After designing my power creation guidelines in Savage Abilities, I decided to test their versatility by converting various D&D spells (converting the flavour rather than the mechanics). I also thought the spells might prove useful for my Savage War of the Burning Sky conversion, as the original Adventure Path was designed for D&D and made frequent references to specific spells.
I got part way through the level 2 spells before losing interest - yes, they could be converted, but I increasingly felt that I was trying to shoehorn the spells, particularly as I'd been hoping to balance them so that their PP cost was the same as their spell level.
However I thought it might be worth posting my notes, rather than leave them on my hard drive to rot. If nothing else, it's a reasonable proof-of-concept for my power creation guidelines, and shows how different spells can be built.
Cantrips
Resistance (Enchantment)
Abilities (+18): +0 PP
Range (Touch): +0 PP
Template (None): +0 PP
Duration (Rounds): +1 PP
Maintenance (Double): -1 PP
Power Points: 0
Grants +1 to Soak rolls, and +1 to resist opposed rolls against magic.
Acid Splash (Invocation)
Roll: +1 PP
Range (Combat Short): -1 PP (reduced)
Power Points: 0
You fire an orb of acid with range 6/12/24. It inflicts 2d4 damage when it hits, and another d4 damage on the following round.
Detect Poison (Enchantment)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
You gain the ability to sense the presence and approximate location of poisons within 12". This is just as fallible as any other sense, and may require Notice rolls in certain situations. You need to use Knowledge (Poisons) if you wish to precisely identify the type of a particular poison.
Detect Magic (Enchantment)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
You gain the ability to sense the presence, type, and approximate location of magic within 12". This is just as fallible as any other sense, and may require Notice rolls in certain situations.
Read Magic (Enchantment)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
You gain the ability to decipher magical inscriptions that would otherwise be unintelligible.
Daze (Execration)
Stun: +0 PP
Range (Short): +1 PP
Resistible (Hard): -1 PP
Substitute (Spirit): +0 PP
Power Points: 0
You cloud the mind of one humanoid foe, who must make a Spirit roll at -2 (or -4 on a raise), otherwise they become Shaken.
Dancing Lights (Conjuration)
Illumination: -6 PP
Range (Medium): +2 PP
Template (Medium): +2 PP
Duration (Minutes): +2 PP
Power Points: 0
You conjure several glowing balls of light, which float together in the air, illuminating an area the size of a Medium
Burst Template.
Flare (Execration)
Hinder: +1 PP
Range (Medium): +2 PP
Resistible (Easy): -3 PP
Substitute (Vigor): +0 PP
Power Points: 0
You create a burst of light in front of one target, who can attempt to resist with a Vigor roll (at -2 on a raise). If they fail, they gain the Bad Eyes Hindrance (or the Blind Hindrance if you cast the spell with a raise). The foe can attempt to recover on their turn with a Smarts or Spirit roll at -2 (or -4 if the spell was cast with a raise), on a raise they can also act on the same round.
Light (Conjuration)
Illumination: -6 PP
Range (Touch): +0 PP
Template (Medium/Large): +3 PP
Duration (Hours): +3 PP
Power Points: 0
You touch an object and cause it to glow brightly, fully illuminating an area the size of a Medium Burst Template, and providing dim lighting out to the distance of a Large Burst Template.
Ray of Frost (Invocation)
Roll: +1 PP
Range (Combat Short): -1 PP (reduced)
Power Points: 0
You project a ray of frost with range 6/12/24. It inflicts 2d6 damage when it hits.
Ghost Sound (Conjuration)
Illusion (Sound): -3 PP
Range (Short): +1 PP
Template (Small): +1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
You can create sounds within an area the size of a Small Burst Template.
Disrupt Undead (Invocation)
Roll: +1 PP
Range (Combat Short): -1 PP (reduced)
Power Points: 0
You project a ray of positive energy with range 6/12/24. It inflicts 2d6 damage to any undead creature it hits.
Touch of Fatigue (Execration)
Exhaust: +2 PP
Range (Touch): +0 PP
Resistible (Medium): -2 PP
Power Points: 0
This spell is treated as a touch attack (i.e., if successfully cast, add +2 to the result and compare against the target's Parry). If you hit the target, they must make a Vigor roll at -2 or suffer a level of Fatigue.
