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The Saving Throw
Hall of Fame Contest #2 Spell List
Spells! Spells! Spells!

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Victory
Cost
2 MP, all points
Restrictions
Must be in first place and have at least 10 points times the number of active participants
Note: Participants are considered inactive if they do not submit any entries or make any guesses for two weeks.
Timing
After combat
Effect
Successfully casting this spell will earn you the prize and reset your score to 0. It is cast after combat, though, so if the caster does not meet the requirements after combat, the casting of Victory will be interrupted and it will have no effect. Once this spell is successfully cast, the point requirement may be increased at the host's discretion. Remember that gaining the prize is not guaranteed for those of you living outside the US and Canada.
Recommendation
This spell is probably best cast when you have a comfortable lead over all staff and readers to make sure that a round of combat won't cause the spell to be interrupted. If it is a two-entry week, you should try casting Victory on both entries, since the order in which entries are handled is randomized. Casting Victory will reset your score to 0 once successfully cast to give other participants a chance to win. You can start again if you wish, though.


Antipathy
Cost
3 MP
Restrictions
Cannot be in last place
Timing
During combat
Effect
Antipathy creates a force that drives the caster and the participant in the position below him or her farther apart. If the caster guesses correctly on the entry, his score is increased by 1.5 times the number of incorrect guesses, rounded up, and the participant or partipicants in the position below lose the same number of points. If the caster does not guess correctly, then the increase and decrease is one for every incorrect guess. Note that this affects the participant who is below the caster at the time of casting; should the caster end up in last place at the time of casting, this spell will have no effect. Any participant tied with the caster at the time of casting is not affected.
Recommendation
This spell is best used by those high in the rankings in order to widen the gap between him or her and the participant just behind them.


Chain Lightning
Cost
4 MP
Restrictions
None
Timing
During combat
Effect
Chain Lightning is a score-damaging spell that starts from the first position and works its way down. Damage is dealt as a percentage of each victim's current score, and the damage dealt to the participant in first place is equal to 1% times the points the caster has earned for that entry up to that point. Damage continues down to lower ranks, losing 2% of its power at each rank until exhausted. This spell will damage the caster should he be high enough rank to be hit.
Recommendation
This spell is best used when you are low in the rankings so that you will either not receive damage or receive a minimum of it. Its purpose is to flatten the scores out, making it easier for you to ascend the rankings.


Charm Person
Cost
4 MP
Restrictions
Target must have at least two more points than caster
Timing
During combat
Effect
Charm Person inspires the target to be generous, giving out the lesser of the total points equal to what the caster earned for that entry from writing, guessing, and any spells cast before that or half the difference between the caster's and target's score rounded down. The points are given one at a time starting at last place and working the way up to the caster, repeating as necessary. The target must have at least two more points than the caster at the time of casting, or this spell has no effect. A target can only be charmed once per entry; further Charm Person spells will have no effect.
Recommendation
If you write in, or think you've guessed correctly, and have MP to burn, it may be time to make someone share their points. It is best cast when there is a big difference in points between you and the caster. Otherwise, you may risk passing them and wasting 4 MP on a casting that has no effect.


Cure Light Wounds
Cost
2 MP
Restrictions
None
Timing
After combat
Effect
This spell has no effect if the participant took no damage during combat for that entry. Otherwise, it heals 1 point of damage for every 4 taken during combat, healing a minimum of 1 point.
Recommendation
It can hard to know when to cast this spell, but if you suspect heavy combat on an entry, it might not be a bad idea.


Cure Critical Wounds
Cost
4 MP
Restrictions
None
Timing
After combat
Effect
This spell has no effect if the participant took no damage during combat for that entry. Otherwise, it heals all damage taken during combat.
Recommendation
It can hard to know when to cast this spell, but if you suspect heavy combat on an entry, it might not be a bad idea.


