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Attached is collection of new battle spells that I created tonight when
I found I had a spare hour or so. Fairly quick writeup and description
so I am interested to see what everyone thinks.
Oh and for those who have been waiting my webpage has just been updated
and am just about to go off and upload all the new info.

- --
Ian Hoskins

e-Mail: hoss@box.net.au
Homepage: http://darkstar.cyberserv.com
ICQ: 2938300
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New Battle Spells

Sand Daggers (Alteration)
Level: 4th
Range: 2 battle squares
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 attack phase
Area of Effect: 1 battle square
Saving Throw: None

This battle spell was designed by Bedoureg, the wizard of Aftane, and has since been taught to all his apprentices. It creates glass daggers out of sand and then the wizard can throw them across the battle field, striking enemy units. The dagger effect all unit in the battle square struck, both enemy and friendly. When they strike the unit take 1 hit of damage. Units with a defence of 4 or greater however are uneffected by this spell as the glass daggers shatter on their armour.
The material compenents for this spell are large amounts of sand, so deserts or beaches are the best place to cast it.


Fortress of Sand (Alteration)
Level: 3rd
Range: Touch
Components: V, S, M
Duration: 1 battle turn + 1/5 levels
Casting Time: 2 Attack Phases
Area of Effect: Square where caster current is
Saving Throw: None

A very powerful battle spell created by the wizard Bedoureg. It allows the caster to create a fortress of compacted sand around the square he is currently in. The fortress has a level equal to the casters/3 and is only the most basic of fortification with a wall of sand/glass. It is useful for providing protection for lightly armoured units such as Archers and Scouts. Its duration is limited though and can not be used to create a permanent fortress to protect the province.
The material component of this spell is once again a lot of sand, although if the spell duration runs out the same sand can be used again and again.


Sand Shadows (Alteration, Conuration/Summoning)
Level: 3rd
Range: 3 battle squares
Components: V, S, M
Duration: Until nightfall
Casting Time: 1 Attack Phase
Area of Effect: 1 battle square
Saving Throw: None

Another of Bedoureg sand related spells. This one creates a copy of any unit on the battle field. The new unit has the same stats as the unit it copies, except its defence is always half that of the original unit, with a minimum of 1. The shadows have extremely sharp edged weapons, but can not copy bows or other weapons so only the units melee or charge ratings can be used. Mounted units are able to be copied much the same as other units. While this unit is fighting the caster needs to maintain concentration on them and can not take any other actions
As with the other sand related spells the material components of this spell are large amounts of sand.


Sand Monsters (Alteration, Conjuration/Summoning)
Level: 4th
Range: 3 Battle Squares
Components: V, S, M
Duration: 4 battle rounds
Casting Time: 1 Attack Phase
Area of Effect: 1 square
Saving Throw: None

This spell summons power sand beasts into a unit to attack the enemy. The caster needs to maitain concentration of the unit to maintain there form, or they will collapse into sand once more.
The unit has the following stats.
Move: 2 Melee: 7
Defence: 3
Morale: N/a
They attack by tearing at the enemy soldiers with glass claws that do considerible damage. There is no exact structure to the beast and that may take any form, never large that a lion though.
The material component is large quantities of sand.


Avani's Fire (Evocation)
Level: 4th
Range: 2 Battle Squares
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Attack Phase
Area of Effect: 1 Battle Square
Saving Throw: Morale Check

Despite the name this is a wizard spell not a priest battle spell. It was created by the wizard Bedoureg of Aftane and is one of his favorites. It creates a ball of extreme heat that fills a battle square, effecting all units there. Each unit in the square must make a morale check. If they succeed then they only take a hit, otherwise they take a hit and are routed.
The material components of this spell are direct sunlight and a large lens.


Wind Blade (Evocation)
Level: 2nd
Range: 4 squares
Components: V, S
Duration: Instantaneous
Casting Time: 1 attack phase
Area of Effect: 1 unit
Saving Throw: None

This spell sumons an invisible blade of solified wind that sweeps through the unit causing damage where it strikes. It does not cut through the effected soldiers, but rather batters and flays them leaving behind cuts and scratches. The unit effects takes 1 hit and armour makes no difference to the damage taken.


