2013/04/30
2013/04/27
Perhaps i was bound to have a mystical union with Spawn of Fashan
In fact, today i re-discovered this old post of mine that i wrote some time ago.
I almost forgot i wrote that, but that dream was, well..true. I had it.
And now i have scheduled the project to bring SOF knowledge to the masses.
I almost forgot i wrote that, but that dream was, well..true. I had it.
And now i have scheduled the project to bring SOF knowledge to the masses.
2013/04/24
Powers & Perils (White Dwarf review, issue #57)
Pee-Pee,
as it is
becoming
known. is one of Avalon
Hill's many
new entries into role-playing. All the five volumes are clearly
printed and laid out in an easy-tofollow manner
The
first volume covers character creation using dice to give ten
primary characteristics and then adding or subtracting various
modifiers depending on your race and sex; the races being humans,
elves, faeries and dwarves. Social station and age are generated
next, and used to work out how experienced the character is.
Then the character's initial skills are
worked out
using a point allocation system (applied
to both combat and general skills'. Skills can be improved by
training or by using points gained from successful use of skills, but
they all have a maximum expertise level which depends on yOur primary
characteristics. Generating a character can prove to be a very
lengthy business, and the large number of abbreviations can cause
some confusion. Additionally, some of the instructions are rather
ambiguous.
Volume
two is divided into two sections. combat and magic. Combat is
similar to RuneOuest.
and
uses the 12- second tactical turn. Skill rolls are additionally
used to determine the damage done, and armour and shields absorb
damage in the standard fashion.
Magic
and magicians are also covered here, there being three types of
magicians — Wizards, Shamans and Sidhe IFaeries, elves and
Alfar). The wizards seek knowledge or power and are divided into
three orientations: law, balance and chaos. Shamans are tied to the
forces of nature, and the Sidhe are
aligned with the forces of creation and the Elder Gods. Spells are cast using a Mane point system, I he cost and success of the spell being determined by the skill of the caster. Spell deseriptions are adequate. and a large selection is available.
aligned with the forces of creation and the Elder Gods. Spells are cast using a Mane point system, I he cost and success of the spell being determined by the skill of the caster. Spell deseriptions are adequate. and a large selection is available.
The
third volume contains a basic description of the three planes of
existence, descriptions of the creatures who inhabit these
planes, and a very good general encounter system. The list of
creatures is very comprehensive and contains the usual legendary
creatures aswell as a fair number of new monsters. Physical, magical
and psychological attributes
of creatures, their alignment and
general reaction on being encountered are
listed
in a clear manner.
Volume
4 deals with the potential human encounters and the different
cultures
of a world. The tables and listings of
encounters cover a wide range, from cities through to uncivilised
lands, and goes
to great lengths to give a rationale for
the encounter. This book also covers magical and non-magical
treasures.
The
fifth and final volume details the county of Donara. This includes a
description of the main NPCs, the events and the general background
of the county. Also included is a useful basic scenario designed to
introduce the
players
to the game.
Overall,
P&P
introduces
some nice ideas which can be adapted readily into other systems. The
game is more suited to
experienced players and GMs since it is
fairly complex. In general, a greater amount of work than is normal
for an RPG is needed for playing Powers
and Perils, built
is a good system.
Presentation: 9
Complexity: 9
Playabllity: 8 Rules: 7
Overall: 8 Adrian
Knowles
2013/04/17
New spells for Sword & Wizardry
Detect
Polymorph: This spell
allows
the caster to detect the fact that someone or something within range
is in a shape other than his/her/its
normal shape, and further, to determine what the true shape of the
polymorphed being or object is. Range: 1" per level of caster,
up to 24" maximum. Duration: 3 turns.
Disintegrate
Magic Metal: This
spell allows the caster to destroy enchanted
metal objects of no more than
10 pounds mass per level of the caster. The target object has a
saving throw determined by the quantity of enchantment
it possesses. For example,
a magical weapon enchanted to +0 has a saving throw of 16; a +1
weapon
has a saving throw of 14; a +2
weapon has a saving throw of 12; a
+3 weapon has a saving throw of 10;
and so on. Range: 24".
