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Dawn of Legends is a fantasy roleplaying game designed with the
Fuzion game system. Here you'll find information on the upcoming
campaign book and a freely distributed version of the game


This game is Fuzion Ready!

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Magic in the Dawn of Legends
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Adepts in the Celtic religion and the Saxon religion have been
known to be powerful wielders of magic. Any spell casting Character,
whether Saxon or Celt, must first purchase the Magically Gifted
talent. Your character also will need to acquire some magical
training by purchasing the appropriate magical skill sets and
spells with Option Points.
Casting spells have a few requirements. Besides being Magically
Gifted, the Character must have all the necessary skills listed
in the spell requirements. Also, a number of Option Points must
be paid for the spell equal to the spells Level. This is also
listed in the spells requirements.
To cast a spell, the spell caster must roll the dice and add her
lowest magical skill listed in the spell requirements. If this
total equals or exceeds the Difficulty Value listed in the spell
requirements, then the spell succeeds with no further cost. If
the total is lower than the Difficulty Value, then the Character
must pay the Endurance Cost. If the Endurance Cost exceeds the
amount of Endurance the Character has, then the cost is taken
from the Characters Hits as Knockout Damage (Bashing). If the
Character is reduced to 0 Hits then any further damage is considered
Deadly Damage (Slashing)! Thus a Character who casts a spell beyond
her ability to cast safely could easily blow herself to pieces!
It is possible to cast the spell so poorly that it simply wont
work, in spite of all the training and effort on the part of the
spell caster. In this case, if the total of the dice plus skill
is less than the Difficulty Value of the spell by 10 or more points
then the spell fails. But its even worse than that. The spell
fails and the Endurance Cost must be paid anyway at twice the
rate! If this kind of failure happens twice in one day, the Characters
Magically Gifted Talent fades and does not return until a full
day has passed. Thus it is that the gods penalize those who would
insult their gift with failure.
The cost of learning more than a couple of spells well may be
high. With the Game Masters permission, you may convert Primary
Points to Option Points at a rate of five Option Points for each
Primary Point.
Casting a spell or releasing a spell always takes the spell casters
turn in the Round. No other actions are possible.
Special Notes for Celtic Spell Casters
These spell casters generally comprise of bards, poets, druids
and druid priestesses. The spells are usually faster to cast than
spells of the Saxons, but have correspondingly higher costs in
terms of Endurance.
However, the Celtic spell casters are adept at working Group Magic.
This concept allows the sharing of the Endurance cost equally
among any number of cooperating Celtic spell casters. They must
remain together and do nothing but concentrate on the effort of
casting the spell for the required period of time.
Special Notes for Saxon Spell Casters
These spell casters are usually Rune Priest, Rune Masters, or
the Rune Lord. These spells take longer to cast but may be scribed
upon objects to be released at a later date. Thus, a prepared
Saxon spell caster can be a formidable opponent. But if he is
robbed of his belongings, so is he robbed of his magical power.
As a rule of thumb, Game Masters should allow no more than one
spell inscribed on a ring, five on a wand, and 15 on a specially
prepared staff.
Saxon casters make the die roll when the rune is inscribed. The
spell is released by rubbing or reading the rune, unless specified
otherwise in the spell description. If the spell is to target
a specific person or area, then an attack roll is made at the
time the spell is released using the lowest required spell skill
set.
The spells and runes disappear after being released.
A Word on the Christian Religions
You may notice that no magic is provided for priests of the Celtic
and Catholic Christian religions. These churches are supported
by the strength and conviction of their converted Celtic and Saxon
followers rather than the power of magic. However, it is not unknown
for a Celtic or Saxon priest to have turned to Christianity. These
unusual individuals may have brought their old knowledge of magic
with them, but theyd be wise not to reveal their power to their
Church leaders. That could only lead to heresy...
Spell Skill Sets
These skills are all based on the Mental Characteristic.
The following skill sets apply to Celtic spell casters. These
sets represent groups of knowledge, named for specific trees in
Dawn of Legends. Here they are grouped into six main areas.
CLEANSING: This skill set is a group of different kinds of knowledge on
purification of the mind, body, and spirit.
DIVINATION: This is a set of skills relating to knowledge and the mind.
HEALING: All manner of healing and regeneration specialties are represented
by this skill set.
POWER: These skills teach the spell caster to handle power and guide
its course through sacrifice.
PROTECTION: This skill set provides knowledge of physical protection.