Mage Hand (Invocation)
Boost (-32): -2 PP
Range (Short): +1 PP
Maintenance (Free): +1 PP
Power Points: 0
You're able to perform a simple physical actions (that wouldn't normally require a roll) on the specified object at a distance, as long as it remains within range, although your effective Load Limit for the actions is reduced to 6%.
Mending (Invocation)
Roll: +1 PP
Swift: +1 PP
Range (Touch): +0 PP
Limitations: -2 PP
Power Points: 0
This spell allows you to instantly repair damage, as if you'd used the Repair skill. Normally it would cost 2 PP, but it includes a few significant limitations to reduce the cost: It only works on inanimate objects (not constructs), it cannot restore magical items (it can repair them physically but doesn't restore their abilities), and it doesn't work on objects weighing more than one pound.
Message (Invocation)
Maintenance (Free): +1 PP
Limitations: -1 PP
Power Points: 0
This spell allows you to communicate with nearby allies as if you were all equipped with walkie-talkies (the Invocation simulates basic tools). Normally it would cost 1 PP, but the range is much shorter than most walkie-talkies (only 18").
Open/Close (Invocation)
Range (Short): +1 PP
Limitations: -1 PP
Power Points: 0
You're able to open or close one door, chest, or other container within range. Normally it would cost 1 PP, but this spell is easily foiled - it only works on objects weighing 30 pounds or less, and if there is anything that resists the action (such as a bar, doorstopper, etc) it automatically fails.
Arcane Mark (Invocation)
Power Points: 0
This spell allows you to inscribe your personal rune or mark onto something. It's effectively just a magical trapping for writing your signature.
Prestidigitation (Enchantment)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
This spell allows you to perform extremely simple magical effects (the ability is priced as a Minor Edge).
Level 1 Spells
Alarm (Conjuration)
Illusion (Sound): -3 PP
Range (Short): +1 PP
Template (Medium): +2 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 1
You can set an alarm around an area the size of a Medium Burst Template. This is effectively a sound-based illusion, except instead of being manually controlled by the caster, it is triggered whenever someone enters or leaves the area. Unlike most maintained spells, Alarm doesn't terminate if the caster sleeps. Note that the caster may spend +2 PP to extend the spell to cover a LBT.
Endure Elements (Enchantment)
Abilities (18 points): +0 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 1
The protected creature gains a +3 bonus to Vigor rolls when resisting hot and cold environmental hazards (note that this is technically two resistances, but the character can't benefit from both at the same time, and they can't choose resistance from other hazards). The caster can extend the protection to up to four extra targets, by spending +1 PP for each additional target.
Hold Portal (Invocation)
Maintenance (Free): +1 PP
Power Points: 1
This spell must be cast on a closed door, gate, window, etc. The target remains shut as if it were securely locked (the Invocation simulates the lock), but because magic is holding it shut (rather than a physical lock) it cannot be opened without force or magic. The caster can use this spell at Short range instead of Touch by spending +1 PP.
Protection from Chaos/Evil/Good/Law (Enchantment)
Abilities (+21): +0 PP
Duration (Rounds): +1 PP
Power Points: 1
You ward the target against one category of creature (Chaos, Evil, Good or Law, chosen when this spell is first taken). Creatures of the warded type suffer a -1 penalty to all attacks made against the target. The target also gains +1 armour against the warded creatures' attacks, and +1 to opposed rolls when resisting their magic. The caster can increase the duration from rounds to minutes by spending +1 PP.
Shield (Enchantment)
Abilities (36 points): +1 PP
Range (Self): -1 PP
Duration (Minutes): +2 PP
Maintenance (Double): -1 PP
Power Points: 1
You create a shield of invisible energy; attacks against you suffer a -1 penalty, or -2 if the spell was cast with a raise.
