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SPELLS

OFFENSIVE SPELLS

Offensive spells in SSKiller are any spell that targets a creature or thing designed to do some form of affect or damage.

The spells listed below are not a full list of SSKiller Spells, if a player wishes to cast a spell that is not listed below the GM should decide upon a difficulty by comparing the spell to one below.

Note Failed spell casters and spells make for a very amusing time. The failed caster casts a spell successfully the GM looks at the spell name and affects of the spell then tells the caster what happens.
Eg. A player casts the Run for It spell below, the GM looks at the spell description and name and decides that instead of the normal result the failed caster has mispronounced the words and the “IT” has been enforces so the target instead of just being forced to run for one round is run at an object, door, wall. Character or something like that, the GM then decides what the lucky “IT” is.

Easy Offensive Spells: Double Skill

Stun Bolt

A bolt of magic shoots from the casters hand striking the target and stunning them.
Hand of Stunning
Upon a successful unarmed combat attack the caster can cast this spell and if successful the target receives a stun as well as any normal unarmed attack damage.
Boo
Used on an unsuspecting target (someone who isn’t expecting something) the target is surprised, made to jump, and stunned for one round, the target may also fall of a chair or some other affect of having a shock at the GM’s discretion.
Run for It
This spell may only be used every other round, the target of this spell is forced to run for there next action and may only perform other actions at half skill level.
Ignite
The caster causes a flammable non living substance that is not being worn and can be seen to ignite.
Water Bolt
A squirt of water fires from the casters hand to the target doing a row 5 attack.
Magic Dart
The caster shoots a small glowing dart out from his hand at a target doing a row 6 attack.
Pass Wind
The caster makes a rude noise and targets a creature capable of hearing this, the target receives a row 5 attack.
Squint Eyes
The caster squints his eyes at a target that is looking at him, that target receives a row 4 attack.
Mouse Trap
The caster causes a small area (5cm squared) to become sticky, any small fury non magical creature to enter the area will be trapped in the area for 24 hours (Note. Panic Forms are Magical) any magical creature entering will be stuck until a successful STR roll is made.

Normal Offensive Spells: Normal Skill

Drain Strength
The caster points at a target and the targets Strength is reduced by 1 point for the rest of the combat, this spell may be cast a number of times on the same target and STR may not be reduced by more than half of the targets starting STR.
Wound Bolt
A bolt of magical energy shoots from the casters hand and causes a wound to the target.
Magic Missile
A bolt of magical energy shoots from the casters fingers and causes a row 10 attack to the target.
Ice Bolt
A bolt of Ice fires from the casters hand to the target doing a row 9 attack
Par
The caster makes a rude noise, a target within hearing distance receives a row 8 attack.
Cross eyes
The caster crosses his eyes at a target that can see his face, the target receives a row 6 attack.
Palm of Pain
Upon a successful unarmed skill roll the caster may cast this spell and if successful can cause a wound as well as any normal unarmed combat damage.
Hurl
The caster can cause a small object to fly through the air at a target, this can be an arrow (use Long Bow damage table), dagger (Thrown dagger), Bolt (Crossbow), vile or any other small object, if the object is a non offensive object such as a vile, flask, torch or other object use a row 6 attack, the object is also hurled hard enough to break if it is glass or pottery, and may do other damage from it’s contents.
Dispel Affects
By the use of this spell, the caster can dispel the affects of an easy or normal difficulty spell, this will not remove damage or the results of a spell, just the spell itself.
Easy Power Mimic
by the use of this spell the caster mimics the effect of an Easy Offensive Power, but the power is at Normal difficulty

