|
|
|
|
|
|
Posted: Wed Apr 02, 2008 11:57 am
The Hero’s PathThe ebb and flow of Mana births, sustains, and ends all life. It is the all-present, impersonal force that binds and connects everything on The Sphere in a great circle of life. Without Mana, all life would wither and die. It is the indescribable spark that animates living things and creates a sense of wonder in the world. It starts life and controls the destiny of a living thing until its ultimate demise when the creature’s life energies return once more to Mana. Though Mana is an impersonal, infinite force, it can be manipulated and shaped in a number of ways by those with the proper training and skill. But even those without schooling in the magical arts who posses a strong enough connection to Mana tend to manipulate it as it flows through them, whether they realize they are doing so or not. All player characters are such individuals with a strong connection to Mana. This connection not only presents a great destiny before them, but imbues them with certain powers that come in three varieties; Advantages, Stunts, and Spells. Advantages are natural qualities that a heroic PC has always had and always will have. Certain Advantages manifest due to race or background...others are the result of training or simply something that comes to the character naturally. Stunts are extensions of natural skills, amplified by Mana’s power to become greater than the same skill would be if used by the average person. There are several Stunts that Players may purchase using their power points. Spells are the result of active tampering with Mana to produce a magical result and, like Stunts, are purchased using power points. Magic is a learned ability; very few mages acquire such powers without lengthy training. Though they are more powerful than Stunts, Spells are often more costly in terms of Mana and have higher pre-requisites to purchase. Learning and LevelingStunts and Spells a character already knows can become more powerful by spending power points to purchase the ability again, thus raising its rank. The highest rank most Stunts or Spells can attain is 5. New Stunts or Spells (those the character was previously unfamiliar with) can also be purchased in the same manner; only in this case, the character needs a teacher to instruct him on how to use the ability in question. All characters wishing to purchase a Stunt or Spell which they previously have no knowledge of must seek a teacher who has this ability, spend time learning the ability, and pay the purchase cost in power points to attain such an ability. When training to learn a new Stunt, the player must get 2 successful Intellect rolls per power point he is spending and may make 1 roll for each day of training. For Spells, he must get 4 successful Intellect rolls per power point he is spending and may make 1 roll for each day of training. Advantages can only be purchased during character creation, but may be powered up any time the character has the power points necessary to increase the ability's rank by buying it again. Advantages are primarily attained outside of character creation by way of in-game events and role-playing. The Judge regulates Advantages in this manner at his discretion and may withhold giving out Advantages altogether through the course of his campaign. Concerning MagicMagic is the result of Mana taken and bent to a magician’s will. A strong mind, focused spirit, and hard resolve are necessary to alter reality in such a powerful way. A certain degree of natural talent combined with years of study and training are required of anyone who wishes to become a magician. Whether it’s the creation of a fireball or the healing of a mortal wound, magic has been an indispensable tool for Mankind. It has enabled him to thrive in harsh environments and beat back the forces of darkness that seek to wipe him out. One of the most defining traits of Mana is its adherence to patterns. This makes sense when one considers that Mana is the life-blood of the created, material, patterned world. If Mana was a roiling, chaotic force, then the world would mirror its randomness. But as it stands, Mana gives structure and balance to the world since it is itself, a structured and balanced force. It is no surprise, then, to find that Magic also adheres to set patterns. As magical study has progressed through the years, scholars have classified these patterns into several broad Branches of magic: Charms cause strange and wonderful things to happen to either the world or a specific target. Geomancy controls the natural world by way of the Ley Lines (currents of Mana) flowing through it Mysticism deals with summoning spirits, creating wards, fortune telling, and dealing with the paranormal. Necromancy is a dark and forbidden magic that harnesses Mana as the force behind death. Psychomancy manipulates Mana as it moves through a target’s mind and perceptions. Thaumaturgy seeks to cause harm using the raw power of Mana to damage and destroy. White Magic uses Mana as the force behind life to heal and strengthen those who are weak. Mana’s influence on reality falls into 11 aspects: Entropy (death, the ending of cycles, decay, and chaos), Fate (predetermined patterns of the universe), Force (basic energy behind motion, heat, magnetism, etc.), Matter (things composed of atoms and molecules), Mind (thought, emotion, and free will), Space (distance, dimension, and measure), Spirit (things of a supernatural nature), Life (natural cycle of the world), Time (sequence between events, past, present, and future), and Wyrde (the truly strange, magical, and unexplainable). Each Branch of Magic contains varying degrees of each domain’s influence. Thaumaturgy, for example, bears more relevance to Force and Entropy than Geomancy, which exercises more control over Matter and Life. Those who research magic and forge the spells used by mages across the Sphere exploit these relationships to further their study. Direct Magic vs Indirect MagicAll magical Spells are, for our purposes as Judges and players, also classified into one of two categories: Direct and Indirect. Indirect Spells tamper with the natural world to produce an effect. Creating a fireball, plunging the area into darkness, or creating something that spawns a magical effect is classified as Indirect magic. This type of Spell can be avoided just as one would evade any sort of missile attack; by moving out of the way or blocking it (though blocking is typically an ill-advised defense). A Direct Spell differs from an Indirect one in that it affects the target directly without an external element. That is to say, there is no visible effect (other than perhaps a flash of light or a sound) on anything but the target. A Spell that causes a target to move slowly, begin bleeding for no reason, heals a fatal wound, or any other variety of similar effects is classified as Direct magic. The only way to avoid these Spells is to roll a Will+Defense feat. This works just like Defending, only it is used against Direct Magic. If the feat fails, the Spell’s effects take hold. Some powerful Spells can still have some effect even when a target successfully resists them. The Cost of PowerThere is a certain cost to using Spells and Stunts. Controlling a force as powerful and vast as Mana requires the temporary expenditure of a person’s own energy from his personal pool of Mana. As more and more Mana is spent, a character will begin to breathe heavily, sweat, and fatigue as though physically exerting himself through exercise (though he will not suffer any penalties as far as game mechanics are concerned). Mana recovers naturally through sleep (1 point every hour) or through meditation (two points per hour of successful meditation). There are also certain potions that can provide a temporary boost to one’s Mana pool. Characters wearing certain types of heavy, metal armor cannot recover Mana as such equipment hinders Mana’s delicate flow. ChantingSome Spells require the use of Chanting in order to focus their great power. Chanting is the repetition of a few magical words or a phrase that focuses the mind of the mage and the energies of Mana into the shape of an especially powerful Spell. Such Chants are a necessary tool that the more powerful Spells in a mage’s arsenal require in order to be cast. However, the energies of these spells are greatly hindered by heavy metal armor…again, characters garbed in such raiments cannot Chant. This restriction prevents Mages from wearing a great deal of armor as their most powerful weapons are disrupted by doing so. In terms of game mechanics, Chant is a fairly high number which is reduced by an amount equal to the character's Intellect score for each Post/Turn (made by both other players and the character himself) that passes while he is chanting. If the character's concentration is broken during this time (when interupted, he may roll an Intellect + Will feat to hang onto his concentration), he must start over from square one. Once the Chant requirement reaches 0, the character may cast the spell as a Reflexive Action. To BeginEach character starts the game with 8 power points (plus any gained as a bonus due to race) to spend on Advantages, Stunts, and Spells during character creation. If these points are not spent during character creation, they may be saved for later use (so long as the powers they purchase can be justified through storytelling).
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed Apr 02, 2008 2:45 pm
ADVANTAGESKey: Advantage Name Cost: The amount of Power Points the purchase of this ability costs for 1 rank. Pre-Requisite: The requirements that must be met before this ability may be purchased. Level: Whether the ability can increase in rank or not and, if so, the highest level it can reach. Description: A brief description of the ability. Effect: What the ability does in terms of game mechanics.
Accelerated Healer Cost: 2 Pre-Requisite: Stamina > 6 Level: Yes Description: Mana’s healing flow blesses the character with an exceptional healing factor which repairs damage to his body quickly while he is at rest. Effect: The character recovers from injury quickly. His Constitution is permanently increased by 4 per Accelerated Healer rank.
Animal Linguistics Cost: 1 Pre-Requisite: Languages > 4 Level: No Description: When the character verbally speaks (in any language) to animals, they understand and respond to her. Intuitively, she is able to translate their noises and body language into actual communication. (“What’s that girl? Timmy fell down the well?”) Effect: Communicate with most beasts and even some monsters on a basic level.
Armor Proficiency: Light Cost: 2 Pre-Requisite: None Level: No Description: In addition to other types of armor he can equip, the character is also capable of wearing light armor. Effect: The character is able to wear all types of light armor.
Armor Proficiency: Heavy Cost: 2 Pre-Requisite: None Level: No Description: In addition to other types of armor he can equip, the character is also capable of wearing heavy armor. Effect: The character is able to wear all types of heavy armor.
Arms Training Cost: 1 Pre-Requisite: None Level: Yes; max 5 Description: This character has been trained in the use of melee weapons and hand-to-hand combat. He is especially deadly when fighting in close quarters. Effect: +1 (per rank) bonus to hit when using melee attacks.
Artifact Cost: 2 Pre-Requisite: None Level: Yes; max 5 Description: A piece of lost technology or a truly magical artifact is in the character’s possession. Effect: The Judge is free to disallow any Artifact from being purchased via this Advantage. Players should also have a viable explanation as to how their character acquired such valuable property. The types of artifacts that may be attained through use of this Advantage are as follows: Rank 1: Common Artifact Rank 2: Uncommon Artifact Rank 3: Semi-Rare Artifact Rank 4: Rare Artifact Rank 5: Very Rare Artifact *Note: If you purchase this ability, please email me with the rank you purchased the Advantage on and a request for a list of artifacts pertinant to your Artifact Advantage's rank.
Assassin Cost: 1 Pre-Requisite: Guile > 3 Level: No Description: The character is skilled at striking an opponent by surprise and is able to inflict critical damage to those who are unaware of his presence by hitting undefended vital spots. Effect: Damage against an opponent who is unaware of the character’s presence is doubled.
Aura Perception Cost: 2 Pre-Requisite: Perception > 5 Level: No Description: With a Perception+Awareness feat, the character is able to attune his eyes to see the otherwise invisible oscillations of energy that surround and characterize a living individual. Each person’s aura is unique and can show a great deal about a person’s mood, personality, and ultimate destiny. Effect: Requires a Perception+Awareness feat to switch from normal vision to “aura vision” for a minute or so. Note: Aura Colors & Their Meanings Blue primary tone: Composure & maturity; a particularly wise person Red primary tone: Aggression & anger; a particularly violent person Yellow primary tone: Creativity & vision; a particularly artistic person Green primary tone: Liveliness & energy; a particularly fun person Brown primary tone: Kindness & compassion; a particularly altruistic person Orange primary tone: Happiness & joy; a particularly cheerful person Pink primary tone: Love & emotion; a particularly amorous person Gray primary tone: Sadness & depression; a particularly gloomy person Purple primary tone: Fear & anxiety; a particularly worrisome person Sickly Green primary tone: Desire & envy; a particularly greedy person White primary tone: Purity & Innocence; a particularly blameless person Black primary tone: Darkness & Corruption; a particularly wicked person Blue secondary tone: This person is feeling sad, depressed, or lonely at the moment. Red secondary tone: This person is feeling angry, irritable, or frustrated at the moment. Yellow secondary tone: This person is feeling happy, amused, or comfortable at the moment. Green secondary tone: This person is feeling jealous, worried, or guilty at the moment. Brown secondary tone: This person has no strong feelings at the moment. Orange secondary tone: This person is feeling courageous, inspired, or confident at the moment. Purple secondary tone: This person is feeling fearful, apprehensive, or vulnerable at the moment. Gold Fringe: A great destiny Silver Fringe: A strong magical connection Pale Fringe: Impending death Crimson Fringe: Recently killed something sentient (within the last week) Lavender Fringe: Recently had sex (within the last week) White flecks throughout: Good morality Black flecks throughout: Evil morality Gray flecks throughout: Neutral morality Concentration in the Head: The sage; denotes wisdom Concentration in the Heart: The martyr; denotes passion Concentration in the Arms: The warrior; denotes personal strength Concentration in the Legs: The wanderer; denotes restlessness Concentration in the Eyes: The seer; denotes one who can see auras or prophecies Concentration in the Loins: The lover; denotes sexual desire Looks like a flame around the body: This person is driven by emotion and is probably very spontaneous Looks like a glow around the body: This person is driven by logic and is probably a planner Looks like smoke encircling the body: This person balances logic and emotion pretty evenly Two distinct auras: Indicates two souls inside the body somehow Weak or pale colors: Indicates illness Exceptionally bright colors: Indicates madness Wildly fluctuating colors: Indicates an inhuman spirit such as a demon or petty god Simple, primary colors: Indicates a base soul belonging to an animal or lesser creature
Backing Cost: 1 Pre-Requisite: None Level: Yes; max 5 Description: The character is a member of an organization of some note, such as the local government, a wealthy company, a guild of some sort, or a notorious gang of bandits. Effect: When the character is in trouble, needs support, advice, or his next adventure, he may or may not be able to count on his organization depending on how important he is to them. Class I: Low Ranking in a moderately powerful group or Mid Ranking in a non-powerful group Class II: Mid Ranking in a moderately powerful group or High Ranking in a non-powerful group Class III: High Ranking in a moderately powerful group or Low Ranking in a powerful group Class IV: Mid Ranking in a powerful group Class V: High Ranking in a powerful group
Bullet Time Cost: 3 Pre-Requisite: Defense > 4 Level: No Description: The reflexes of the character are so sharp that everything can appear to be moving in slow motion at times. This is especially useful when a hail of arrows or a barrage of fireballs is speeding towards him. Effect: The character may dodge (and even block if he has a sufficiently durable object) arrows, bullets, and other fast-moving projectiles without any cover and with no penalty imposed.
Calibration Circle Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: Knowledge > 3 Level: Yes; max 10 Description: The mage draws a circle in chalk, full of significant arcane geometrical shapes. Mana is pulled into this circle, and a Spell is cast without the need for Mana to be burned. Effect: A mage may cast any Spell he knows in this manner so long as the Spell’s rank does not exceed the rank of this Advantage. However, there are some restrictions on the ability's use: • A Power+Knoweldge feat is required to draw the circle. • A chant requirement of 2 is applied to all calibration circles (to reflect the time it takes to create them) • Circles may be invoked at any time (provided the mage is within sight of the circle). • The calibration circle is consumed after the Spell is cast and circles may not be drawn for Spells with a Chant requirement.
Cantrip Cost: 2 Pre-Requisite: Charisma > 3, Craft > 4 Level: Yes; max 10 Description: Using his performace skill to weave Mana into the desired shape, the character can cast spells at no cost Effect: Any spell the character knows may be cast at 0 Mana cost using a dance, song, or other performance piece that shapes Mana so long as the Spell’s rank does not exceed the rank of this Advantage. An amount of d20 equal to the Spell's cost must be rolled and each must display a success (with the character's Charisma+Craft as the modifier) in order to invoke the spell. These successes are cumulative and the character may continue attempting to cast a Cantrip each post/turn so long as he does not stop inbetween rounds. Spells with a Chant requirement may be cast, but the requirement must still be observed - the time normally spent chanting is instead spent singing, dancing, etc.
Cat’s Feet Cost: 1 Pre-Requisite: Agility > 3 Level: Yes; max 5 Description: Dexterity saves the character from taking full damage from great falls. He knows how to land right in order to minimize injuries. Effect: No falling damage is taken for falls of 10 feet or less. The falling damage the character takes is (round weight & height down): w/o Cat’s Feet: 1 Physical damage per 100 lbs per 5 feet Rank 1: 1 Physical damage per 100 lbs per 10 feet Rank 2: 1 Physical damage per 100 lbs per 15 feet Rank 3: 1 Physical damage per 100 lbs per 20 feet Rank 4: 1 Physical damage per 100 lbs per 25 feet Rank 5: 1 Physical damage per 100 lbs per 30 feet Example: Sir Hector weighs 300 lbs in full gear. Quite by accident, he falls off a 60 foot cliff. Luckily, he has Cat’s Feet rank 3. He’ll take 3 Physical damage from a 20 foot fall (1 damage for every 100 lbs he weighs, and he weighs 300 lbs), so a 60 foot fall will deal 9 Physical damage to him. (60 feet divided by 20 feet = 3, 3 damge x 3 = 9 Physical)
Charmed Life Cost: 1 Pre-Requisite: Luck > 3 Level: Yes; max 5 Description: Wow, the character is one lucky son-of-a-gun. Fortune smiles on him greatly. Effect: The character is protected against a number Critical Failures each real-world month equal to the rank of this Advantage. He may completely ignore these botches and treat them like normal failures.
Clairvoyant Cost: 1 Pre-Requisite: Power > 5 Level: No Description: The character experiences chaotic, scrambled visions of the future in dreams or in random moments. These visions are often cryptic and require some puzzling and pondering to make heads or tails of. Effect: The Judge decides when visions occur and describes them to the Clairvoyant character (usually over PM). These visions show both the future that will be and the future that may yet be, depending on the Judge’s discretion.
Connected Cost: 1 Pre-Requisite: None Level: Yes; max 10 Description: A network of contacts, acquaintances, and friends of friends are at the character’s disposal. These associations are vital for getting information, tracking someone down, cashing in favors, etc. Contacts generally aren’t motivated by something like friendship…they often need a favor, money, or possibly a threat in order to exude cooperation. Effect: Contacts should be described very generally (“he’s a fence for the Untouchables in South Town”) so the Judge can best involve them in the story. The character has 3 contacts per rank, all in varying positions power, wealth, and influence.
Daredevil Cost: 1 Pre-Requisite: Luck > 3 Level: No Description: The character is exceptionally good at taking wild chances and not only surviving, but succeeding with flying colors. Effect: Any time an added Difficulty is imposed on a non-combat feat of a physical nature, the character receives an additional d20 to make the feat roll with.
Dead Eye Cost: 1 Pre-Requisite: Perception > 3 Level: Yes; max 5 Description: This character has a great deal of hand-eye coordination and incredible aim, making him especially deadly with ranged weapons Effect: +1 (per rank) to hit when using ranged attacks.
Eldritch Appetite Cost: 3 for rank 1; 2 for every rank afterwards Pre-Requisite: None Level: Yes; max 5 Description: An amount of Mana is contained in all things, even food. The character has the ability to release this energy when he eats, converting it from an inert concept into life-giving Mana which can be used to heal his body. Effect: After eating a singular food item (an apple, a chunk of bread, a leg of chicken; something that can fit in one hand easily), the character regains an amount of health dependant upon the rank of this Advantage: Rank 1: 2 Life Rank 2: 4 Life Rank 3: 6 Life Rank 4: 8 Life Rank 5: 10 Life
Eidetic Memory Cost: 2 Pre-Requisite: Intellect > 4 Level: No Description: Memory serves the character well. He is able to perfectly recall the details of anything he has seen with his own eyes. Effect: Whether it’s the words on the page of a book, the details of a crime scene, or the intricate markings on an old map, the character’s memory is like a photograph. An Intellect+Awareness feat (at an increased Difficulty for very old memories) is required to call up these memories. Failure means the character can’t quite remember perfectly…at least not right now. He may make another attempt later, at the Judge’s discretion.
Familiar Cost: 2 for rank 1; 1 for every rank afterwards. Pre-Requisite: Charisma > 3 Level: Yes; max 10 Description: This isn’t your ordinary pet. This Advantage gives the character an intelligent, capable creature companion that shares a deep bond with its owner which allows them to communicate on a basic non-verbal level. Effect: The usefulness, strength, and obediance of the familiar are determined by the rank of this Advantage. Those who possess familiars may communicate with them telepathically (albeit non-verbally) from anywhere provided they are on the same Disc as one another. Those who purchase this Advantage should PM me with the Advantages rank and the type of creature they'd like to have as a familiar - I'll take both their request and rank into consideration and provide a choice of 3 familiars. Reply with your choice and I will send you this creature's stats (which should then be listed on your character's profile).
Famous Cost: 1 Pre-Requisite: Charisma > 3 Level: Yes; max 5 Description: Known and loved all throughout the world, the character is kind of a big deal because of his larger than life personality. He has tremendous influence over people and if he ever went missing, someone would notice. Effect: Famous status affords the character a multitude of benefits that are primarily up to the Judge to implement. The loss of one’s anonymity can be a two-edged sword, however. Advantage rank determines just how famous the character is, from a hometown hero to a Disc-wide celebrity. Character background should describe the nature and origin of the character’s fame.
