Tiger's Chaos - Hero System

Inspired by the Witch NPC class from Dragon magazine 114  For those who prefer a PDF  If You Would like a prefab for Hero Designer Prefab

Coven Magic


Throughout legends and fairy tales there are various stories about witches. It may be a story about a witch cooking and eating children or three blind witches using a magic eye to see. Yes, there stories are there and we love to tell them. In Fantasy Hero there are various forms of witches including Coven Magic. This form of a witch is a cross between a cleric and a mage. They are worshipers of various taboo religions usually evil but not always so. They always serve a deity however, and always serve faithfully and somewhat fanatically.

These witches are members of covens dedicated to their deity and pledged to fulfill their every request. It doesn’t matter if it is furthering their influence to annihilating their enemies. Witches gain their daily spells through prayer and daily meditation. These spells range from mundane spells that range from altering ones appearance to making illusionary duplicates. Deadly spells such as flaming projectiles and defensive spells such as making their skin hard as steel.

These covens are separated into to different orders of witches; there is the Low Order Witch and the High Secret Order Witch. Low Order The two orders are separated by the acts and the devotion and servitude to their deity. The more powerful a witch becomes the more closely tied to their deity they become. The hierarchy of the coven is rather simple really; the longer you are in the coven the more responsibilities you have. The ruler of any coven is the high priestess (most witches are male but not all). She is responsible for the coven and to insure that all coven members perform their duties to their deity.

Below the high priestess are various priestess, mystics and soothsayers. These titles will reflect the power and responsibility the witch has. The title will also reflect their main responsibility in the coven and who the immediately answer to such has Priestess of Healing, priestess of the Temple or Mystic of the Temple. Ultimately all coven members’ answer to the High Priestess who ultimately answers directly to the deity they serve. Once a witch becomes a powerful priestess it is usually time for her to either challenge for the right to rule the coven or to leave to start her own. The witch will receive a dream from her deity telling her which is the option to take. Many witches have died because they didn’t wait for this dream and became inpatient. Witches are usually very ambitious and power hungry.

To become a member of a High Secret Order is not the easiest thing to do. The witch is required to have obtained certain magical items and to perform a quest for her deity.

The items that they must obtain is any two of the following: Magical Crystal Ball of some type, a magical broom of some type, a magical mirror of some type or a powerful magical staff of some type. In addition they must have found either a magical tome of some kind. The quest they must under take is always something picked by the High Priestess and is always extremely hazardous. Many High Priestesses have used this quest to remove dangerous rivals for their position in the coven.

If a witch should leave a coven after obtaining membership into the High Secret Order or if she is ever kick out of the order or coven she loses her ability to cast High Secret Order Spells. Because of this High Secret Order Spells receive a –1/2 limitation to the spell creation.


Basic Spells



Alarm

This spell allows the caster to select a doorway, area to react to the presence of any creature larger than a small animal. The caster could also select an item to react if touch or a select target item is pass. The caster selects the sound this alarm gives

Power: Images Hearing Group, +/-3 to PER Rolls [Loud Metal Clanging]
Target: Area
Duration: Constant
Range: 140m
Magic Roll Penalty: -2
Energy (END): 2
Game Information: Hearing Group Images, +/-3 to PER Rolls, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Barrier crossed, Door opened etc; +1/4) (24 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Hour each (Memorized Spells; +1/2). Cost: 10 points



Dispel Magic

This spell allows the caster to alter his appearance to any humanoid shape. Once caster anyone seeing the caster would view him as whatever race the caster choose at the time they cast the spell.

Power: Dispel (Any Magic Power)
Target: Target's DCV
Duration: Instant
Range: 300m
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Dispel Any Magic Power 10d6 (standard effect: 30 points), One Magic Power At A Time (+1/2) (45 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 13 points



Change Self

This spell allows the caster to alter his appearance to any humanoid shape. Once caster anyone seeing the caster would view him as whatever race the caster choose at the time they cast the spell.

