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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


 

 

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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 spell’s Level. This is also listed in the spell’s 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 Character’s 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 won’t 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 it’s 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 Character’s 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 Master’s 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 caster’s 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 they’d 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 spell’s 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

Level: 1+

Area: 1 Person

Range: Touch

Effect: Target increases in size

Duration: 1 Minute (5 Turns)

Difficulty Value: 18

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 target’s height increases by 10%. For every 2 levels the caster has in this spell, the subject’s 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 spell’s duration ends.

Blessed Healing

Level: 2+

Area: 1 Person

Range: Touch

Effect: 3D6 + 1D6 Hits/level above 2

Duration: Permanent

Difficulty Value: 22

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 character’s starting Hits Stat, but no further. Furthermore, it can only be used once per day on each recipient.

Blind the Mind

Level: 3

Area: 1 Person

Range: Touch

Effect: Invisibility

Duration: 6 hours

Difficulty Value: 22

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

Level: 4

Area: Caster Only

Range: Self

Effect: Gains 3D6 Killing attack

Duration: Until another spell is cast

Difficulty Value: 14

Endurance Cost: 8

Time: 1 Round

Skills: Power, Shape shifting

This highly effective spell reshapes the caster’s 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 caster’s 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

Level: 4

Area: 1 Person

Range: 36 m/yds

Effect: 7D6 Blast

Duration: 1 Round

Difficulty Value: 22

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 victim’s Defense Value. Otherwise, the spell works but only hits nearby.

Ironwood Skin

Level: 4

Area: 1 person

Range: Touch

Effect: Stun Defense becomes Armor

Duration: One Day

Difficulty Value: 22

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

Level: 4

Area: Self

Range: None

Effect: Transform into an animal

Duration: up to 1 hour

Difficulty Value: 26

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 GM’s permission.

Cure Disease/Poison

Level: 5

Area: 1

Person Range: Touch

Effect: 9D6 against Disease or Poison

Duration: 1 Round

Difficulty Value: 22

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

Level: 1+

Area: 1 Person

Range: 36 m/yds

Effect: 1D6 + 2D6 per Level after Level 1

Duration: 1 Round

Difficulty Value: 14+2 per Level

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

Level: 3

Area: 1 Person’s eyes

Range: Touch

Effect: Recipient gains ability to see heat

Duration: 1 Hour

Difficulty Value: 18

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 character’s surrounding will appear as dark as it would without the spell. This spell is triggered whenever the bearer of the runes wills it.

Bindings

Level: 4

Area: Cone beginning at rune to 12 yds

Range: 12 yds

Effect: 5D6 vs. Resistance

Duration: 1 Round

Difficulty Value: 22

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 victim’s 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

Level: 4

Area: 1 Person

Range: 2 m/yds

Effect: 3D6 Hits to the Eyes

Duration: Possibly Permanent

Difficulty Value: 18

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 person’s 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 target’s 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 target’s 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 priest’s Hand to Hand attack was successful. This spell ignores Armor.

Detect Magic

Level: 4

Area: 10 m/yd radius

Range: none

Effect: Rune glows softly in the presence of magic.

Duration: 5 minutes

Difficulty Value: 18

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

Level: 4

Area: Caster only

Range: None

Effect: 2 + COM + 3D6 vs. incoming missile attack

Duration: 1 Turn

Difficulty Value: 22

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 attacker’s Attack Value, then the weapon falls harmlessly to the ground without inflicting damage.

Confuse

Level: 5

Area: 14 yds radius

Range: 66 yds

Effect: 7D6 vs. Resistance

Duration: 1 Round+

Difficulty Value: 22

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 Character’s Resistance. Note this spell can affect a whole group of victims.

    > Resistance = Target’s 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.