Grease (Execration)
Knockdown: +0 PP (variant)
Substitute (Agility): +0 PP
Resistible (Medium): -2 PP
Range (Short): +1 PP
Template (Small): +1 PP
Duration (Rounds): +1 PP
Power Points: 1
You cover an area the size of a Small Burst Template with slippery grease. Any creature within or moving through the area must make an Agility roll or fall Prone, and the area itself is also treated as difficult ground.
Mage Armour (Enchantment)
Abilities (16 points): +0 PP
Range (Self): -1 PP
Duration (Hours): +3 PP
Maintenance (Double): -1 PP
Power Points: 2
You grant yourself 2 points of Magical Armour. For an additional +1 PP, you can cast the spell on someone else, with a range of Touch.
Mount (Conjuration)
Minion: +1 PP
Maintenance (Free): +1 PP
Power Points: 2
You conjure a pony or light horse to serve as a mount.
Obscuring Mist (Conjuration)
Obscurement: -4 PP
Range (Short): +1 PP
Template (Medium): +2 PP
Duration (Minutes): +2 PP
Power Points: 1
You conjure a misty vapour, obscuring all sight within a Medium Burst Template.
Summon Monster I (Conjuration)
Minion: +1 PP
Range (Short): +1 PP
Duration (Rounds): +1 PP
Power Points: 3
You summon a creature to serve you in combat.
Unseen Servant (Conjuration)
Minion: +1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 2
You summon an invisible shapeless force to obey your commands, although it has Pace 3 and Strength d4, and cannot engage in combat. It cannot be directly targeted by attacks, but is destroyed by area effect attacks if it suffers more 6+ damage.
Comprehend Languages (Enchantment)
Abilities (12 points): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
You gain the ability to understand the speech of one creature or the writing from one source, although you're not able to speak or write the language yourself.
Detect Secret Doors (Enchantment)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
You gain the ability to sense the presence and approximate location of doors and other openings within 12". This is just as fallible as any other sense, and may require Notice rolls in certain situations.
Detect Undead (Enchantment)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 0
You gain the ability to sense the presence and approximate location of undead within 12". This is just as fallible as any other sense, and may require Notice rolls in certain situations.
Identify (Divination)
Depth: +1 PP
Precision: +1 PP
Power Points: 2
This spell provides information about one specific magic item. On a normal success it provides only a general overview of the item, while on a raise it provides more detailed information.
True Strike (Invocation)
Roll: +1 PP
Boost (32 points): +2 PP
Power Points: 3
Your arcane skill roll is treated as if it were also a Fighting roll. If the spell is successfully cast, then your attack never misses, although if it would normally miss it instead inflicts half damage. Your attack also receives +1 AP.
Charm Person (Invocation)
Roll: +1 PP
Swift: +1 PP
Repeatable: +1 PP
Power Points: 3
Your arcane skill roll is treated as if it were also a Persuasion roll for the purposes of improving the target's attitude towards you, although the change is immediate and there's no limit on how many levels the target's attitude can be improved (although the maximum is still Helpful).
Hypnotism (Execration)
Hypnotise: +1 PP
Range (Short): +1 PP
Resistible (Hard): -1 PP
Power Points: 1
The target can attempt to resist with a Smarts roll at -2 (or -4 if you cast the spell with a raise), otherwise they become Shaken. Furthermore, their attitude towards you increases by one level (or two levels on a raise) until they have successfully recovered from being Shaken, and they permanently retain that attitude towards any requests you made while they were Shaken (for example if you ask them to perform a reasonable task while they are Helpful, they'll continue performing that particular task even after they've recovered from being Shaken and returned to being Neutral).
Slumber (Execration)
Sleep: +1 PP
Range (Medium): +2 PP
Duration (Minutes): +2 PP
Resistible (Easy): -3 PP
Power Points: 2
The target must make a Spirit roll (at -2 if the spell was cast with a raise) or fall asleep, although they can still be woken up by loud noises (and a successful Notice roll). This spell only works on living creatures, and you can affect up to four additional targets for +1 PP each.
Burning Hands (Invocation)
Roll: +1 PP
Range (None): -2 PP (reduced from Medium)
Template (Cone): +3 PP
Power Points: 2
You spread your hands, and flames fan out towards your enemies. Everyone within a Cone Template must make an opposed Agility roll to evade the spell, otherwise they suffer 2d6 damage. Flammable targets must also roll to see if they catch fire.