Power: Shape Shift Sight Group, Variety of Shapes limited group of shapes - Humanoids
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -2
Energy (END): 2
Game Information: Shape Shift (Sight Group, limited group of shapes - Humanoids) (19 Active Points); Requires A Magic Roll (-1/2), Costs Endurance (-1/2), Requires Mana (-1/2), Incantations (-1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Hour each (Memorized Spells; +1/2). Cost: 7 points



Cure Wounds

This spell allow the witch to cure mot serious of wounds on himself or others. The witch can even heal severed limbs

Power: Healing, Can Heal Limbs (BODY)
Target: Target's DCV
Duration: Constant
Range: None
Magic Roll Penalty: -10
Energy (END): 10
Game Information: Healing BODY 6d6 (standard effect: 18 points), Can Heal Limbs, Constant (+1/2) (97 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Concentration, Must Concentrate throughout use of Constant Power (0 Target's DCV; -1), Usable On Other (-1/2), Grantor pays the END whenever the power is used, Grantor can only grant the power to others, OIF (Component Bag; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4). Cost: 17 points



Mirror Images

This spell allows the caster to make multiple magical duplicates of him self. While the duplicates are not real they can move and talk as if they were the caster. The duplicate remain until dispelled or the caster stops paying END for the spell to continue

Power: Images Sight Group, Hearing Group, +/-4 to PER Rolls
Target: Area
Duration: Constant
Range: 270m
Magic Roll Penalty: -3
Energy (END): 3
Game Information: Sight and Hearing Groups Images, +/-4 to PER Rolls (34 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 20 Minutes each (Memorized Spells; +1/4). Cost: 14 points


Defensive Spells



Armor

This is one of only two defensive spells that coven members have at their disposal. This spell causes the skin of the caster to become hard as brigandine armor giving the caster some protection from damage.

Power: Resistant Protection (Defensive)
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -2
Energy (END): 2
Game Information: Resistant Protection (4 PD/4 ED), Hardened (+1/4), Invisible Power Effects (Inobvious to Sight; +1/4) (24 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Hour each (Memorized Spells; +1/2). Cost: 10 points



Wall Of Bone

This is one of only two defensive spells that coven members have at their disposal. This spell causes a wall of bone 5m long and 3m high to spring further to protect the caster or any area behind the wall.

Power: Barrier (Defensive)
Target: Area
Duration: Instant
Range: 390m
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Barrier 10 PD/10 ED, 0 BODY (up to 5m long, 3m tall, and 1/2m thick) (39 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 11 points


Offensive Spells



Call Lightning

This spell allows a witch to call down a lightning bolt to strike a target with devastating results

Power: Killing Attack - Ranged (ED)
Target: Target's DCV
Duration: Instant
Range: 450m
Magic Roll Penalty: -6
Energy (END): 6
Game Information: Killing Attack - Ranged 3d6 (standard effect: 9 BODY, 18 STUN), Armor Piercing (+1/4) (56 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Roll (-1/2), Incantations (-1/4), Reqires Mana (-1/4), Limited Power Armor Piercing Only Effects Those Wearing Metal Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 16 points



Call Lightning - Chained

This spell allows a witch to call down a lightning bolt to strike multiple target in a small area with devastating results

Power: Killing Attack - Ranged (ED)
Target: Area
Duration: Instant
Range: 450m
Magic Roll Penalty: -7
Energy (END): 7
Game Information: Killing Attack - Ranged 3d6 (standard effect: 9 BODY, 18 STUN), Armor Piercing (+1/4), Area Of Effect (4m Radius; +1/4) (67 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Roll (-1/2), Incantations (-1/4), Reqires Mana (-1/4), Limited Power Armor Piercing Only Effects Those Wearing Metal Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 19 points



Eldrich Flame

Casting this spell causes a flaming projectile to spring forth from the casters hands and speed towards it’s target.