Hellfire:
This
spell allows the caster
to summon a pillar of fire, 1" in radius and 2" tall. This
fire does damage at the level of the caster, but, unlike most
damage-producing spells, this spell may be sustained in place. If any
person or object stays in the area affected by a sustained Hellfire
spell, it continues to take full damage each phase, as long as the
spell is maintained. The position of the Hellfire spell may not be
changed while it is being maintained. Range: 24". Duration: as
long as maintained.
Energy
Bolt, 12": This
spell is the same as Energy Bolt , except for the bolt being 12"
long after it expands from pellet form, with appropriate effects if
it meets a solid object. Range: 24".
Hold
Being: This
spell is the same as Hold Person , except for the fact that this
spell will affect any intelligent being that is not immune to mental
control. Range: 12". Duration: 6 + Level of Caster in turns.
Homing
Electric Microball: This
spell is the same as Electric Microball except for the
additional ability for this spell to "home in" on any
target that was within 12" of the caster at the time the spell
was cast. This 'homing microball' will strike the target even if the
target is protected
by some form of spell-turning. If the target is protected
by a reflective spell or surface of some kind, the homing microball
will continue to home in and bounce off until either the reflection
or the microball goes away, due to dispelling, or the target is
more
than 12" from the microball (at which point the microball will
simply vanish). Note that if, while tracking, the microball enters a
place in which magic does not function, it wili cease to exist.
Range: lock-on of 12". Duration: as described above.
Homing
Microball: This
spell is the same as Homing Electric Microball except for the
fact that the damage done is fire, rather than electrical in nature.
Illusion,
5-Sense: This
spell is the same as the Illusionist spell of the same name, but
there is no +4 adjustment to the saving throw of anyone put to the
Belief test. Range: 24". Duration: as long as maintained.
Laser:
This
spell is somewhat different from most damaging spells. This spell
produces a tight beam of energy, 1/72" in diameter, that has the
following properties: it travels in a straight line, not impeded by
air or other physically intangible substances. If it strikes a solid
or liquid mass, the object or being struck must make its normal magic
saving throw. If the object or being struck saves, the beam does
damage equal to 1/2 the level of the caster in dice, and continues
until it hits another mass. If the object or being struck fails to
save, the beam does damage equal to the level of the caster in lice,
AND a percentile die (1-100) is rolled, and that percentage of the
beam is absorbed. The next object struck only takes damage b3sed on
the percentage
remaining. This subtraction
is cumulative, and the beam stops when 100% has been absorbed. Thus,
if the first target struck absorbed 20% of a Laser spell cast by a
20th level MU, the next target would be hit by no more than 80% of 20
dice, or the equivalent of 16 dice. Note: this spell will reflect off
of any magical mirrored surface. Be careful where you point it.
Further note: the Laser spellwiL.go through normal doors and thin
walls, but a percentile die absorption check is rolled for each layer
(one foot :r less) of wood or stone it goes through. Range: until
absorbed. Duration: 1 Dexterity Count.
Mass
Charm:
This
spell combines the effects of Charm Person and Charm Monster , with the added effect that it will affect up to 30 hit dice or
levels of creature within a 6" by 6" by 6" cube. Each
creature affected must make a separate saving throw against the
spell, as against magic, but with -2 adjustment to the
actual
die roll. The entire volume of the
cube must be within 12" of the caster, and any creatures to be
affected must be perceived by the caster, with no solid objects
between caster
and targets that would completely block the caster physically
from the targets (i.e., not through a solid wall, even if the caster
can see through the wall). Duration: until dispelled.
Mega—Energy
Cone: This
spell is the same as Mega—Cold Cone except that the damage is
caused by energy rather than cold.
Microbomb:
This
spell :_s the same as Microball except that the damage is caused
by a form of explosive impact similar to that in the Bomb spell (6M).
Micro-Cold
Pellet: This
spell is similar to Cold Pellet except that it may be fired once
per phase in a manner similar to that of the Microball :yell .
Range 6".
Mind
Blank: This
spell causes the recipient's mind to be protected by a shield that,
in effect, prevents thoughts from travel:ng in or out. This means
that a person wearing this spell cannot have his mind read by ESP or
similar spells. and cannot be affected by Telepathy or similar
purely mental spells. It also means that a person wearing this spell
cannot read the thoughts of others or project thoughts to anyone else
natural
or magical means. Further, a person wearing this spell could not be
detected magically by means that require a spell or item to detect
thoughts or intentions, such as Detect Evil or Detect Enemies.
