Еще одна версия спелятника из Слэерсов:
About Skill Rolls: In my own fantasy world (if I ever ran one) spells for this setting would be based purely on skills. In other words you wouldn't have to pay character points for the spells, you'd only have to buy the skill. In order to cast a Shamanist spell you would need the Power Skill “Shamanist Magic.” To cast a spell you take a –1 penalty to your casting per 10 active points in the spell but you reduce the penalty by one for each -1/4 worth of limitations on the spell. There are three branches of magic: Shamanist, Sorcery and White Magic. In order to cast any spell you must have the proper Power Skill and they cannot be used at a penalty to cast any other magic. However there is no restriction to keep you from buying two, or all three, skills.
The Spell limitation in this case means that you can only cast a spell if you have learned it somewhere. You cannot simply cast a fireball spell upon acquiring the Sorcery Skill. You need the skill and you need to have learned the spell. The GM might let you start the game with some previously learned spells but acquiring the spells through role-play can be very rewarding as well. How long it takes to learn a spell is up to your gaming group to decide. In the Slayers stories some of the characters pick up new spells simply by seeing someone else cast them a time or two. If you want your character to be able to figure out spells like this then Analyze Magic Skill is probably the best way to model it. The tried and true method of finding someone to teach you a spell, or finding a spell book, are probably the most common method of expanding a character’s spell arsenal.
It should also be noted that throughout the stories characters often improvise with spells that they know well. They add certain special effects (for instance an Elmekia Lance spell with an Area Effect Explosion). Such modification of spells could be handled in two different ways: (1) Increase the Skill Roll penalty by one per +1/4 Advantage or, (2) base the new penalty on the new Active Point cost. Personally I’d probably tack on an additional one or two point of penalty to reflect the unorthodox nature of such a casting. The additional penalty could be eliminated once the character became used to their new version of the spell.
Incantations and Gestures seem to be something that are required for just about any spells. Gestures may be something that can be skipped for certain spells (GMs call) but Incantations seem to be universally required for all spells.
Many of the spells below can be cast in stronger or weaker forms. The DC of the attack can be boosted or decreased. In most cases you should allow a character to no more than double the DC of an attack. Remember that the active point cost, END cost and Skill Roll penalty will all increase. You should never let an obviously weak spell be boosted up to the point that it can compete with a Dragon Slave or other truly powerful spell.
Just as spells can have advantages added to boost their effect (at the cost of a greater Skill Roll penalty), many spells can be made easier by the addition of more limitations. Longer casting time and concentration are ones that seem to be used often. Most of the time when a spell is cast only the name of the spell needs to be spoken to fulfill the incantation requirement but some spells have longer, optional, incantations. When I know the longer incantation, I will include it with the spell description. Using the full incantation seems to be a big help. My suggestion is that when a character uses the full incantation they be given an additional +2 bonus to their Skill Roll. (Optionally if the player recites the incantation, in character, at the gaming table give them a +3 bonus).
I will be working through the spell list in alphabetical order. The first four are below. As I get more spells done I will post them in this thread. Eventually I will get bored of this, or I will finish the list.
Aqua Create
Major Transform 3 1/2d6 (Earth to Water, evaporation) (55 Active Points); Spell (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Range (16"; -1/4)
Common, Shamanist [Water]. Skill Roll -0.
This spells causes a jet of water to rise from the ground at the target point. Anything at the target point becomes immediately soaked. Since this will generally convert a hex of dirt into water, creatures who wish to avoid getting wet must Dive For Cover to avoid the column of water. Once called into being, the water will remain after the spell has ended. Once the water evaporates it returns to earth as a fine dust which is normally indiscernible from normally occurring dust.
Assha Dist:
(Total: 110 Active Cost, 32 Real Cost) Drain BODY 6d6, Limited Range 16" (+1/4), Affects Desolidified (+1/2) (105 Active Points); Limited Power Only Works On The Undead (-1 1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 30) plus Change Environment Light 1" radius (5 Active Points); Spell (-1/2), Instant (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2)
White[Good, Light]. Skill Roll -2.