Fists of Fury Cost: 2 Pre-Requisite: None Level: Yes; max 5 Description: Your typical brawler has no form, grace, or style and his attacks suffer for it. The character with this Advantage knows where and how to strike to maximize the damage from every punch and kick. Effect: All unarmed attacks deal an extra 1d6 (per Advantage rank) Physical damage.
Gut Instinct Cost: 2 Level: No Description: The character's gut feelings are very reliable and let him know when he's overlooked something important. Effect: The Judge will alert the player when their character has missed some vital or highly beneficial item, location, or piece of information before it is too late to go back for it.
Healer Cost: 1 Pre-Requisite: Medicine > 3 Level: No Description: In those hands there is a gift for making the sick better. The character is able to use bandages, medicines, salves, and other medical tools with greater skill than others. Effect: Those treated by a Medicine feat made by the character will recover twice as much Life as they normally would per round of rest. Even broken bones, burns, and illnesses all heal faster than they otherwise would when treated by this skilled physician.
Immune Cost: 1 Pre-Requisite: Stamina > Advantage rank + 1 Level: Yes; max 5 Description: A high Stamina and strong immune system inoculates the character to a certain disease he would otherwise be vulnerable to. Effect: Characters may have multiple immunities, but must purchase this Advantage at the appropriate Class once for every disease they are immune to. The immunities available to characters vary by rank: Rank 1: The Cold, Dysentery, Chicken Pox, or Troll Wart Rank 2: Influenza, Leprosy, Fairy Flu, or Fin Fungus Rank 3: Ardent Fever, Consumption, Pneumonia, or Yellow Fever Rank 4: Gangrene, Smallpox, STDs, Black Death, or Malaria Rank 5: Cancer, Spotted Plague, or Kulu
Inspiring Presence Cost: 2 Pre-Requisite: Charisma > 3, Influence > 3 Level: Yes; max 5 Description: The very presence of the character is enough to inspire bravery and confidence in to those around him. Effect: The Will of all the character's allies increases by 1 (per rank) and the default roll of 15 for success is reduced by 1 (per rank) so long as the character is within sight. These bonuses do not apply to the character himself - only to his allies.
Intuition Cost: 1 Pre-Requisite: Awareness > 3 Level: Yes; max 5 Description: Not only is the character able to sense roughly how powerful a target currently is, but he may also recognize the specific power signatures of those he is familiar with even when they are far off. Effect: At any time when face-to-face with an unfamiliar target, the player may ask the Judge for a ballpark estimate of his current strength. Once a character is familiar with another, he may sense that person's whereabouts (roughly) and current strength/health. The power will function so long as both characters are located within the: Rank 1: same city Rank 2: same nation Rank 3: same Disc Rank 4: same Hemisphere Rank 5: same realm of existence
Iron Constitution Cost: 2 Pre-Requisite: Stamina > Advantage rank Level: Yes; max 10 Description: The character is so stout that most poisons lose their teeth when trying to infect his system. Only the most powerful of poisons can wear on his body. Effect: The level of a poison in the character’s system is automatically reduced by a numerical amount equal to the rank of this Advantage. If this reduces the poison’s Level to 0 or less, the character completely resists the poison without the need for a Stamina feat to resist its effects.
Iron Palm Technique Cost: 1 Pre-Requisite: None Level: No Description: Using only his bare hands, the character may parry armed attacks as though he were using a shield or a weapon. Effect: No damage is caused to the characters hands/forearms when blocking an oncoming strike with this Advantage in play.
Karma Cost: 1 Pre-Requisite: Luck > 3 Level: No Description: Even when things are bad for the character, they seem to turn around fairly quickly. His life is hallmarked by balance between ups and downs. Effect: Each time the character rolls a 1 on a feat roll, his Critical Threat score is reduced by 1. Once he rolls a Critical Success, his Critical Threat score returns to its default number.
Lucky Cost: 2 Pre-Requsite: None Level: No Description: Fortune seems to smile on the character quite often, especially when things are at their worst. Effect: The character has an amount of re-rolls at his disposal each real-world month equal to ½ his Luck stat (rounded down)
Mark of the Wild Cost: 1 Pre-Requisite: Wilderness > 3 Level: No Description: There is something indiscernible about tamed and urban creatures that sets them apart from wild beasts. It runs deeper than simple domestication. It is something that permeates their very aura. Using this Stunt, the character is able to take on that same untamed quality and creatures in the wilderness will regard him as one of their own. Effect: Wild creatures will not flee from or try to attack the character unless provoked. Predators will regard him with respect and prey will regard him with cautious acceptance as though he was one of their own.
Mentor Cost: 1 Pre-Requisite: None (but mentor should be described and explained in character background) Level: Yes; max 5 Description: A wiser, more powerful, and probably older person serves as the character’s guide, teacher, and adviser. This person will offer training, advice, and even protection when the character needs it. Of course, the Mentor may need help from his protégé at times and enemies of the mentor’s may become enemies of the character as well. Effect: The Mentor should be described in good detail so that the Judge can best involve him in the campaign. A mentor’s power, influence, knowledge, and interest in his pupil depends on the rank of this Advantage. Rank 1: The teacher is a little more capable than his student. Rank 2: Mentor possesses some knowledge and great skill Rank 3: The character’s mentor is wise and powerful Rank 4: There is little the mentor is unable to teach Rank 5: The mentor is extremely powerful, wise, and important
Nimble Cost: 2 Pre-Requisite: Agility > 3 Level: No Description: Due to his great flexibility and reflexes, the character is able to anticipate and evade almost any attack. Effect: The character may pay 1 Mana to add his Guile rank to his Defense when evading attacks.
Omnidextrous Cost: 1 Pre-Requisite: Agility > 4 Level: No Description: The character is capable of using his feet just as well as his hands. This trait is often present in Kindre who resemble monkeys but can be found among the more limber members of other species as well. Effect: The feet of the character are just as dexterous as his hands and any action he could perform with his hands can be done using his feet and toes. Matters of balance and common sense still apply; a character could not walk around or land a jump very well while carrying something in his feet.
One of Us Cost: 1 Pre-Requisite: Charisma > 3 Level: No Description: No matter where he goes, the character always seems to fit in. Effect: In any environment, the character will blend into the cultural landscape, never standing out as a tourist or outsider (though he very well may be). Natives, while they may not accept him as one of their own, certainly will not treat him with the caution or outright hostility they would show an outsider.
Packmule Cost: 1 Pre-Requisite: Strength > 3 Level: Yes; max 10 Description: With a talent for packing and the muscles to carry a large load, a lot of equipment can be carried on the character’s stout shoulders Effect: An amount of extra item slots equal to the rank of this Advantage is given to the character.
Permeating Essence Cost: 3 Pre-Requisite: None Level: No Description: The magical essence of the character's lifeforce is strong enough to move through dense materials which normally hinder Mana's flow. Effect: The character may chant, meditate, and regenerate Mana normally through heavy armor.
Prescience Cost: 1 Pre-Requisite: Perception > 4 Level: No Description: Speed, sharp senses, and paranoia all combine to make the character constantly aware of his surroundings. Because of this, he has an almost preternatural sense for danger. Effect: The character may attempt to react against dangers he cannot perceive or is completely unaware of. Granted, he operates at a +5 Difficulty when he has no idea where the attack might be coming from or that it’s even coming to begin with…but at least he has a chance to save himself.
Quick Cost: 3 Pre-Requisite: Agility > 4 Level: Yes; max 3 Description: With great speed and reflexes, the character is able to move more quickly than others, giving him the advantage of speed. Effect: Reduces the character's Wait by 1 per Advantage Level.
Rage Meter Cost: 2 Pre-Requisite: None Level: Yes; max 5 Description: As the character takes damage, he stores up energy for a devastating special attack. Effect: Each time the character is hit by an enemy and takes damage, put one point into his rage meter. When it is full (5 hits), he may unleash a devastating special move of his own design that will hit his enemy for (Advantage rank + 1) times the damage of a normal attack. This attack will automatically hit a target with a Defense skill less than the character’s Combat (melee or ranged - whichever is appropriate for the attack in question) skill. Targets with Defense greater than the character’s attack skill may dodge at +5 Difficulty.
Reserves of Power Cost: 1 Pre-Requisite: None Level: No Description: When Mana reserves run low, the character may tap into more dangerous stores of power…his own Life. Effect: At 0 Mana, the character can spend his Life points as though they were Mana points.
Resources Cost: 1 Pre-Requisite: None Level: Yes; max 10 Description: The character has a great head for business and, as a result, a measure of material wealth and many possessions at the start of the game. Effect: For each rank of this Advantage, the character has an extra 10 Gold to spend on equipment during character creation. Whatever isn’t spent becomes on-hand cash when the game begins.
Sense of Direction Cost: 1 Pre-Requisite: None Level: No Description: No matter where he is, how disoriented, lost, or mixed-up he may be, the character always knows which way is North, South, East, and West. Effect: The player may always ask the Judge which way North is, even if his character does not have a compass or any other landmarks that would help him in his query. This is particularly useful at sea, underground, in the dark, and when otherwise lost.
Sixth Sense Cost: 2 Pre-Requisite: None Level: No Description: Though he cannot see spirits and other denizens of the invisible world, the character can feel them as certainly as one can feel the presence of someone standing next to them. Effect: The character has a supernatural sense that alerts him to the presence of intangible spirits such as ghosts, wraiths, Little gods, nature spirits and other such beings. Though he will not know the precise location of the invisible spirits, he can always tell they are present. It works a lot like the sense of smell…though one may not know the exact location of scent, the sensation gets stronger the closer one is to the source.
(Skill) Control Cost: 3 Pre-Requisite: None Level: No Description: Due to much training, the character exercises a great deal of control over a particular skill. Even when he (rarely) fails at this skill, he does so gracefully. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: It is impossible for a character to botch a feat roll related to the target skill. Magic and other effects can negate this Advantage, but left to his own devices, the character will never use this skill clumsily.
(Skill) Mastery Cost: 2 Pre-Requisite: None Level: No Description: As one of few true experts in this field, even tasks others would find difficult come as routine to the one that has this Advantage. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Once every real-world week, the character may automatically succeed on a single feat that utilizes this skill so long as the feat does not have a Difficulty placed on it.
(Skill) Specialization Cost: 1 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll.
Stores of Mana Cost: 1 Pre-Requisite: None Level: Yes; max 10 Description: A large reservoir of Mana is held inside the character; much more than is normal for someone of his race and size. Effect: +5 (per rank of this Advantage) to the character's maximum Mana.
Strong Lungs Cost: 1 Pre-Requisite: Stamina > 3 Level: No Description: Normally, a character can hold his breath for (Stamina) minutes/rounds and make one Stamina feat for an extra minute. With this advantage, he can go twice as long. Effect: The character with this advantage can hold his breath for twice as long as normal; (Stamina)x2 minutes and make one Stamina feat for an extra minute before losing consciousness and asphyxiating.
Survivalist Cost: 1 Pre-Requisite: Stamina > 4 Level: No Description: For whatever reason, the character is able to live on substantially less food and water than normal members of his species. This greatly enables him to survive in the wilderness. Effect: Depending on his level of activity and environment, the character can go around 60-80 days without eating and 8-10 days without water. To remain healthy, however, he must eat at least once every 3 days and drink at least once a day. These lengths of time are doubled for Ishtari with this Advantage.
Tail Cost: 1 Pre-Requisite: Must be a member of the Fomorian, Kindre, Machina, or Nubian race. Level: No Description: The character has a tail which can be used like a third arm. Lack of this ability in any of the races listed in the pre-requisite doesn’t necessarily mean the lack of a tail (though it certainly may) – simply the lack of any dexterity in that appendage. Effect: Any action that the character can perform with his arms, he is capable of performing with his tail. This includes holding objects, grabbing onto things, and using a weapon. Any action that requires fingers will be beyond the scope of the tail’s abilities.
Tank Cost: 3 Pre-Requisite: Strength > 5 Level: No Description: The character is accustomed to moving around in heavy armor. Like a tank, he is able to roll over foes at an alarming speed, all the while remaining impervious to conventional damage. Effect: The character suffers no Agility or Wait penalties from the armor he is wearing.
Trackless Cost: 1 Pre-Requisite: Wilderness > 4 Level: No Description: When moving about (in the wilderness or otherwise), the character does not leave a trail unless he means to. This is either due to great caution on his part or a preternatural ability to leave well enough alone as he passes. Effect: Those with a Wilderness skill less than the combined total of the character’s Wilderness + Intellect cannot pick up his trail no matter how hard they try (unless they are able to do so through supernatural means).
Vendetta Cost: 2 Pre-Requisite: Hatred of a certain type of enemy (should be explained in character background) Level: No Description: The character has a score to settle…when presented with an opportunity to do so, he’s also presented with special strength. This Advantage must be purchased separately for every type of enemy the character has a grudge against. Effect: Certain types of enemies (spirits, bandits, undead, members of a specific cult, guild, race, or city police force, etc.) did something to the character in the past and now he has a hatred for them. Damage done to these enemies directly by the character is increased by 50% of its base total.
Weapon Proficiency; Blunt Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping blunt weapons. Effect: In addition to the weapon types he is entitled to weild, the character may also equip blunt weapons.
Weapon Proficiency; Bows Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping bows. Effect: In addition to the weapon types he is entitled to weild, the character may also equip bows.
Weapon Proficiency; Brawling Aids Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping brawling aids. Effect: In addition to the weapon types he is entitled to weild, the character may also equip brawling aids.
Weapon Proficiency; Firearms Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping firearms. Effect: In addition to the weapon types he is entitled to weild, the character may also equip firearms.
Weapon Proficiency; Flails Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping flails. Effect: In addition to the weapon types he is entitled to weild, the character may also equip flails.
Weapon Proficiency; Knives Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping knives. Effect: In addition to the weapon types he is entitled to weild, the character may also equip knives.
Weapon Proficiency; Pole Arms Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping pole arms. Effect: In addition to the weapon types he is entitled to weild, the character may also equip pole arms.
Weapon Proficiency; Swords Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping swords. Effect: In addition to the weapon types he is entitled to weild, the character may also equip swords.
Weapon Proficiency; Thrown Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping thrown weapons. Effect: In addition to the weapon types he is entitled to weild, the character may also equip thrown weapons.
Weapon Proficiency; Wands Cost: 1 Pre-Requisite: None Level: No Description: The character is capable of equipping wands. Effect: In addition to the weapon types he is entitled to weild, the character may also equip wands.
Wild Mind Cost: 1 Pre-Requisite: Will > 5 Level: No Description: The mind of the character is frantic and filled with random thoughts. The chaos of such a mind makes it very difficult to read. Effect: All attempts to read or otherwise affect the character’s mind are made at +5 Difficulty.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed Apr 02, 2008 2:49 pm
STUNTSKey: Stunt Name Cost: The amount of Power Points the purchase of this ability costs for 1 rank. Unless otherwise specified, no Stunt may exceed rank 5. Pre-Requisite: The requirements that must be met before this ability may be purchased. Use: How much Mana the Stunt requires in order to be used. There are three types of Mana cost: • Burn: The most common type. Mana is simply spent to create the Stunt’s effect and will return normally. • Cycle: The cost must be paid periodically for the length of the Stunt’s duration. Failure to pay this cost will result in the Stunt’s effect immediately ending. The cost recurrence is specified with each Stunt (and paid at the end of the time frame listed) • Commit: This amount of Mana is dedicated to the Stunt in order to keep it active. When the character ends the effect, this amount of Mana returns to the character but until then, it cannot be spent. Characters cannot commit more Mana than their Intellect score at any one time. Modifier: The Skill or Stat rank with which the Stunt's rank is paired with in order to act as a modifier for the Feat roll necessary to invoke the Stunt's effect. Target: Who the Stunt affects. • Self: The character that uses the Stunt • Other: Someone other than the character • Object: An inanimate object • Field: The landscape surrounding the character and everyone on it. • Area of Effect: Affects all targets within a defined area. Range: How far the effect of this Stunt extends. • Touch: The range the character's arms can reach. Typically, 5 feet in any adjacent direction. Some abilities can extend this range. • ____ Feet: A pre-set distance this ability can reach • Personal: The effect extends only so far as the character himself. Duration: How long the effect of the stunt lasts, from a single instant to weeks on end. Note: The term "Posts/Turns" when listed here applies to Turns taken solely by the character himself, not others. Description: A brief description of the ability. Effect: What the ability does in terms of game mechanics.
Adder Strike Cost: 1 Pre-Requisite: None Use: 2 Mana; burn Modifier: Combat - Ranged Target: Other Range: Weapon range Duration: One scene Description: A precise shot strikes a vital area on a target where many veins of Mana inside the body converge. Damaging this area effectively “poisons” a target. Effect: Target takes (Stunt rank) points of Biological damage each minute while engaged in strenuous activity as well as 1 point of Magical damage for each point of Mana he spends. A target may be “infected” by more than one Adder Strike to a maximum of (Stunt rank) times at once. The "poison's" level is equal to the Stunt's rank x2.
Aerial Guidance Cost: 1 Pre-Requisite: Aerial Spiral Dance rank 1 Use: 1 Mana; burn Modifier: Guile Target: Self Range: Personal Duration: Until the character's feet touch solid ground. Description: Using this Stunt, the character will be able to maneuver in mid-air contrary to the direction of his inertia or airflow. Effect: Allows the character to change directions in mid-air. He may not reverse the direction of his ascent or descent, but can move horizontally in any direction, as far as his Athletics, the speed of his ascent/descent, and the Judge’s discretion allows. Coupled with Aerial Spiral Dance, the character becomes capable of extreme feats of grace and agility.
Aerial Spiral Dance Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Agility Target: Self Range: Personal Duration: One feat of extraordinary agility Description: The character performs a stunt of incredible agility, well beyond the bounds of human limitationsm, such as a triple back-flip from a standing position, bouncing between two opposite walls to scale a building, etc. Effect: Allows the character to perform a feat of incredible acrobatics. The Agility and Athletics scores of the character are doubled purely for the purpose of determining what kinds of feats the character is capable of (there is no actual modification of the stat in question).
Aim Cost: 2 for rank 1; cannot be advanced past rank 1 Pre-Requisite: Combat - Ranged > 3 Use: 1 Mana for every -3 Difficulty; burn Modifier: No feat roll necessary Target: Self Range: Personal Duration: One attack Description: The character is an incredible marksman with ranged weapons and can levy his talent into a shot whose aim is nothing less than true. Effect: Reduces the Difficulty of the next ranged attack the character makes by -3 for every point of Mana spent. Minimum of -12 Difficulty.
Air Jump Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Guile Target: Self Range: Personal Duration: One jump Description: While still in mid-air, the character may jump again, using his Mana to defy physics as he propels himself upwards each time this Stunt is used. Effect: Allows the character to jump again, as though launching from the ground, while still airborne. He will be able to cover the amount of distance he normally could when jumping (unless the jump is augmented by some other force) and accumulation of falling damage will start at square one at the height of the jump.
Aqualung Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Athletics Target: Self Range: Personal Duration: See below Description: By using his Mana to supplement his internal processes, the character is able to hold his breath for an extremely long time. Effect: Increases the length of time a character may hold his breath. Rank 1: Normal duration + 5 minutes Rank 2: Normal duration + 10 minutes Rank 3: Normal duration + 15 minutes Rank 4: Normal duration + 20 minutes Rank 5: Normal duration + 30 minutes
Arcane Awareness Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Awareness Target: Other/Object/Field Range: Range of physical perception Duration: One moment of perception Description: By attuning his senses to Mana’s flow, the character is able to detect the presence of magic in the area around him. There is no visual or other sensory stimulus associated with this Stunt; the character simply feels the presence of Mana much the same as one smells something or feels the presence of someone intuitively. Effect: Imbedded magic is magic that is characteristic of something; it is the special quality that makes something magical as opposed to mundane. Active magic comes from a current Spell that is active at the moment. This Stunt allows the character to sense imbedded or active magic in objects, place, or people. This is a useful ability for detecting whether a target is under the influence of magic or not, even if all seems ordinary.
 Backstab Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: None Use: 2 Mana; burn Modifier: Guile Target: Other Range: Melee or ranged attack range Duration: One attack Description: The character sneaks up behind an unsuspecting opponent and makes a deadly attack. Effect: Target must be unaware of the character's presence in order for this Stunt to work. Those targeted by the attack cannot defend themselves and take double base damage once it hits them. The attack completely ignores a target's Armor rankings, inflicting full damage when it hits.
Beast Form Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: Beast Mimicry rank 3 Use: 2 Mana; burn Modifier: Wilderness Target: Self Range: Personal Duration: Up to one hour per rank Description: A potent bond with nature and an affinity for certain animals gives the character the ability to physically change into a number of creatures. Effect: With each rank of this Stunt, the character may pick one new animal which is capable of turning into. While in beast form, the character is capable of doing anything that animal would normally be able to do, yet retains his own intellect, reasoning, and ability to speak. However, he is unable to use any of his own Stunts or Spells. Players with this ability should contact the Judge for the relevant stats of their beast forms.
