New Magic Spells
(Version 1.00 - Last Modified: 11/14/2002)
Introduction
The following magic spells were originally developed by the Lost Tribe Protoss, but
can be taught to other magic users that are capable of learning new invocation spells, although this is rarely
done. Also, just because these spells are available to the Lost Tribe Protoss, does not mean that all of them
possess them, in fact very few Lost Tribe Protoss outside of the Dark Warriors and the Dark Templar bother to
learn these offensive spells.
Maelstrom
- Level: Eight
- Range: 500' (152.4 m)
- Area of Effect: 15' (4.6 m) radius per level of experience
- Duration: 1 melee round per level of experience
- P.P.E.: 75
- Damage: 2D4x10 M.D. and +5 M.D. per level of experience. Damages all targets
in the area of effect every melee round they remain in the area.
- Description: After centuries of trying, the Dark Templar were able to create a spell that was
similar to the Protoss Psi-Storm psionic power. The new spell,
Maelstrom, was more powerful, but it was also not as efficient as the psionic power it was based off
of, and Maelstrom requires significant amounts of magical energy. The spell functions by sending out
magical "ripples" that are disruptive to M.D.C. materials and these ripples are capable of literally
tearing apart everything they touch.
Feedback
- Level: Nine
- Range: 10' (3.1 m) per level of experience
- Duration: Instant
- Damage: 1 point of damage for every five points of PPE and ISP possessed by the target, rounding
all fractions down. The damage inflicted is S.D.C. for normal creatures and M.D. for supernatural
creatures.
- Saving Throw: Standard. If successful, target only takes a quarter of the normal damage, rounding
all fractions down.
- P.P.E.: 80
- Description: This spell causes the supernatural energy of the target to boil and burn the target,
causing instant damage. The amount of damage taken by the target depends on how much combined ISP and PPE
points they possess when this spell is cast upon them. In addition to the damage caused by the spell, the
target will be dazed even if they made the saving throw. The target will be disoriented for 1D4 melees
and will have a penalty of -1 to initiative and -5% to all skills. This spell does not drain the
supernatural energy belonging to the host, it just forces the body to reject the energy temporarily.