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Cavalry Wizard
By Tim Martin
Page 2
THIRD LEVEL
Freshen Mount (Illusion/Phantasm)
| Range: |
Touch |
| Duration: |
4 turns/level |
| AE: |
2 horses or mounts/level |
| Comp: |
V,S |
| Saving throw: |
None |
| CT: |
4 |
This spell is similar to Dispel Exhaustion (2nd level wizard),
but affets only horses, mules, donkeys, or similar mounts. The
creatures affected appear and function as if they had 50% of
their lost hit points restored, but this effect is illusionary,
and the mount drops back to its actual hit point strenght upon
the spell's expiration. This spell will also allow the recipients
to move at double speed for 1 round every turn, as in a haste
spell, but with no other ill effects.
Hasten Steeds (Alteration)
| Range: |
15 yards |
| Duration: |
6 rounds + 1 round/level |
| AE: |
2 horses per level |
| Comp: |
V,S, M |
| Saving throw: |
None |
This is a different version of the spell Haste, in that it only
applies to horses, and doubles for the duration of the spell
their movement but not their number of attacks.
Phantom Barding (Illusion/Phantasm)
| Range: |
Touch |
| Duration: |
1 turn/level |
| AE: |
1 horse/level |
| Comp: |
V,S, M |
| Saving throw: |
None |
| CT: |
6 segments |
By means of this spell, the wizard creates temporary magical
barding for one mount per level of his or her ability. This illusionary
armor provides protection aganist real damage, lasting for the
duration of the spell, until dispelled by a dispel magic, or
until the armor has incurred more than 1d10 hit points per level
of the caster in damage. The armor weighs nothing, does not hinder
movement or speed in any way, and covers the head, neck, and
body of the warhorse or mount.
FOURTH LEVEL
Improved Protection from Normal Missiles
(Abjuration)
| Range: |
Touch |
| Duration: |
1 turn/level |
| AE: |
One mount and one rider |
| Comp: |
V,S, M |
| Saving throw: |
None |
| CT: |
5 |
This spell is virtually identical to the standard 3rd level wizard
spell Protection from Normal Missiles, except that the protection
extends to the rider's mount as well. Same component as Protection
from Normal Missiles
Summon Equines (Conjuration/Summoning)
| Range: |
40 yards/level |
| Duration: |
1 turn/level |
| AE: |
Special |
| Comp: |
V,S, M |
| Saving throw: |
None |
| CT: |
1 round |
This spell will summon all nonmounted horses, donkeys, mules,
burros, and horselike non-sentient animals within range of this
spell to the caster. The animals can have no more than four hit
dice each. The animals will be under the caster's control for
the duration of the spell; they depart upon the spell's expiration,
unless means are made to secure the animal. This spell has no
effect on those horses that are mounted, as their riders will
be able to overcome the effects of the spell on their mounts.
FIFTH LEVEL
Train Warhorse (Enchantment/Charm)
| Range: |
10 yards |
| Duration: |
Permanent |
| AE: |
One horse |
| Comp: |
V,S, M |
| Saving throw: |
Neg. |
| CT: |
1 turn |
This spell will impart all needed training and conditioning upon
a suitiable mount, creating a fine warhorse in a manner of minutes.
The animal must still fit all physical qualifications to be a
war horse. If it is to be a light warhorse or courser, it must
be from 14 to 15 hands high; if it is to be a medium warhorse
it is to be 15.5 to 16.5 hands high; and if it is to be a heavy
warhorse or a destrier, it must be 18 or more hands in height
and of massive bulk. The animal need not be broken, but it is
allowed a saving throw. If the animal is already tamed, it suffers
a -1 penalty to the save.
In conclusion, I hope I have given players
and DMs alike something to use. If they don't want to adopt the
cavalry mage outright, then some or all of the spells can certainly
be adopted for use by general spellcasters. Also, this might
provide a template to the creation of battle mage types to help
other forms of warfare, such as an archer mage or an infantry
mage. If magic is the technology of the worlds of TSR, than it
would be logical that it would be applied to all aspects of combat.
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