Beast Mimicry Cost: 1 Pre-Requisite: Wilderness > 3 Use: 1 Mana; burn Modifier: Wilderness Target: Self Range: Personal Duration: Will = Posts/Turns Description: The character is able to use his strong connection to the natural world to mimic the traits of animals. Effect: With each rank of this Stunt, the character may pick one new animal he is capable of emulating. With this Stunt, the character becomes capable of mimicking any of his choice animal's traits (such as an eagle's keen eyes, a chameleon's camouflage, or a cheetah's speed). Traits that require a physical change (such as an eagle's wings/flight or a mouse's ability to get through small spaces) cannot be mimicked.
Beautiful Distraction Cost: 1 Pre-Requisite: Forked Tongue rank 1 Use: 1 Mana; burn Modifier: Charisma Target: Other Range: Within clear sight Duration: Up to 10 Posts/Turns Description: Something unexplainable causes targets of this social Stunt to stop what they are doing and notice the character. Effect: Targets will become distracted from whatever they were previously doing and become completely fixated on the character, entranced by her. They cannot look away or even think of anything else but admiring her. If they are involved in something urgent, or being distracted would directly endanger their lives, they may resist with a Will+Awareness feat. Targets of this Stunt must be able to visibly see the user. If injured while under the effects of this Stunt, the Stunt’s effect on that target ends and they may not be affected by this stunt again for the rest of the in-game day.
Berserker Rage Cost: 1 Level: No Pre-Requisite: None Use: 3 Mana (burn) Modifier: Will Target: Self Range: Personal Duration: Lasts 1d10 posts/turns or until he makes a successful Will+Awarness feat. Description: The character allows his anger to take control of him, his rage granting him amazing strength at the cost of control. Effect: The character may use this Stunt after he loses any amount of Life. A beserker may enter his enraged state twice per day. While enraged, several effects take place: • Speed increases greatly as Wait decreases by 1 (to a minimum of 1) • Regenerates 3 points of Life at the beginning of each turn. • Intellect drops to 0, adding its original value to Strength. There is no cap on how high his Strength may be in this state. • Cannot spend Mana (he cannot focus enough to do so) • Any feat that requires mental clarity or focus automatically fails • Once hostile targets are dealt with, he will turn on his allies or any other nearby targets • He may snap out of his rage at any time with a successful Will+Awareness feat
Big Swing Cost: 1 Pre-Requisite: Strength > 3 Use: 1 Mana; burn Modifier: Combat - Melee Target: Other Range: Touch Duration: One attack Description: This attack is made with such immense force that it knocks its target back a great distance. Effect: Upon connecting, this attack deals normal damage but blows the target back 1d100 feet (rolled by the target of the attack). If blocked, the target suffers no damage, but is still knocked back (dodging is the only way to avoid this attack completely).
Blade Turn Cost: 2 for rank 1; may not be advanced past rank 1 Pre-Requisite: Defense > 3 Use: 2 Mana; burn Modifier: No roll is necessary Target: Self Range: Personal Duration: One defense Description: The character’s reflexes save him as he moves instinctually to block. His hands seem to move on their own accord to protect him. Effect: Automatically blocks an attack that targets the character. Only those attacks which could normally be blocked will be effectively guarded against. No roll is required to invoke this Stunt. The maximum number of times this Stunt can be used in one in-game day is equal to the character’s Agility score. This Stunt cannot be used after a Defense feat has already been rolled.
Breakthrough Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: None Use: 1 Mana; burn Modifier: Will Target: Self Range: Personal Duration: Will+1d6 = Posts/Turns - any longer and the character's long-term health will begin to suffer as muscles and internal organs are torn apart. Description: Subconsciously, all creatures suppress the lion’s share of their Mana. This is done to ensure survival since the body cannot such unbridled energy flowing through it all at one time. Use of this dangerous ability unleashes a portion of the character’s untapped potential into a specific part of his being, increasing his power in that area to a point that’s just below lethal. While this power is in effect, the character’s invisible aura flashes brightly and flickers violently (even those who can’t see auras can make out a brilliant flame surrounding his body). A wild wind blows around him, scattering dust and debris. Effect: Increases the rank of any Primary Stat by 1d4 per rank. Stats may not exceed double their unmodified base score. If used again before its duration ends, the effects of this ability can continue to stack.
Called Shot Cost: 2 Pre-Requisite: Aim rank 1 Use: 3 Mana; burn Modifier: Combat - Ranged Target: Other Range: Weapon range Duration: One attack Description: By aiming at the area of an opponent’s body he wishes to hit, the character is able to deal extra damage…and even if he misses, the shot has to land somewhere and deal damage. Effect: This attack will hit the target regardless of whether the character succeeds the feat necessary to invoke this Stunt or not (the target may still attempt to Defend himself if he is able). But if this Stunt is successful, the target will take double damage from the attack.
Catch Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: Agility > 3 Use: 1 Mana; burn Modifier: Defense Target: Object Range: Touch Duration: One catch Description: With blinding speed and inhuman reflexes, the character is able to evade fast-moving projectiles by snatching them out of the air. Effect: Character may suffer damage from using this Stunt to catch projectiles he normally would be unable to handle such as a heavy boulder or a fireball. Bullets, arrows, stones, chakrams, and other normal projectiles, however, may be handled harmlessly.
Caustic Blow Cost: 1 Pre-Requisite: None Use: 2 Mana; burn Modifier: Combat - Melee Target: Other Range: Touch Duration: Until the character reaches 100% Life Description: A savage attack full of anger and rage is made against an enemy. Those who see auras will witness the character’s weapon burning with a cruel red flame. Effect: An attack made with this Stunt inflicts its normal damage. However, the wound may not be treated by medicine feats, healing Spells, potions, or any other means to facilitate quick recovery. It must heal slowly on its own; at a rate of 1 point of lost Life recovered per week of rest. Such wounds are extremely painful when they are first received and often bleed randomly when healing.
Charm Cost: 2 Pre-Requisite: Muddle rank 1, Beautiful Distraction rank 1, Forked Tongue rank 1 Use: 1 Mana; cycle - per real-world day Modifier: Influence Target: Other Range: Sound of voice Duration: See effect Description: Using her voice, body, pretty eyes, and (of course) Mana, the character is able to muddle the target’s mind. Those under the effects of Charm have little memory of their experience and even these memories seem like a vague dream to them. Effect: While in this state, charmed targets enter a dream-like trance where any suggestion given to them by the charmer will be complied with, even if it would directly harm the target or a dearly loved one (however, in either case, the target is granted a Will+Awareness feat to break free of the charm. If he succeeds, the character may never again use Charm on that target). The effect will also end if the charmer and the target are seperated by more than a mile of distance. While charmed, a target will comply with any command he given. However, his deep-seated beliefs and his feelings will not be affected and, upon leaving the trance, anything he was commanded to believe or feel will be abandoned.
Cloak Cost: 1 for ranks 1 & 2; 2 for ranks 3 & 4; 3 for rank 5 Pre-Requisite: None Use: 1 Mana + 1 per rank (burn) Modifier: Guile Target: Self Range: Personal Duration: Until the character does something to call attention to himself - may also be ended deliberately (rank 5 ends when the character takes a breath) Description: The sneaky proclivities of the character allow him to bend Mana in subtle ways to hide his presence and endow him with a variety of stealthy abilities. Effect: The power of this Stunt grows with rank and each rank retains the effects of previous ranks (for example, a character invoking rank 3 cloak would automatically invoke ranks 1 & 2 at no additional cost). • Rank 1: Targets who are not actively looking for the character will be unaware of his presence until he does something notable to make his presence known (such as attacking or otherwise calling attention to himself) or is unable to make himself a part of the background scenery. • Rank 2: Sounds made by the character are eliminated for as long as this Stunt's effect is sustained. • Rank 3: The character’s aura darkens and becomes visible just enough to blur the character’s face and form, effectively concealing his identity, muffling sound, covering scent, and suppressing body heat. He takes on the appearance of a blurry shadow with glowing eyes surrounded by swirling smoke. While in this form, the character recieves an Agility bonus equal to his Guile score and cannot be perceived by any sense other than sight or sensing his aura. Additionally, all Guile feats receive an extra d20. • Rank 4: Reduces the character’s movement speed by half but allows him to become stealthed; while not truly invisible, the character is completely hidden, appearing only as a blurry outline to the very perceptive. Any target whose Perception is equal to or greater than the character's Agility (keeping in mind the bonus offered by Rank 3) may make a Perception+Awareness feat to see him. This Stunt’s effect is broken the instant the character does something to call attention to himself (such as attacking or making a loud noise). The Stunt’s effect may also be ended deliberately whenever the character wishes. • Rank 5: The character becomes truly invisible and may not be detected by any means for as long as he is able to hold his breath (Stamina = minutes + 1 minute w/ a Stamina+Athletics feat). The only way for a character under the influence of this Stunt to be detected is if his actions (such as bumping into someone or speaking loudly) cause them to sense his presence.
Counter Cost: 2 for rank 1; cannot be advanced past rank 1 Pre-Requisite: Use: 2 Mana; burn Modifier: No feat roll necessary Target: Other Range: Attack range Duration: One attack Description: After being attacked (whether he takes damage or not), the character strikes back at his assailant. Effect: When targe by an attack and in range to strike back, the character may spend 2 Mana to respond with a normal melee attack (his target may, however, attempt to block or dodge).
Critical Shot Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Combat - Ranged Target: Other Range: Weapon range Duration: One attack Description: The character charges energy into a special ranged attack of his own design. Effect: Empowered shot deals an extra 1d6 per rank Physical damage.
Decoy Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: None to purchase. However, a light source must be present to create a shadow in order to use this ability Use: 2 Mana; burn Modifier: Guile Target: Object (shadow) Range: Within 10 feet per Stunt rank Duration: Up to one hour or until struck Description: The character uses his supernatural prowess at deception to turn his shadow into a perfect copy of himself. Effect: Creates a perfect copy of the character that looks, talks, and moves just like him. This copy, however, is purely illusory and cannot truly think on its own nor does it possess any of its creator’s abilities. It cannot affect the material world in any tangible way; it is purely an elaborate illusion. The character may create up to (Stunt rank) Decoys at once.
Demoralize Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Influence Target: Other Range: Sound of voice/line of sight Duration: Up to one hour or until character leaves the vicinity Description: Something about the character's taunts and insults actually causes the target to lose faith in their abilities. This mind-bending charm then gives the character a definitive edge. Effect: Imposes a +2 (per Stunt rank) Difficulty on the target for all feat rolls so long as the character is present. The use of this Stunt must be paired with a taunt or insult the target is capable of perceiving and understanding.
Disarm, Disable Cost: 1 Pre-Requisite: Combat - Melee > 3 Use: 2 Mana; burn Modifier: Guile Target: Other Range: Touch Duration: One attack Description: A skillful flick of the wrist is all it takes for the character to disarm his opponent with this Stunt. Effect: If the target's Combat - Melee skill is less than the character's, he is disarmed automatically. If equal or higher than the character's, he may roll an Agility+Combat-Melee feat to hold onto his weapon.
Exorcise Cost: 1 Pre-Requisite: Faithful to a particular religion (not Atheism) Use: 1 Mana; burn Modifier: Knowledge Target: Other (spirit) Range: 10 feet Duration: Until spirit is asked to return by original victim, exorcist, or someone more powerful than the exorcist Description: Using the ancient rites of his religion, the character is able to exercise a great degree of control over a target spirit. He may command them to leave a location, object or person until asked to return by the original victim, the exorcist, or a third party more powerful than the exorcist. Effect: In order to execute this Stunt, the character begins a ritual, reciting holy verses, saying prayers, issuing commands, and invoking rites. Each post he spends doing one of these things, he makes a feat to invoke this Stunt - and he must make an amount of successful feats equal to the target spirit’s Will rating. Each success temporarily reduces the spirit's Will by 1. He may fail (his own Will score) times before the exorcism fails and cannot be attempted by that character against that particular spirit again within the next 20 days. Once the spirit's Will reaches o, it is driven from its current location and into the wilderness.
Exorcist's Seal Cost: 0 Pre-Requisite: Exorcise rank 3 Use: 3 Mana; burn Modifier: Knowledge Target: Other (spirit) Range: 10 feet Duration: See below Description: When exorcised, a spirit has to go somewhere. Most flee into the wilderness to lick their wounds before planning their revenge or finding someone else to harass. A surefire way to keep the spirit from causing any more damage (at least for a while) is to seal them away using the rites invoked by this Stunt. Seals vary in appearance by region and religion; the nature and appearance of the seal will reflect the character’s culture and beliefs. Effect: Immediately after exorcising a spirit, this Stunt is invoked to place the spirit inside a container, an object, another person, or even a dead or inanimate body. The spirit may make a Will+Defense feat but at a Difficulty of: (exorcist’s Will - spirit’s Will). Failure to resist forces the spirit into its new prison. Seals break down through the years, however, if not regularly maintained. An unwatched seal will lose its power within: Rank 1: 1d4 x 20 years Rank 2: 1d4 x 50 years Rank 3: 1d4 x 100 years Rank 4: 1d4 x 500 years Rank 5: 1d4 x 1000 years
Far Strike Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: Strength > 4 Use: 2 Mana; burn Modifier: Combat - Melee Target: Other Range: 10 feet + 10 feet per Rank Duration: One attack Description: By striking the empty air hard enough, the character is able to send a shockwave of kinetic force and compressed air powerful enough to damage targets a good distance away. Effect: Deals half the weapon's normal damage from up to 60 feet away. Range increases by 10 feet per Stunt rank. The damage type is Physical regardless of what the weapon would normally do.
Filch Cost: 1 Pre-Requisite: None Use: 2 Mana; burn Modifier: Guile Target: Other Range: 10 feet per Stunt rank Duration: Until target looks for missing item Description: Using preternatural grace and dexterity, the character is able to steal from a target with no chance of being detected. Effect: This Stunt will only work on those targets whose Perception score is less than the character’s Agility score and the stolen item cannot be of great personal importance to the target (such as a family heirloom). If this Stunt is successful, the target will not notice his item's absence until he consciously looks for it.
Flawless Tracking Method Cost: 1 Pre-Requisite: None Use: 1 Mana; cycle - per hour Modifier: Wilderness Target: Object (trail) Range: Line of sight Duration: See below or until character stops effect Description: As Mana flows through all of reality, those who interact with the world leave an unseen trace of their passing that lingers long after they’ve gone. By tapping into this aspect of reality, the character is able to track targets to their current location. The footprints of the target appear to the character as glowing, foot-shaped pads that can be easily followed. Effect: Allows the character to see the target’s footprints as luminescent foot shapes that lead to the target’s current location. In order for this ability to work, the character must know who he is attempting to track. The length of time that the trail will remain depends on Stunt's rank. As time passes, the glowing footprints slowly fade, starting at the oldest point of the trail. Rank 1: 8 hours Rank 2: 1 day Rank 3: 3 days Rank 4: 1 week Rank 5: 2 weeks
Fleet-Footed Wind Cost: 1 Pre-Requisite: Agility > 4 Use: 1 Mana; burn Modifier: Agility Target: Self Range: Personal Duration: Will = Turns Description: This Stunt renders the character weightless in relation to what he is standing on (he isn’t actually weightless, but he puts no burden on the surface he is on) and makes his balance completely flawless. This aids greatly in mobility and cancels any terrain hindrances that would act against the character. It is helpful for moving silently on dry leaves, leaping through the tops of bamboo forests, standing on enemy swords, balancing on narrow surfaces, running across water, etc. Effect: The character is able to stand on narrow surfaces normally with completely sure footing. No penalties regarding balance may be assigned to him. Additionally, his weight puts no strain on any surface he is standing on, so movement penalties related to the roughness, texture, or unevenness of surfaces are cancelled out and the character is unable to break what he is standing on no matter how brittle it may be.
Flicker Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Athletics Target: Self Range: Personal - one Flicker can take the character up to 10 feet per Stunt rank. Duration: One movement Description: Near instantly, the character is able to move from one point to another faster than the eye can follow. Effect: The character is able to move up to 10 feet per Stunt rank in a single Flicker. This is not an act of teleportation; the character is simply moving extremely fast from point to point. Therefore, he cannot move where he would normally be unable to move (up walls, through barriers, vertically further than he could jump, etc.) However, he can seemingly “pass through” other targets, around obstacles, over impassible terrain, etc, moving in a straight line to his target destination quicker than any eye can follow him. This Stunt may be used as an evasive maneuver.
Force Without Thrust Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Combat - ranged Target: Other Range: Weapon's normal range x 2 Duration: One attack Description: The power of a thrown object greatly increases as Mana is used to enhance the thrust of this weapon. Effect: Thrown object deals an extra d6 per Stunt rank as Physical damage. The effective range of the object is also doubled for this attack.
Forgery Cost: 1 Pre-Requisite: Charisma > 3 Use: 1 Mana; commit (per affected party) Modifier: Guile Target: Object/Other Range: Touch (indefinite once the object is enchanted) Duration: Semi-permenant (see below) Description: By using his persuasive talents and ability to muddle the minds of others, the character is able to pass off forgeries as the real deal. Effect: A forgery, no matter how poor, will look like the real thing to the target of this mind-bending Stunt. Granted, the forgery in question must look something like the original (you couldn’t pass a stone off as a sword, but you could make a purse full of keys seem like a purse full of coins). The target will not know the difference until an outside party points the forgery out to them or until they attempt to use the forged object in a way it is incapable of being used (such as trying to eat a stone disguised as a steak). Because of these restrictions, clever users of this Stunt try to make their forgeries look and act as convincing as possible). In the case of multiple targets, the Stunt may affect a maximum number of parties equal to the Stunt's rank.
Forked Tongue Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Influence Target: Other Range: Sound of voice Duration: One hour or until overwhelming evidence contradicts the character's deception. Description: The target of this mind-bending stunt will believe whatever the character says is true. Effect: This only works to convince the target that facts are true or false (depending on which the character says it is). The power cannot affect matters of desire, emotional truth, or personal identity (you could not convince them to believe that “you want to let me in this building”, “you’re in love with James”, or “you’re a cow” but you could cause them to believe “I’m the lord of this castle, so you’ll let me in”).
Grip Cost: 1 Pre-Requisite: Will > 3 Use: 1 Mana; commit Modifier: Guile Target: Object Range: Touch Duration: Until the character lets go Description: By extending his invisible aura through his feet or hands, the character is able to grip onto solid surfaces, sticking to them like glue. Effect: Using this ability, the character may cling to walls and ceilings, hold fast to his weapons, and keep his footing on perilous surfaces with no troubles.
Healing Hands Cost: 1 Pre-Requisite: Intellect > 3 Use: 2 Mana; burn Modifier: Medicine Target: Other Range: Touch Duration: Until healer stops touching the target Description: By putting his own Mana into a target, the character is able to coax his body into rapidly healing from its wounds. Effect: So long as the character remains touching the target, they will continue to recover Life each post/turn their healer remains in contact. The amount of life recovered varies by Stunt rank: Rank 1: 1d4 Rank 2: 1d6 Rank 3: 1d8 Rank 4: 1d10 Rank 5: 1d12
Homing Missile Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Combat - Ranged Target: Other Range: Weapon range Duration: One attack Description: An arrow, bullet, thrown, or other projectile weapon will be infused with a small portion of the character’s will to hit a target and will mystically curve in flight to meet the mark. Effect: This stunt increases the versatility of all shots, allowing them to be fired around corners, over obstacles, etc. However, the character must have some idea of where his target is (even if it’s vague). This Stunt cannot be used against stealthed, invisible or otherwise hidden targets. Against stationary targets or objects, this Stunt guarantees 100% accuracy.
