands,
a powerful wizard or pious cleric can shape the very fabric of reality
through their power and faith. The Warlords of the Accordlands RPG
features several new base classes for casters, and many new, powerful,
and unique spells for each. This preview gives an example of new spells
for necromancers, illusionists, clerics, and druids.
Bone Spikes
Necromancy
Level: Nec 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 2 HD of undead/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You cause jagged bony spikes to grow on the bodies of skeletons and
zombies, causing extra damage from each physical attack. You may choose
to affect any skeletons or zombies within range, up to 2 HD per caster
level. The spikes that form on these undead deal and additional 1d6
points of damage per strike. Even when wielding a weapon, the bony
spikes add to the damage, as if the undead we attacking with its fists.
Material Component: A piece of sharpened bone.
Fool’s Gold
Illusion (Glamer)
Level: Ill 0
Components: S
Casting Time: 1 action
Range: Touch
Effect: A handful of coins
Duration: 2 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes
Fool’s gold allows you to pass off any currency as
another. Not only is this useful while traveling in distant lands, where
your money may be no good, but it allows you to spend copper as if it
were gold. Of course, as the spell’s duration is rather short, a
careless illusionist is likely to land in a great deal of trouble.
Fool’s gold affects only a single handful of coins when cast
(usually about 10 coins).
Gaze of the Infinite
Necromancy [Death]
Level: Drd 7, Nec 5, Wiz 6
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature
Duration: Permanent until discharged
Saving Throw: Will negates
Spell Resistance: No
With this horrid spell your transform your eyes into vortices of
darkness and negative energy. Any who dare look upon you see their own
deaths in your glance, and in a self-fulfilling prophecy die on the spot
(Will negates). The spell discharges on the first target to activate it.
Covering your eyes with a silk covering or behind a helm where others
can’t see them ensures this spell won’t go off until you want it to.
Those who are aware this effect is on you but insist on confronting you
anyway may attempt to avert their eyes (meaning each round they have
only a 50% chance of meeting your gaze). If they try to attack you using
a blindfold or not looking at you at all, you gain total concealment
against that individual.
Material Component: The eye of a vampire.
Hember’s Hammer
Evocation [Force]
Level: Clr 3, Pal 4, Rgr 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
You must be unarmed to use this spell. A huge maul of shimmering
force appears in your hands. You motion to attack the target with it,
with a reach of up to 10 feet. You roll to attack the creature with your
base melee attack bonus, with no modifiers to the roll (no Strength,
combat feat bonuses or situation modifiers). The defender, on the other
hand, counts only his size to his AC, gaining no other AC bonuses. For
each point of your Wisdom modifier, a hit target takes 1d8 points of
damage from the spell (no maximum). The weapon remains in your hands
throughout the round, allowing you to use it with multiple attacks if
your base attack bonus is high enough and to make any attacks of
opportunity you would normally be entitled to within that round. The
force weapon created by this spell cannot be used to make a sneak
attack.
Strangled Steel
Abjuration
Level: Drd 0, Clr 0
Components: S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 5 ft. radius/level
Duration: See text
Saving Throw: Reflex negates
Spell Resistance: Yes
Strangled steel causes foes’ weapons to stick in their
sheaths, becoming difficult to draw. Strangled steel remains in
effect on each subject until he next draws his weapon, which requires a
full round action (rather than a move-equivalent action). Once a weapon
is unsheathed, that weapon may be stowed and drawn normally.

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