Floating Disk (Conjuration)
Object: +0 PP
Abilities (12 points): +0 PP
Range (Short): +1 PP
Duration (Hours): +3 PP
Maintenance (Double): -1 PP
Power Points: 3
You conjure a disk of force, which can be directed to move around as long as it is within range. It can fly with Pace 6 and Climb 0, but the spell terminates if it moves more than a few feet above the ground. The disk can lift up to 50 pounds times the caster's Spirit die type, or twice than on a raise.
Magic Missile (Invocation)
Roll: +1 PP
Range: 12/24/48
Power Points: 1
You shoot a dart of magical energy at your target, inflicting 2d4+1 damage. This attack cannot miss - as long as you successfully cast it, it will always hit your opponent. However it cannot make called shots, and if your attack roll falls to reach the TN, the spell will inflict only half damage. You may fire up to two additional darts at +2 PP each, using one arcane skill die per dart and a single Wild Die.
Shocking Grasp (Invocation)
Roll: +1 PP
Power Points: 1
Your arcane skill roll is treated as if it were also a Fighting roll, on a success it inflicts Str+d4 damage, or Str+d8 damage if the target is wet or carrying a lot of metal (such as wearing armour).
Colour Spray (Execration)
Stun: +0 PP
Template (Cone): +3 PP
Resistible (Hard): -1 PP
Power Points: 2
You spray shimmering coloured light at your foes. All creatures within a Cone Template must make a Smarts roll at -2 (or -4 if you cast the spell with a raise), otherwise they become Shaken.
Disguise Self (Enchantment)
Abilities (24 points): +1 PP
Range (Self): -1 PP
Duration (Hours): +3 PP
Power Points: 3
You distort and modify your appearance, your flesh shimmering as your features rearranging themselves. Note that you cannot impersonate a specific person with this power.
Magic Aura (Enchantment)
Abilities (12 points): +0 PP
Duration (Hours): +3 PP
Power Points: 3
You focus your spell into a concealing shroud (like an inverted Magic Sense) around the target object or creature, blocking all divination magic, or fooling it into registering something else (including a non-magical item appearing to be magical). Anyone wishing to penetrate your spell must beat the roll you made when you cast the spell.
Silent Image (Conjuration)
Illusion (Sight): -3 PP
Range (Medium): +2 PP
Template (Small): +1 PP
Maintenance (Free): +1 PP
Power Points: 1
You create a purely visual illusion no larger than a Small Burst Template. You can move and change the illusion as a free action, as long as it remains within range.
Ventriloquism (Invocation)
Range (Short): +1 PP
Power Points: 1
You're able to make your voice originate from any position within range.
Cause Fear (Execration)
Fear: +0 PP
Range (Medium): +2 PP
Resistible (Hard): -1 PP
Power Points: 1
The target must make a Fear check at -2 (or -4 if the spell was cast with a raise).
Chill Touch (Enchantment)
Abilities (24 points): +1 PP
Duration (Rounds): +1 PP
Maintenance (Double): -1 PP
Power Points: 1
The target's hands glow with blue energy, granting them the Natural Weapons Edge (with Light and Elemental Cold). They inflict Str+d6 damage, and on a successful attack the foe must make a Vigor roll (at -2 if the spell was cast with a raise) or suffer a level of cold-based Fatigue.
Ray of Enfeeblement
Abilities (36 points): +1 PP
Range (Short): +1 PP
Duration (Rounds): +1 PP
Maintenance (Double): -1 PP
Power Points: 2
A ray of sickly green light springs from the caster's fingertip, and can only be evaded with an opposed Agility roll. If the ray hits a living target, their Strength is reduced by one die step, or two die steps if the spell was cast with a raise.
Animate Rope (Invocation)
Range (Short): +1 PP
Duration (Rounds): +1 PP
Power Points: 2
You're able to animate one rope or ropelike object within range, and have it perform any actions you could normally perform with a rope (such as tie or untie a knot, coil into a stack, loop around something, etc).
