[New Spell] Spinner


The wizard finally stopped spinning and it took a few moments to gain his bearings.

Suddenly he was surrounded by thugs brandishing daggers and broken bottles with no time to snap off a spell, whoever had cast on him had timed it just right.

A right hook caught his jaw, sent him reeling.

Two daggers flew passed him as he fell suddenly, each hitting a thug. The others broke and ran.

‘Good thing we watch out for you!’ Koram exclaimed.

‘Those were my daggers that hit their targets,’ added Nudge.

‘I think Stork is back,’ Chalk said, gingerly rubbing his bruising jaw.

Spinner (Arcane/Divine)

Level 2

Range: 10′ (+5’/level)

Duration: 1d4+1 rounds.

A dastardly simple spell, Spinner causes the subject who fails a Save versus Spells to begin twirling and whirling, spinning in a random direction like a rampant top. Casting spells and aiming ranged weapons while under the influence of this spell is very difficult-spells have a 78% chance of failing while ranged weapons are -3 to hit in combat. However, melee weapons are +2 to hit and damage if the target is close enough due to the increased force behind the whirling target of the spell.

This entry was posted in Magic Spells and tagged , , , , , . Bookmark the permalink.

2 Responses to [New Spell] Spinner

  1. trey says:

    Hmmm. I could imagine times this would be useful to use on an ally.

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