Thrown Weapon Mastery spell list

by Herb Petro

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.

THROWN WEAPON MASTERY

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

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