Cure Serious Wounds
Cost
3 MP
Restrictions
None
Timing
After combat
Effect
This spell has no effect if the participant took no damage during combat for that entry. Otherwise, it heals 1 point of damage for every 2 taken during combat, healing a minimum of 1 point.
Recommendation
It can hard to know when to cast this spell, but if you suspect heavy combat on an entry, it might not be a bad idea.


Divine
Cost
3 MP
Restrictions
Cannot be writer of the entry, must not guess on the entry
Timing
Before combat
Effect
The caster "divines" the answer magically and automatically is awarded the same amount of points as those who guessed correctly. The caster is not treated as being a correct guesser, though, so those casting Fortitude do not get any points from the caster.
Recommendation
This spell gives you a free ride on an entry, saving you from having to guess on a very difficult entry. Since the MP cost is high, it is recommended you only use this when you really can't decide on a particular ending.


Etherealness
Cost
1 MP
Restrictions
None
Timing
After combat
Effect
The caster becomes ethereal, converting two out of every three points he earns for that entry into MP at a rate of 2 points per 1 MP. The caster must earn at least three points for this spell to have an effect. Points are no longer converted once MP is full.
Recommendation
Need to generate MP quickly? This spell is the way to go, though it won't have any effect if you guess wrong, and you'll need to gain at least six points for the spell to have a positive effect on MP. Note that it is an after combat spell, so if you are casting other spells that you think will drive up your score, this might replenish your MP quickly at the cost of two-thirds of the points you earn.


Fireball
Cost
4 MP
Restrictions
None
Timing
During combat
Effect
This spell targets everyone but the caster. The damage it inflicts is a percentage of the target's score equal to 1% for every three points the caster has earned for the entry so far rounded up. The maximum damage inflicted will be 10%.
Recommendation
This spell is used to simply target everyone and deal damage, but its damage is heavily based on how well you do for the entry you cast it on, so it is best to cast it on a week where you think you will do well.


Fortitude
Cost
2 MP
Restrictions
None
Timing
Before combat
Effect
Assuming the caster is the writer of the entry or guesses the correct ending for the entry, the caster earns 1 bonus point for each person who guesses correctly on the submission, including himself or herself. If the caster guesses incorrectly, this spell has no effect.
Recommendation
This spell is best used on easy entries where most participants are likely to guess correctly. Easy entries don't award as many points as more participants guess correctly. This spell makes these easy entries worth more.


Haste
Cost
1 MP
Restrictions
Must cast at least one during combat or after combat spell
Timing
Before combat
Effect
If the caster is the first to cast Haste for an entry, then he or she will be first to cast during and after combat. If the caster is not the first to cast Haste for the entry, then he or she will cast during combat and after combat spells after the participant who cast Haste before them.
Recommendation
Normally, those lowest in the rankings before points for guesses are added in on an entry cast first with those highest casting last. Casting Haste takes the caster out of this normal order, which can be quite useful. For example, only the first person to cast Vampiric Touch on a particular victim has any effect, so casting Haste might ensure you are the first. Haste can also be cast defensively by lower ranking participants to avoid a higher ranking participant jumping ahead of them in spellcasting order.


Invisibility
Cost
3 MP
Restrictions
None
Timing
Before combat
Effect
This spell will cause all single-target during-combat spells aimed at the caster for that entry to miss. Mutliple-target spells will still affect the caster.
Recommendation
This spell is defensive, so it is best used when one is high in the rankings and hopes to avoid falling any lower.


Jump
Cost
4 MP
Restrictions
Cannot be writer of the entry
Timing
Before combat
Effect
If the caster guesses incorrectly, this spell gives the caster a "jump" in points equal to the difference between his or her two consolation points and whatever a noncasting correct guesser would earn. If the caster guesses correctly, this spell gives the caster a "jump" in points equal to the difference between what he or she earned and what the writer earned.
Recommendation
If you have 4 MP and suspect many participants are likely to get the entry wrong, this is a great spell to cast. The only way you can go wrong casting this spell is on a easy entry where most will get it right as it will be a waste of a lot of MP.


