Wednesday, February 25, 2026

Spells of Zirkeon I

     In this series (of unknown length), I will post spells that are in my fantasy world Zirkeon. Most of these spells are found within the mega-dungeon that I am running, but some are from a secret project I had been working on a while back. Regardless, these spells are to be used with GURPS Magic, as that is what I use for the most part. Originally, there was going to be a spell called "Changemaker", that would transmutate Gold into Silver, but I then realized the implications of that spell, and decided to not put it in with these.

Forcebolt 

Regular 
    Forcebolt shoots a purple ball of light from your palm, which swirls and twists as it flies through the air, tracking your foe. It has 1/2D 20, max range 60, and accuracy 2. For this spell, use Innate Attack (Projectile). Forcebolt is defended at -4, and cannot be parried. Forcebolt is not affected by Missile Shield or Reverse Missiles. Force Dome and Deflect Energy do protect against this spell.

Cost: Any amount up to your Magery level per second, for three seconds. Each energy point put in shoots a missile that deals 1d-1 (2) impaling damage. Do not stack the damage from each missile; additional missiles use RoF rules.
Time to cast: 1 to 3 seconds.
Prerequisites: 
Magic-users: At least one other missile spell. 

Douglas' Slow Fall 

Regular 
    A swirl of harmless flames engulf the target, magically slowing the descent of the target. This spell works the same as Slow Fall, however, it reduces the target's falling speed to a mere 1ft/s.

Duration: 1 minute 
Cost: 1 per 50lbs of weight
Prerequisites: 
Magic-usersSlowfall and at least three Fire spells.

Vismund's Defrocker 

Regular 
    Vismund's Defrocker is a powerful beam shot from the user's pointer and middle finger, that deals 1d-1 damage to a target per level of the higher of their Power Investiture or Holiness. Otherwise, this spell has no effect. It deals an additional 1d-1 damage if the target has Clerical Investiture. This spell cannot be parried or blocked. This spell can be deflected using a Mirror Shield, however. This is done as a block roll. Oftentimes, in many religious traditions around Karia, a spell akin to Vismund's Defrocker was cast by Gods upon Clerics who chose to ignore their responsibilities to the people.

Cost: 4
Time to cast: 2 seconds
Prerequisites: 
Magic-usersMagery 2 and at least two other missile spells.

Vismund's Disarm

Regular; Resisted by Will
    Vismund's Disarm causes a chosen weapon- or shield-bearing limb on a target to be dropped. The limb also becomes unable to be used for combat purposes for a duration of 1d+1 seconds.

Cost: 3
Prerequisites: 
Magic-usersMagery 2 and Control Limb.

Goblinslayer

Regular 
    Goblinslayer can be cast on any weapon. While this spell is active, weapons deal extra damage against Goblins (Orcs, Ogres, and Half-Orcs are included). For every 5 energy points put into this spell, that weapon deals an additional +1/die damage vs. Goblins.

Cost: up to 15, half that to maintain
Time to cast: 5 seconds
Duration: 1 minute
Prerequisites: Clerics: PI 4, Magic-users
at least six other spells, from at least two different colleges.

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