SHAPE SHIFTING: To truly understand a thing, to truly know it, you must become
it. This skill set teaches this most powerful knowledge.
Saxon magic skills are named after the sacred rune from which
they are derived. The following skill sets summarize these.
CHAOS: The powers of the universe and nature may appear random and chaotic.
This knowledge provides the caster with an intuition and ability
to use this power.
CONTROL: This skill set teaches the spell caster mastery over his world.
KNOWLEDGE: This skill set represents the runic areas of mind, body, and
spirit.
RUNES: All Saxon spells require the knowledge of scribing and reading
runes. This is the power behind Saxon Rune Magic, and is the greatest
gift of the god Woden who suffered greatly to bring this knowledge
to Man.
SHIELDING: This skill set encompasses all the magical arts of defense.
STRENGTH: This skill set describes martial power.
Spells
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This section includes a short sample spell list for use with Instant
Dawn of Legends. Only spells of first through fifth Level are
listed here, but spells of up to tenth Level are a part of the
full Dawn of Legends game.
Definitions
The following five definitions describe the basic stats of the
spell.
Level: This is how many Option Points the Character must spend to learn
this spell.
Area: Naturally enough, this describe the size of the spell affected
area, if any.
Range: This describes the extent of the spells effect.
Duration: This is how long the spell will last.
Effect: This describes in brief the general effect of the spell.
The following four definitions describe the basic requirements
of the spell.
Difficulty Value: This is the Target Number the caster will try to achieve when
casting this spell.
Endurance Cost: If the Difficulty Value was not met, the caster
must pay this much Endurance (or more if the Difficulty Value
was failed by 10 or more).
Time: How much time the caster must take to cast the spell.
Skills: These skill sets must be known by the caster before she may attempt
to cast the spell.
Celtic Spells
Enchanted Growth
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Level: 1+ |
Area: 1 Person |
Range: Touch |
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Effect: Target increases in size |
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Duration: 1 Minute (5 Turns) |
Difficulty Value: 18 |
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Endurance Cost: 4 per Level of spell |
Time: 1 Round |
Skills: Power |
This useful spell temporarily grants size and power to the subject
targeted by the caster (the caster may also cast this spell on
himself, like any spell). For every level the caster has in this
spell the targets height increases by 10%. For every 2 levels
the caster has in this spell, the subjects Strength is increased
by +1 and Hits by +5. However, opponents gain a +1 to their Attack
Roll to hit the subject. Note that this could be dangerous in
that the bonus Hits disappear when the spells duration ends.
Blessed Healing
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Level: 2+ |
Area: 1 Person |
Range: Touch |
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Effect: 3D6 + 1D6 Hits/level above 2
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Duration: Permanent
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Difficulty Value: 22 |
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Endurance Cost: 32 |
Time: 1 Turn |
Skills: Healing, Cleansing |
This spell allows the Druid to mend the body of the injured. It
will heal a number of hits up to the injured characters starting
Hits Stat, but no further. Furthermore, it can only be used once
per day on each recipient.
Blind the Mind
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Level: 3 |
Area: 1 Person |
Range: Touch |
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Effect: Invisibility |
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Duration: 6 hours |
Difficulty Value: 22 |
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Endurance Cost: 16 |
Time: 1 Turn |
Skills: Divination |
This useful spell renders the recipient temporarily undetectable
to intelligent creatures. Interaction with an intelligent creature
of any sort ends the spell immediately. Note that unlike the Fey
Ability, it does not grant you any ability to see invisible creatures.
Bear Claws
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Level: 4 |
Area: Caster Only |
Range: Self |
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Effect: Gains 3D6 Killing attack |
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Duration: Until another spell is cast |
Difficulty Value: 14 |
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Endurance Cost: 8 |
Time: 1 Round |
Skills: Power, Shape shifting |
This highly effective spell reshapes the casters hands into sharp
claws that do a minimum of 3D6 of Deadly Damage (Slashin). Extra
damage may done for every point of PHY above 3 the Character has,
up to a maximum of 6D6. The caster may use his Hand to Hand skill
to hit enemies with the claws. There is only one drawback: the
casters damage is less effective against armor. Double the value
of any Armor worn by the intended target for the purpose of determining
damage.
Example: Maelgwn the Druid successfully cast Bear Claws and attacks
a warrior wearing Leather Scale armor (6 Armor). Maelgwn has a
4 PHY and so does 4D6 damage when he hits the warrior. Since the
warrior has armor, he may double it for the purpose of determining
how much damage Maelgwn does with his claws. Maelgwn rolls a total
of 17 on 4D6 and the warrior gets his Armor value doubled to 12.
