Throw Spell
Missile; Special
This spell is cast on another spell, transforming it into a Missile spell. The spells are cast one after the other, with no delays between castings. The Throw Spell is cast first and counts as a spell “on” when determining the skill level of the subject spell (p. 10).
The caster must pay full energy and time costs for Throw Spell and its subject at the time of casting; if the caster throws a spell powered for a human-sized subject at a larger subject, there is either no effect or a reduced effect, as the GM sees fit.
The caster rolls for the Throw Spell when it is cast; the roll for the subject spell is not made until it is thrown. Thrown spells have 1/2D n/a, Max 80, Acc 1; roll against DX-4 or Innate Attack skill to hit.
All thrown spells take effect at the moment they hit something. Thrown Area spells center on their point of impact. Jet spells take effect at the point of impact, in the direction they were going (treat them as Wild Swings). Most other spells simply allow the caster to use spells at longer
ranges than normally possible – a thrown Sense Emotion, for instance, or Minor Healing. This spell allows spells that normally require touch to be applied at a distance (Deathtouch, for instance). Missile spells and
Blocking spells may not be thrown.
Thrown spells may be blocked or dodged, but not parried. However, they can be caught using Catch Spell (VH) – by anyone, including enemies!
Duration: Until thrown.
Cost: 3. The thrown spell may be maintained normally once it has taken effect.
Prerequisites: Delay and Catch Spell (VH).
Item
Any missile weapon may be enchanted to throw one specific spell, which flies just as if the weapon had fired its ordinary ammunition.
Energy cost to create: 2,500 times the casting cost of the subject spell. There are rumors of enchanted missile weapons that can throw any spell known to their wielder, but nothing more specific is known about them.