Duration: 1 day or until dispelled. Range: the target may be no more
than 6" from the caster at the time the spell is cast.
Picket
Ball Lightning: This
spell the same as Ball Lightning Is except
that the ball can be
'programmed'
to follow a specific route more than once, as long as the spell is
maintained or until it hits a solid object and detonates. Range: a:
no time may the bal.i be more tha:- 24" from the caster, or the
control b lost and the ball simply detonates.. Duration: as long as
maintained.
Picket
Ball of Fire: This
spell the
same as Picket Ball Lightning_ except that the
ball
is similar to thi: in Ball of Fire (3M), and thus does
damage
from fire instead of lightning
Polymorph
Object This spell allows
the caster to change - physical shape and structure of
inanimate
object to any other shape that
allows the same mass in normal matter. Thus, a large rock could be
changed into a similarly-sized pillow, but not to a grain of sand.
The mass of the object remains constant, and thus
an object could be made larger (but
less dense) by this spell. This spell requires some degree of referee
discretion, since the duration depends upon the degree of change.
Basically, if the change requires no drastic alteration of shape or
size, but merely of appearance, the spell lasts for
up to 24 hours (or until dispelled).
If the shape or size is altered (by at least 50% size) the spell will
last for no more than 12 hours. An actual apparent change of
substance (changing wood to the semblance of stone, etc.) will limit
the spell to no more than 12 hours. Any change that strains the
physical structure of the object (changing a rock
into a pool of water, for example)
will last for no more than 1 minute per level of the caster. This
spell will not affect any living being. Range: the caster may be no
more than 12" from the _object being transformed at the moment
of the casting of the spell. Duration: as above or until dispelled.
Pressor
Cone: This
spell creates a cone of force 12" long and 6" across at the
end away from the caster. It has the effect of pushing any item or
being that does not make its :;aving throw against magic away from
the caster, to the edge of the cone. It will affect any quantity of
objects within the cone, but no individual object may be affected
that weighs more than 20 pounds per level of the caster. The pressor
effect is not violent enough to hurl projectiles against targets or
to crush victims against walls, but it will push the objects without
doing damage. It could be used to hdirectly cause damage, by such
means as pushing a rock off of a cliff, for example. Duration: 1
magic phase.
Projected
Anti-Magic Shell: This
spell is the same as Anti-Magic Shell (6M) except for the fact that
it can be cast on a recipient other than the caster himself. The
recipient of this spell, if unwilling to have the Shell cast upon
him, should roll a saving throw vs. magic. If the saving throw is
made, the Anti-Magic Shell is ineffective, and vanishes instantly.
Range: 12" from caster to recipient. Duration: 12 turns. Note
that this spell may be cast on any object or
being
occupying no more than 2 cubic inches, but not on more than one being
or object within such a volume. Thus, it could be cast on a single
person, or a door, but not on an entire castle, a whale, or a flock
of birds.
Protection/Normal
Weapons: This
spell protects the caster from being struck or harmed by non-magical
weapons made from normal materials or that are a part of the body of
a non-magical
being. It would not protect the caster from weapons that are
themselves enchanted. It would not protect the caster from direct
contact with a being whose basic nature is magical, or that is
animated primarily by magical means. It would protect
the caster from direct physical
contact with a being simply under a spell, such as an appropriate
Charm spell, if that being is otherwise not magical or enchanted.
This spell may also be cast upoa another living being, with the same
effects as if cast upon the caster himself. Range: Recipient may be
no more than 3" from the caster when the spell is thrown.
Duration: 12 turns.
Reflector:
This
spell creates a skin-tight shell around the caster that is almost
totally reflective to magic. Any magic that hits this shell will
bounce
off and return in the direction
from which it came. If the magic is in the form of a beam, bolt, or
cone, this reflection will re-direct however much of the spell would
have continued past the point of reflection, for the width of the
shell. Thus, someone standing behind a person with a Reflector spell
inuse would be protected from such aimed and directed magic by a sort
of magical 'shadow' effect. Anyone being struck by a reflected part
of such a spell takes normal spell damage. In the case of a spell
that normally would strike only a single target (Magic Missile,
Microball, etc.), the
spell reflects off and will normally
hit the original caster of the reflected spell. The Reflector spell
is totally effective against directly cast spells of a magical
nature, the so-called 'finger' spells, but will reflect spells cast
with the use of an implement (staff, wand, ring, etc.) only 90% of
the time (the other 10% having full effect on the person inside the
Reflector). In cases where a person using Reflector is inside an area
hit by a larger spell, the spell simply splashes off the outside of
the shel[. Duration: 3 turns.