Thus, 5 Hits get past the armor.
Gods Strike
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Level: 4 |
Area: 1 Person |
Range: 36 m/yds |
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Effect: 7D6 Blast |
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Duration: 1 Round |
Difficulty Value: 22 |
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Endurance Cost: 8 |
Time: 1 Round |
Skills: Power |
This spell discharges a bolt of energy very much similar in appearance
to an electrical arc. When the spell caster guides it to its target,
the victim is inflicted with 7D6 of Knockout Damage (Bashing).
Hitting the target requires the caster to roll high enough on
his spell casting roll to equal or exceed the victims Defense
Value. Otherwise, the spell works but only hits nearby.
Ironwood Skin
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Level: 4 |
Area: 1 person |
Range: Touch |
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Effect: Stun Defense becomes Armor |
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Duration: One Day |
Difficulty Value: 22 |
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Endurance Cost: 16 |
Time: 20 minutes |
Skills: Protection |
This useful spell gives the character an amount of Armor equal
to the amount of Defense he has. This allows a character to absorb
Deadly Damage (Slashing) attacks with only his skin! The spell
caster uses special inks and oils to inscribe complex knot work
patterns over the skin, creating a temporary tattoo effect. Note
that this does not add to armor, rather the character should use
his best Armor rating against attack. Finally, because the special
inks and oils are uncommon, it costs the spell caster 5 gold coins
(100 silver) for each casting of the spell.
Lesser Shape Shift
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Level: 4 |
Area: Self |
Range: None
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Effect: Transform into an animal
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Duration: up to 1 hour |
Difficulty Value: 26 |
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Endurance Cost: 32 |
Time: 1 Round |
Skills: Shape shifting |
This spell allows the caster to transform himself into one of
the following animals: deer, rabbit, salmon, crow. The type of
animal is selected when the spell is cast. The spell lasts until
the caster chooses to shift back, or until one hour is up, whichever
comes first. Other small animals may be chosen with the GMs permission.
Cure Disease/Poison
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Level: 5 |
Area: 1 |
Person Range: Touch |
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Effect: 9D6 against Disease or Poison |
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Duration: 1 Round |
Difficulty Value: 22 |
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Endurance Cost: 32 |
Time: 20 minutes |
Skills: Divination, Cleansing |
Although this spell is not powerful enough to typically cure the
plague, it does do a lot of good against minor and strong poisons
and illnesses. Roll 9D6 and total the points. If it is equal to
or greater than the total damage done by the poison or disease,
even if it has not yet applied the full damage to the victim yet,
the poison or disease effects are negated. This spell is all-or-nothing
in that it will either cure the ailment totally or not at all.
Saxon Spells
Arcane Bolt
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Level: 1+ |
Area: 1 Person |
Range: 36 m/yds |
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Effect: 1D6 + 2D6 per Level after Level 1 |
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Duration: 1 Round |
Difficulty Value: 14+2 per Level |
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Endurance Cost: 16 |
Time: 20 Minutes |
Skills: Runes, Strength |
This spell can grow in power, depending on how many points the
spell caster has put into it. Thus, if a Hero knows this spell
at Level 4, then he can cast a 7D6 bolt with a Difficulty Value
of 20. This spell does only Knockout Damage (Bashing). It requires
a non-reuseable focus of at least the size of a wand or arrow
which is consumed when the spell is released.
DokAlfen Eyes
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Level: 3 |
Area: 1 Persons eyes |
Range: Touch |
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Effect: Recipient gains ability to see heat |
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Duration: 1 Hour |
Difficulty Value: 18 |
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Endurance Cost: 16 |
Time: 1 minute |
Skills: Runes, Knowledge |
Casting this spell requires runes to actually be drawn in ink
upon the eyelids of the recipient. The Rune Priest will require
a feather quill pen, ink, and a very steady hand. The effect of
this spell is to grant the ability to actually see heat sources
as if they shed normal light. This allows the recipient to see
his surroundings in hues of red (warm) and blue (cool). It is
possible to be far enough underground or in a desert where there
is no heat source whatsoever. In this case, the characters surrounding
will appear as dark as it would without the spell. This spell
is triggered whenever the bearer of the runes wills it.