Magic Missile
Cost
3 MP
Restrictions
None
Timing
During combat
Effect
This spell will automatically target whoever is in first place at the time of casting and inflict damage equal to 75% of what the caster has earned up to that point.
Recommendation
This spell is a good way to attack the person in first place and chip away at their score.


Reflex
Cost
2 MP
Restrictions
Cannot be writer of the entry
Timing
Before combat
Effect
Assuming the caster guesses incorrectly on the entry, they will earn 2 points for every incorrect guess minus 1, giving him or her nearly as many points as he or she would have received from guessing correctly. The writer and those who guess correctly still get the points from the caster's incorrect guess, though. If the caster guesses correctly, this spell has no effect.
Recommendation
This spell is best used when you are behind in points and the entry seems particularly difficult. It serves as a save against getting the entry wrong, though your incorrect guess still grants points to the writer and others who guess correctly.


Shocking Grasp
Cost
3 MP
Restrictions
None
Timing
During combat
Effect
This spell will cause damage to the targeted participant equal to what the caster has earned for that entry up to the point of casting if the target has guessed incorrectly or has not guessed on that entry.
Recommendation
This spell is a good way to attack a person you think will get an entry wrong to help gain position or keep someone from getting a higher score than you.


Sympathy
Cost
3 MP
Restrictions
Cannot be in first place
Timing
During combat
Effect
Sympathy creates a force that draws the caster and the participant in the position above him or her closer together. If the caster guesses correctly, this spell increases the caster's score by 40%, rounded up, of his or her shortfall under the participant or participants just above him or her in the ranking. Additionally, that participant, or those participants, lose the same number of points. If the caster does not guess correctly, then the increase and decrease is only 20%, rounded up, of the caster's shortfall. Note that this affects the participant who is below the caster at the time of casting; should the caster end up in first place at the time of casting, this spell will have no effect. Any participant tied with the caster at the time of casting is not affected.
Recommendation
This spell is best used by those high in the rankings in order to widen the gap between him or her and the participant just behind them.


Teleport
Cost
3 MP
Restrictions
Must not be in first or last place. Must guess on the entry. Cannot cast when the writer or host is just above in the rankings.
Timing
After combat
Effect
This risky spell may "teleport" the caster one step higher in the rankings by giving the caster just enough points to pass the nearest rival or rivals above him or her at the time of casting, or "teleport" you one step lower by taking away just enough points to put the caster below the nearest rival or rivals under him or her. It may also have no effect. It will teleport above if the caster guesses correctly and the participant or participants above do not; however, if the caster guesses incorrectly and the participant or participants below do guess correctly, the caster will be teleported below them. If the writer or host should be just above in the rankings at the time of casting, the casting will be canceled and the caster will not lose the 3 MP. In all other situations, Teleport will have no effect.
Recommendation
Hey, it's a gamble. If you feel lucky, cast it.


Vampiric Touch
Cost
3 MP
Restrictions
None
Timing
During combat
Effect
Vampiric Touch drains half the points a single targeted participant earns for the entry and transfers them to the caster. Once affected by Vampiric Touch, the victim becomes immune to further Vampiric Touch spells until that combat session is over.
Recommendation
While this spell can be cast on guessers, if you are using it to earn points, it is more effective to cast it on a writer. If you are using it to slow someone down, try to cast it on that participant on an entry you think they will score highly on.


Will
Cost
2 MP
Restrictions
Cannot be writer of the entry
Timing
Before combat
Effect
Assuming the caster guesses incorrectly on the entry, the caster will, through force of will, make the guess disappear, granting no points to the writer or any others who guess correctly on the entry. The caster will earn 2 points and still gain 1 MP, though, just as if the guess still existed. If the caster guesses correctly, this spell has no effect.
Recommendation
This spell is best used when you are close to many others in points and the entry seems particularly difficult. It helps keep others from gaining any points from your mistake and will hopefully prevent them from earning too many points.



Shawn "Wishing you the best of luck" Bruckner


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