Hard Offensive Spells: Half Skill

Cause Fear
This spell if cast on a Hero will force a panic check at double skill, if cast on a non hero, the target will become afraid, and depending on the type of creature, act accordingly. Eg. A small or human sized creature will run away, a big creature will probably try to remove the cause of its fear.
Plant Growth
By use of this spell a plant targeted, or group of plants is caused to grow at an accelerated rate, the rate is upto the GM but should rarely be instantaneous, and also never longer than overnight.
Webbing
The caster can shoot a sticky strand of webbing from his palm, any target hit by the webbing must make a successful lifting roll or be stuck for 10 rounds, a stuck creature may do nothing but try to escape, any rounds spent not trying to escape are added to the ten round minimum.
Eg. If Mel is covered in webbing and decides to panic if he succeeds of fails he will have to wait an extra round to escape because he spent a round trying something else.
Note. webbing is flammable, if set alight it will burn for one round doing a row 7 attack and then freeing the stuck thing.
Incapacitate
The caster fires a bolt of magical energy from the palms of both hands, these bolts strike the target and inflict damage enough to incapacitate the target.
Stun Blast
The caster emits a piecing shriek, all within hearing distance are stunned for one round.
Thunder Clap
The caster claps his hands together and a Thunder bolt streaks out from his hands, all targets in a strait line from the caster to the target and beyond are inflicted by a row 12 attack.
Fire Ball
A flaming ball is thrown from the casters hand and rolls through the air until it strikes the target, the fireball then explodes causing a row 12 attack to all within a 12 feet radius.
Fire Bolt
A bolt of fire shoots from the casters hand to the target doing a row 14 attack.
Evil Eye
The caster targets a creature that can see his face, the target then receives a row 8 attack.
Blast of Wind
The caster makes a rude noise, all within a 12 feet radius of the caster must receive a row 10 attack.
Gust of Wind
The caster makes a rude noise, a target within hearing of the caster takes a row 10 attack.
Power Punch
The caster upon a successful unarmed combat roll may cast this spell, if a success is made the target receives an incapacitate as well as any normal unarmed damage.
Dispel Difficult Affects
By the use of this spell, the caster can dispel the affects of an difficult spell, this will not remove damage or the results of a spell, just the spell itself.
Call Lightning
The caster may call a bolt of lightning down out of a stormy sky (there needs to be a storm) and onto a target doing a row 16 attack.
Power Mimic
by the use of this spell the caster mimics the effect of an Normal Offensive Power, but the power is at Hard difficulty
Slow Down
the caster of this spell points at a target and says "Slow Down", the target of the spell will be at half speed, acting only once every two rounds, the spell lasts for 6 rounds, in that time the target will only act 3 times. this spell doesn't halve the creatures number of attacks only it's speed in attacking.

Very Hard Offensive Spells: Quarter Skill

Whirl Wind
A column of wind rises from the ground sweeping through the battle field, picking up and throwing out targets at random (good and bad alike), a target receives a row 6 attack but is flung out in a random direction and may be picked up and flung again. Note the caster has no control of the whirl wind unless a spell is cast to control it.
Weather Mastery
The caster may alter the weather from what it is now to another close state. Eg if its a clear sunny day the caster may alter it to an overcast day, if its overcast he may make it rain, rain to storm, etc.
Tidal Wave
The caster causes a body of water to swell and form a tidal wave, there need be sufficient water to form a wave, Eg. A river, canal or sea, the wave crashes on the intended targets near the water doing a row 12 attack to all.
Water Strike
The caster may cast this spell by any body of water, from a sea to a puddle, the caster causes a wall of water to grow from the water source and fall on a single target near the water, the attack does a row 15 attack.
Die
The caster of this spell points at a target and says “Die“, if the target is a living creature it receives a Kill.
Disintegrate
The caster of this spell points at a target and causes the target to disappear, the spell if cast on a creature does a Kill result and if successfully killing the creature changes to a Destroyed. If cast on a non magical object a quantity of the object of about a mans size vanishes.
Polymorph Creature
The caster of this spell points at a creature and calls its name, the creature then transforms into its Panic Animal with no Panic roll, and no Don’t Panic roll for 24 hours, if the creature has no panic animal one is rolled for it on Table 2.0. The creature still has the same damage and toughness but will lose any of its special abilities that it cannot use in its new form.
Eg. A Dragon (Smog) is polymorph into a mouse, the wizard then walks up to the mouse laughing, Smog the mouse swings it’s tail hurling the unlucky wizard across the room and squishing him into the wall. Smog could not however use his Breath Weapon as a mouse doesn’t have one but it still has teeth, claws and a tail...
Quivering Palm
The caster upon a successful unarmed attack may cast this spell and if successful the target takes a Kill result as well as any normal attack damage.
Conflagrate
The caster of this spell holds his breath and blows hard till his face is red, then releases his breath, all within a 15 feet radius are subject to a row 12 Fire damage attack, except the caster.
Doom Ball
The caster of this spell throws a large ball of fire from his hand, the ball rolls across to its target, where it explodes causing a row 16 attack to all within a 15 feet radius, the explosion also throws off fire balls which travel in all directions when they strike a target they explode causing a row 8 attack to all within a 5 feet radius and throw of magical bolts of energy in all directions causing a row 5 attack to all hit. Big Bang !!!
True Master of Weather
The caster may change the weather at will, altering the humidity within the normal ranges for that world. He may make rain in the desert, but can’t make it rain on the moon.
Lightning Ball
A ball of lightning is thrown from the casters hand, rolls across to its target where it explodes doing a row 18 attack to its target, it also throws lightning in all directions except that of the caster, the lightning when hitting a target does a row 10 attack.
Chain Lightning
The caster selects a target, if the roll is successful the target takes a row 14 attack, the caster then selects another target that hasn’t already been hit by the lightning, the caster then rolls for that target thus repeating the process until no targets remain unattached.
Dispel Very Difficult Affects
By the use of this spell, the caster can dispel the affects of an very difficult spell, this will not remove damage or the results of a spell, just the spell itself.
Hard Power Mimic
by the use of this spell the caster mimics the effect of an Hard Offensive Power, but the power is at Very Hard difficulty