Bindings
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Level: 4 |
Area: Cone beginning at rune to 12 yds |
Range: 12 yds |
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Effect: 5D6 vs. Resistance |
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Duration: 1 Round |
Difficulty Value: 22 |
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Endurance Cost: 8 |
Time: 5 minutes |
Skills: Runes, Control |
This rune is placed on an object such as a wand or staff. When
the spell is triggered by the priest, it affects a cone-shaped
area starting at the rune and extending 12 yards. The affected
area is 12 yards wide at the maximum range. This spell effectively
paralyzes foes caught in the area of effect. Only an effort of
will can eventually set a person free. The player rolls 5D6 and
finds the total of the dice for each victim. If this total exceeds
the victims Resistance, then the victim will be affected by the
spell.
Although the spell is active only on the phase it was released,
foes who have succumbed to the spell can only escape through an
act of sheer willpower. Each victim may spend a phase to roll
a number of dice equal to their Willpower. If this equals or exceeds
the total rolled by the attacking priest, the character is free.
If not, record the total rolled. Next phase the character may
try again and add the result to his previous total. Thus a character
can not be permanently held by the Bindings.
Blind
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Level: 4 |
Area: 1 Person |
Range: 2 m/yds |
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Effect: 3D6 Hits to the Eyes |
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Duration: Possibly Permanent |
Difficulty Value: 18 |
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Endurance Cost: 1 |
Time: 20 Minutes |
Skills: Runes, Chaos, Knowledge |
This is a very dangerous and despicable spell that is easily capable
of permanently destroying a persons eyes. The spell requires
the caster to scribe a rune upon a piece of parchment written
in special, poison ink. This ink is difficult to obtain, as the
poison must be extracted from an adder (the only poisonous snake
in Britain). Each casting of the spell will consume 5 gold coins
(100 silver coins) worth of the material. After the rune is written,
the paper is crumpled and placed in a vial with warm oil. When
needed, the priest empties the vial upon his hands and then must
flick the droplets into his targets eyes (a hand-to-hand combat
maneuver at a -6 for targeting the head, unless the target is
not resisting). Roll 3D6 and compare it with the total Hits of
the victim. If this total is equal to or greater than half the
targets total Hits, he is blinded permanently. Whether or not
the spell is successful in blinding the victim, the character
will still take 3D6 Hits of damage if the priests Hand to Hand
attack was successful. This spell ignores Armor.
Detect Magic
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Level: 4 |
Area: 10 m/yd radius |
Range: none |
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Effect: Rune glows softly in the presence of magic. |
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Duration: 5 minutes |
Difficulty Value: 18 |
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Endurance Cost: 16 |
Time: 1 hour |
Skills: Runes, Knowledge |
This rune can be inscribed upon an object and will trigger when
it comes within 10 yards of magical effects, spells, magic items,
and creatures of the Otherworld. Like most rune spells, this spell
fades after one use.
Missile Shield
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Level: 4 |
Area: Caster only |
Range: None |
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Effect: 2 + COM + 3D6 vs. incoming missile attack |
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Duration: 1 Turn |
Difficulty Value: 22 |
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Endurance Cost: 1 |
Time: 5 Minutes |
Skill: Runes, Shielding |
The Missile Shield provides some protection against thrown weapons,
arrows and crossbow bolts. The rune may only be placed upon a
ring, necklace or belt which would be worn by the beneficiary.
The rune caster may activate this spell as a defensive action
(thus a person may activate the spell through a defensive abort).
The spell will work for one Turn. To gain the benefits of the
spell, the caster must perform no other action each Round other
than to walk his MOVE in m/yds. When an attacker makes an attack
with a thrown weapon, arrow or crossbow bolt, the spell caster
may make a 3D6 roll plus 2 plus his Dexterity score. If this total
is equal to or greater than the attackers Attack Value, then
the weapon falls harmlessly to the ground without inflicting damage.
Confuse
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Level: 5 |
Area: 14 yds radius |
Range: 66 yds |
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Effect: 7D6 vs. Resistance |
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Duration: 1 Round+ |
Difficulty Value: 22 |
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Endurance Cost: 16 |
Time: 6 hours |
Skills: Runes, Control |
The effect of this spell varies depending on how well the 7D6
roll turns out. Add up the dice and compare it to the target Characters
Resistance. Note this spell can affect a whole group of victims.
> Resistance = Targets action moved to last this Round
10 > Resistance = Loose action this Round
20> Resistance =Wander off for 1D6 Rounds
30> Resistance = Attack random person for 1D6 Rounds.
This spell must be cast into a non-reuseable baked clay rune.
Releasing the spell requires breaking the clay form.
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