Tomorrow sees the much anticipated release of 13 Wizard Canitrips and Spells—the second in our series of 13 Class Options for the 13th Age Roleplaying Game—and we couldn’t be more excited. Last week we showed off the mirror image spell, a classic spell with a 13th Age twist. This week we are sharing with you another classic spell updated with 13th Age that is also one of my favorites. Like last week, this spell has a nice twist to it.
Target: One or more nearby enemies (see below)
Special: You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.
Attack: Intelligence + Level vs. PD
Hit: The target is dazed for a number of rounds equal to the escalation die; a normal save (11+) ends the condition. On an attack roll of natural 16+, the target is also stuck until the end of your next turn.
Natural Even Miss: The target is dazed until the end of its next turn.
5th level spell On any miss, the target is dazed until the end of its next turn.
7th level spell On an attack roll of natural 12+, the target is also stuck until the end of your next turn.
9th level spell You can target far-away enemies with this spell, and you suffer no penalty for targeting up to 3 enemies (targeting 4 or more enemies incurs all penalties as normal, however).
Adventurer Feat: The dazed effect ends only on a hard save (16+).
Champion Feat: You summon a swarm of spiders into the webbing, which deal 4d10 poison damage to anyone stuck in the web at the start of their turn.