The grimore of Dragon Warriors is not as thick as in other fantasy role-playing games. Sorcerers, Warlocks and Mystics get access to five (or four for the Mystic) new spells per level. The good thing is that you get all those spells automatically though. However, there is one way to quickly get about two times amount of castable spells, and this is by reversing them. Moonglow becomes Darkness, and so on. Presented below are the level 1 Sorcerer’s Spells, reversed. They are still considered as level 1 spells, but cost 2 MP to cost.
Level 1 Sorcerer Reversed Spells
Wyrmbreath
As Dragonbreath, but unleash a blast of icy cold air with Speed 10 but doing 1d6 + 8 damage. If the GM is feeling generous, this can be used for some utility purposes (putting out fire, creating chill water and so on).
Ghost Image
Creates an image that is obviously false, but can be made to move around, though complex movement are impossible (no swinging of arms for a human person). Useful when you need to conjure floating daggers in front of potential usurpers.
Pain Touch
Does 2 points of HP damage to a person touched by the caster, or in other way in contact within 2m (such as through a weapon). This allows the target to make a Magic Defence roll. Armour does not protect against the damage.
Lunar Eclipse
Create a shade of darkness that plunge the surrounding area (5m in radius) into dimness. It is not completely dark (if it was dim before, then it is), but only those with darkvision could see clearly.
Portal
The original Portal spell is originally 2 spell in one (Close Portal and Open Portal)!
Strengthen
Grants the target (within 10m) +1 Attack and +1 damage in combat.
Level 2 Sorcerer Reversed Spells
Hide Aura (expired when dispelled)
Dampen the Sorcerer’s innate magical aura, making him more difficult to be detected as a Sorcerer. The aura can be extend by 2m in a sphere for every 1 extra MP used. It can also be cast on a magical item to prevent its true nature to be known. If a Sorcerer or any other magic-using profession attempt to use a spell to detect auras, treat the Hide Aura spell as a specialised Magic Wall. Magic cast within a Hide Aura, if its level is equal or lower than the MP invested in it, would not be picked up by any magic users.
Mana Lash
As Inflict Wound, but cause the opponent to lose 4 points of Mana instead of 5 points of HP.
Veil Against Unnatural Eyes (Spell Expiry Roll)
Range: 5m
Area of Effect: 2m
Creates an area that is blocked from spells such as Peer and Scry.
Lure Undead
As Hold off the Dead, but this time it lures the undead towards the target, but if they fail their magical defence. This can be tactically useful in some instance, for unless the undead is intelligent, it would just move in easiest method to the caster. Even if there is a pit in front of it.
Wither
This clears a patch of vegetation equal 2m in radius within a range of 15m of the Sorcerer. Trees, weeds, undergrowth and bushes would just wither away, as if water is being siphoned out of them directly and crumble into dust. This spell has no effect on human and other living creatures. Good for removing thick cover quickly.
Warrior’s Luck
Instead of adding -2 to an attacking creature’s hit roll, the Sorcerer gains a +2 on all hit-rolls. The Sorcerer may cast this spell and attack immediately.

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