This spell causes the target to be engulfed in a divine light the flash of light only provides illumination for a Phase at most and is harmless to non-undead creatures. However the light is extremely painful to unnatural creatures such as undead. Any undead creature targeted by the spell will be destroyed by the divine energy of the spell. This spell can be increased to a maximum of 10d6 of Drain.
Using the conversions from BESM it says that this spell should attack the EGO instead of the BODY, however the description makes it pretty clear that undead take physical damage from it and can be destroyed so I made it a BODY drain instead.
Astral Break:
Drain BODY 7d6, Affects Desolidified Any form of Desolidification (+1/2) (105 Active Points); Limited Power Only Works On Creatures Susceptible To Astral Attacks (-1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shaminsit [Astral]. Skill Roll -2.
This spell summons a swirling ball of astral power that hurdles towards the target. If the creature is susceptible to astral attacks then great damage can be inflicted.
Another spell that Reality Storm says should attack the EGO, but since it has to potential to seriously harm and/or kill I made it into a BODY drain as well.
Astral Vine
(Total: 221 Active Cost, 75 Real Cost) HKA 2 1/2d6, Trigger (Activating the Trigger requires a Zero Phase Action, ; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (x2; +1) (110 Active Points); OAF (Weapon; -1), Spell (-1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 37) plus FF (18 PD/18 ED/12 Mental Defense/6 Flash Defense: Hearing Group/6 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, ; +1/4) (105 Active Points); OAF (Weapon; -1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 35) plus Endurance Reserve (63 END, 0 REC) Reserve: (6 Active Points); OAF (Weapon; -1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4); REC: (0 Active Points) (Real Cost: 3)
Shamanist [Astral]. Skill Roll -12.
This spell enhances a melee weapon making it almost as powerful as the legendary Sword of Light. A weapon thus empowered becomes an enchanted weapon capable of harming Mazoku and desolid creatures. In addition the weapon can be used to intercept and render harmless spells targeted at the caster. The spell is a tricky and difficult one to cast but fortunately it is normally cast out of combat when the caster can spend extra time and concentrate without too much risk, thus making the Skill Roll much easier.
When the spell is cast the caster feeds END into the END reserve of the spell. As the weapon is used in combat this END will be used until the END reserve is exhausted. If the END reserve becomes exhausted the spell ends and must be recast. However before the spell ends the caster can spend an attack action to feed more END into the reserve. Such END must come from the casters own END reserve.
The empowered weapon will only use as much END as is required generally this means the full 11 END cost with attacks (unless the user chooses to inflict a lesser amount of damage) and the Force Field will only use 1 point of END per 5 active points of attack that it protects against (or its maximum of 10 END whichever is less). However the END will be used per attack intercepted so a volley of multiple spells can rapidly drain the END from the weapon.
This was a very tricky write-up. I could have made the spell intercept ability a missile deflection or a force wall. In the end I went with the force field since it seemed to work best as I picture the spell. As long as the weapon user is aware of the attack and interposes the weapon between himself and the attacker it will intercept the harmful spell.
This also forces me to introduce some sort of END reserve rules for the setting. In my opinion spell casters should be allowed to buy personal END reserves to power their spells. I think that the GM should allow pretty liberal END amounts and/or REC for that END reserve. My own idea would be END Reserves with as much as a 10:1 ratio or as little as a 5:1 ratio. Characters in the Slayers get exhausted in spell combat but it seems to take a effort to exhaust them and they seem to recover pretty quickly.
EDIT: I am building these into a HDv3 Prefab as I go along. Once there are enough spells to make it worth while I will post the prefab.