Returning:
This
spell is used to counteract
the effects of a Summoning
spell, either for items or
beings.
Thus, under normal circumstances,
a Returning spell will cause a summoned item or being to
return
to its original location immediately.
It will have no effect on any item or being not currently under the
effects of a Summoning spell of some form. Further, in cases where
the level of the Summoner and Returner are not the same, the relative
levels are compared by ratio in a manner similar to that of Dispel
Magic (3M). In particular, this spell
will
negate the Summoning performed
by Summoning (6M), Summon Demon (7M), Summon Person (8M) or Summon
Monster (9M). Range: 12".
Shielding:
This
spell is designed to help prevent another spell from being dispelled
by a Dispel Magic or similar means. Unlike most spells, this spell
can be put on in layers, and each layer creates added protection
agains`. dispellation. Thus, if a single Shielding spell is cast on
top of another enchantment, the Shielding spell would have to be
dispelled before the protected enchantment could be dispelled. If two
or more Shielding spells are protecting the same enchantment, each
would have to be separately dispelled before the protected
enchantment could be dispelled. The cost of each layer of Shielding
is 10 +5n, where n is the number of the layer of Shieldi:ig currently
being applied. Thus, the first layer costs 15 spell points, the next
layer costs 20, and so on. Range:
24" from caster to the location
of the spell to be protected, at the time of the casting of the
Shielding spell. Duration: until that individual layer is dispelled.
Sleep,
12" Radius: This
spell allows the caster to cause ALL living beings within 12" of
the caster, but not including the caster, to have to make saving
throws vs. magic, or else fall asleep. The sleep lasts until
dispelled,
or until the caster dies, or is
more than 24" from any specific sleeping being (checked
individually). The caster may include himself in the effects of the
spell if he so chooses, and may choose to suppress his saving throw
and fall asleep. This sleep does not break the spell. This sleep,
being strongly magical in its nature, does not allow the sleeping
victims to starve or die of thirst or suffocation. They could,
however be harmed
by natural or magical means
while they slept.
Super
Charm: This
spell allows the caster to throw a spell similar to a Charm Being
(5M), but affecting from 2-12 intelligent beings, each of whom would
be permitted a separate saving throw vs. magic to see if controlled.
Range: 12". Duration: until dispelled.
Summon
Demon: This
spell allows the caster to summon one or more demons,
under the following conditions:
The caster may summon one or more demons whose total levels do not
exceed his own, without direct penalty to himself, with the provision
tha, any bodies or souls gathered
during the course of working
for the caster are to be used by
or for the purposes of the demon(s).
(Thus, if a magic user summons a demon and sends it out to find him a
specific item, the demon is permitted to consume the body and/or
soul, depending upon the demon's abilities and needs, of the item's
guardian.) Further, a magic user may use the Summon Demon spell
to summon a demon or
combination
of demons whose levels
total no more than TWO times his own level, with the absolute
guarantee that the demon(s) will be provided with a blood sacrifice
whose total levels equal the difference between that of the demon(s)
and the magic user. If this blood sacrifice, which must be of one or
more intelligent beings, is not made at or before the end of the task
assigned to the demon(s), the magic us?.: himself, body and soul, is
forfeit to the demon(s). A single demon of a level higher than twice
that of the caster may
be summoned, but not commanded
to perform any task. Such a higher demon may be asked
questions
or favors, but will demand
blood sacrifices aqual to one-half the level of the summoner before
answering questions or considering
performing favors of any
kind.
Further, if this higher demon is asked to exert any actual effort, it
must be well repaid in value of its own choosing, or it will attack
the summoner and seek to destroy him. Such
a bargain can be and is normally
made immediately after the summoning, and before the demon does
anything. If the summoner has made and kept previous bargains, such a
higher demon will normally provide simple information within its own
field of knowledge without any payment other than the initial
sacrifice. Range: demon appears within 6" of the caster.
Duration: until the demon is Returned or released to leave by the
terms of any agreement made. Warning: demons do not
consider being a lifetime bodyguard
to be a single task, and
are
very nasty if they feel they are being cheated. Referee discretion is
very important on this spell.