Hybrid Form Cost: 2 for each rank; cannot advance past rank 3 Pre-Requisite: Beast Form rank 3 Use: 3 Mana; burn Modifier: Wilderness Target: Self Range: Personal Duration: Up to one hour Description: The wild nature of the character's spirit and ability to change into animal forms allows him to fuse several animal and monster characterstics together into a single, powerful form. Effect: The character may change into one of three forms using this Stunt. He may choose a new form with each new rank he gains. He retains his normal stats, Stunts, Advantage, and Spells and also gains the bonuses and powers intrinsic to each form. The forms are as follows:
Bane: In this monstrous form, the character attains great physical strength and turability, making him the ideal melee combatant. Bane is the ideal tank, capable of dealing and taking massive amounts of damage. Those who enter this form often charge headlong into battle, causing their opponents to flee or crumple before their incredible might. Bonuses Strength +5, Stamina +5 Athletics +2, Combat - Melee +2, Defense +2 Physical Defense +5, Elemental Defense +3, Biological Defense +2. Claws deal +8 Physical damage Wait: 4 Powers Berserker Rage (see Stunt description) Brutality: All combat related feats which display a Natural Success are counted as Critical Successes. Endure: Once per transformation, Bane may completely ignore all the damage and effects from one attack. (8 Mana; burn) Fireclaw: Bane may ignite his claws on fire to change his default damage type from Physical to Elemental. (1 Mana; burn) Weaknesses Intellect -3, Charisma -10
Firenze: The swift, cunning form of Firenze allows the character to move with subtlety, speed, and grace. While in the shape of Firenze, he may move swiftly, walk through dimensional barriers, and become invisible. Bonuses Agility +5, Luck +5 Athletics +2, Guile +3, Combat - Melee +1 Wait: 2 Powers Assassin (see Advantage description) Flicker (see Stunt description) Ghost-Step: Pass through solid non-magical barriers (walls, obstactles, etc.). (1 Mana; burn) The Second Sight: (see Stunt description) Shadow-Step: Become invisible to the naked eye by entering the spiritual realm. While here, the character is considered spirit and may interact with the denizens of this realm normally. Firenze may re-enter the material world at any time, ending this power's effect. (3 Mana; burn) Wind Runner (see Stunt description) Weaknesses Stamina -3, Charisma -10
Sanjit: A powerful form capable of controlling vast magical energies, Sanjit is the ideal caster. With the ability to fly as well as move and breathe freely underwater, Sanjit provies the character with excellent mobility in addition to raw power. BonusesIntellect +5, Power +5 Knowledge +3, Medicine +3 Wait: 5 PowersArcane Attunement: Roll Intellect+Knowledge to invoke this ability. If this feat fails, Arcane Attunement cannot be used for the duration the character remains in Sanjit form. If the feat succeeds, the chant requirement for the next four spells Sanjit casts are removed completely. Eldritch Battery: Sanjit recovers Mana at a rate of 1d4 Mana per Post (posts made just to gain Mana will be deleted and ignored) Flight: Sanjit is capable of free flight at speeds up to 50 mph Power Devour: Any time a spell targets Sanjit, he may roll a Power+Knowledge feat to consume the spell, resisting its effects and gaining all the Mana put into casting it. He may temporarily exceed his maximum Mana score when using this ability. Water Breathing: Breathe water as easily as oxygen Water Freedom: Move freely in water as though it were open air WeaknessesStrength -3, Charisma -10
Inspire Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Influence Target: Other Range: Sound of voice/line of sight Duration: Up to one hour or until character leaves the vicinity Description: Using encouraging words and the life-giving powers of his Mana, the character is able to improve an ally's performance. Effect: Lowers the Difficulty of all feats by 1 (per Stunt rank) so long as the character is present. The use of this Stunt must be paired with an encouragement the target is capable of perceiving and understanding.
Jargon Cost: 1 Pre-Requisite: Intellect > 3 Use: 1 Mana; commit Modifier: Language Target: Self Range: Personal Duration: Until immersion in the language ends Description: After being immersed in a language for a short time, the character becomes capable of communicating in said language. Effect: After a day or so of being immersed in a foreign language, the character may invoke this Stunt. Though he won’t be fluent, the character understands and may speak a functional degree of the language.
Keening Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Knowledge Target: Self Range: Personal Duration: Until character ends effect or is possessed Description: Normally, communication is almost impossible across The Veil that separates the visible and invisible worlds. With this ability, that rule is no longer in play. Effect: The character invokes this Stunt to attune himself to those within Limbo. Doing so places him halfway between the material and immaterial planes. While in this state, he may speak freely with ghosts, eidolons, wraiths, demons and whatever else feels like talking. He cannot, however, speak with spirits who have already moved on to the Underworld (as they are no longer on the same plane as he is). This process can be a perilous undertaking, however, especially for those who know nothing of the spirit world. If any of these beings has both a Will and Charisma greater than the character’s, they can take over his body and many will not leave until forced out.
Ki Blast Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: Power > 3 Use: 3 Mana per d20; burn Modifier: Power Target: Other Range: 50 feet Duration: One blast Description: By focusing the raw power of his aura into the palm of his hands, the character is able to unlease a devastating wave of destructive force. Effect: D20 to invoke this feat must be purchased with Mana; none are automatically granted. For each successful d20 rolled, the attack will deal 10 points of Physical damage to all enemies in a straight line from its point of origin to the end of its range. The maximum number of d20 that may be purchased in one use of this Stunt is equal to the Stunt's Rank x 3.
Leaf on the Wind Cost: 1 Pre-Requisite: Agility > 3 Use: 1 Mana; burn Modifier: No feat roll necessary Target: Self Range: Personal Duration: One Defense feat Description: Mana augments the character's speed and reflexes, allowing him to move with great speed and precision. For a moment, things appear to move in slow motion, allowing the character to easily defend against any attack. Effect: For each point of Mana spent on this Stunt, the character may purchase 1d20 for the purpose of a blocking or dodging an attack with a Defense feat. This Stunt cannot be used to resist magic or other effects with a Defense feat. The maximum number of d20 that can be purchased for a single use of this Stunt is equal to the Stunt's rank x 2.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Apr 11, 2008 1:06 pm
STUNTS (continued)Lucky Save Cost: 3 for rank 1; cannot be advanced past rank 1 Pre-Requisite: Luck > 3 Use: 1 Mana per 2 points; burn Modifier: No feat roll necessary Target: Self Range: Personal Duration: One feat Description: When it looks like all is lost and failure is immenent, some twist of luck causes the character to somehow succeed. Effect: After a feat has been rolled and failed, this Stunt may be used to add 2 to the failed feat roll for each point of Mana spent. This Stunt cannot be used on Critical Failures.
Magnify Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Awareness Target: Self Range: Personal Duration: Up to fifteen minutes Description: The character is able to increase the range and clarity of any of his five senses, essentially "zooming in" on targets for better range and clarification of details. Effect: The eyes can function like binoculars, ears can hear distant or faint sounds, the nose can pick up phantoms of scent, etc. The Stunt has no built in protection against over-stimulus, so if a loud noise occurs while the character is "zooming in" with his hearing, for example, it will adversely affect him. Rank 1: Magnify up to x5 Rank 2: Magnify up to x10 Rank 3: Magnify up to x20 Rank 4: Magnify up to x50 Rank 5: Magnify up to x100
Mask Cost: 2 for rank 1, 1 for every rank afterwards Pre-Requisite: Charisma > 3 Use: 2 Mana; burn Modifier: Guile Target: Self Range: Personal Duration: Up to (Stunt rank) hours Description: In a puff of smoke, the character is able to change his appearance completely, altering his height, weight, race, and even gender. Effect: The changes made by this powerful technique are only superficial, yet completely convincing to anyone who sees the character. The only features which cannot be affected by this technique are the sound of the character's voice and the appearance of his aura.
Mimic Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Guile Target: Self Range: Personal Duration: One noise/sentence Description: By increasing the flow of magical energies to his vocal chords, the character is able to imitate any sound he has ever heard. Effect: The character’s voice can imitate any sound (including other's voices) he has ever heard. He may only reproduce one sound at a time and cannot produce a sound at a volume any louder or softer than his voice normally could.
Muddle Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: Beautiful Distraction rank 1, Forked Tongue rank 1 Use: 2 Mana; burn Modifier: Guile Target: Other Range: Sound of voice Duration: Will = Turns or until struck by the character or her allies Description: This ability muddles the target's mind, convincing him that his allies are not actually his allies, but his enemies. He will attack his former friends while under the effects of the character's deceptive words. Effect: Causes a target to turn against his allies for one to five minutes or until struck by the character or her allies. During this time he will perceive his former friends as enemies and attack them with all the ferocity he would an actual foe.
One Handed Cost: 1 for rank 1; cannot be advanced past rank 1 Pre-Requisite: Guile > 3 Use: 1 Mana; burn Modifier: No feat roll required Target: Self Range: Personal Duration: One feat roll Description: A task that would normally take both hands to perform may be undertaken with the use of this Stunt. Effect: Using this feat, the character may climb, lift heavy objects (and wield 2 handed weapons – this Stunt must be used each time the character attacks with said weapon, however), and swim among other feats that normally require the use of both arms.
Packrat Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Luck Target: Object (pack) Range: Touch Duration: Permanent Description: Never throwing anything away has its advantages…the character just might have a much needed small item stowed away somewhere in the dark corners of his pack. Effect: There is an (Stunt rank x 20) % chance that the character will have a small item (a 0 slot item he’s purchased at least once) stashed somewhere in his pack. One attempt can be made when searching for a specific item and this Advantage may not be used for the purpose of selling or otherwise profiting off of said item.
Phantom Arrow Cost: 2 Pre-Requisite: Homing Missile rank 2 Use: 3 Mana; burn Modifier: Combat - Ranged Target: Other Range: Weapon range Duration: One attack Description: By invoking this stunt and drawing back the bow, the character is able to fire an arrow that is invisible to those who cannot perceive auras (to those who can, it’s a brilliantly colored bolt of energy). Effect: The damage the bow would normally do is irrelevant when using this Stunt. The arrow itself deals 1d10 x Stunt rank Magical damage. This Stunt both summons and fires the arrow, so no ammunition is necessary.
Post Cognition Cost: 2 Pre-Requisite: Signs & Portents rank 4 Use: 5 Mana; burn Modifier: Awareness Target: Field/Self Range: Line of sight/sound Duration: However long the scene takes to play out Description: Every event leaves some trace of itself; a continuing ripple in the essence of reality. Those with this ability can see the echoes of events that have already occurred. The clarity at which they can see these events depends on Stunt rank, the significance of the event, and the time that has already passed. Effect: The vision will occur as random flashes of the scene as it plays out and this Stunt can only be used once per location. Visions will be less chaotic the more recent and significant the event and the higher the Stunt’s rank is. How deep into the past the character may peer is based on Stunt's rank and the fatal significance of the event: Insignificant (every day occurrences) Rank 1: 5-30 minutes Rank 2: 30 minutes-1 hour Rank 3: 1-3 hours Rank 4: 3-12 hours Rank 5: 1 full day Important (minor fights, long conversations) Rank 1: 30 minutes-2 hours Rank 2: 2 hours-12 hours Rank 3: 1 full day Rank 4: 1 full week Rank 5: 1 full month Significant (murders, betrayals, major battles) Rank 1: 1-3 days Rank 2: 1 full week Rank 3: 1 full month Rank 4: 1 full year Rank 5: 5 full years Epic (major historic events, epic battles) Rank 1: 3 full years Rank 2: 10 full years Rank 3: 50 full years Rank 4: 100 full years Rank 5: 1,000 full years
Quicken Cost: 2; cannot be advanced past rank 3 Pre-Requisite: Agility > 3 Use: 2 Mana; burn Modifier: Athletics Target: Self Range: Personal Duration: Will x Stunt Rank = Posts/Turns Description: After-images trail behind the character as he moves with phenomenal speed so fast the eyes can scarcely follow. Effect: Decreases the character's Wait score by 1 per Stunt Rank.
Read Glyph Cost: 1 Pre-Requisite: Power > 3 Use: 1 Mana; burn Modifier: Knowledge Target: Object (glyph) Range: Line of sight Duration: One reading Description: Ancient magical scripts like Runic and Archaic were widely used during the First and Second Ages by scholars, artificers, and magicians to describe their works with fervor and meaning that more common languages failed to evoke. Beyond those two languages however, there is a third script called Glyph. Glyph is a series of symbols that is less a language and more tangibly magical. Glyph goes beyond mere words and actually draws in and forms Mana through arcane shapes and patterns to convey its message. Codes written in Glyph are undoubtedly magical, but can be impossible to discern to those who do not know how to tap into Mana themselves in order to understand the language of strange, twisting marks and obscure pictograms. Effect: With this Stunt, the character taps into the Mana surrounding a Glyph to gain momentary understanding of its meaning and purpose. Using this ability, a character can not only discern the message a Glyph may be trying to convey, but may also determine the purpose of a Seal (or other use of Glyphs) without actually being familiar with the Seal itself (for more on Seals, see the magic section).
Sacrifice Cost: 1 Pre-Requisite: Healing Hands rank 1 Use: 1 Mana; burn Modifier: Medicine Target: Other Range: Area of Effect: 20 feet in all directions around the character Duration: One instant Description: Through supreme force of will, the character is able to send his own life-energy into others, giving of himself to heal their wounds. Effect: For each point of Life the character sacrifices, all allies within the area of effect will regain 3 points of Life.
Sea-Stride Cost: 1 Pre-Requisite: None Use: 1 Mana; commit Modifier: Athletics Target: Self Range: Personal Duration: Until character stops committing Mana or leaves the water's surface Description: The character is capable of focusing his aura to the bottom of his feet and pushing against the surface of liquids, such as water, effectively enabling him to walk across their surfaces. Effect: Allows the character to move normally across the surface of liquids. Hazardous liquids (such as lava or acid) may still damage his feet and no protection is offered from creatures living in said liquid.
The Second Sight Cost: 3 for rank 1; cannot be advanced past rank 1 Pre-Requisite: Power > 3 Use: 1 Mana; commit Modifier: No feat roll required Target: Self Range: Personal Duration: Until character ends the effect Description: A powerful connection to the supernatural allows the character to observe things normally beyond the mortal realm of perception. Effect: While this Stunt is active, the character is capable of seeing Auras, unmanifested ghosts, eidolons, gods, demons and other entities and phenomenon which exist solely in the supernatural realms.
Serpentine Strike Cost: 1 Pre-Requisite: Agility > 4 Use: 2 Mana; burn Modifier: Combat - Melee Target: Other Range: Touch Duration: One attack Description: An attack is made so quickly the eyes can scarcely follow it. An after-image of the attack trails behind in its wake. Effect: Defensive feats against this Stunt are made at +3 Difficulty per Stunt rank. Those with a Defense+Perception less than the attacker's Combat-Melee+Agility cannot defend themselves.
Sight Without Eyes Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Awareness Target: Self Range: Personal Duration: One hour Description: Even when visually impaired, the character is able to act normally through the use of his other senses, vibrations in the air, and supernatural intuition. Effect: The character can move and act normally while blinded or visually impaired (though he will be unable to discern shapes, colors, etc. and will lack a degree of spatial awareness).
Signs & Portents Cost: 1 Pre-Requisite: Perception > 3 Use: 3 Mana; burn Modifier: Awareness Target: Self Range: Personal Duration: One prediction Description: By rolling dice, drawing tarot cards, charting the movements of stars, tossing animal bones, and reading other such supposedly superstitious signs, the character may catch an insight into the immediate future. Effect: The glimpses of the future offered by it are more like cryptic clues (“change is on the horizon” or “someone close will betray you”) that can be dangerous to rely on. The extent to which this ability functions is a matter of Judge discretion as he is responsible for giving the cryptic clues this Stunt offers.
Soaring Leap Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Athletics Target: Self Range: Personal Duration: One jump Description: Using this Stunt, the character soars through the air, leaping to incredible heights. Effect: Increases the character's vertical and horizontal leap. For the duration of his descent, the character is immune to falling damage. This Stunt may reach rank 10. • Rank 1: 10 feet vertically, 20 feet horizontally. • Rank 2: 20 feet vertically, 30 feet horizontally. • Rank 3: 30 feet vertically, 40 feet horizontally. • Rank 4: 40 feet vertically, 50 feet horizontally. • Rank 5: 50 feet vertically, 60 feet horizontally. • Rank 6: 60 feet vertically, 70 feet horizontally. • Rank 7: 70 feet vertically, 80 feet horizontally. • Rank 8: 80 feet vertically, 90 feet horizontally. • Rank 9: 90 feet vertically, 100 feet horizontally. • Rank 10: 100 feet vertically, 110 feet horizontally.
Stance: 20 Oblivions Cost: 2 for rank 1; cannot be advanced past rank 1 Pre-Requisite: None Use: 2 Mana; commit Modifier: No feat roll necessary Target: Self Range: Personal Duration: Until character drops stance Description: The amazing speed and versatile nature of this Stance grants the character additional opportunities to defend from attack. Effect: If the character fails a Defense feat, he may re-roll. He can do this once per defense feat. This stance cannot be held in conjunction with another Stance.
Stance: Aerial Mercies Cost: 2 for rank 1; cannot be advanced past rank 1 Pre-Requisite: None Use: 2 Mana; commit Modifier: No feat roll necessary Target: Self Range: Personal Duration: Until character drops stance Description: This stance places the character in tune with Mana’s reverberations in the immediate area, allowing him to sense oncoming danger and react when he would normally be unaware. Effect: So long as the character is in this stance, he may Defend against attacks he is not aware of. Additionally, he may forego rolling a defense feat and burn 4 Mana to automatically evade while in this stance. This stance cannot be held in conjunction with another Stance.
Stance: Avenging Flame Cost: 3 for rank 1; cannot be advanced past rank 1 Pre-Requisite: None Use: 2 Mana; commit Modifier: No feat roll necessary Target: Self Range: Personal Duration: Until character drops stance Description: With lightning fast reflexes, the character intuitively strikes back at an enemy each time his foe lands a successful hit. However, these blows are greatly reduced in power due to their unusually high speed. Effect: Each time a target in melee range hits the character, he himself will take an amount of damage equal to the base damage bonus of the weapon the character is wielding. This damage is automatically deducted from a target’s Life as a consequence of getting in close to the character in this stance and may not be blocked or evaded by any means. This stance cannot be held in conjunction with another Stance.
Stance: Coiling Cobra Cost: 2 for rank 1; cannot be advanced past rank 1 Pre-Requisite: None Use: 2 Mana; commit Modifier: No feat roll necessary Target: Self Range: Personal Duration: Until character drops stance Description: The character coils back on his heels, tensing his body and releasing the pressure at regular intervals to increase the effectiveness of his attacks. Effect: Each time the character rolls any successful feat while in this stance, a point is added to a pool (Critical successes add 2 points). The character may draw points from this pool freely as they become available, adding them as extra damage to any attack he makes. Points in this pool remain even after the character has dropped the stance. This stance cannot be held in conjunction with another Stance.
Stance: Flashing Bolt Cost: 2 Pre-Requisite: None Use: 2 Mana; commit Modifier: No feat roll necessary Target: Self Range: Personal Duration: Until character drops stance Description: The ultimate offensive stance allows the character to deliver attacks so quickly that his enemy’s have no chance to evade them. Unfortunately, due to the stance’s forward positioning, the character is also unable to defend against oncoming attacks himself. Effect: Targets cannot defend against any direct physical attacks made by the character without the aid of an ability that allows them to move with heightened speed and reflexes. Unfortunately, for as long as the character holds this stance, he is also unable to defend against any oncoming attacks. This stance cannot be held in conjunction with another Stance.
Stance: Twisting Tiger Cost: 3 for rank 1; 2 for every rank afterwards Pre-Requisite: None Use: 3 Mana; commit Modifier: No feat roll necessary Target: Self Range: Personal Duration: Until character drops stance Description: This stance relies on a character’s brute strength, rage, and adrenaline to fuel its erratic, wild movements and seemingly random positions that take enemies off guard. Effect: Reduces the character's critical threat by 1 per Stunt rank for all feats related to combat. This stance cannot be held in conjunction with another Stance.
Stone Skin Defense Cost: 2 Pre-Requisite: None Use: 3 Mana; commit Modifier: Defense Target: Self Range: Personal Duration: Will x Stunt Rank = Turns Description: The character’s skin hardens as Mana’s flow into vital points is increased. This increases the character’s defense against various sorts of attacks for a brief period of time. Effect: Increases Armor by: Rank 1: 5 points of Physical Rank 2: 10 points of Physical Rank 3: 15 points of Physical and 5 points of Elemental Rank 4: 20 points of Physical and 10 points of Elemental Rank 5: 25 points of Physical, 15 points of Elemental, and 5 points of Magical
Stun Shot Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Combat-Melee Target: Other Range: Touch Duration: Intellect = Posts/Turns Description: This blow from the character strikes the target in such a way as to daze them, slowing down their speed and reaction time. Effect: Increases the target's Wait score by 1 per Stunt Rank
Sucker Punch Cost: 1 Pre-Requisite: None Use: 1 Mana (burn) Modifier: Guile Target: Other Range: Weapon range Duration: One attack Description: By attacking his opponent from behind or while his foe is unaware, the character is able to exploit his inherently weak position and deliver a fatal blow. Effect: Against an opponent who is distracted or whose back is turned to the character, this attack deals twice the damage of a standard attack.
