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SPELLS
DEFENSIVE SPELLS
Defensive spells in SSKiller are any spell that are used to
protect or defend the caster from damage or other events.
The spells listed below are not a full list of SSKiller Spells,
if a player wishes to cast a spell that is not listed below the
GM should decide upon a difficulty by comparing the spell to one
below.
Note. Where duration is unspecified the spells last until the end
of the current combat, or until the end of the next within 24
hours.
Easy Defensive Spells: Double Skill
Insect Repellant
The caster draws a circle on the ground and burns a
small leaf, the caster is then protected from any small biting,
non poisonous insect until he leaves the circle.
Creature Repellant
The caster of this spell needs to know what the type of
creature he is wishing to repel finds repellant. The caster then
smothers this substance over his body, and given the correct
circumstances that type of creature will not go near him if can
be helped.
Protection from Small fury animals
The caster of this spell is protected from (1 Row Armour Bonus)
small harmless fury animals, also the small harmless fury animals
if forced to attack will try to attack other targets.
Dig Hole
The caster of this spell causes a 6 foot deep by 2 foot
squared hole to appear in the ground, the ground must be easily
diggable and this spell cant be cast more than once in any
2 foot square, the whole may be used to hide in.
Distract
The caster snaps his fingers or some other gesture, the
target of the spell then thinks he hears the gesture from the
other direction from the caster, this spell is of no use in
combat as the target will be otherwise occupied.
Normal Defensive Spells: Normal Skill
Circle of Protection I
The caster draws a 2 foot circle on the floor, while the
caster remains in the circle he gains a 1 Row Armour Bonus.
Protection I
The caster of the spell is protected by a 1 Row Armour
Bonus for two rounds.
Protection from Evil
The caster for the next combat that day receives a 1 Row
Armour Bonus against Evil creatures.
Protection from Good
The caster for the next combat that day receives a 1 Row
Armour Bonus against Good creatures.
Protection from Insects
The caster squeezes a foul smelling liquid over his
head, for the next day no normal non poisonous insect will go
near him (while the smell lasts.)
Immunity from Small Fury Animals
For the next day no small harmless fury animal will go
near the caster, and any that do will not attack him in any way
(except out of sheer terror to get away.)
Target Entrapment
The caster of this spell draws a circle on the ground
for a target creature. If the target creature enters the circle
it will find it difficult to leave, if it fails a STR roll it
will have to stay for another round. The affected creature may
still attack out of the circle as normal, it just cant
leave.
Shield
The caster creates a Small Shield out of magic, the
shield may be used by the caster as a normal small shield (-2 to
attack roll), but the shield works even without the caster using
it. IE if both his arms are tied.
Protection from Easy Offensive Spells
The caster is protected from Easy Offensive Spells (Halving the
casters Skill) that are cast against him.
Hard Defensive Spells: Half Skill
Steadfast
The caster of this spell for the next two or three hours
cant be Panic'd even if they want to be.
Protection II
The caster of this spell is protected from attacks (-1
Damage Row) for 6 rounds.
Bark Skin
The caster of this spell is protected from attack (-2
Damage Rows) for 2 rounds.
Protection from Target
The caster points at a target and utters a few words,
the target of the attack if they make a successful attack against
the caster will modify there Damage Rows by -2
Circle of Protection II
As Circle of Protection I except a -2 Damage Rows.
Entrapment
Any creature entering the 2 foot circle drawn by the
caster must make a STR roll to exit or be entrapped for another
round.
Protection from Normal Offensive Spells
As Protection from Easy Offensive Spells but against Normal
Spells.
Medium Shield
The caster causes a Magical Medium shield to come into
being, the shield will protect the caster even when the caster
doesnt move it. IE. The casters hands are tied.
Invisibility to Target
The caster of this spell points at a target creature and
so long as the caster doesnt attack that target, the caster
cant be seen by it.
Entrench
The caster causes a 6 feet deep by 30 feet wide by 2
feet across trench to be created, the ground must be soft and
able to be dug, and the spell cant be cast on the same 2
feet across by 30 feet wide.
Hidey Hole
The caster forms a small hole to appear in any
solid object, the caster can enter the hole, and stay protected
from any events outside the hole for up to 12 hours. Note. The
hole is big enough for himself and his equipment only, and
Isnt very comfortable.
Flight
the caster of this spell may Fly for a few minutes, this flight
is by pointing the casters fist in a direction and making a
Superman pose, the caster may pick up objects or things of upto
but not exceeding there weight and still fly, the speed of the
flight is that of a normal run.
Haste
the caster of this spell is able to for the combat, move and act
at double there normal rate, they can attack twice, cast two
spells, etc., after the combat is over the caster must rest for
the amount of time spent hasted. until they have they are at
half skill.
Very Hard Defensive Spells: Quarter
Skill
Protection III
As Protection II but for the rest of the combat or the
next combat within the next 24 hours.
Stone Skin
The caster of this spell is protected from attacks (-3
Damage Rows) for 6 rounds.
Protection from Type
The caster points to a creature and utters a few words, the type
of creature the target is are all affected on attacking the
caster by -3 Damage rows.
Circle of Protection III
As Circle of Protection II but -3 Damage Rows.
Entrapment True
The caster points to a target, the target is entrapped
in place and must make a STR roll to move from his position or be
trapped for another round.
Protection from Hard Offensive Spells
As Protection from Easy Offensive Spells but against
Hard Offensive Spells.
Large Shield
The spell is as in Medium Shield but a Large shield.
Invisibility
The caster becomes invisible (with his current
possessions) to all, the caster will become visible if he attacks
anything.
Den
The caster causes a hole to appear in any solid surface,
the caster and up to 6 other people may enter the hole and be
safe for up to 12 hours, the hole is dry and comfortable for 3
people and more cramped as more people enter.
True Flight
the caster by use of this spell may fly for a few hours at double
there normal running rate, can carry lift objects or things of
about double there weight, or if heavier the movement rate slows
accordingly upto quadruple there weight will mean they can't
move.
Extremely Hard Defensive Spells: Eighth
Skill
Steel Skin
The caster of this spell is protected from attacks (-4
Damage Rows) for 6 rounds.
Protection from All
The caster is protected by -3 Damage rows from all
Attacks.
Circle of Protection III
As Circle of Protection II but -4 Damage Rows.
Mass Entrapment
The caster points forwards and any targets in front of
him are entrapped in place and must make a STR roll to move from
there position or be trapped for another round.
Protection from Very Hard Offensive Spells
As Protection from Easy Offensive Spells but against
Very Hard Offensive Spells.
Invisibility True
The caster becomes invisible (with his current
possessions) to all, the caster will become visible only after
the combat he attacks anything in, or after 24 hours.
Guest House
The caster causes a door to appear in any solid surface,
the caster and up to 30 other people may enter the door and be
safe for up to 12 hours, inside the door is a number of rooms,
with food and beds enough for all 30 people to be quite
comfortable.
Wish
A wish may be used for defense as well as offence or Misc uses, see Offensive Spells for a full explanation.
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