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Khan's Spells & Feats for ICRPG Vol. 2
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Khan's Spells & Feats for ICRPG Vol. 2

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Khan's SPELLS & FEATS for ICRPG Vol. 2

Sequel to Khan's SPELLS & FEATS for ICRPG

The second supplement book for INDEX CARD RPG which was created by RUNEHAMMER GAMES. This book has lots of new and exciting SPELLS and FEATS for your HEROES and MONSTERS. Don't let this being a sequel fool you. This book has many fresh ideas and new mechanics.

__Buy the BUNDLE for BOTH VOLUMES from here.__

CONTENTS:

  • Over 200 new SPELLS total
  • 13th SPELL TYPE: CHAOS. Magic is even more unpredictable and powerful, but also extremely dangerous. Not for the faint of heart!
  • 16 METAMAGIC SPELLS that let you cast multiple SPELLS, cast a SPELL you don't even know, boost your spellcasting STAT and so much more
  • CANTRIPS - New mechanic for casting selected SPELLS over and over again for free OR succeeding their ATTEMPTS automatically for a small price
  • 45 new FEATS which can give HEROES many interesting abilites
  • 10 MAGE KINDS & 10 MAGE CLASSES for cool new abilities and roleplaying inspiration for spellcasters
  • 100 RARE INGREDIENTS for emergency use, or creating potions or casting SPELLS for free
  • 100 CONSUMABLE LOOT ITEMS for fantasy, like healing potions, summoning animals, creating undead where you can use each item a couple of times before it is depleted
  • 100 CONSUMABLE LOOT ITEMS for sci-fi, cyberpunk and futuristic games with portable body shields, stim packs, combat drones
  • SPELL ROLLER TABLES to roll for random SPELLS from 3 books: ICRPG MAGIC, Khan's SPELLS & FEATS Vol. 1 and Vol. 2 where all SPELLS' description and page number is listed for easy reference
  • SPELL LOOT TABLES
  • Mage Character Sheet
  • Blank FEATS Sheet for your own FEAT creations
  • Blank SPELLS Sheet for your own SPELL creations
  • GM tips to how to use the resources in this book very effectively

SOME HIGHLIGHTS:

SPELLS

  • Cast any SPELL even if you don't know it.
  • Combine two SPELLS to create a new SPELL.
  • Absorb an enemy SPELL to cast it later.
  • Forbid a certain event from taking place in an area.
  • Steal abilities from NPCs and MONSTERS to use them as your own.
  • Summon a duplicate of yourself from another timeline to double team.
  • Replace your current character with another for a limited time.
  • Turn into any creature you want and give yourself multiple abilities.
  • Create a huge construct guardian with powerful abilities.

FEATS

  • Sniff and find LOOT.
  • Be immune to all physical damage for some time.
  • Sense hidden things, hidden motives and lies.
  • Reflect SPELLS back to their casters.
  • Absorb SPELL energies and use them to fuel your own.
  • Stay CLOSE and prevent healing of enemies.
  • Stay CLOSE and do automatic damage to enemies every ROUND.
  • Cancel a SPELL being cast.

CONSUMABLES

  • Gem of Nine Lives. 9 charges; when you drop to 0 HP, get back up with one single full HEART.
  • Weaponmaster's Oil. 3 smears; with a melee weapon, behead/smash/crush the head of a creature on a CRITICAL ATTEMPT.
  • Sunstones. 4 stones; throw them on the ground to teleport to a place you have been.
  • Necromancer's Keychain. 5 tiny skeleteons attached; drop one onto the ground to raise a skeleton.

RARE INGREDIENTS

  • Speedy Toenails. Eat these to cast 1D4 additional SPELLS this TURN.
  • False Idol. Smash this to automatically succeed your next 2 ATTEMPTS or CHECKS.
  • Broken Weight. Roll HARD STR to learn a new FEAT immediately.
  • Small Bait. Summon 1D6 small creatures appropriate to your surroundings.

PDF file is fully bookmarked.

You need ICRPG CORE 2E & ICRPG MAGIC to fully utilize this book. You don't necessarily need Khan's SPELLS & FEATS for ICRPG Vol. 1 but having it will expand your game significantly.

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File Last Updated:
October 01, 2020
This title was added to our catalog on October 01, 2020.
Publisher
Khanist Games
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