Power: Killing Attack - Ranged, +1/2 d6 (ED)
Target: Target's DCV
Duration: Instant
Range: 250m
Magic Roll Penalty: -3
Energy (END): [2 rc]
Game Information: Killing Attack - Ranged 1 1/2d6 (standard effect: 4 BODY, 8 STUN), Armor Piercing (+1/4) (31 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Gestures (-1/4), Incantations (-1/4). Cost: 9 points



Firestorm

This spell allows the caster to blanket an area with a cone shaped storm of fire. The start of the cone can be formed anywhere within the range of the caster.

Power: Blast (ED)
Target: Area
Duration: Instant
Range: 300m
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Blast 6d6 (standard effect: 18 STUN, 6 BODY), Area Of Effect (1m Cone; +1/4) (37 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 10 points



Hold Person

This spell allows the caster to render a target incapable of performing any action other than standing still. Though the target is aware of his surroundings they are unable to interact with them.

Power: Mind Control (Humanoid)
Target: ECV
Duration: Instant
Range: LOS
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Mind Control 8d6 (standard effect: 24 points) (Humanoid class of minds) (40 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Limited Power One Command - Stand Still And Do Nothing (-1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 9 points



Interior Pit

This spell allows the caster to create a pit that is 3m in diameter and 3m deep. While this spell can only be cast indoors, it doesn’t allow the pit to create a hole to a lower level. The pit is it’s own pocket dimension.

Power: Extra-Dimensional Movement Single Dimension, x8 Increased Weight
Target: Area
Duration: Constant
Range: None
Magic Roll Penalty: -11
Energy (END): 11
Game Information: Extra-Dimensional Movement (Single Dimension - 3M pit), x8 Increased Weight, Area Of Effect (3m Radius; +1/4), Constant (+1/2), Usable As Attack (+1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (114 Active Points); Usable Indoors only (-1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Minute each (Memorized Spells; -1/4), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Forms a 3M X 3M X 3M Pit Only, Doesn't make A Hole to Another Level (-1/4). Cost: 32 points



Minor Quest

This spell allows the caster to force an opponent to perform simple quest. The quest can be anything from fetch me some ale to walk to the other side of town. Any quest is possible but may not be too complicated.

Power: Mind Control (Humanoid)
Target: ECV
Duration: Constant
Range: LOS
Magic Roll Penalty: -7
Energy (END): 7
Game Information: Mind Control 10d6 (standard effect: 30 points) (Humanoid class of minds), Constant (+1/2) (75 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Extra Time (Extra Phase, -3/4), Requires A Magic Roll (-1/2), 1 Simply Quest Only (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 16 points



Mist Of Sleep

This spell causes a mist to cover a given area and put all those in the area asleep for a limited amount of time

Power: Transform Major, Healed back by Target wakes up or is awaken (Sleeping)
Target: Area
Duration: Constant
Range: See text
Magic Roll Penalty: -12
Energy (END): 12
Game Information: Major Transform 7d6 (standard effect: 21 points) (Sleeping, Target wakes up or is awaken), Area Of Effect (4m Radius; +1/4), Constant (+1/2) (122 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Extra Phase each (Memorized Spells; -3/4), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Limited Range (300M; -1/4), Incantations (-1/4). Cost: 35 points



Pit

This spell creates a pit within 200m of the caster. This pit created stays in effect for 5 minutes, it is up to the Gm to decide what happens to targets in the pit when it disappears.

Power: Tunneling, +9 PD
Target: Area
Duration: Constant
Range: None
Magic Roll Penalty: -6
Energy (END): 6
Game Information: Tunneling 3m through 10 PD material, Area Of Effect (3m Radius; +1/4), Usable As Attack (+1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (63 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 5 Minutes each (Memorized Spells; -1/4), Incantations (-1/4), Limited Power - Forms a 3M x 3M X 3M Pit Only (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 21 points


High Secret Order



Banishment

This spell allows the caster to send creatures from other planes back to their home plane. This is a powerful spell and requires a complete phase to cast. They can only be sent back to the plane they came from, though they can arrive any where on that plane.