Extremely Hard Offensive Spells: Eighth Skill

Palm of destruction
The caster upon a successful unarmed attack roll may cast this spell and upon a success the target receives a Destroyed result as well as any normal unarmed damage.
Wish
Technically this is not only an Offensive spell, so its included in the defensive and the Misc spells as well. The wish spell is a spell that has caused the most laughs of all the spells I have encountered. The GM should listen to the wording of the wish very carefully and give the players exactly, that’s exactly what they wish for.
The funniest wish I have encountered was a player who was convinced he was going to die, so he dug himself a grave and sat in it and after careful consideration said “I wish for, Err, I wish for. Oh Shit!” So a tone of shit appeared above his grave and buried him in it. Another wish, so far the only one I know of that worked exactly as wished for was worked out over several days, the wisher came with two pieces of A4 paper which he then read his wish off. Having studied the wish for a few minutes I couldn’t find fault with it (I probably could have if I’d have wanted to hold the game up.) So I allowed his wish, to his great amazement. However the next day the King had posted a proclamation to the populace saying he would give a big reward to anyone who could help him locate the thieves of his best Magical Sword.
Also another of the players tried using the same wish later on in the campaign and was surprised when the user of the first wish was after his blood for stealing his Magic Sword.
As you can see wishes can be quite complex and in some situations the GM should allow them to be easier, but only if the wish enhances the game by making it more funny. Also the wish should be said before the roll is made.
Eg. I wish for 1,000,000 Gold Pieces, the roll is made, It’s a success, 1,000,000 Gold coins appear over his head in a Sack, carried by the lesser God Troilus who was taking them out of his store room, they all fall onto his head squashing the wisher, Troilus shrugs brushes himself off and disappears with the Gold back to the land of Gods. (Get It?)
Word of Death
The caster utters a word so horrendous that all within hearing distance that are alive receive a Kill.
True Polymorph
The caster Polymorph’s the creature targeted into it’s Panic creature, if the creature has no panic creature one should be rolled for it now on Table 2.0. The creature doesn’t retain any of its former abilities and for all intents and purposes is a normal creature of that type, the spell will last for 24 hours or dispelled.
Dispel Extremely Difficult Affects
By the use of this spell, the caster can dispel the affects of an Extremely difficult spell, this will not remove damage or the results of a spell, just the spell itself.
Very Hard Power Mimic
by the use of this spell the caster mimics the effect of an Very Hard Offensive Power, but the power is at Extremely Hard difficulty