Tame Cost: 2 for rank 1; cannot be advanced past rank 1 Pre-Requisite: Will > 3 Use: 10 Mana; burn Modifier: No feat roll necessary Target: Other (animal/monster) Range: Touch Duration: Permanent Description: By looking a wild creature in the eyes and winning a contest of wills, the character is able to permanently tame it, making it his submissive and loyal servant. Effect: Target creature must be a wild, non-sentient animal or monster. Additionally, this creature must have a Will score less than the character’s. In order to tame this creature, the character looks it in the eyes and both roll 1d20 and add their Will score to the result; the winner is the one with the highest end score. Only one attempt may be made on a creature every 24 hours. If the creature is successfully tamed, it remains in the character’s employ as a Familiar (see the Familiar Advantage) until it is released or dies. No character may have more than one familiar.
Tendon Shot Cost: 1 Pre-Requisite: None Use: 2 Mana; burn Modifier: Combat-Ranged Target: Other Range: Weapon range Duration: Until the target is restored to full health Description: A long range shot to a vital ligament slows the target down for quite a long time. Effect: Increases the target's Wait score by 1d4.
Threads of Fate Cost: 2 Pre-Requisite: Signs & Portents rank 5 Use: 8 Mana; burn Modifier: Awareness Target: Other Range: See below Duration: One moment Description: Everything is interconnected through Mana. By applying this principle practically, the character is able to sense the location of anyone on The Sphere. This is an extremely advanced Stunt and only a few exceptional people are capable of using it with any accuracy. Effect: Reveals a target’s location, wherever they may be on The Sphere. Works only on targets that are currently alive and connected to Mana, so non-biological or undead creatures are immune to this Stunt’s effects. The Difficulty of this Stunt is based on how familiar the character is with the one he is seeking and the range is based on its rank. Difficulty +20: Does not know the target at all +15: Knows the target’s name +10: Has a description of the target +5: Has a detailed profile of the target +0: Has met the target personally -2: Is acquaintances with the target -4: Is friends with the target -6: Is close friends with the target -8: Is in the target’s immediate family -10: Is the target’s soul mate Range In order for this Stunt to work, the character and the one he is seeking must be located within the: Rank 1: same city Rank 2: same nation Rank 3: same Disc Rank 4: same Hemisphere Rank 5: same realm of existence
Trance; Dynamo Cost: 1 Pre-Requisite: Will > 3 Use: 1-10 Mana (commit) Modifier: None (no Feat is required to activate this Stunt) Target: Self Range: Personal Duration: Until character drops trance intentionally or by being damaged Description: The character is able to enter a quasi-meditative state where his body acts as a conduit for raw Mana, pumping vast amounts of power into his magical attacks. Effect: Increases the damage (the main type of damage the spell does, be it physical, elemental, biological, or magical) of all attack Spells by 1d4 per Mana point committed when invoking the Trance. The maximum number of Mana that can be committed to this Trance is equal to the character's Power score. Dynamo Trance only affects powers that are directly offensive and does not augment damage over time. A few notes about this Stunt: • The character may enter the Trance at any time as a free action whether it is his turn or not. • Only one Trance may be invoked at a time. • If damaged while holding a Trance, the character may make a Will+Knowledge feat. If he succeeds, the Trance remains in place. If he fails, he drops it and cannot resume that particular Trance for the remainder of the scene.
Twin Cost: 2 for rank 1; 1 for every rank afterwards Pre-Requisite: None Use: 1 Mana; burn Modifier: Combat - Melee Target: Other Range: Touch Duration: One attack Description: After attacking, the character makes a lightning-quick second attack, hitting his foe twice in a row. Effect: The effect of the original attack is repeated. If the enemy failed to defend against the original attack, this Twin attack automatically hits. If they successfully defended, they may attempt to do so again.
Visions Cost: 1 Pre-Requisite: Signs & Portents rank 3 Use: 4 Mana; burn Modifier: Awareness Target: Self Range: Personal Duration: One vision Description: Through the use of his art, the character is able to unconsciously predict the future. As he paints, sculpts, sings, or otherwise performs his art, something supernatural overtakes him and fills him with visions of the future. It is in this state that he produces his abstraction, which becomes both art and cryptic prophecy. Effect: Fortune telling is always sketchy at best. Sometimes it seems that the future is something that cannot be avoided; a place that all roads inevitably lead to despite all efforts to the contrary. In many cases, efforts made to avoid fate contribute directly to its fulfillment. At other times, the prophecies foretold by this ability are images of a future that may yet be; one that is possible to alter. Of course, it is impossible to tell from prediction to prediction which ones may be altered and which ones are set in stone. Because of the haphazard nature of this power, those with it are reluctant to employ its use either out of fear or complacency; many do not wish to know what tomorrow will bring because they don’t want its doom hanging over their heads. Besides, exactly what will be predicted with each use of this power is beyond the power of the painter and in the hands of the storyteller. The Judge is the arbiter of what the character paints when he opts to use this ability. Players can make an effort to control their predictions (“I want to paint what’s on the other side of that door” or “I want to sing about the Chancellor’s future”) but the Judge has the ultimate say whether or not the character creates a work of art that shows this future or one that is completely unrelated (or so it may seem).
Voice of the Wild Cost: 1 Pre-Requisite: Will > 3 Use: 1 Mana; burn Modifier: Wilderness Target: Other (non-sentient creature) Range: Sound of voice Duration: One command Description: The character speaks to a creature, issuing a command which the simple soul will (usually) do its best to obey. Effect: A neutral or friendly non-sentient creature will obey a single, simple command issued by the character. The command must be a simple command like, “attack him” or “leave the area”. Complex or multi-step commands (“kill Theresa and bring her golden chain back to me”) will be ignored. Additionally, animals will ignore commands that are beyond the scope of their normal abilities (asking a pig to fly or a bear to tap-dance) or are obviously suicidal. The ferocity of the animals which may be affected varies by rank: Rank 1: Domestic creatures (dogs, small cats, fish, mice, squirrels, small snakes, birds, insects, pigs, etc.) Rank 2: Wild creatures (foxes, badgers, small wolves, large birds, venomous snakes, horses, boars, small dinosaurs, monkeys, etc.) Rank 3: Fierce creatures (wolves, cougars, eagles, bulls, elephants, gorillas, giant snakes, etc.) Rank 4: Powerful creatures (bears, crocodiles, lions, raptors, hippos, sharks, etc.) Rank 5: Mythical creatures (wyrms, griffins, basilisks, etc.)
Volley Cost: 2 Pre-Requisite: Homing Missile rank 3 Use: 1 Mana per d6; burn Modifier: Combat - Ranged Target: Other Range: Weapon range Duration: One attack Description: A hail of arrows (bullets or knives or another ranged weapon) is rapidly fired at the target. Effect: For every point of Mana spent on this Stunt, 1d6 missiles will be fired at a target. 3 Mana per Stunt rank may be spent in this manner. This wave of missiles is defended against as a single attack (if all the arrows are going to the same target...if the attack is spread over a wider range, multiple targets must evade on their own.)
Vorpal Blade Cost: 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: Combat - Melee Target: Other Range: Touch Duration: One attack Description: The character charges energy into a powerful special attack of his own design. Effect: Empowered strike deals an extra 1d6 per rank Physical damage.
Ward Cost: 1 Pre-Requisite: None Use: 2 Mana; burn, 1 Mana; commit Modifier: Knowledge Target: Area of Effect (see below) Range: See below Duration: Until ward is damaged or destroyed Description: Wards are symbols, marks, objects, and rites performed to keep spirits at bay. There are a vast many wards which can be made, tailored either to a specific spirit or a group of spirits and all vary by religion and region; a character will create the wards most intrinsic to his culture. Effect: Spirits with a Will less than the Stunt rank + Will of the Ward's creator cannot hope to breach its borders. Greater souls can attempt to pass the ward at their own peril; they must make an amount of Will+Guile feats equal to the difference between their Will and (Stunt rank + creator's Will). These feats are made at +5 Difficulty with d20 costing 2 Mana each. For each feat they fail, they will take ward 1 point of Magical damage every minute they remain inside the ward. The Ward's effective range varies by Stunt rank: Rank 1: Ward covers 10 feet in all directions Rank 2: Ward covers 30 feet in all directions Rank 3: Ward covers 50 feet in all directions Rank 4: Ward covers 80 feet in all directions Rank 5: Ward covers 100 feet in all directions
Whisper Cost: 1 for rank 1; cannot be advanced past rank 1 Pre-Requisite: None Use: 1 Mana; burn Modifier: No feat roll necessary Target: Other Range: See below Duration: One short message Description: All minds are connected by Mana's network of life energies. Using this connection, the character is able to send a one-way message to another party. Effect: The character may send a one-way verbal communication to another party. The rank of this Stunt determines the effectiveness of the power. In order to use this Stunt, the speaker and listener must both be within the: Rank 1: same city Rank 2: same nation Rank 3: same Disc Rank 4: same Hemisphere Rank 5: same realm of existence
Wind Runner Cost: 1 Pre-Requisite: Stamina > 3 Use: 2 Mana; commit Modifier: Athletics Target: Self Range: Personal Duration: Until the character stops running Description: Messengers, trackers, runners, and travelers alike use this amazing ability to run at top speed without becoming tired or winded. With this ability, they are able to cover great distances in a short time without the expenditure of too much energy. Effect: Allows the character to travel at incredible speeds so long as he continues moving. Stopping will end the Stunt’s effect. The character will not become tired when moving or even after he stops as he has used his reserves of Mana to fuel his movements. He is still required to eat, sleep, and meet all the other requirements of his body while under this Stunt's effects. The rank of the Stunt determins how quickly he may move over land: Rank 1: 35 mph Rank 2: 50 mph Rank 3: 80 mph Rank 4: 120 mph Rank 5: 170 mph
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Wed May 21, 2008 2:44 pm
MAGIC
Instead of purchasing individual spells using Power Points, characters dabbling in magic purchase ranks in entire Branches of Magic and use their Power Points to increase the rank of these Branches. As the parent Branches grow in rank, the character gains access to all the spells associated with that rank.
• Each branch of magic contains 5 ranks, each with a number of spells that grow in power as rank increases. - Rank 1: Neophyte - Rank 2: Novice - Rank 3: Intermediate - Rank 4: Expert - Rank 5: Master • All branches of magic cost 5 Power Points per rank • Characters receive all the Spells associated with a certain rank when purchasing that rank of Magic. • Ranks must be purchased in sequential order • There is a pre-requisite of at least 2 + branch rank Intellect to purchase any branch of magic on the desired rank (so purchasing Geomancy rank 2 would require 4 Intellect, purchasing Thaumaturgy rank 5 would require 7 Intellect, etc.) • When casting a spell from a certain branch of magic, the character will roll a Magic Branch+Will feat to successfully cast the spell (a Thaumaturgy spell, for example, is a Thaumaturgy+Will feat)
Charms: This branch of magic deals with creating wonderous and strange effects on the world. Charms is a strong supportive magic that many mages use to supplement their main magical focus. Some uses for Charms include levitating objects, teleporting, domestic spells, confusion and misdirection, flying
Geomancy: Geomancy focuses on manipulating the environment in a natural way to attack, defend, or otherwise aid the mage. It is also known as nature magic since it manipulates natural forms such as rocks and trees. Some uses for Geomancy include moving mountains, controlling creatures, growing trees instantly, shaping raw earth
Mysticism: A branch widely practiced by gypsies, fortune tellers, and other so-called mystics, Mysticism deals with blessings, curses, fortune telling, and dealings with the spirit world. Some uses for Mysticism include speaking with ghosts, predicting the future, summoning Eidolons, cursing enemies
Necromancy: A despised and widely illegal branch of magic, Necromancy manipulates the natural process of death, giving life (or some semblance thereof) to the dead and granting immortality to its practitioners. Some uses for Necromancy include rotting flesh, causing death, trapping souls, creating and commanding undead
Psychomancy: Just as Mana flows through the body, so it also flows through the mind. Those with skill in this branch of magic use their ability to manipulate the thoughts and perceptions of others. Some uses for Psychomancy include mind control, body possession, psychic assaults, phantom pains, illusions
Sealing: By bending the natural Ley Lines of Mana that run through creation, mages skilled in this form of magic are able to create seals which may be activated by anyone who knows how to read them. Some uses for Sealing includes creating prisons, wards, anti-magic fields, and other effects which target a specific area.
Thaumaturgy: This branch deals exclusively with offensive, destructive spells intended to cause devastation. Some of the most flashy and awe inspiring magic is found in the tomes of Thaumaturgy. Some uses for Thaumaturgy include throwing fireballs, calling down lightning, summoning meteors, blasts of raw magic
White Magic: Practiced by healers and holy men, White Magic is a collection of spells which directly benefit their targets. It has a few offensive spells because the primary focus of White Magic is to help others. Some uses for White Magic include healing wounds, curing disease, enhancing strength, forming magical defenses
Key: Spell Name Type: How the spell affects reality and the target; either directly or indirectly. • Indirect: Spells that affect the world which, in turn, affects the target (such as creation of a fireball that is launched at the target). These spells are avoided by a simple Agility+Defense feat. • Direct Spells that affect the target directly (such as a curse that causes the target to become ill). These spells are resisted with a Will+Defense feat. Use: How much Mana the Spell requires in order to be cast. There are three types of Mana cost: • Burn: The most common type. Mana is simply spent to create the spell’s effect and will return normally. • Cycle: The cost must be paid periodically for the length of the spell’s duration. Failure to pay this cost will result in the spell’s effect immediately ending. The cost recurrence is specified with each spell (and paid at the end of the time frame listed) • Commit: This amount of Mana is dedicated to the spell in order to keep it active. When the character ends the effect, this amount of Mana returns to the character but until then, it cannot be spent. Characters cannot commit more Mana than their Intellect score at any one time. • Sacrifice: The mage must permanently give up this amount of Mana in order to cast the spell. These spells are rare and often very powerful with far reaching consequences associated with their casting. Target: Who the spell affects. • Self: The character that uses the Stunt • Other: Someone other than the character • Object: An inanimate object • Field: The landscape surrounding the character and everyone on it. • Area of Effect: Affects all targets within a defined area. Range: How far the effect of this spell extends. • Touch: The range the character's arms can reach. Typically, 5 feet in any adjacent direction. Some abilities can extend this range. • ____ Feet/Yards: A pre-set distance this power can reach • Personal: The effect extends only so far as the character himself. Chant: The amount of the number of posts or real-world hours (whichever comes first) which must pass between the time the character begins chanting and the time when the spell is actually cast. See first post for more information on Chanting. Duration: How long the effect of the stunt lasts, from a single instant to weeks on end. Description: A brief description of the ability. Effect: What the ability does in terms of game mechanics.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jun 13, 2008 11:34 am
CHARMS RANK 1
Breath Eternal Type: Direct Use: 1 Mana (cycle - per post/turn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: Until target takes a breath or runs out of Mana Description: So long as this spell is in effect, the character is able to go without breathing as Mana’s mystical flow sustains his body in the place of oxygen. Effect: The target has no need to breathe while under the effects of this spell.
Dispel Type: Direct Use: Varies - see Effect Target: Object (another spell) Range: 40 feet per Charms rank Chant: N/A Duration: One use Description: This charm disrupts the magical energies that make up a spell, scattering them about randomly and disrupting the spell’s effect. There isn't much of a visual effect associated with this power; the mage simply waves his hand and the spell bursts into glowing green particles which disappear in a few seconds. Effect: Ends a spell’s effect before its Duration is up or simply prevents a spell from being cast in the first place. Some notes to remember: • The mage may only Dispel spells whose branch rank is less than his Charms rank. • This Spell only works to end the effect of Spells, not Stunts. • This Spell cannot be dispelled. • This Spell may be cast as a Reflexive Action • The cost of this spell is equivalent to twice the cost of the spell it is attempting to stop. • Against spells whose cost is paid in Committed Mana, the cost to cast Dispel is tripled. Only one casting of Dispel against such spells can be cast per day as doing so greatly weakens the mage.
Enchant Type: Direct Use: 1 Mana (cycle - per in-game hour) Target: Object (inanimate) Range: 20 feet per Charms rank Chant: 3 Duration: Until mage revokes "life" or loses consciousness Description: This mostly whimsical spell causes otherwise inanimate objects to come to life and possess some degree of free will and intelligence. Effect: Objects will obey commands from the one who animated them – however, his authority is superceded by their owner’s (but in most cases, the two are the same). Objects are capable of moving by levitating a few feet off the ground or by using whatever other means are available to them (this is the preferred mode of travel). They have no abilities other than those intrinsic to their form and are just as durable as they normally would be.
Ignite Type: Direct Use: 1 Mana (burn) Target: Object Range: 10 feet Chant: 0 Duration: Until fire naturally goes out Description: The mage creates a natural fire using nothing but a magical incantation. Effect: A fire is created in front of the Mage. Fire requires two things: oxygen and fuel. If neither element is present, the fire goes out soon after said component is absent. The size of the fire depends on the available fuel and air and though any flame can grow depending on the fuel it has, the size of the blaze that is initially created varies by Charms rank: Rank 1: Candle Rank 2: Torch Rank 3: Campfire Rank 4: Bonfire (fills 10 foot area) Rank 5: Inferno (fills 20 foot area)
Leadfoot Type: Direct Use: 1 Mana (burn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: Power x Charms rank = Posts/Turns Description: The spell instantly seals the target to their current location, preventing them from moving or being moved from the ground beneath their feet. Effect: Target cannot move or be moved from their current location by any natural force; they are effectively stuck there until the spell wears off. A target cannot be affected by this Spell if their feet are not touching a solid surface.
Sleep Cycle Type: Direct Use: 2 Mana (burn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: 1d8 hours or until target is awakened Description: This spell lulls the target into a deep sleep, increasing their fatigue and moving them from simply drowsy to dead tired. It may also move targets in the opposite direction, causing them to become vibrant and awake instead of drowsy. Effect: The Judge determines how drowsy or awake the target currently is based on the chart below. The character then rolls an amount of d20 (with Will+Charms as a modifier) equal to his Power score (he must make at least one of these feats to actually cast the spell). Each success may move the target up or down one degree on the chart. • 5: Exhausted and barely standing. Will most certainly fall deeply asleep at any given moment. • 4: Drained. Miraculously keeping the eyes at least half opened. Dead to the world...mind is not all there. • 3: Tired. Like coming home after a hard day of work. Frequently nodding off and fighting back sleep. • 2: Sleepy enough to want to lie down or just close the eyes for a few moments... • 1: Slightly drowsy. Tiredness brought on by boredom when one would otherwise be active. 0: Neither tired nor particularly energized. • 1: Awake and active. Busy with a slightly stimulating activity. • 2: Awake and energized. Busy with an interesting activity. • 3: Wired. Like being awake with too much coffee. Possibly in battle or adrenaline is pumping. • 4: On-edge. Jumpy, over-stimulated and probably paranoid. • 5: Hyper. Eyes bugging, wide awake and will crash hard when the crash inevitably comes.
Stash Type: Direct Use: 1 Mana (burn) Target: Object Range: Touch Chant: 0 Duration: A few minutes (however long it takes to store/withdraw items - typically one turn/post) Description: The mage creates a hole in reality that leads to a pocket dimension where he stores extraneous equipment and may withdraw them at any time. Effect: This spell allows the mage to access his pocket dimension where he may store or extract a number of items. He himself may not enter this dimension and can only pull items from it. There is no limit to how much can be stored within the stash (though only inanimate items may be stored here).
Tongues Type: Direct Use: 2 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: One scene/hour Description: The mage is granted understanding of all languages temporarily. Though the breadth of his understanding is limited by the Spell’s power, he will be able to comprehend foreign languages on a basic level so long as the Spell is active. Effect: Allows a character to understand one language he does not already speak. His understanding of this language will vary according to Charms Rank: Rank 1: Rudimentary understanding of basic words and phrases; however, the character is able only to hear the language – he cannot speak it back. Rank 2: The character may both understand the language as it is spoken and may speak it as well. Rank 3: The character may read and understand the spoken and written language; however, he will be unable to write it himself though he can still speak it. Rank 4: A strong grasp of the language at its core allows the character to both read, write, understand, and speak the language of his choice. Rank 5: Normally, the range of this Spell extends only to known languages. On this level, the character may understand nonsensical, gibbering tongues that make sense to no one but the speaker. Though he cannot read, write, or speak this language, he can most certainly understand what the speaker is trying to say.
Transmutation: Reconstruct Type: Direct Use: 1 Mana (burn) Target: Object Range: Touch Chant: 0 Duration: Permanent Description: A basic transmutation Spell that repairs that which is broken by taking the pieces (and an appropriate amount of raw matter if some pieces are missing) and bonding them together again, good as new. Effect: All the broken pieces are put back together again and the object is good as new. Cannot be used on an item that has been disintegrated completely and the majority of pieces must be present in order for the spell to work.