Enlarge Person (Enchantment)
Abilities (12): +0 PP
Range (Short): +1 PP
Duration (Minutes): +2 PP
Maintenance (Double): -1 PP
Power Points: 2
You enlarge the target by one size category. This grants them +2 die steps to Strength and +2 Toughness, but they also suffer a -1 penalty to their attacks, and attacks against them are made with a +1 bonus.
Erase (Invocation)
Roll: +1
Dispel: +1
Range (Short): +1 PP
Power Points: 3
You're able to erase all writing (both magical and non-magical) from the target object. When used against magical writing, this is treated as an opposed roll, otherwise it is a standard roll against TN 4.
Expeditious Retreat (Enchantment)
Abilities (36 points): +1 PP
Range (Self): -1 PP
Duration (Rounds): +1 PP
Power Points: 1
You increase your Pace by +6".
Feather Fall (Enchantment)
Abilities (12 points): +0 PP
Range (Short): +1 PP
Maintenance (Free): +1 PP
Power Points: 2
The target floats gently to the ground instead of falling, moving downwards at a rate of 6" per round. You can cast this on up to four additional targets, for +1 PP per target.
Jump (Enchantment)
Abilities (12 points): +0 PP
Duration (Rounds): +1 PP
Power Points: 1
The target gains the ability to jump distances equal to its base Pace instead of taking its normal movement, springing over obstacles and difficult terrain.
Magic Weapon (Enchantment)
Abilities (40 points): +1 PP
Duration (Rounds): +1 PP
Power Points: 2
You enchant one weapon with a +1 bonus to its attack and damage rolls.
Reduce Person (Enchantment)
Abilities (12): +0 PP
Range (Short): +1 PP
Duration (Minutes): +2 PP
Maintenance (Double): -1 PP
Power Points: 2
You reduce the target by one size category. This grants them a -2 penalty to Strength and Toughness, but they also gain a +1 bonus to their attacks, and attacks against them are made with a -1 penalty.
Level 2 Spells
Arcane Lock (Invocation)
Power Points: 0
You're able to magically lock one door, chest, or other container within range. As the lock itself is a magical effect rather than a physical device, it cannot be opened except through magic.
Obscure Object (Enchantment)
Abilities (12 points): +0 PP
Duration (Hours): +3 PP
Power Points: 3
You conceal the target object from all forms of divination magic. Anyone wishing to penetrate your magic must beat the roll you made when you cast this spell.
Protection from Arrows (Enchantment)
Abilities (12 points): +0 PP
Duration (Minutes): +2 PP
Power Points: 2
The target suffers -4 damage from non-magical ranged weapons.
Resist Energy (Enchantment)
Abilities (12 points): +1 PP
Duration (Minutes): +2 PP
Power Points: 2
The target suffers -4 damage from one energy type, chosen when the spell is cast: acid, cold, electricity, fire or sonic.
Acid Arrow (Invocation)
Roll: +1 PP
Boost (damage): -2 PP
Boost (acid): +3 PP
Range: 12/24/48
Power Points: 2
You shoot a short stream of acid at your target, inflicting 2d4 damage on impact, and a further 2d4 damage the following round.
Fog Cloud (Conjuration)
Obscurement: -4 PP
Range (Medium): +2 PP
Template (Medium): +2 PP
Duration (Minutes): +2 PP
Power Points: 2
You conjure a sphere of impenetrable fog which fills a Medium Burst Template. Those within the fog suffer a -6 obscurement penalty.
Glitterdust (Execration)
Hinder: +1 PP
Range (Medium): +2 PP
Template (Small): +1 PP
Resistible (Dive): -2 PP
Substitute (Agility): +0 PP
Power Points: 2
You fill a Small Burst Template with a cloud of glittering particles. Those within the area can attempt to dive out of the way with an Agility roll at -2, otherwise they gain the Bad Eyes Hindrance (or the Blind Hindrance if you cast the spell with a raise), and become clearly outlined if invisible. Victims can attempt to recover on their turn with a Smarts or Spirit roll at -2 (or -4 if the spell was cast with a raise), on a raise they can also act on the same round.