Power: Extra-Dimensional Movement Any Dimension, Any Location
Target: Target's DCV
Duration: Constant
Range: None
Magic Roll Penalty: -13
Energy (END): 13
Game Information: Extra-Dimensional Movement (Any Dimension, Any Location), Constant (+1/2), Usable As Attack (600M; +1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (135 Active Points); Creatures from other planes to home plane only (-1), 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), Extra Time (Full Phase, -1/2), Must Be A Member of A High Secret Order (-1/2), OIF- Component Pouch (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 Target's DCV; -1/4). Cost: 20 points



Distergration Flesh

This is the most powerful attack spell that a coven member has at their disposal. When this spell is cast all flesh, this includes things like hair and bone, is completely disintegrated. Once the spell is completed there is no evidence that a creature was even in the target area other than the belongings they had on them. They only defense for this spell is to have a natural resistance to magic. Things like armor, magical barriers, magical protective areas and they like have no effect. However, if those in the area have a magic spell that gives the resistance to magic this would apply. (Creator’s Note* The defense what would be called Magic Resistance in AD&D)

Power: Killing Attack - Ranged (ED)
Target: Area
Duration: Instant
Range: 600m
Magic Roll Penalty: -9
Energy (END): 9
Game Information: Killing Attack - Ranged 4d6 (standard effect: 24 STUN), Attack Versus Alternate Defense (Resistance to Magic; +0), Area Of Effect (5m Radius; +1/2) (90 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), Must Be A Member of A High Secret Order (-1/2), OIF- Component Pouch (-1/2), Effects Flesh Only (includes bone & hair) (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 16 points



Seek

This spell allows the caster to determine the location of any item, place o or creature visualize the surroundings of it as long as it’s in range of the spell.

Power: Clairsentience Sight Group, Detect, Increased Arc Of Perception (360 Degrees), Telescopic: +1, x8 Range
Target: Area
Duration: Constant
Range: 1,600m
Magic Roll Penalty: -5
Energy (END): 4
Game Information: Clairsentience (Sight Group And Detect), x8 Range (2,440m), Increased Arc Of Perception (360 Degrees), Telescopic: +1 (46 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), Must Be A Member of A High Secret Order (-1/2), OIF- Component Pouch (-1/2), Extra Time (Full Phase, -1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 8 points



Volcanic Circle

This spell causes a circular path of lava to spread out from the point of the attack. Creatures touched by the lava will be horribly burnt. Once the lava passes an area that area is safe to walk on or pass though. Only those in the center of the target area are protected from the lava.

Power: Killing Attack - Hand-To-Hand (ED)
Target: Area
Duration: Instant
Range: None
Magic Roll Penalty: -10
Energy (END): 10
Game Information: Killing Attack - Hand-To-Hand 4d6 (4d6+1 w/STR) (standard effect: 13 BODY, 26 STUN), Hole In The Middle (fixed size - 2m Hole; +1/4), Area Of Effect (7m Radius; +1/2) (105 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), OIF- Component Pouch (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 23 points



Witch's Plague

This horrible curse allows a witch to cause a target to waste away, possibly killing them in the process.

Power: Drain (Any Characterist 1 At A Time)
Target: Target's DCV
Duration: Constant
Range: 200m
Magic Roll Penalty: -8
Energy (END): 8
Game Information: Drain Any Characterist 1 At A Time 2d6, any Characteristic (+1/4), Constant (+1/2), Delayed Return Rate (points return at the rate of 5 per Week; +2 1/2) (85 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Extra Phase each (Memorized Spells; -3/4), Extra Time (Full Phase, -1/2), Spell (-1/2), OIF (Component Bag; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Gestures (-1/4), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 17 points


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