Temporaty
Teleportal: This spell creates
a circle, 2" in diameter, through which a being or
object could
move. Normally, this circle is upright, but it could be placed
flat on
a surface if the caste: so
chose. Any
being or object going
through this
circle would arrive at a destination
specified by
the caster, as
if stepping through a
hole in space from
one spot to another.'if the
caster
has correctly memorized
the location of the destination there is no direct danger in this
form
Of
teleportation,
unless one happens to be
halfway through
the Teleportal when it is shut down (in which case.
one
becomes two). The Teleportal is visible as a faintly glowing blue
circle at both
the departure
and ar.-ival points.
Range: to any spot not magicaty
shielded or 'note ted from teleportatioa,
and that is not
clerically consecrated
ground.
Duration:
as long as maintained.
Van-Bolt.
12": This spell is
the same
as Van-Bolt
(5M), except the
upper limit
of the length
of the lightning bolt is 12".
Van-Cold
Cone. 12": This spell is
the same as Van-Cold Cone (5M), except the cone is shaped like the
standard 12" cone described in the spell Cold Cone, 12"
Range (5M).
Variable
Death Cone: This spell creates
a cone whose maximum dimensions are 6" long and 3" wide at
the end away from the caster. The length and width of the cone may be
varied by the caster within these limits. All creatures within the
cone whose levels are less than or equal to
that
of the caster must individually save vs. magic or immediately die.
Range: as described. Duration: 1 magic phase.
Van-Heat
Cone, 12": This
spell is the same as Van-Heat Cone (5M), except the cone is shaped
like the standard Heat Cone, 12" Range (5M).
View
Past: This
spell allows the caster to observe the events in the immediate
past at his present location.
He may observe backward in time an amount of time equal to his own
level expressed in hours Thus, a 24th level MU could observe backward
in time exactly one day. The
spell allows
the observation of a period of time equal to the level of the caster
expressed in turns Thus, our
24th level
MU could observe a period
of
time no more than 24 minutes
long. The
caster must specify the
time to be observed;
the spell has no
means of
"scanning" for an event that
happened at
an undetermined time. The caster sees events as they would have been
seen while standing at
the location he
is in at any point during the playback, and he may move around to
change his point of view, but at no time may he leave a radius of 24"
from the point at which the spell was cast, or else the playback is
terminated.
Eighth
Level Spells
Activate
Detectors: This
spell allows the caster to temporarily enchant
any person or item so that, for a period of one day, that person or
item will be detectible by any single detection spell that the caster
chooses. Thus, a magic user could enchant a saCk of gold to answer to
a Detect Iron (1M) spell, or a Good person to be picked up by a
Detect Evil spell. As with other magic„ if the person being
enchanted objects, he gets a saving throw against being affected.
Range: caster must be within 6" of being or object to be
enchanted. Duration: 24 hours.
Air
Jet: This
spell allows the caster
to focus a powerful blast of air upon a chosen target, 3A"
in
diameter. This spell does damage at a rate of 1 die per level of the
caster minus the range to the target hi inches. Thus, a 30th
level caster could do a maximum
of 24 (30-6) dice of damage to a target 6" away. Further,
only
the first row of targets is guaranteed
to take the full amount of damage. If the first targets hiz do not
fall down, either from the damage or from
the special knockdown probability,
any largets standing behind the still standing target take only half
of the normal damage from the spell (i.e., one-half the level of the
caster, after subtraction for range). Notice that this spell can be
maintained. This means that targets still in the path of
the
spell again take damage, but with the difference that only targets
standing take full damage, and those fallen take half damage. The
caster may make minor changes in the direction of the Air Jet, but no
more than 45 degrees to either side of the initial direction, and,
for purposes of damage, it points in a specific direction each phase,
not all the angle swept through during a change of direction. Note
that, since this spell forms a
powerful
stream of air, that something
may wander between the caster and his intended target, especially if
the spell is continued for more than one phase. Also note that this
spell requires a large and continuous supply of air, and cannot be
used in small rooms or other close quarters. A target is knocked down
by the air jet as follows: there is a chance for a knockdown equal to
10 times the level of the caster, minus the weight of the target in
pounds, expressed as a percentage. Thus, a 30th level caster hitting
a 250 pound target with an air jet has a 50% chance of knocking down
the target. In the case of a human target, the armor and equipment
weight of the target must be taken into account. Range: the spell
only does damage out
to a range of 24". It will continue
to produce a wind for a distance equal to twice the level of the
caster in inches, one which will still blow smoke and other light
substances in the direction aimed. Duration: as long as maintained.