Summon Monster II (Conjuration)
Minion: +1 PP
Abilities (Stronger): +1 PP
Range (Short): +1 PP
Duration (Rounds): +1 PP
Power Points: 4
You summon a creature to serve you in combat.
Summon Swarm (Conjuration)
Minion: +1 PP
Range (Short): +1 PP
Duration (Rounds): +1 PP
Power Points: 3
You summon a swarm to serve you in combat.
Web (Execration)
Restrain: +1 PP
Resistible (Dive): -2 PP
Range (Medium): +2 PP
Template (Medium): +2 PP
Limitations: -1 PP
Power Points: 2
All targets within a Medium Burst Template must make an Agility roll at -2 to dive out of the way of the web. Those who fail the roll are partially entangled, or fully entangled if you cast the spell with a raise. Note that the web requires at least two diametrically opposed solid points in order to remain anchored, otherwise it collapses in upon itself and the effect expires immediately.
Detect Thoughts (Composite Enchantment/Divination)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 2
You gain the ability to sense the presence or absense of thoughts within 12". This is just as fallible as any other sense, and may require Notice rolls in certain situations. On a raise, you're able to pick up enough surface thoughts to ask a single question with a yes/no answer about the minds in general, or a single-sentence answer about one specific mind, although the target may attempt to resist with an opposed Spirit roll.
Locate Object (Enchantment)
Abilities (+60): +2 PP
Range (Self): -1 PP
Duration (Instant): +0 PP
Maintenance (Free): +1 PP
Power Points: 2
You gain the ability to sense the direction of a specific object within 60". You must be able to visualise the object you're trying to locate, and if there is more than one within range you are directed to the closest.
See Invisibility (Enchantment)
Abilities (+12): +0 PP
Range (Self): -1 PP
Duration (Hours): +3 PP
Power Points: 2
You gain the ability to see invisible creatures and objects as if they were visible. Note that invisible creatures can still hide normally from you, requiring the standard Notice roll opposed by Stealth.
Daze Monster (Execration)
Stun: +0 PP
Range (Medium): +2 PP
Substitute (Spirit): +0 PP
Power Points: 2
You cloud the mind of your foe, who must must resist with an opposed Spirit roll or become Shaken. This is considered a Mind-Affecting spell.
Hideous Laughter (Enchantment)
Restrain: +1 PP
Range (Short): +1 PP
Substitute (Spirit): +0 PP
Power Points: 2
The target must make an opposed Spirit roll to avoid being afflicted with uncontrollable laughter. If the spell is successful, the target is partially afflicted, while on a raise they are fully afflicted. This is considered a Mind-Affecting spell.
Touch of Idiocy (Enchantment)
Abilities (36 points): +1 PP
Resistible (Hard): -1 PP
Range (Touch): +0 PP
Duration (Minutes): +2 PP
Power Points: 2
The target must make a Spirit roll at -2 (-4 on a raise), otherwise their Smarts is reduced by 1 die step, or 2 die steps on a raise. This spell cannot reduce Smarts below d4.
Continual Flame (Conjuration)
Object: +0 PP
Permanent: +2 PP
Range (Touch): +0 PP
Power Points: 2
Conjures a magical flame on an object you touch, it has the same size and brightness as a torch, but requires no oxygen and generates no heat. This spell requires 50gp of gem dust, which is consumed.
Darkness (Conjuration)
Obscurement: -4 PP
Range (Touch): +0 PP
Template (Large): +4 PP
Duration (Minutes): +2 PP
Power Points: 2
You conjure a sphere of impenetrable darkness which fills a Medium Burst Template, centred on the touched object. Those within the darkness suffer a -6 obscurement penalty.
Flaming Sphere (Conjuration)
Energy: +0 PP
Abilities (+36): +1 PP
Range (Medium): +1 PP
Duration (Rounds): +1 PP
Power Points: 3-5
You conjure a sphere of fire 1" in diameter, it inflicts 2d4 damage to anyone passing through it. It has Pace 6 and the caster can move it as a free action, as long as it doesn't leave the range of the spell; if it is moved into contact with someone, it automatically inflicts 2d4 damage, and cannot move again this round.
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