Date: Thu, 25 Jan 1996 19:27:30 -0500 From: hmpetro@vnet.net To: mattb@dino.gi.alaska.edu, mikem@en.com, quasar@crl.com, traveller@netaccess.co.nz, vesanto@snakemail.hut.fi Subject: Thrown Weapon Mastery spell list you requested
Mario, here is something for the archive.
New Spell List : THROWN WEAPON MASTERY
Inspired by the syndicated television program "Xena: Warrior Princess".
This work is copyright 1996 by Herb Petro. All rights reserved. Permission given to reproduce this work for personal use. Compatible with 'RoleMaster' (copyright 1994, Iron Crown Enterprises). This work is in no way sanction by Iron Crown Enterprises and the use of the name 'RoleMaster' is not to be construed as a contest to their copyright.
This may be a closed list in any realm, though the gamemaster may wish to restrict access to this list only to certain professions (paladin, warrior mage, etc). Alternately, this list could be made a base list for one of the combat oriented spell using professions. This list is designed to affect only one weapon, though the GM may allow more than one weapon to be affected (e.g. a matched set of throwing daggers, etc.) The Area of Effect for each spell is one weapon.
1 - Bond Duration: 1 hour (P) The caster 'bonds' with one selected weapon. The bonded weapon is then affected by higher level spells on this list. This spell takes one hour to cast, but the bond is permanent (unless dispelled). The GM may wish to require that the weapon be magical. 2 - Aim I * Duration: 3 rounds (next attack) Gives caster +10 to next thrown attack with bonded weapon. The spell lasts until the caster's next attack (which must be made within three rounds). 3 - Weapon Safety * Duration: 1 minute / level Caster may handle the bonded weapon with absolute confidence that he will NOT be injured or cut in any way by the bonded weapon while he is throwing, catching, or in any other way handling the bonded weapon. The weapon does not have to be in hand to cast this spell, but must be within the normal maximum throwing range from the caster. 4 - Guide I (c) Duration: 1 round Caster may alter the course of the bonded weapon once it has been thrown. This spell must be prepared prior to throwing the weapon. The weapon is thrown with no penalty in the same round that this spell is cast. Allows caster limited targeting ability (e.g. the caster may guide the bonded weapon to hit and sever a rope, hit a particular location on a target person, etc). GM may either alter hit locations appropriately on any critical roll, allow automatic success for easy targets (an unmoving rope at medium range), or give +50 to any required targeting roll. Weapon may be guided up to 30 degrees from its original course. 5 - Richochet I * Duration: -- When cast as the next action after a thrown attack with the bonded weapon, the weapon will ricochet off any hard surface and will automatically return to the caster who may automatically catch the weapon. It is recommended that the Weapon Safety spell be cast sometime prior to this spell to assure a safe catch. An example of the use of this spell may be to use Guide I to have the weapon cut a rope, hit a stone wall beyond the rope, and ricochet back to the caster with Ricochet I. The GM may choose to allow this spell to be used only with certain types of thrown weapons (such as a round throwing blade). 6 - Range Enhancement I Duration: 1 minute / level Any range bonuses are doubled and any range minuses are halved for the duration of this spell. The maximum range is increase to 130% of normal 7 - Aim II * Duration: 6 rounds (next attack) As Aim I, but bonus is +20 and the attack must be made within 6 rounds of casting this spell. 8 - Guide II (c) Duration: 2 rounds As Guide I, except the caster gains a greater ability to guide the movement of the bonded weapon once it is thrown. Weapon may be guided around corners or objects in order to strike the intended target. Caster may hit smaller objects, with more accuracy, at a longer range. Any required targeting roll should gain +75. The bonded weapon may be guided up to 60 degress from its original course. 9 - Ricochet II * Duration: -- As Ricochet I, except the bonded weapon may be made to ricochet off of semi-hard surfaces without inflicting any (or only minimal) damage, if the cast so chooses (e.g. may be made to ricochet off of wooden surfaces without imbedding in them, off of a person's head or skull, etc). The GM may choose for certain surfaces to receive a minimum of half concussion damage (reduction of criticals is optional). 10 - Greater Bond Duration: 1 hour (P) As bond, except the weapon recevies +50 to its resistance roll to resist any dispelling. 11 - Range Enhancement II Duration: 1 minute / level As Range Enhancement I, except the maximum range is 160% of normal. 12 - Aim III * Duration: 9 rounds (next attack) As Aim I, but bonus is +30 and attack must be made within 9 rounds. 13 - Guide III (c) Duration: 4 rounds As Guide I, except even more control is gained. Targeting bonus is +100. The bonded weapon may be guided up to 90 degrees from its original course. 14 - Ricochet III * Duration: -- As Ricochet I, except the weapon may be made to ricochet off of semi-soft surfaces (e.g. water struck at an angle, strong cloth such as a tent, etc). 15 - Guide and Ricochet Merging Duration: 1 minute / level Any of the Guide and Ricochet spells on this list may be merged. The duration is as the Guide spell. Power Points must be spent for this spell and also any Guide and Ricochet spells used. The bonded weapon may be made to strike a target and then ricochet off that target or graze the target and then ricochet off of some other surface. The weapon may be made to strike multiple targets in this manner, but all concussion damage is halved (criticals are normal ), and each target after the first receives a -20 to the attack (cumulative). The GM may allow Aim spells to effect all targets or only the first target. 16 - Aim IV * Duration: 12 rounds (next attack) As Aim I, but bonus is +40 and attack must be made within 12 rounds. 17 - Guide IV (c) Duration: 6 rounds As Guide I, except targeting bonus is +125 and the bonded weapon may be guided up to 120 degrees from its original course. 18 - Ricochet IV * Duration: -- As Ricochet I, except the weapon may be made to ricochet off of even certain soft surfaces (such as rope, flesh, etc). GMs may wish to delete this spell from the list, on the basis that even using magic, some surfaces are not suitable for a ricochet. 19 - Range Enhancement III Duration: 1 minute / level As Range Enhancement I, except no range penalties apply, range bonuses are doubled, and the maximum range of the weapon is 200% of normal. 20 - Master Bond Duration: 1 hour (P) As Bond, except the weapon is +100 to resist any dispelling of the Bond. 25 - Aim True * Duration: 1 round / level As Aim I, but bonus is +50 and the attack may be made within a number of rounds equal to the caster's level (but only one such attack receives the bonus). 30 - Guide True (c) Duration: 1 round / level As Guide I, except absolute control over the movement of the bonded weapon is gained. The caster receives +200 targeting bonus (if appropriate), and may hit any part of any target within range. The bonded weapon may be guided up to 180 degrees from its original course (like a boomerang effect). The GM may wish to limit this to certain types of thrown weapons (such as a round thrown blade). 50 - Throwing Mastery True Duration: 1 minute / level The caster may use any of the lower level spell son this list once per round for the duration of the spell. Note: Certain spells on this list actually impart kinetic energy to the bonded weapon so as to alter its course of travel and to maintain or partially maintain the weapon's velocity. The weapon must be thrown for these spells to be effective (the caster cannot move the weapon with a spell if the weapon is not already in flight). The GM may allow someone other than the caster to throw the weapon, but the weapon must be bonded to the caster for these spells to affect it. Key: (c) concentration * instantaneous (P) permanent