User Guide
Summoning Spells
Your lead fighter has two hit points left, your mage has fallen asleep, and your priest is
too insane to do much about it. With the last bit of power he can muster, your Psionic
fires off an Illusion spell. And … voila, a Greater Demon appears - at your service!
With a flick of his giant, fiery hand, your enemies are but a bad memory.
For just such reasons, summoning spells are a favorite among Lost Guardia’s magic
users. These spells allow you to summon a monster from another plane to fight for
your party. Once you have summoned one group of monsters, however, you may not
summon another group until the first group dies or the encounter ends.
Summoned monsters can be extremely useful to your party. Sometimes, an attack
originally meant for your characters will strike the summoned group of monsters…
saving you the pain, rest, and healing spells necessary to recover.
Oratory
One of the most important skills of the spell caster, Oratory is the practice of
successfully reciting a spell while under the duress of combat. A character proficient in
oratory should be able to zip off a deadly spell while simultaneously dodging a sword’s
blow.
However, characters with poor oratory or bad luck may backfire or fumble a spell.
When a spell backfires, it attacks the party instead of the monsters! So, if you cast a
Magic Missile and fumble its incantation… b o o m. Your characters will be affected
just as if the monsters had cast it on you.
Casting a Spell
There are six steps to casting a spell. As you complete each part, you will see the
cursor blinking at you to indicate the next course of action.
• Select the “Spellbook” option.
• Choose a realm
• Select a spell
• Set the power level
• Select Cast
• Give the spell a target (a character, a monster, a group, an item, etc.)
Your spell casters must study to learn more spells. When your spell casters gain a level,
be sure to add skill points to their area of proficiency. Some classes, such as the
Samurai, are both warriors and spell casters. Be careful not to neglect their fighting
skills in lieu of spell power.
Fire Spells
Energy Blast Cost: 2 Caster: MAG Affects: 1 Creature
A jolting spark of electric energy doing 1-7 hit points of damage per power level.
Blinding Flash Cost: 2 Caster: ALC Affects: 1 Creature plus power level
A giant flash of light that may temporarily blind opponents.
Psionic Fire Cost: 4 Caster: PSI Affects: 2 Creatures plus power level
A fiery burst of mental power doing 1-8 points of fire damage per power level.
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Crusaders of the Dark Savant