Windwalk Type: Direct Use: 1 Mana (burn) Target: Self/Other Range: 20 feet per Charms rank Chant: 0 Duration: One hour per Charms rank or until feet touch the ground Description: Small puffy white clouds surround the target’s feet as this spell enables him to walk on thin air as though it were solid ground. Effect: To ascend or descend, the character steps as though climbing stairs or a ladder in the appropriate direction. While airborne, he moves normally and stands in the air as though it were solid ground. Gravity still affects him normally; his weight does not change...the only difference is, he’s in the air instead of on the ground.
RANK 2
Chaos Beam Type: Indirect Use: 1 Mana (burn) Target: Other Range: 40 feet Chant: 0 Duration: Varies by effect - see below Description: A multi-colored beam of wild energy fired from the palm of the mage’s hand that has a random effect on a target when it hits them. Effect: Roll 1d20 and consult the following table for the beam’s effect based on the displayed roll: 1: Target turns into a random animal (chosen by the Judge) for 1 day (24 hours) 2: Target regains 1d6 Mana 3: Target goes completely bald (hair will grow back normally) 4: Target changes genders for 1 day (24 hours) 5: Target cannot spend Mana for the remainder of the scene 6: Target regains 1d10 Life 7: Target grows a long, shaggy beard 8: Target switches bodies with the mage for 1 day (24 hours) 9: Target grows a fully prehensile tail. If he already has a tail, it falls off. Lasts 1 day (24 hours) 10: Target catches on fire (8 Elemental damage per minute until doused) 11: Target loses consciousness for Wait x 1d8 Posts made by others or until violently awakened 12: Target takes 1d8 MG damage 13. Target feels burning hot as if he were bundled in winter clothes in the heat of a desert summer 14. Target is afflicted with a Lv 4 poison that deals 1d4 Biological dmg every Post/Turn 15. Target is teleported to a random place within 1d100 square miles 16. Target begins floating as though he is filled with hot air – the gas slowly lets out over 1 hour 17. Target is turned to stone until the next nightfall 18. Target can only speak in a gibbering, nonsensical language for 1d4 days 19. Target suddenly must relieve himself badly and must make a Will feat each minute to hold it 20. Target feels freezing cold as if he were naked in a sub-zero climate.
Clumsy Type: Direct Use: 1 Mana (burn) Target: Other Range: 20 feet per Charms rank Chant: 0 Duration: Power x Stunt Rank = Posts/Turns (of the target, not the spell's caster) Description: The target suddenly becomes bumbling and awkward, tripping over his own two feet and losing basic hand-eye coordination. Effect: Reduces the Agility score of the target by an amount equal to the mage's Power.
Dim Type: Indirect Use: 2 Mana (burn) Target: Area of Effect Range: Affects any (Stunt Rank x 10) foot radius within 100 feet Chant: 0 Duration: Power = Posts/Turns Description: Darkness covers the area of effect, obscuring all vision within. Effect: This is an unnatural darkness which may be penetrated as though it were natural darkness; night vision and all forms of luminescence still work within the area of effect. Otherwise, targets trapped in the darkness can see nothing and are totally blind without a light source.
Feeble Type: Direct Use: 1 Mana (burn) Target: Other Range: 20 feet per Charms rank Chant: 0 Duration: Power x Stunt Rank = Posts/Turns (of the target, not the spell's caster) Description: The target suddenly becomes weak and pathetic, barely able to carry his weapon, let alone swing it with any power. Effect: Reduces the Strength score of the target by an amount equal to the mage's Power.
Gillfin Type: Direct Use: 1 Mana (cycle - per hour) when cast on Self; 3 Mana (commit) when cast on another Target: Self/Other Range: Personal/Touch Chant: 0 Duration: Power = Hours Description: Gills grow on the side of the character’s neck and fins grow in the webs between his fingers and toes, allowing for total freedom of movement underwater. Effect: While under the effect of this spell, the character is able to move and breathe freely while immersed in water.
Impediment Type: Direct Use: 2 Mana (burn) Target: Other Range: 20 feet per Charms rank Chant: 0 Duration: Power = Posts/Turns Description: An invisible force presses against the target, hindering and slowing their movements. This feels similar to moving underwater. Effect: Increases a target's Wait score by 50% of its base (round up)
Parachute Type: Direct Use: 1 Mana (burn) Target: Self/Other Range: 30 feet per Charms rank Chant: 0 Duration: Until target touches the ground Description: The target of this spell will drift slowly to the ground, preventing falling damage from even the greatest of heights. Effect: Target drops at a rate of 10 feet per turn/post vertically. If he was moving forward at the time his descent began, his inertia may carry him forward at a rate determined by the Judge.
Summoning Spell Type: Direct Use: 1 Mana (burn) per Rank Target: Object Range: Varies by rank; see below Chant: 0 Duration: Until object reaches the character Description: An object that the character owns is called to his hands from wherever it may be. Effect: Calls target object to fly from its current location and into the character’s hands from a great distance. Rank determines just how far the object may be summoned from: Rank 1: Same city Rank 2: Same country Rank 3: Same continent Rank 4: Same hemisphere Rank 5: Same Disc The character must own the target object. It will fly to his current location as quickly as possible (however fast is safe enough to avoid destruction by wind resistance), using the most direct route. The Judge determines how quickly the object reaches the character based on how far away it is.
Transmutation: Conjure Food Type: Direct Use: 2 Mana (burn) Target: Object Range: Touch Chant: 0 Duration: Permanent Description: This Spell alters the property of available elements, transforming them into a piece of food that is completely edible. Effect: An amount of raw matter (organic matter is best) is converted into an equal amount of food. The type of food created must be relatively simple; something like a honey-glazed ham slowly roasted over hickory will be more difficult to create than a loaf of bread. Generally the higher the mage’s Charms Rank, the more complex and better tasting the dishes created with this Spell can be.
RANK 3
Alteration Type: Direct Use: 2 Mana (commit) Target: Self Range: Personal Chant: 0 Duration: Until character changes back to default shape Description: The face and body of the target morph to take on the appearance of someone else. The spell can change hair and eye color, even race and gender. Effect: The changes made by this spell are only superficial; changing into a female does not enable one to become pregnant and changing into another race does not imbue one with their bonuses. The character may only transform into humanoid shapes and only as perfectly as he is able to imagine or recall them in his mind's eye.
 Flight Type: Direct Use: 1 Mana (cycle - per Post/Turn) Target: Self/Other Range: Personal/Touch Chant: 0 Duration: Until character lands Description: The mage becomes capable of flying through the air, free as a bird. Effect: Allows the character to fly freely through the air at a speed of up to 20 mph per Charms Rank.
Fool's Fancy Type: Indirect Use: 1 Mana (Cycle - per Post/Turn) Target: Other Range: 20 feet per Charms rank Chant: 0 Duration: Until character ends effect Description: This moderately powerful illusion spell allows the mage to create an illusion of anything he desires. However, this illusion is visual and incapable of affecting any other sense. Effect: The illusion can only affect the sense of sight and is either static and unmoving (and highly detailed) or moves in a looping pattern that lasts only a few seconds (and is less detailed).
Gravity Shift Type: Direct Use: 3 Mana (burn) Target: Other/Object Range: 100 feet in any direction (both target and new focal point must be within 100 feet of the character and each other) Chant: 0 Duration: Power = Posts/Turns Description: This Spell changes the focal point of gravity on the target. Normally, gravity pulls the target towards the ground; with this spell it will pull him towards something else on the field with the same force. Effect: Target will be drawn to gravity’s new focal point as though it were the ground (this can result in him taking falling damage if he is far enough away). Both the target and the new focal point must be in range of the spell.
Mark/Recall Type: Direct Use: 5 Mana (burn) Target: Object (Chrono-Stone) Range: Touch Chant: 3 Duration: Permanent Description: This spell places an indiscernable mark on a location, allowing a mage to transport himself back to this exact location whenever he casts the recall spell. Effect: The location is marked upon a Chrono-Stone (these stones are minor magical items that can be purchased at any decent charms shop) and each stone can hold only one marking which can never be erased. Some make a living selling Chrono-Stones connected to exotic locations. This spell is used both to mark Chrono-Stones and recall oneself to a location written on a Chrono-stone.
Teleport Type: Indirect Use: 3 Mana + 1 per Passenger Target: Self/Other Range: Personal/Touch Chant: 0 Duration: One jump Description: Allows the mage to instantly transport himself and any others he may be touching from one place to another in a flash of sound and light. Effect: The mage may move from his current location to another within range instantly. He may move anywhere within a (50 foot per Charm's Rank) range in any direction. It should be noted that, while technically possible to teleport through doors or walls, doing so without knowing what’s on the other side is incredibly dangerous; teleporting into solid objects can cause instant death or serious physical damage (Judge discretion).
Transmutation: Conjure Equipment Type: Indirect Use: 6 Mana (burn) Target: Object Range: Touch Chant: 2 per item Duration: Permanent Description: This Spell alters the properties of available elements, manipulating and reshaping them on a molecular level to create a useful piece of equipment. Effect: The character is able to conjure any piece of normal equipment provided he has enough raw, inorganic material on hand. The craftsmanship and durability of such items reflects the characters own Craft skill; if it is low, the items will be of poor quality. If it is high, they will be more sturdy (Judge discretion).
Wandering Eye Type: Direct Use: 1 Mana (cycle - per post/turn) Target: Self Range: May "travel" up to (Power) miles away Chant: 0 Duration: Until character "returns" to his body Description: The mage closes his eyes and his perceptions lift up from his body. He is able to scout ahead, floating through the air like a ghost without running the risk of being seen. Effect: The soul of the character does not actually leave his body; this spell simply enhances and bends his perceptions in order to perceive further than they normally could. The mage may “travel” up to (Power) miles from his body and can “move” at Agility x 10 mph. He can move in any direction, even through the air and can go through solid walls (as long as they are not sound/magic proof). While in this state, the character’s body is unable to perceive anything, though he can still move around.
RANK 4
Age Type: Direct Use: 8 Mana (burn) Target: Other/Object Range: 10 feet per Charms rank Chant: 2 Duration: 1d10 days Description: The target of this spell rapidly grows older or younger, becoming wrinkled and frail or young and vital as they age suddenly over the course of a few seconds. Effect: Target advances or reverses in age up to a number of years equal to the mage’s Power x Will (to a maximum of 1 year away from birth or their race’s life expectancy). They will remain aged for 1d10 days. If aged from childhood to adulthood, they will grow in stature and stats accordingly (by Judge discretion). Likewise, if they age from adulthood to past their prime, their stature and stats will fall accordingly (by Judge discretion). If aged to childhood (or further back) their bodies lose strength and their stats will fall accordingly (by Judge discretion). Regardless of their age, the character retains all knowledge, skills, and abilities they have gained throughout their experiences thus far.
Antimagic Field Type: Indirect Use: 12 Mana (burn) Target: Area of Effect Range: Affects a Power x 100 yard radius around the caster Chant: 2 Duration: Power x 1d10 Posts/Turns Description: This spell was actually discovered as the result of botched magical experimentation that turned a once bustling academy into a veritable arcane desert for months. The spell severely weakens Mana’s mystical properties within the area of effect and prevents magic from being used. Effect: All targets in the area of effect can no longer cast Spells, use Stunts, or otherwise spend Mana to achieve a magical or semi-magical effect. If a magical effect is already in play when an Antimagic Field is encountered, said effect immediately ends (and may or may not resume once the field is gone depending on whether its nature is temporary or permanent).
Gate Type: Indirect Use: 8 Mana (burn) Target: Object Range: 10 Feet Chant: 5 Duration: 1d8 Posts/Turns Description: A swirling vortex is opened in the air with this spell. The Gate connects two points in space momentarily, instantly transporting anyone who steps through it. Effect: Connects the place where the Gate is opened with a location that has been marked with the Mark/Recall Spell on a Chrono-Stone. The Gate will last for 1d8 Posts/Turns before closing. The Gate fills a 5x5 foot area and stands about 10 feet tall.
Ghostwalk Type: Indirect Use: 3 Mana + 1 per target (excluding self) (burn) Target: Self/Other Range: Personal/Touch Chant: 0 Duration: 1 Post/Turn Description: The target takes on an ethereal quality, becoming capable of passing through solid matter while affected. Effect: The target of this spell may pass through solid matter. He may choose whether his entire body becomes intangible or if only certain parts do so. Becoming solid while passing through matter may or may not be deadly depending on the durability of the character’s frame versus the durability of the matter he is immersed in (the more durable matter will displace the less durable) and the character may still take an amount of Physical damage based on the surface he was inhabiting and Judge discretion.
Mark/Warp Type: Direct Use: 8 Mana (burn) Target: Object (Chrono-Stone) Range: Touch Chant: 5 Duration: Permanent Description: Unlike Mark/Recall, which marks a point in space, this spell marks a point in time on a Chrono-Stone and allows one with this spell to travel backwards (or forwards) in time up to that point. Effect: Occurrences are marked on a Chrono-Stone (these stones are minor magical items that can be purchased at any decent charms shop) and each stone can hold only one marking which can never be erased. The buying and selling of Chrono-Stones marked with points in time is forbidden in many places…even in more liberal societies, it is considered bad taste at the very least. In any case, the mage must have a Chrono-stone in order to use this ability. Use of the Warp spell will transport the character instantly to the time and location where and when the Chrono-Stone was marked (not at the exact time, mind you as he would run into the stone’s creators – he will appear roughly an hour before or after its creation. As Chrono-Stones grow older, their calibration slips…there have been instances where the time traveler was a year off). This spell is very similar to Recall only using time instead of a place.
Polyclone Type: Direct Use: 2 Mana per Clone (burn) Target: Self Range: Personal Chant: 1 per clone (0 for a single clone) Duration: One scene/hour or until clone is struck Description: A host of duplicates of the mage are created from this spell. These clones possess all the knowledge, intelligence, and abilities of the mage as well as a degree of free will. Effect: The clones will obey the mage’s commands perfectly without being told (since they all share the same mind, communication between them is completely understood even without words being exchanged). Though the clones possess all the mage’s abilities, use of any Stunts or Spells will drain Mana from the mage’s pool. If a clone takes even 1 point of damage, he vanishes is a puff of smoke. An amount of clones up to the mage’s Intellect may be created at one time and this spell cannot be used again until all the clones from one casting have disappeared.
Transmutation: Alter Matter Type: Direct Use: 1 Mana per ounce of matter affected (burn) Target: Object Range: 50 feet Chant: 2 Duration: 1d4 scenes/hours Description: This powerful spell is capable of manipulating the essential properties of matter to change one element's behavior entirely. Effect: Use of this spell can change a toxic gas into a benign mixture. It can make a common mineral become volatile and explosive. It can change water to wine. The limits of this power on inorganic matter are limited only by the character's imagination and the Judge's discretion.
RANK 5
Body Change Type: Indirect Use: Target's Will = Mana (commit) Target: Other Range: Touch Chant: 5 Duration: Until character leaves body Description: This advanced technique allows the character to actually step inside his target’s skin. His soul leaves his own body (transferred via touch) and enters theirs, overpowering their spirit and taking control until such a time as he decides to leave. Effect: The character leaves his old body behind and assumes control of the new body. For as long as he inhabits this body, he gains all the Body stats (Strength, Agility, and Stamina) while retaining his old Mind and Soul stats (Brains, Perception, Will and Power, Charisma, Luck, respectively). Additionally, he retains his old Spells, Stunts, and Skills. Any natural abilities the body is capable of due to its physical capabilities, the character will also gain for as long as he is in that body.
Invisibility Type: Indirect Use: 3 Mana (cycle - per Post/Turn) Target: Self/Other Range: Personal/Touch Chant: 2 Duration: Up to (Power) Posts/Turns Description: This illusory spell causes the target to become invisible. He is undetectable by any physical means and the senses this spell disguises him from increase with the Spell’s power. Effect: Targets cannot perceive (or Guard against) attacks coming from an invisible character (unless they have some other means of detecting his attacks or an ability that provides them with a danger sense of sorts). All Stealth rolls automatically succeed while invisible and neither friend nor foe can target the character (unless they have some way of perceiving him). Those using this spell are completely undetectable by conventional means; the character cannot be seen, heard, smelled, felt, and his aura is muted from detection.
Size Shift Type: Direct Use: 10 Mana (burn) Target: Self/Other/Object Range: 25 Feet Chant: 3 Duration: Up to (Will + Power) Posts/Turns Description: The target of this spell suddenly shrinks out of sight or grows to enormous size. Effect: The target may increase or decrease in size. As far as inanimate object goes, this does little more than to multiply or divide their weight and size by an amount equal to the mage's Power. The effects on living targets however, are a bit more colorful: Grow: The target multiplies proportionally in height and weight by the mage's Power (2 Power = twice as large, 8 Power = eight times as large, etc.) Only one casting of this Spell at a time may affect a target. As he grows in size, his Strength and Stamina are multiplied by the same amount as their size increase (Size x 2 = Strength & Stamina x 2, Size x 8 = Strength & Stamina x 8, etc.) and secondary stats are recalculated for the Spell’s duration. Shrink: The target decreases by half his original size by an amount relative to the mage's Power (2 Power = 1/2 size, 3 Power = 1/3 size, 8 Power = 1/8 Size, etc.). His Strength and Stamina scores are reduced by an amount relative to his size as well (1/2 size = 1/2 stats, 1/3 size = 1/3 stats, 1/8 size = 1/8 stats, etc.) Secondary Stats are recalculated while shrunk to a minimum of 1. Target’s height should be rounded up to the nearest foot for simplicity’s sake (when feet are no longer relevent, use inches, then centimeters, etc.) While shrunk, a character may fit into tiny, otherwise inaccessible spaces, move unnoticed by larger folk, and the default Difficulty of all Stealth rolls is reduced by an amount equal to the Mage's Power.
Spirit Step Type: Direct Use: 8 Mana (burn) Target: Self Range: Personal Chant: 5 Duration: One step Description: By stepping through a mirror (or other reflective surface), the character is able to enter the Spiritual Realms and interact with the beings which dwell there. Effect: This spell enables the character to walk into the spirit realm as a physical being, retaining all his Stats and abilities. While in this place, he is capable of interacting with any spirit therein as though it were a physical being as well (and vice versa). He may exit this realm the same way he entered; by using this Spell and stepping through a reflective surface.
Transmogrify Type: Direct Use: 10 Mana (burn) Target: Other Range: 100 feet Chant: 3 Duration: 1d8 days Description: With a flash of light and a puff of smoke, the mage temporarily transforms his target into another form of his choosing. Effect: The target is transformed into another shape (be it that of an animal, another person, or even an object) of the mage’s choosing (though he cannot change targets into powerful or mythical creatures). Only targets with a Will equal to or less than the mage’s Power can be targeted. On normal "cannon fodder" enemeis, the effect of this Spell is automatic and cannot be resisted.
Transmutation: Disintegration Type: Indirect Use: 5 Mana (burn) Target: Object/Other Range: Touch Chant: 0 Duration: One use Description: This Spell allows the mage the break a piece of matter down to its base components and stop before rebuilding it, thus destroying the target object by transforming it into a useless pile of ash. Effect: Destroys up to (Power) square feet of matter with a single use. Inanimate objects are immediately destroyed. Living organisms take an amount of Magic damage equal to the Mage's Power x 2.
True Sight Type: Direct Use: 3 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: One Post/Turn Description: This spell reveals that which is hidden, pulling away shadow, stripping away invisibility, granting insight, and otherwise showing the mage where the secret things around him are hiding. Effect: Shows mage the location of secret or hidden things in the area of effect around him. That which can be revealed varies by the Mage's Power. Some examples include (but are not limited to): Power 1-2: Things that could be easily overlooked (hidden doors, small clues, misplaced keys) Power 3-4: Things that have been intentionally concealed (hidden treasure, secret passages, traps) Power 5-6: Things that are obscured by magic (invisible or illusory walls, doors, objects, etc.) Power 7-8: Characters that are naturally concealed (stealthed, hidden, camouflaged) Power 9-10: Characters that are magically veiled (invisibility, stealth Stunts)
Web of Lies Type: Indirect Use: 2 Mana (cycle - per round/minute) Target: Other Range: 100 feet Chant: 4 Duration: Until mage stops or 2d10 Posts/Turns after he leaves the area Description: This powerful illusory Spell allows the mage to create an illusion that affects all five senses. Such phantasms can be so convincing that targets actually take physical damage from the mental trauma they inflict. Effect: These moving, detailed illusions can affect all five senses to completely fool the target into believing they are real. Only targets with a Perception greater than the mage’s Power who specifically state that they believe what they are seeing is an illusion are allowed to make an Awareness feat in order to see through the falsehood. Any damage inflicted by an illusion made through this Spell deals 1d4 Magic damage regardless of how much damage the attack would normally do.