Balus Rod
(Total: 39 Active Cost, 17 Real Cost) HA +3d6, Autofire (3 shots; +1/4) (19 Active Points); Hand-To-Hand Attack (-1/2), Spell (-1/2), Restrainable (-1/2), Gestures (-1/4), Incantations (-1/4), STR Minimum 5 (-1/4) (Real Cost: 6) plus Stretching 1" (5 Active Points); Spell (-1/2), Only To Cause Damage With Force Tendrils (-1/2), Restrainable (-1/2), Gestures (-1/4), Incantations (-1/4), no Noncombat Stretching (-1/4) (Real Cost: 1) plus Affects Desolidified Any form of Desolidification (+1/2) for up to 19 Active Points of HA; Requires An EGO Roll (RSR Skill is subject to Skill vs. Skill contests; -1 1/4) (Real Cost: 4) plus +3 with Balus Rod (Real Cost: 6)
Shamanist [Force]. Skill Roll -0.
This spell causes a whip of light to appear in the casters hand which can then be used to strike at foes. This is a simple and relatively weak spell that cannot be boosted above 5d6 base damage. The Balus Rod has a chance to effect Desolid Creatures (ghosts, Mazoku) if the caster can beat the foe in an EGO vs EGO roll. Upon the first attack against such a foe make the roll, if the caster wins his weapon will always affect that specific foe, if the opponent wins he will be forever immune from that particular cast of the spell.
The BESM material and the Slayers d20 rules disagree about the exact effects of this spell. In this cases I followed the effect listed in BESM version since it was the easiest to convert.
Balus Wall
FW (5 PD/5 ED; 2" long and 1" tall) (27 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Total: 39 Active Cost, 17 Real Cost).
Shamanist [Force]. Skill Roll -0.
The caster calls forth a transparent wall of force that stops all physical and engergy attacks, mundane or magical. The wall will stop outgoing attacks as well. The caster can normally create stronger or weaker forcewalls and can also choose to increase their area of coverage. Just adjust the size and strength at the time of casting.
In this case the Slayers D20 material says the wall will stop all attacks. The BESM material says it works only against fire. I chose to go with the D20 write-up on this one.
Behfis Bring
Tunneling 2" through 6 DEF material (22 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -0.
The caster touches the ground and is able to tunnel through earth or stone at about 12 feet per PHA. Clever casters can use this to open up a pit beneath an opponent. This spell can be increased in area (inches of tunneling) easily but the GM should probably limit the amount of extra DEF a caster is able to buy.
Blam Blazer EDIT: Added the Incantation.
“You, who floats in eternity and infinity; Origin of all hearts
Gather to my hands and be a flash of light;
Get rid of the deep darkness! BLAM BLAZER!”
EB 3d6, NND (Mental Defense, Force Field or Forcewall; +1/2), Does BODY (+1) (37 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Force]. Skill Roll -0.
This spell creates a shimmering ball of blue energy that hurtles towards the target. Upon impact it releases this energy into the target hurting both body and soul.
Blam Gush
“Wind which blows across eternity, gather in my hand and become my strength.”
EB 7d6, Armor Piercing (+1/2), Area Of Effect (11" Cone; +1) (87 Active Points); Spell (-1/2), Incantations (-1/4), Gestures (-1/4)
Shamanist [Force]. Skill Roll -5.
The spell creates a jet of force, upon reaching the target hex it flares into a swirling cone that destroys everything in its path. This is a strong spell and thus it has a significant Skill Roll penalty but in this case we do have the full incantation to make it a bit easier (see post #1 in this thread).
An annoying spell to convert since the BESM and D20 tomes give differing descriptions. This version is based on the D20 write-up. The BESM version says that the spell, “calls forth a javelin of force that the caster uses to strike a single target.” I went with the more powerful D20 version.
Next up will be Blast Ash, the first Sorcery spell that I've come to going alphabetically. I just counted and there are 111 spells in the books that I have. I just finished number 9. I got a long way to go. I wonder if I will get done, get bored or get discouraged first?
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Blast Ash
Drain BODY 6d6, Limited Range (12"; +1/4), Area Of Effect Accurate (One Hex; +1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (135 Active Points); Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Limited Power Only Affects Creatures With Souls (-1/2), Gestures (-1/4), Incantations (-1/4)
Sorcery. Skill Roll -5.