Double
Phasing: This spell allows the caster to bypass the normal
limitations on how often magic may be cast, as follows: in normal
cases, in which only one spell may be thrown every six phases,
casting this spell enables the caster to throw spells every THREE
phases instead. In cases in which a spell could be thrown
every phase (such as Microball
(4M)), it would enable the caster to throw TWO of the same spell at
the same target each phase
(i.e.,
TWO Microballs). The effect begins immediately, in that another spell
may be,
thrown only three phases after the Double Phasing spell is cast.
Duration: 3 turns.
Double
Ranging: This spell allows the caster to double the stated range
which he could throw any following spell, for the duration of the
Double Ranging spell. This means that he could throw most spells as
far as 48", instead of the normal maximum magic range of 24".
Duration: 3 turns. Note: this spell does not enlarge spells, such as
cones or bolts, but merely lengthens the range at which they could be
used, if there is any range at all. In most cases, this spell would
have no effect on Cone spells, which emanate directly from the
caster, or any other spell that begins AT the caster, rather than a
distance away.
Homing
Energy Microball: This spell is similar to Homing Electric Microball
(7M), except that the damage is caused by pure energy, rather than
electricity.
Homing
Picket Ball Lightning: This
spell is similar to Picket Ball Lightning (7M), except for the added
ability to 'lock on' to a target in a manner similar to Homing Ball
Lightning (6M) at the discretion of the caster.
Homing
Picket Ball Of Fire: This
spell is similar to Homing Picket Ball Lightning, except for the
damage caused being due to fire instead of electricity.
Macrobomb:
This spell creates a concussion blast similar to that of the Bomb
spell (6M), except for the fact that the blast has a 6" radius,
and only does damage equal to 1/4
the
level of the caster (see Macroball (5M).
Macro
Cold Cone: This
spell creates a cone emanating from the caster that is 24" long
and 24" wide at the end away from the caster, doing damage as
Cold Cone (3M). Note that the outer surface of the cone is slightly
curved, being exactly 24" from the caster. Also note that, due
to the high cost of this spell, it takes more thal one phase to
throw. (There are 100 Dexterity Counts per phase, and this spell
takes 120 counts to throw.) Whoever is in the cone when it goes off
will take damage, so try not to let friends wander in. Still further
note that the magic user casting this spell must be aiming in the
planned direction for the entire time, and may not change direction
at
the last moment. Special Macro Cone
Rule: after the first 100 spell points have been pumped into tlais
spell, it MUST be cast, unless the physical
body of the caster is destroyed.
Macro
Heat Cone: This
spell is similar to Macro Cold Cone, except for the damage being
caused by heat see Heat Cone
Magic-Damping
Field; This
spell allows the caster to create a field 6" by 6" in area,
with a maximum height of 3", in which all normal magic will
cease to function. This effect includes both spells and implements.
In cases where a spell or implement has a,
continuing effect, the spell or implement will return to functioning
after the field is removed, or after the implement or spell leaves
the field. In cases where a spell or implement would continue 'until
dispelled', consider a Dispel Magic, at the level of the caster of
the Magic Damping Field, to have been thrown at the point at which
the field takes effect. If the Dispel would succeed in dispelling the
spell in question, then the spell or implement will not turn back on
when it leaves the field. The field will not remove the actual
enchantment from any magic item, but simply turn it off so that it
would have to be reactivated in whatever way is normal to that type
of item. Duration of field: as long as maintained. Range: all parts
of the field must be within 24" of the caster at all times.
Major
Extension: This spell is similar in description and effects to
Extension (5M), except for the nature of the additional duration of
the spell. With Major Extension, the duration of the spell is
multiplied by a roll of 1-100. This spell MUST
be
cast with another spell, and the spell to be extended must neither be
maintained nor consist of destructive energies of any kind. Thus, a
Fire Ball (3M) could not be extended, nor could a Fire Wall (4M). The
primary use of this spell Is to prolong the effects of a spell such
as Haste (4M) or Strength (4M). Range: as that of the companion spell
thrown.
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