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D6 RPG – MAGIC

If the player wants his/her character to be a mage, then the priority attribute would be MIND.
Mages can only wear leather armour.

SPELLS:
The mage has a skill called Magic. Level 2 is usually advised.
MIND: 11 (+1), MIND: 12: (+2).

An optional method is to make a MIND roll (MIND/2 (half MIND stat) round down plus 1D6).
The TN is 8. If the MIND roll beats the TN, then the spell works.
The GM and players should decide on which method to use.

The mage has 1D3+3 spells when created.

The range for spells is 30 metres.

Fire bolt: Dam: 4 (15 metres or less), Dam: 3 (15-30 metres).


Ice bolt: Dam: 3, and slows the target’s movement by half – round down.
Lightning bolt: Dam: 3, stuns target for 2 turns. BODY roll negates.
Levitate: target rises 4 metres. Cast again to rise another 4 metres or to stay at current level.
Shield+1: stops 1 damage. Lasts 1 turn. Requirements: MIND 10.
Shield+2: stops 2 damage. Lasts 1 turn. Requirements: MIND 11.
Poison bolt: DAM: 3, lasts 2 turns.
Raise dead (raises 1D6 zombies). Necromancers only.
Create Light: the top of the mage’s staff lights up (7 metres across).

Blinding Flash: targets in front of the mage are blinded for 1D2 turns (good for Dark Elves, or any
creature with low light or night vision).

Fog Cloud: the mage creates a cloud of fog 6 metres across.

Infravision: allows the mage to see heat (handy when a fog cloud is about).
Can also cast it on other players.

Fire, Ice, Lightning, and Poison Bolt: -1 armour if cast within 10 metres.

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