This spell calls forth a stream of dark energy which drains the life force from its target. Those slain by the power are reduced to ash.
The BESM conversion of this would have been very costly (a drain of STR, DEX and CON) but it wouldn’t have been deadly which the spell description makes clear (victims are reduced to ash). Again the D20 and BESM write-ups diverged wildly. The BESM version has a huge AE and the D20 version produced a “stream” that only affects a single target. I pretty much just build something that I thought captured the spirit of the spell.
Blast Bomb
Drain STR 3 1/2d6, Ranged (+1/2), Area Of Effect (5" Radius; +1) (87 Active Points); Limited Power Force Wall Or Force Field Offer Complete Protection (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Sorcery [Astral]. Skill Roll -3.
When the Blast Bomb bursts all creatures within the area of effect have their Strength drained by the effects.
This one is unique in that it does not appear in any of the BESM Slayers material. It only exists in the D20 Slayers book so I had to wing it based wholly on the spell description. My research indicates that this spell is never actually seen in the anime but it is mentioned so the effects were probably a guess on the part of the people at Guardians of Order (RIP).
Bomb Di Wind
Change Environment 8" radius (16" long and 2" wide Line; +1/4), +8 Points of Telekinetic STR (55 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Air]. Skill Roll -1.
The caster creates strong gusts of wind that move outward in a line from the caster. Small creatures can be blown down and larger creatures must work to move against the wind. In some cases casters have used this spell to propell sailing ships.
Bomb Sprid
(Total: 50 Active Cost, 28 Real Cost) EB 3d6, Explosion (+1/2) (22 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 11) plus Sight Group Flash 3d6, Explosion (+1/2) (22 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 11) plus +3 with Bomb Sprid (Real Cost: 6)
Shamanist [Fire]. Skill Roll -1.
This spell is a sort of mini-fireball. It does little damage but is very accurate and effective at temporarly blinding foes.
Boo Brymer
Summon 150-point Stone Golem, Expanded Class of Beings Any Type Of Stone Golems (+1/4), Slavishly Devoted (+1) (67 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -3.
This spell enables the caster to call forth a Stone Golem or group of Golems from nearby earth or rock. The Golem is typically strong and tough but specifics are left to the player and GM to determine. The caster can choose to summon a number of lesser Golems instead of the single powerful one. Such summoned Golems, though not particularly bright, are completely loyal to their summoner.
The next five should be: Boo Brymer Special, Buday Wind, Burst Flare, Burst Rondo and Change Earth. This is not as easy as I had hoped it would be. Since the D20 book and the BESM stuff are often at odds with each other that's a problem. Often I am finding that a spell will list its BESM effects and if you use the conversion given in Reality Storm you end up with an effect that does not match the description. The end result is that I am often having to use what feels right instead of what is technically correct. Lastly the END cost for the spells are all over the place. Once I am finished I may have to go back and tweak the END cost for various spells to make things even out better.
Boo Brymer II
Minor Transform 6d6 (Natural Stone Into Inanimate Stone Object), Improved Results Group (+1/4) (75 Active Points); Spell (-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -2.
This is essentially a different use of the Boo Brymer spell. In this case instead of animating rock and stone to form a golem the caster causes a rock formation to reshape itself into the desired form. The caster must touch rock that is clearly a part of the formation to be transformed. Since average stone has 19 BODY per hex this spell can easily transform an entire hex of solid rock.
This spell is listed as Boo Brymer Special in the BESM materials but it doesn’t appear in the D20 book.
Buday Wind
Energy Blast 7d6, Area Of Effect (15" Cone; +1 1/4) (79 Active Points); Spell (-1/2), No Range (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Air]. Skill Roll -2.
This spell allows the caster to send forth a strong burst of wind which will affect all targets in a cone emanating from the caster. The winds so generated are capable of destroying non-fortified buildings, wagons and such.
7d6 may seem weak but it is an area of effect buildings will take that attack to each hex of area. Since standard walls are usually 3 or 4 DEF with 3 BODY most normal building will take a beating.