Worm Hole Type: Indirect Use: 10 Mana (burn) Target: Object Range: 10 feet Chant: 5 Duration: 1d6 Posts/Turns Description: The spell creates a rip in time/space which allows any who pass through it to travel through time to a location and occurrence previously marked by a Chrono-Stone. Effect: Swirling vortex of twisted time and space connects the current time and location with the when and where marked on a Chrono-Stone. The gate will last for 1d6 Posts/Turns before closing. It occupies a 5 foot area and is roughly 10 feet tall.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jun 13, 2008 11:38 am
GEOMANCY RANK 1
Airblade Type: Indirect Use: 2 Mana (burn) Target: Other Range: 20 feet per Geomancy rank Chant: 0 Duration: One attack Description: A gust of air blows so hard and fast that the particles of dust and debris it carries cut like a blade. This pocket of fast moving air is visible and looks like a bit of distorted space or a tiny disc-shaped whirlwind. Effect: Deals 1d8 per Geomancy Rank + Mage’s Power as Physical damage
Call Fog Type: Indirect Use: 3 Mana (burn) Target: Area of Effect Range: 50 foot area of effect anywhere within the mage's line of sight Chant: 3 Duration: One scene/hour Description: The mage alters weather conditions slightly, summoning a thick fog to cover the field and obscure visibility. Effect: Covers a 50 foot area. This fog obscures all vision beyond 5 feet and effectively disables ranged attacks. The fog lasts for the entire scene (and then some if current weather conditions are conducive to fog – Judge discretion).
Greenspeak Type: Indirect Use: 1 Mana (burn) Target: Object (natural) Range: Sound of voice Chant: 0 Duration: One conversation Description: Though few would ever know it, the trees and rocks and rivers have minds and spirits. The base souls that inhabit these natural structures can recall ancient and modern times and are willing to share their knowledge with those who have the ears to listen. Effect: This spell allows the character to commune with nature. He may speak to rocks, trees, flowers, rivers and other natural structures that have a base, elemental spirit residing inside them. Each of these structures has a personality that mirrors its form; rocks are grumpy and stubborn, flowers are vain and flighty, etc. and Judges should take these traits into consideration when responding to a character using this ability.
Gust Type: Indirect Use: 1 Mana (burn) Target: Field Range: 100 feet Chant: 0 Duration: One gust Description: A sudden change in thermal climes causes a brief and fierce wind to blow across the field. Effect: Disables ranged attacks in flight, blows away clouds, puts out fires, etc. This spell may be cast as a reflexive action even when it is not the character's turn.
Verdant Touch Type: Indirect Use: 4 Mana (burn) Target: Object (ground) Range: Touch Chant: 1 Duration: Until plant's environment kills them Description: The touch of the mage on the ground causes the sudden and dramatic growth of plants in the surrounding area. Effect: Flowers grow and bloom within moments; trees develop from tender shoots to full-grown giants before the character’s very eyes. This spell causes a sudden budding of all green and growing things for a few moments and can turn a desert into an oasis (if only temporarily). The plants will only live so long as their environment allows, however, and the mage cannot control the what specific plants will grow (indigenous plants will grow, but the mage has no control over which ones), where they will grow, and in what manner they will grow.
Voice on the Wind Type: Indirect Use: 1 Mana (burn) Target: Other Range: Varies by effect; see below Chant: 0 Duration: One message Description: The mage speaks aloud, his voice carried on the wind and into the ear of his intended target. No others along the way will hear the message; only the one it is meant for. However, the target must be somewhere the wind can blow in order to receive the message. Effect: A 10-30 second message may be delivered to a target within range. The message is carried on the wind and cannot be intercepted or detected by an outside force. The target must be outdoors or somewhere that the wind can freely blow in order to receive the message (they will receive it within 1-24 scenes/hours depending on how far away they are). The range of this spell varies by Geomancy Rank: Rank 1: Target must be in the same city/region Rank 2: Target must be in the same country Rank 3: Target must be on the same continent Rank 4: Target must be in the same hemisphere Rank 5: Target must be on the same Disc
Weather Wield Type: Indirect Use: 10 Mana (burn) Target: Field Range: Affects the entire region Chant: 0 Duration: Mage's Power = Days; Weeks if the climate and season (and Judge) permit Description: The mage gains control of the local weather and is able to influence it towards his whims. While minor changes may occur quickly, greater changes may take as long as several days to actually happen. Weather control is certainly a useful and powerful ability, but can be incredibly time consuming depending on the current climate. Effect: The Judge determines how close the current climate is to the character’s desired effect and consults the scale below, taking into account the time of year and the typical climate of this region of the Sphere. The climate of the area is moved up or down the scale up to one degree per Geomancy Rank. This takes 1d4 hours per degree the weather is moved. This spell may be cast once per day and the weather will remain for an amount of days (weeks if this weather is appropriate for this climate and time of year) equal to the mage’s Power. • 1: Calm and sunny; clear skies with no chance of rain • 2: Partly cloudy, but otherwise clear with a slight breeze • 3: Cloudy with mild winds and the scent of rain in the air • 4: Gloomy and slightly rainy with moderate winds • 5: Steady precipitation with the occassional gust of strong wind; a moderate shower • 6: A storm complete with thunder and lightning. Powerful winds rip through the ground below. • 7: Powerful destructive storm with tears through the area, winds toppling structures and rains flooding fields • 8: A storm on par with a natural disaster; gale force winds, sheets of rain, and nature's fury unleashed
RANK 2
Burrow Type: Direct Use: 1 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: Until character emerges Description: By becoming attuned to the earth beneath his feet, the Geomancer is able to burrow through the ground as though he were swimming in water. Effect: Character can travel through earth at 50% of his normal speed. While “submerged”, he must hold his breath but is still aware of the goings on above him by feeling the vibrations through the earth (he cannot detect anything that isn’t touching the ground however). This ability allows the character to treat the ground as though it were water to him (though he may still walk on it normally until he chooses to submerge) – therefore, it can potentially be used to circumvent falling damage by “diving” into the earth from up high.
Earthen Missile Type: Indirect Use: 0 Mana Target: Other Range: Character's Strength x 5 = feet Chant: 0 Duration: One attack Description: A clump of otherwise harmless dirt becomes a sharp throwing implement when tossed by the one who casts this Spell. Effect: Dirt becomes a thrown weapon in mid-air (takes the shape of a knife, shuriken, or spike – this form is only superficial, however) that will deal mage’s Strength + 1d6 + 4 Physical damage. No Geomancy feat is necessary to invoke this Spell – however, a Ranged Attack feat is required to hit the intended target.
Hand of the Chamber Type: Indirect Use: 2 Mana (burn) Target: Object Range: Touch Chant: 0 Duration: Until hand is withdrawn from surface Description: The mage dips his hand into a surface. A manifestation of his hand (made purely from the substance into which his hand was placed) appears elsewhere on the surface. Effect: The character may dip up to his entire arm in the target surface. His hand/arm will appear elsewhere within range, made purely from the substance of the surface. This copy of his hand is fully functional and anything the mage is holding in his hand will be manifested. Any touch-based Spells or Stunts can be executed using this copy of the hand as well. The size his manifested hand may be also varies by his Power score (enough matter must be present in the surface in order for his hand to become the appropriate size): Power 1-2: Up to normal size Power 3-4: Up to half the size of the average human body Power 5-6: Up to the size of the average human body Power 7-8: Up to twice the size of the average human body Power 9-10: Up to five times the size of the average human body
Life from the Earth Type: Direct Use: 3 Mana (burn) Target: Self/Other Range: 25 Feet Chant: 0 Duration: One scene/hour or until target breaks contact with the ground Description: So long as the target is touching the ground, they will be filled with strength and vitality as energy from the life-giving flow of Mana courses through their veins. Effect: Target recovers 1d8+2 Life at the beginning of their turn each round they remain in contact with the ground. Breaking contact with the ground stops the spell’s effect.
Nature's Bow Type: Indirect Use: 1 Mana (burn) - spent only to create the bow Target: Self Range: Personal Chant: 0 Duration: One scene/hour or until discarded Description: A tendril of fine shoots up from the ground and into the geomancer’s hand, sprouting into a bow with blooming flourishes. A spike of plant matter is formed as the mage draws the bow back and fires it at an enemy. Effect: Once the bow is formed by a successful casting of this spell, projectiles may be fired from it freely, though a Ranged attack feat is required to hit each time. The bow fires a projectile that deals 2d6+3 Physical damage
Tangle Type: Indirect Use: 3 Mana (burn) Target: Other Range: 40 feet Chant: 0 Duration: Until target breaks free Description: Vines shoot up from the ground, wrapping around the targets feet and working their way up his entire body, disabling the ability to move and act. Effect: Wraps around the target’s body, preventing him from moving or acting. Target must accumulate an amount of successful Strength feats equal to the Mage’s Power x Geomancy Rank in order to escape.
Wind Shell Type: Indirect Use: 3 Mana (burn) Target: Self/Other Range: 30 Feet Chant: 0 Duration: 1d8+2 Posts/Turns Description: A protective bubble of powerful, circulating winds blows ranged attacks away from targets and slows down enemies in melee range. Effect: Ranged attacks from thrown weapons and missiles are harmlessly deflected (Spells will still get through) and attackers within melee range make attacks and defend at +3 Difficulty due to the debilitating winds blowing their moves off course.
RANK 3
Bury Type: Indirect Use: 4 Mana (burn) Target: Other/Object Range: 50 feet Chant: 0 Duration: Until target breaks free Description: The earth beneath the target to suddenly becomes fluid and loose for a moment, causing the target to fall into a trap where, once they are submerged up to their necks, the earth becomes solid again. Effect: This is an effective trap for removing any ground-based units from combat. In typical soil, a character must accumulate 14 successful Strength feats to break free (he may make as many as he is able to on his turn). In particularly loose soil (such as sand), 8 Strength feats are required. In particularly hard soils (like mountain stone), 25 Strength feats are required. The Judge may increase or decrease these requirements based on the condition of the soil and the target’s current Strength.
Lava Ball Type: Indirect Use: 5 Mana (burn) Target: Other Range: 25 feet Chant: 3 Duration: One attack Description: A small ball of molten rock is called up from the deep recesses of the Disc. This lava ball is then fired by the mage at high speed towards a target. Effect: While chanting a small hole opens up in the ground and a perfectly formed sphere of lava emerges, hovering in the air and waiting for the mage’s command to be fired. When shot at a target, the ball will deal Power x 1d4+1 as Elemental damage.
Mud Double Type: Indirect Use: 2 Mana per double (burn) Target: Object (ground) Range: 50 feet Chant: 4 Duration: One scene or until destroyed Description: This slightly disturbing spell requires a drop of the target’s blood to have fallen upon bare earth. When this happens, the Mage may cause a nondescript mud-man to rise from the ground where the blood fell. Effect: This mud double will have the same stats as the target from which it was cloned (at the time it was cloned), ½ the total amount of Life, but none of his equipment or abilities and will only last the scene. The double is unintelligent and can only follow very basic, simple commands. Up to (Will) Mud Doubles may be created with one casting of the Spell.
Strength from the Earth Type: Direct Use: 3 Mana (burn) Target: Self/Other Range: 25 Feet Chant: 0 Duration: One scene/hour or until target breaks contact with the ground Description: So long as the target’s feet are touching the ground, they will receive physical strength from the earth as Mana flows from the ground into their body. Effect: Increases the target’s Strength by 1d8+2 so long as they remain in contact with the ground. The spell’s effect ends when they are no longer touching the ground.
Swarm Type: Indirect Use: 2 Mana (burn) Target: Field Range: Calls insects from entire region Chant: 3 Duration: Power + Will = Posts/Turns Description: The mage summons a swarm of local insects to attack, harrass, and distract the target, eat crops, revitalize the local ecosystem, etc. Effect: Calls a swarm (Power x 1000) of insects indigenous to the area to obey the character who called them. Naturally, this swarm will hamper and frighten an enemy, though the exact effect the bugs have mechanically is up to the Judge (fire ants would do more damage than ladybugs, for example. Enough spiders could tie up a target, locusts can tear through plantlife, etc). The Judge decides what types of bugs are summoned by this spell. The player then chooses which swarm he’d like to summon. The Judge controls the actions of the swarm, which serves to defend its summoner and his allies from hostile targets when necessary. At the end of the scene, the swarm leaves the area and disperses.
Vine Line Type: Indirect Use: 1 Mana (burn) Target: Self/Other/Object Range: Can extend up to 100 feet Chant: 0 Duration: Permanent Description: A vine shoots from the mage’s wrist, acting as a somewhat sentient rope and allowing him to swing, grapple, and climb as a rope would. Effect: The line can be used to do anything a rope can do. It is strong as woven fiber and can take up to 500 lbs of stress before breaking. It can be shot from the mage’s arm at high speed and will tie itself to any target within range. If used to ensnare, target must accumulate 5 Strength feats to get free.
Woodform Type: Direct Use: 0 Mana Target: Self Range: Personal Chant: 1 Duration: Until mage reverts back to original form Description: Using this Spell, the mage is able to turn himself into a tree. Effect: While in tree form, the mage is able to meditate and recover Mana at twice the regular rate. Also, he assumes the appearance of a tree, effectively disguising himself from pursuers. He has no need to eat or sleep, as he is nourished by the earth in this form (though if there is no nourishment to be found in the earth, he will receive none). He also ages as a tree while in this form, effectively granting him a longer life if used periodically throughout the years.
RANK 4
Avalanche Type: Indirect Use: 4 Mana (burn) Target: Other Range: Stones fly up to 40 feet Chant: 0 Duration: Until all boulders are fired Description: Large stones are ripped from the earth, hovering around the mage and flying towards his opponents at high velocity at will. Effect: A single casting of this spell calls 1d4 hovering boulders forth. When fired at an enemy, these boulders will deal 1d20 + Power Physical damage. The mage may fire any number of summoned boulders at a target as a reflexive action, even when it is not his turn.
Eyes of the Earth Type: Direct Use: 2 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: Power = Posts/Turns Description: By attuning himself to the ground beneath his feet, the character is able to act upon perception granted by the earth and become more aware of his surroundings than he would be otherwise. Effect: Allows the character to “see” without his eyes. Though his vision be darkened or obscured, he will suffer no perception penalties. Additionally, this spell reveals the location of all hidden NPCs and PCs, preventing the character from being ambushed or taken off guard. Increases Perception by 2 for the Spell's duration.
Geolith Type: Indirect Use: 8 Mana (burn), 1 Mana (commit) Target: Object (ground) Range: Touch Chant: 5 Duration: Power + Will + Intellect Posts/Turns or until destroyed Description: An unintelligent servant comprised of rocks, earth, shrubbery, and whatever else is indigenous to the area is raised from the earth. Effect: This servant is unwavering in its loyalty to the mage. It will only obey commands as they are verbally issued – and it will obey them word for word. It cannot think on its own, cannot speak, and has no soul or mind to speak of (so the only stats it has are physical ones). It is animated purely by magic and will crumble into its base components after a few minutes of life. It stands between 7-9 feet tall and is a massive, hulking structure. If the Geolith reaches 0 Life or Mana it will crumple into lifeless dust once more. The stats of the Geolith are as follows: PRIMARY STATS Strength: 7 Agility: 2 Stamina: 6 Intellect: 0 Will: 0 Perception: 0 Power: 0 Charisma: 0 Luck: 0
SKILLS Athletics: 2 Awareness: 0 Combat - Melee: 2 Combat - Ranged: 2 Combat - Unarmed: 4 Craft: 0 Defense: 3 Guile: 0 Influence: 0 Knowledge: 0 Language: 0 Medicine: 0 Technology: 0 Wilderness: 0
SECONDARY STATS Life: 50 Mana: 1 Constitution: 0 Spirit: 0 Critical Threat: 18 Wait: 5 Weapon: Earthen Fists: Strength + 1d6 Physical damage
Defense Physical: 8 Elemental: 5 Biological: Immune Magical: 0
Quake Type: Indirect Use: 15 Mana (burn) Target: Field Range: Affects (Power) sq. miles Chant: 2 Duration: 1d10 minutes of shaking Description: Causes the earth to shake violently as shockwaves ripple through it. Effect: Structures may fall (depending on the intensity of the quake, the structures integrity, and Judge discretion) and standing targets will most certainly lose their footing and/or panic. By and large, the effects of an earthquake on an area are up to the Judge to decide, taking into account any structures in the area, overhead hazards, and the ground where the quake occurs. The spell affects an amount of square miles equal to the mage's Power score. Quakes have a Richter rating equal to the mage’s Power.
Shelter Type: Indirect Use: 6 Mana (burn) Target: Object (ground) Range: Touch Chant: 2 Duration: One night (around 8 hours) Description: A temporary living place is constructed from stone, wood, and available plant matter as all the components come together under the influence of this Spell. Effect: Creates a small, medium, or large dwelling place that can house the character and his allies, offering protection from the elements and as much comfort as any home can offer. The shelter lasts for only a single night however, before crumbling into its base components.
Whirlwind Type: Indirect Use: 14 Mana (burn) Target: Field Range: Affects entire field Chant: 4 Duration: 1d8 + 5 Posts/Turns Description: The winds begin to blow fiercely as the Mage chants, eventually swirling into a powerful whirlwind that wracks the entire field with destruction. Effect: This wind will suck up all clouds, mists, fogs, gases, and any other such gas-based field effects in its first round of being on the field. In its second round, it will suck up small objects (dropped weapons, stones, lightweight crates, various debris). In its third round, it will suck up larger objects such as people, animals, and heavier debris. On its fourth round, heavy animals, carriages, and other miscellaneous heavy debris will be consumed. On its fifth round, all remaining things on the field will be swept up into the funnel. Inside the whirlwind, living targets slowly asphyxiate. If they are hurled from the twister (40% chance, rolled on their turn every round), they will take the appropriate amount of falling damage (most Whirlwinds are hundreds of feet high) as well as damage from anything they fall into. When the Whirlwind ends after 1d8+5 rounds, all targets take appropriate damage as they are thrown across the now decimated field.
Wildfire Type: Indirect Use: 5 Mana (burn) Target: Other Range: Affects all targets standing up to 20 feet in front of the character Chant: 0 Duration: One breath Description: The mage sucks up a flame into his mouth and spews it out, amplified by magic. Effect: The mage sucks up roughly a mouthful of natural flame and spews it back out in an instant, dealing great damage to any opponents within range. Targets take Mage’s Power x 1d6 as Elemental damage and stand a 75% chance of catching fire.
RANK 5
Eruption Type: Indirect Use: 8 Mana (burn) Target: Area of Effect Range: Any 20 foot radius within 100 feet of the mage Chant: 3 Duration: One blast Description: A blast of white-hot steam, ash, and molten rock erupts from a thermal vent that suddenly opens beneath the target. Effect: Destroys a 20 foot circumference of ground (any who step in it will fall into the thermal vent and most certainly perish) and deals Power x 1d8+1 Elemental damage to everything in the blast radius. Targets in this area are blown backwards 10 feet by the force of the blast.
Fissure Type: Indirect Use: 15 Mana (burn) Target: Area of Effect Range: Any 100 x 25 yard area within line of sight Chant: 6 Duration: Opens for 1d8 Posts/Turns Description: The earth itself opens its maw to devour the enemies of the Geomancer whole. Effect: Suddenly opens a great crack in the earth. This fissure affects a 100 x 25 yard area, opening suddenly and unavoidably. All targets in this area fall down into the bottomless pit (quite possibly to their death at the Judge's discretion) and local structures are either destroyed or heavily damaged. 1d8 Posts/Turns after opening, the fissure closes just as suddenly as it opened, crushing any remaining inside the pit and ensuring their demise.
Potter's Hands Type: Indirect Use: 1 Mana (burn) per square foot shaped Target: Object (earth) Range: Line of sight Chant: 2 per 10 square feet shaped Duration: Permanent Description: The character is able to raise and sink the earth, creating cliffs, chasms, fissures, and canyons of the ground around him as he sees fit. Many Geomancers are reluctant to use this ability out of respect for the natural form of the world around them. Effect: The ground will raise or sink to any height or depth the character wills almost instantly. The grade of the slope can be either very smooth or very harsh depending on the Geomancer’s whims and how high or low the selected area is raised. He may also use this spell to shape the raw earth into spikes, statues, and almost any other shape he can imagine.