Sand Storm (Evocation)
Level: 2nd
Range: 4 squares
Components: V, S, M
Duration: special
Casting Time: 2 attack phases
Area of Effect: 1 square, + 1 square/3 levels
Saving Throw: None

Created by Bedoureg of Aftane this spell summons a small sand storm that fills a unit with a cloud of sand. It is still possible to fight in the storm, but each unit should have a -2 modifier to all stats (minimum of 1) to represent their inability to fight. The caster can maintain the storm as long as necessary but need to concentrate to do so. The storm can also be moved around the battle field at the rate of one square per battle turn. Its shape can not be changed however.
The material component of the spell is large amounts of sand or dust that is thrown up into the air by the spell to form the sand storm.


Fire Arrows (Alteration)
Level: 2nd
Range: 2 squares
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 attack phase
Area of Effect: 1 unit
Saving Throw: None

This spell is cast on a friendly unit of archers or other soldiers with missile attack and if their next attack results in a H or R then it will cause 2 hits of damage instead of the normal 1. The spell works by turning the archers arrows into short-lived bolts of fire that burn the enemy as well as cause the phyical damage. The fire is much hotter than normal, similar to other magical fire like that from a fireball spell.
The material components of this spell are the arrows themselves, as well nearby fire source.


Avani's Blindness (Evocation)
Level: 1st
Range: 2 squares
Components: V, S, M
Duration: 1d4 battle turns
Casting Time: 1 attack phase
Area of Effect: 1 unit
Saving Throw: Neg

This spell can only be cast in bright sunshine when the face of Avani shines down on the battlefield. It is a simple enough spell in all that it does is create a bright flash that blinds the soldiers in the effected units for 1-4 battle turns. A unit so blinded can not fight as effectivly and is effected by a -2 modifier to all stats.
The material components of this spell are direct sunlight, and a small mirror.


Ship of Stone (Alteration)
Level: 3rd
Range: Touch
Components: V, S, M
Duration: 1 battle turn + 1 turn/level
Casting Time: 1 attack phase
Area of Effect: 1 ship
Saving Throw: None

This spell reinforces a ship's hull, causing it to take on a greyish appearance similar to stone. A ship effect gain +1 to defence, while sacrificing 1 from MC. However it gains protection from any attacks that might peicre the hull, like ramming or damage from reefs or underwater monsters.
The material components are the ship and a small piece of marble.


Avani's Searing (Evocation)
Level: 3rd
Range: 1 square
Components: V, S
Duration: Instantaneous
Casting Time: 1 attack phase
Area of Effect: 1 unit
Saving Throw: 1/2

When this spell is cast is create a bolt of intense heat and light that flys from the casters hand to explode among the effected unit. It flys around objects blocking its path and will always strike the unit it is aimed at. That unit takes 2 hits of damage from the heat, although only living flesh is effected, not non-living object.


Weaken Hull (Evocation)
Level: 4th
Range: 1 square
Components V, S
Duration: Instantaneous
Casting Time: 1 attack phase
Area of Effect: 1 ship
Saving Throw: None

The Weaken Hull spell effects woodern ships, causing 1 hit of damage as the spell opens leaks thoughout the ship. At the same time a seaworthyness cheak is also require or the ship will sink imediatly. Even if the ship does not sink the crew will need to plug the leaks and pump out the water or the ship will loose 1 MC rating each battle turn and require another seaworthyness check every hour if it survives the battle.


Avani's Flame (Evocation)
Level: 5th
Range: 2 squares
Components: V, S, M
Duration: Instantanous
Casting Time: 2 attack phases
Area of Effect: 1 unit
Saving Throw: None

This spell create a ball of flame so hot that the soldiers of the effected unit are reduced to ash and all other units in the same square take 1 Hit of damage. Any flammable items in the square are also set alight, and if cast of a dry grassy plain could start a grass fire. If the wizard is also a follower of Avani then the spell can be cast on the square where he is without the caster being effected by the spell.
The material component is direct sunlight.


Avani's Destruction (Evocation)
Level: 6th
Range: 1 Square
Components: V, S, M
Duration: Instantanous
Casting Time: 1 Attack Phase
Area of Effect: 1 square
Savng throw: None

One of the more powerful battle spells it can only be cast by a wizard who worships Avani, and only then after the wizard has made a recent donation of 2 GB or more to one of Avani's temples. The spell creates a maelstrom of fire, light, and heat that reduces any unit in the effect square to ash. All of this power however comes at a cost, as the spell also drains 1 point from the casters bloodline. If the caster is in the square effected the he takes no damage.
The material component of the spell is direct sunlight.
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