The two books disagree on the spelling. The other option is Budey Wind.
Burst Flare
"Source of all power, crimson fire burning bright, gather in my hand and become an inferno! BURST FLARE!"
Killing Attack - Ranged 3d6+1, Area Of Effect Accurate (One Hex; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (x2; +1) (150 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4)
Sorcery [Fire/Heat]. Skill Roll -10.
With this very powerful spell the caster causes a burst of intense white-hot flames to surround the target reducing them to ash. This spell is most often used with the full incantation which will help reduce the Skill Roll penalty by an additional 2 or 3.
Burst Rondo
(Total: 50 Active Cost, 22 Real Cost) Energy Blast 2d6, Area Of Effect (4" Any Area; +1 1/2) (25 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (16"; -1/4) (Real Cost: 11) plus Sight and Hearing Groups Flash 1d6, Area Of Effect (4" Any Area; +1 1/2) (25 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4), Limited Range (16"; -1/4) (Real Cost: 11)
Sorcery. Skill Roll -0.
The caster fires numerous small balls of mystical energy which burst next to the target(s). The effect causes little damage but it can be distracting and very frightening to those not used to magic. The mystical energy can appear as streamers of black energy, small red balls of flame, tiny white points of light or similar sorts of things.
Change Earth
"Earth below, heed my command!"
Minor Transform 3d6 (Adjusts Hardness And Mositure Content Of Earth Or Rock), Area Of Effect (3" Radius; +1) (60 Active Points); Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shamanist [Earth]. Skill Roll -2.
This spell can be used to make minor changes to the ground surface at range. The amount of change is slight. For instance normal earth can be transformed to mud or soft stone, soft stone could be changed to normal earth or hardened to granite, mud could be changed into normal earth, etc. The effects are not very deep, if it is assumed that a hex of earth has 19 BODY (the same as stone) then the depth of change only extends to a depth of about three feet. The spell can create a mire to slow your foes of be used to get a wagon easily past a muddy patch.
Chaotic Disintegrate
“Manaku Soromu Zanaku Sakurimu!”
Killing Attack - Ranged 4d6, Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (120 Active Points); Spell (-1/2), Beam (-1/4), Incantations (-1/4), Gestures (-1/4), Limited Power Effectiveness Is Halved Against Good Aligned Creatures (-1/4)
White [Holy]. Skill Roll -6.
The caster fires a beam of pure white divine power to strike the target. Most lesser evil creatures will be disintegrated. (What constitutes evil and good are up to the GM). Incorporeal creatures and even Mazoku are venerable to this spell. The spell is know only by the Golden Dragons of the Temple of Ceiphied in the Outer World. This spell was most likely invented specifically for fighting Mazoku. More powerful casters can cast more powerful versions but realistically the cap on damage should be around 20 DC (6 1/2d6 RKA).
This should probably be a spell from a fourth college; Holy Magic. Holy magic is similar to white magic but more powerful and is known only by the above mentioned Golden Dragons.
Clone
Summon 100-point Copy of Original Being (20 Active Points); Extra Time (1 Day, -4), OAF Immobile Fragile Expendable (Extremely Difficult to obtain new Focus; Copy Cultivator, Tissue Sample & Expensive Consumables; -3 1/4), Spell (-1/2)
Sorcery. Skill Roll -0.
This is the spell whereby a copy of a being can be made. It is probably best used as a plot devise rather than a spell that a player character will use. The process of creating a copy is complex and a closely guarded secret known only by members of certain sorcerer guilds. It is an expensive process with exacting requirements. The process of making a copy seems to be very closely related to the process of making a chimera.
First off the caster needs a Copy Cultivator. These are invariably huge, unmovable pieces of arcane equipment. Despite their size they are surprisingly delicate and tricky to maintain. A character that operates one should probably have one or more special skills (specifics are left up to the GM).
Creating a copy is a process that can not be rushed. It takes “a day and a night” to make a copy (a full 24 hours). If the process is rushed the copy will either be a complete failure or something greatly weakened will result. In a mishap in the Slayers anime an army of tiny (6” tall) copies of Lina and Gourry resulted, each with the mentality of a toddler. Each of the tiny copies later disappeared in puffs of smoke.
The process also requires expensive consumables (exact materials are a trade secret). As a result if you manage to hire someone to make a copy for you they will likely charge a small fortune. However in some cases you can get a free copy made by volunteering some of your genetic material for experimentation. Note that this is rarely a good idea!
The last requirement is often the easiest to obtain. You must have a tissue sample from the original to make a copy. This sample can be quite small, a few strands of hair, nail clippings, a drop of blood, etc. This means that if you have a large tissue sample you can potentially make a large number of copies. It also seems to be about as costly to make multiple copies at once as it is to make a single copy. Having numerous copies of a single being running around poses problems that most sane people don’t want to face.
Copies have all the memories that the original had at the time the tissue sample left the original. By default copies are created with the knowledge that they are not the original though it might be possible for a copy creator to hide this knowledge from the copy.
In the case of normal people it is possible to create a copy that has the full skills and abilities of the original. Therefore any copy of a competent normal (50 points plus 50 points of disadvantage) or less will be a perfect duplicate.
Difficulties arise when a copy is made of a more powerful being though (any character of greater than 100 total points). If a copy of a more powerful being is made any points over 100 will be halved. For example if you try to make a copy of a 232 point character the copy will have 100+(132/2)=166 points. Where points are deducted to make up for this deficit are up to the GM or the PC if the player is the creator. A copy can never exceed the original in any way. If an original has an Acrobatics 14- skill then the copy can only have it at that level or less.
Copies of powerful beings almost always are perfect as far as physical characteristics are concerned but they may have lesser mental characteristics (INT, EGO and to a lesser degree PRE).
A copy can only be made with tissue samples from the original. For reasons not clearly understood a copy can not be made from tissue obtained from a copy.
The spell above is geared toward making copies of normal creatures (100 points or less) if you need a more powerful copy just add more active points.
Concealment
Mystic Group Images 1" radius, +/-5 to PER Rolls, 1 Continuing Charge lasting 1 Week (+1/2), Invisible Power Effects (Fully Invisible; +1), Mobile (+1) (70 Active Points); Spell (-1/2), Set Effect (Only Be Invisible To Clairvoyance; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4)
White. Skill Roll -0.
When cast upon an item or character the subject is hidden from magical observation (generally this is Clairvoyance of some sort). Once cast the END expended in the spell can not be recovered until the spell expires or the caster cancels it.
A determined scryer can overcome the concealment by buying PER bonuses to their Clairvoyance spell. Likewise the caster of the Concealment spell can make the spell more effective by boosting the PER modifier in their spell. The only practical limit is who can afford the more costly spell and therefore make the associated Skill Roll needed to cast it.
Cure Blindness or Deafness
Healing BODY 8d6+1 (standard effect: 25 points) (83 Active Points); Limited Power Only To Restore Eyesight Or Hearing (-1), Gestures, Requires Gestures throughout (-1/2), Spell (-1/2), Extra Time (Full Phase, -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
White. Skill Roll -0.
This spell will not restore eyes or ears that have been destroyed or removed. It can only be used to restore function to those organs that are damaged (but intact) or magically altered (drained, transformed, etc.). Eyesight is a 25 point ability and hearing is 20 points (see pages 350-351 of 5ER). Spells to heal other senses can be built in a similar fashion.
This spell appears only in the D20 Slayers materials.
Damu Bras
Energy Blast 7d6 (35 Active Points); Spell (-1/2), Beam (-1/4), Gestures (-1/4), Incantations (-1/4)
Sorcery [Sonic]. Skill Roll -0.
With this spell the sorcerer hurls a brilliant red ball of energy at the target. Upon impact it shatters and the power released vibrates the target to pieces.
The spell is also sometimes translated as “Dam Brass.”