Stampede Type: Indirect Use: 9 Mana (burn) Target: Field Range: Affects all targets on the field (except mage and other designated targets) Chant: 3 Duration: One wave of creatures Description: A stampede of local wildlife is called to the area for the express purpose of trampeling the Geomancer's enemies. Effect: Calls a herd of local wildlife (Power x 10 creatures) to frenzy and stampede into the area as the mage chants. As he finishes chanting, the herd approaches, trampling everything in their path except for the mage and any other designated targets. Cannon-fodder type enemies will almost certainly be killed from this attack. Others will suffer 1 Physical damage for each creature that was in the stampeding herd.
Stoneform Type: Direct Use: 2 Mana (cycle - per Post/Turn) Target: Self Range: Personal Chant: 0 Duration: Until character ends effect Description: The body of the character turns completely to stone, rendering him immobile, but practically immune to damage. Effect: The user of this ability becomes rooted to the ground he is standing on, completely immoveable to all but the most extreme forces. At the same time, he becomes immune to all Physical and Biological damage and takes 1/2 of all Elemental attacks. In this form he remains sentient, still capable of speaking and casting magic spells.
True Lightning Type: Indirect Use: 8 Mana (burn) Target: Other Range: 100 feet Chant: 2 Duration: One strike Description: A bolt of lightning is summoned from the heavens to strike a target, dealing immense amounts of damage. Effect: Weather conditions must be condusive to lightning before this spell can have any effect. When cast successfully, the target is incapable of avoiding or resisting the spell's effects. A bolt of True Lightning will deal the Mage's Power x 1d12+3 as Elemental damage.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jun 13, 2008 11:44 am
MYSTICISM RANK 1
Arrow Turn Type: Direct Use: 1 Mana (burn) Target: Object (projectile) Range: Line of sight Chant: 0 Duration: One use Description: This spell causes a projectile to miss, even if it seemed to be on course. Something quantifiable (such as wind resistance, a knick on the projectile, a miscalculation on the marksman’s part, etc.) can be attributed to the missile missing. Effect: Target missile misses its mark. This Spell cannot affect other Spells but may be cast as a reflexive action, even if it is not the character's turn.
Augury Type: Direct Use: 3 Mana (burn) Target: Self Range: Personal Chant: 4 Duration: One vision Description: By feeling in the stream of fate and seeing a brief vision, the character is able to sense the future and make accurate predictions without the use of a crystal ball or other fortune-telling implement. Though the free will of man still throws a kink in things, this Spell is much more accurate and reliable than other means of divination. Of course, to outsiders, the Spell’s success can be explained away as a lucky guess. Effect: What the mage sees in his vision (which lasts for only an instant in real time, but may take several minutes or even several days in the vision) is a matter of Judge discretion based on what is happening in the story and what the Judge has planned for the PCs, their allies, and enemies. Unlike other forms of fortune telling, Augury is a very focused Spell that lets the mage hone in specifically on what he wants to see. A successful casting will let him see the future as it pertains to a certain object, place, person, or situation at his choosing. How far the character is able to see varies by Power score and exactly what he sees is a matter of Judge discretion – players should also be advised that their actions and the actions of others can set events in motion that change the future; this is especially true with more distant predictions. Therefore, it is impossible for Mystics to divine what will ultimately happen with 100% certainty. Power 1-2: Up to 1-6 days in the future Power 3-4: Up to 1-4 weeks in the future Power 5-6: Up to 1-11 months in the future Power 7-8: Up to 1-9 years in the future Power 9-10: Up to 1-10 decades in the future
Bind Base Soul Type: Direct Use: 5 Mana (burn), 1 Mana (commit) Target: Other (base spirit) Range: 50 feet Chant: 2 Duration: Until prison is cracked or broken; the bound spirit cannot directly affect his prison in any way Description: This Spell pulls the target soul into a container that acts as a prison. This container can be any shape; a jar, a box, an amulet, etc. However, it must be made from once-living bone as this is the only material in the physical world capable of holding a spirit. The spirit will be unable to leave this prison until freed by an outsider. The Spell will only affect base, primitive spirits like elementals. Effect: This spell serves to seal the target spirit inside its bone prison. Success resists this particular casting of the Spell (though the mage may cast it again if he has the Mana). The mage may release the spirit at any time and use this spell to draw it back inside. The Spell will fail if the spirit’s current Will score exceeds the Power of the Mage.
Blessing of Attraction Type: Direct Use: 1 Mana (commit) Target: Self/Other Range: 10 Feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: An intangible something about the character draws others to his side. With this blessing, he is able to make and keep both friends and lovers easily. Effect: Others simply like the character better for reasons they can’t quite put their finger on. They will treat him better, may make special deals or exceptions for him, and are more likely to become friends or lovers if the relationship is given enough time and attention. The higher the Mage's Power, the better people will treat the PC.
Blessing of Safe Travel Type: Direct Use: 1 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: Travel on the open road is dangerous. There are robbers, predators, and other dangers to be found around every bend. The use of this spell on a group of travelers significantly reduces the dangers of moving through open country. Effect: Reduces the party’s chances of encountering hostile targets at random while traveling. Just how much their chances are reduced varies by Mysticism rank (if the Judge is using a random encounter chart, the difficulty of the enemies should move down one degree per Mysticism Rank)
Command Base Soul Type: Direct Use: 4 Mana (burn) Target: Other (base spirit) Range: Sound of voice Chant: 0 Duration: One command Description: The character issues a single, simple command that the target spirit has no choice but to obey. Of course, once the task is completed the spirit may have less than kind feelings towards the one who forced him to act against his will. The Spell will only affect base, primitive spirits like elementals. Effect: The spirit retains his capacity for independent thought and action throughout the duration of this Spell’s effect; he simply must comply with the character’s demands, though he is free to choose how he goes about doing so (and clever spirits can often turn the mage's wishes against him - thus mage's must be very careful and specific when dealing with such souls). The Spell will not work if the spirit’s Will score exceeds the Power of the mage.
Curse of Bad Luck Type: Direct Use: 1 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: Danger just seems to follow the target wherever he goes; harm is drawn to him like a magnet and no matter how safe he tries to be, situations always become perilous. Effect: Hostile targets are more likely to attack the target, even when he isn’t doing anything to draw attention to himself or establish himself as a threat. Traps are more likely to go off in his presence, rickety bridges more likely to collapse when he crosses, and so on; life is simply more dangerous for the one under this curse. If the Judge is using a random chart to determine enemy encounters when the target is traveling, he may increase the difficulty of encounters by 1 degree per Mysticism rank.
Curse of Controversy Type: Direct Use: 1 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: For whatever reason, people tend to disagree vehemently with anything the character says or does, leading him into a great amount of arguments and conflicts with those around him. Effect: NPCs (and probably fellow PCs) easily get into arguments and altercations with the target of this curse. There is just something about him that puts people off and makes them want to rebuke, judge, and quarrel with him.
Enslave Base Soul Type: Direct Use: 2 Mana (commit) Target: Other (base spirit) Range: Line of sight Chant: 1 Duration: Until Mage stops committing Mana to the Spell's effect Description: The target spirit of this Spell is bound in chains, both literally and metaphorically. The Spell wraps him in cold spiritual shackles and he becomes the indentured servant of the Mystic. The Spell will only affect base, primitive spirits like elementals. Effect: Both the target spirit and the mage roll 1d10 and add their Will score. The one with the highest number wins out. Each time either party loses, their Will is temporarily lowered by 1d6. If the mage reaches 0 Will, he may not attempt capture the spirit again for a day (Will recovers at a rate of 1 per hour/scene). If the spirit reaches 0 Will, he becomes bound to serve the character and must obey every command to the best of his ability. He will only become free when the character lets him go (by ceasing to pay the Commitment Cost of this Spell) or perishes. Spirits who manage to somehow escape by other means are often terrible, vengeful beings that make their former master’s torment their only goal. The Spell will not work if the spirit’s Will rating exceeds the Power of the mage.
Ordinance Type: Direct Use: 3 Mana (burn) Target: Self/Other Range: 50 feet Chant: 0 Duration: One feat Description: By twisting fate slightly, the mage is able to create success where there would otherwise be abject failure. Effect: Mysticism rank is added to the numbers displayed on all d20 involved in any feat roll. This Spell may be cast as a reflexive action, even if it is not the character's turn.
Summon Base Soul Type: Direct Use: Equal to Spirit's Summoning Cost Target: Other (base soul) Range: Summon from anywhere Chant: Equal to Spirit's Summoning Time Duration: Until Life/Mana reach 0, mage dies, or spirit is banished Description: Many of the Spells listed here offer solutions for dealing with spirits which are rude at best. True, spirits are unpredictable, haughty, fickle, and selfish creatures who dislike dealing with mortals to begin with. However, the forceful command, imprisonment, and outright enslavement of these souls is not only immoral on some level, but can jeapardize the safety of the mage...after all, spirits are also extremely vengeful. The general practice for coercing spirits into subservience without resorting to more hostile magic is to draw up a contract written in ink mixed with the mage's own blood. Spirits who sign these contracts will serve the Mage for a year and a day. However, they always ask for something valuable in return, be it sacrifice, treasures, a favor, or a year off the mage's own life. The more powerful the spirit, the more demanding the price; it is ultimately up to the Judge to determine the price that any spirit levies upon his would-be master. In exchange, the mage may use his contract and this Spell to call upon the spirit for help any time he needs it. This Spell may only summon base souls. Effect: Calls a spirit to the mage's location, using the mage's Mana to outfit him with a physical body. The Spirit will remain material until its Life or Mana scores reach 0, its summoner dies, or it is banished.
Spirit Speak Type: Direct Use: 1 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: One conversation Description: While under the effects of this Spell, the mage is able to speak to any spirit within the sound of his voice plainly and easily. The spirit may speak back verbally (provided the two speak the same language) without the muffling energies of The Veil getting in his way. Effect: Allows the character to freely communicate with spirits.
 Ward Against Base Souls Type: Indirect Use: 2 Mana (burn), 1 Mana (commit) Target: Object (ward) Range: Touch Chant: 2 Duration: Until Ward is erased or disrupted (spirits cannot disrupt a Ward) Description: Special herbs, scattered in a geometric shape and blessed with the use of this Spell keeps hostile, primitive spirits like elementals away. Effect: If their Will rating does not exceed the Power of the mage, a base soul will be unable to cross the Ward’s edges without making a Charisma feat at a Difficulty equal to the Ward’s creator’s Will. Those who manage to cross the threshold suffer the difference between their Will rating and the Mage's Power score as MG damage at the beginning of their turn each Post/Turn they remain inside the Ward.
RANK 2
Astral Form Type: Direct Use: 4 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: Until character re-enters body Description: The character’s soul leaves his body to wander across The Veil and interact with the spirits there. Effect: While in Astral Form, the character’s body enters a coma until his soul re-enters. His spirit is treated as a mortal soul and he retains the use of all her stats, skills and abilities. His equipment is a mere illusion however – for all intents and purposes, he is unarmed and unarmored. While in Astral Form, the character cannot eat, sleep, or meditate, nor can she regain lost Life or Mana. However, all Life or Mana lost in Astral form is restored immediately once the character enters his body again.
Bind Mortal Soul Type: Direct Use: 7 Mana (burn), 2 Mana (commit) Target: Other (mortal spirit) Range: 100 feet Chant: 3 Duration: Until prison is cracked or broken; the bound spirit cannot directly affect his prison in any way Description: This Spell pulls the target soul into a container that acts as a prison. This container can be any shape; a jar, a box, an amulet, etc. However, it must be made from once-living bone as this is the only material in the physical world capable of holding a spirit. The spirit will be unable to leave this prison until freed by an outsider. The Spell will only affect the spirits of departed mortals. Effect: This spell serves to seal the target spirit inside its bone prison. Success resists this particular casting of the Spell (though the mage may cast it again if he has the Mana). The mage may release the spirit at any time and use this spell to draw it back inside. The Spell will fail if the spirit’s current Will score exceeds the Power of the Mage.
Blessing of Good Luck Type: Direct Use: 2 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: Good things tend to happen to the character and those around him while this blessing is in play. Effect: Increases the target's Luck score by an amount equal to 1/2 the mage's Power (round up).
Blessing of Health Type: Direct Use: 2 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: Character's blessed by this spell tend to recover from injury at a much faster rate than others. Effect: While under the effect of this spell, the target recovers Mana twice as fast as he normally would while resting.
Command Mortal Soul Type: Direct Use: 6 Mana (burn) Target: Other (mortal spirit) Range: Sound of voice Chant: 0 Duration: One command Description: The character issues a single, simple command that the target spirit has no choice but to obey. Of course, once the task is completed the spirit may have less than kind feelings towards the one who forced him to act against his will. The Spell will only affect the spirits of departed mortals. Effect: The spirit retains his capacity for independent thought and action throughout the duration of this Spell’s effect; he simply must comply with the character’s demands, though he is free to choose how he goes about doing so (and clever spirits can often turn the mage's wishes against him - thus mage's must be very careful and specific when dealing with such souls). The Spell will not work if the spirit’s Will score exceeds the Power of the mage.
Curse of the Devil's Mark Type: Direct Use: 2 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: The mage touches the target, leaving behind a diabolical mark that burns with pain each time the character is in danger. Effect: Though it serves as a warning against unknown danger, the mark also paralyzes him as it gleefully wracks his body with pain at the thought of its bearer being harmed. Because of the searing pain, the character loses 1 Focus so long as he is in danger. Also, if the curse mark is visible, he may be ostracized by cultures that are familiar with such superstition and know the one who bears it is cursed.
Curse of the Fuddled Tongue Type: Direct Use: 2 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: The target of this curse is unable to speak in any language save a gibbering, nonsensical tongue that no one else can understand. Effect: No one can understand what the character under this curse is saying. For as long as he is cursed, he will be unable to verbally communicate with others.
Enslave Mortal Soul Type: Direct Use: 4 Mana (commit) Target: Other (mortal spirit) Range: Line of sight Chant: 2 Duration: Until Mage stops committing Mana to the Spell's effect Description: The target spirit of this Spell is bound in chains, both literally and metaphorically. The Spell wraps him in cold spiritual shackles and he becomes the indentured servant of the Mystic. The Spell will only affect the spirits of departed mortals. Effect: Both the target spirit and the mage roll 1d10 and add their Will score. The one with the highest number wins out. Each time either party loses, their Will is temporarily lowered by 1d6. If the mage reaches 0 Will, he may not attempt capture the spirit again for a day (Will recovers at a rate of 1 per hour/scene). If the spirit reaches 0 Will, he becomes bound to serve the character and must obey every command to the best of his ability. He will only become free when the character lets him go (by ceasing to pay the Commitment Cost of this Spell) or perishes. Spirits who manage to somehow escape by other means are often terrible, vengeful beings that make their former master’s torment their only goal. The Spell will not work if the spirit’s Will rating exceeds the Power of the mage.
Evil Eye Type: Direct Use: 3 Mana (commit) Target: Other Range: 50 yards Chant: 0 Duration: Up to (Mage's Power) days Description: The mage casts a baleful glance at a target, afflicting them with a curse that causes their failures to become greatly magnified. Effect: All of the target’s failures are treated as botches for the duration of this curse.
Pierce the Veil Type: Direct Use: 1 Mana (cycle - per post/turn) Target: Self Range: Personal Chant: 0 Duration: Until mage ends the spell's effect Description: : The character augments his vision with this spell, attuning his sense of sight to the flow of spiritual energies all around him. With this power, he is able to see ghosts, spirits, and the other normally invisible entities that inhabit the spirit realm. Effect: The character is able to visually see ghosts, gods, demons, eidolons, elementals and every other type of intangible, invisible spirit.
Summon Mortal Soul Type: Direct Use: Equal to Spirit's Summoning Cost Target: Other (mortal soul) Range: Summon from anywhere Chant: Equal to Spirit's Summoning Time Duration: Until Life/Mana reach 0, mage dies, or spirit is banished Description: Many of the Spells listed here offer solutions for dealing with spirits which are rude at best. True, spirits are unpredictable, haughty, fickle, and selfish creatures who dislike dealing with mortals to begin with. However, the forceful command, imprisonment, and outright enslavement of these souls is not only immoral on some level, but can jeapardize the safety of the mage...after all, spirits are also extremely vengeful. The general practice for coercing spirits into subservience without resorting to more hostile magic is to draw up a contract written in ink mixed with the mage's own blood. Spirits who sign these contracts will serve the Mage for a year and a day. However, they always ask for something valuable in return, be it sacrifice, treasures, a favor, or a year off the mage's own life. The more powerful the spirit, the more demanding the price; it is ultimately up to the Judge to determine the price that any spirit levies upon his would-be master. In exchange, the mage may use his contract and this Spell to call upon the spirit for help any time he needs it. This Spell may only summon mortal souls. Effect: Calls a spirit to the mage's location, using the mage's Mana to outfit him with a physical body. The Spirit will remain material until its Life or Mana scores reach 0, its summoner dies, or it is banished.
Ward Against Mortal Souls Type: Indirect Use: 3 Mana (burn), 1 Mana (commit) Target: Object (ward) Range: Touch Chant: 3 Duration: Until Ward is erased or disrupted (spirits cannot disrupt a Ward) Description: A line of salt blessed with the use of this Spell keeps the hostile, insane wraiths of mortal souls away. Effect: If their Will rating does not exceed the Power of the mage, a mortal soul will be unable to cross the Ward’s edges without making a Charisma feat at a Difficulty equal to the Ward’s creator’s Will. Those who manage to cross the threshold suffer the difference between their Will rating and the Mage's Power score as MG damage at the beginning of their turn each Post/Turn they remain inside the Ward.
RANK 3
Bind Greater Soul Type: Direct Use: 9 Mana (burn), 3 Mana (commit) Target: Other (greater spirit) Range: 150 feet Chant: 4 Duration: Until prison is cracked or broken; the bound spirit cannot directly affect his prison in any way Description: This Spell pulls the target soul into a container that acts as a prison. This container can be any shape; a jar, a box, an amulet, etc. However, it must be made from once-living bone as this is the only material in the physical world capable of holding a spirit. The spirit will be unable to leave this prison until freed by an outsider. The Spell will only affect greater spiritual beings such as Eidolons. Effect: This spell serves to seal the target spirit inside its bone prison. Success resists this particular casting of the Spell (though the mage may cast it again if he has the Mana). The mage may release the spirit at any time and use this spell to draw it back inside. The Spell will fail if the spirit’s current Will score exceeds the Power of the Mage.
Blessing of Enlightenment Type: Direct Use: 3 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: The target's body gives off a barely perceptible glow as small amounts of Mana are constantly drawn into his frame. Effect: While under the effect of this spell, the target recovers Mana twice as fast as he normally would while resting or meditating.
Blessing of Wellness Type: Direct Use: 3 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: The power of this blessing wards away the ever present dangers of sickness, poison, and disease…then again, it could just be the target’s immune system doing all the work. Effect: Poisons with a level less than the caster's Power are automatically resisted. Various diseases also have no effect on the target based on the caster's Power score: Power 1: The Cold, Chicken Pox Power 2: Dysentery, Troll Wart Power 3: Influenza, Fin Fungus Power 4: Fairy Flu, Leprosy Power 5: Consumption, Pneumonia Power 6: Yellow Fever, STDs Power 7: Ardent fever, Gangrene, Malaria Power 8: Black Death, Spotted Plague Power 9: Cancer Power 10: Kulu If this blessing is cast on a target who is already afflicted with the condition, it will either ward off the diseases symptoms, providing a measure of wellness for the duration or actually begin fighting the disease on the body's behalf, curing the target over a period of time (relevant to the seriousness of the condition).
Command Greater Soul Type: Direct Use: 8 Mana (burn) Target: Other (greater spirit) Range: Sound of voice Chant: 0 Duration: One command Description: The character issues a single, simple command that the target spirit has no choice but to obey. Of course, once the task is completed the spirit may have less than kind feelings towards the one who forced him to act against his will. The Spell will only affect greater spiritual beings such as Eidolons. Effect: The spirit retains his capacity for independent thought and action throughout the duration of this Spell’s effect; he simply must comply with the character’s demands, though he is free to choose how he goes about doing so (and clever spirits can often turn the mage's wishes against him - thus mage's must be very careful and specific when dealing with such souls). The Spell will not work if the spirit’s Will score exceeds the Power of the mage.
Curse of Invitation Type: Direct Use: 3 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: This strange curse puts a stigma on the target that prevents him from entering into any place unless he is directly invited inside. Effect: The target may not enter any indoor location that has a sentient, living owner unless that owner (or another authorized person at that location) invites him in.
Curse of Sleep Type: Direct Use: 3 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: The target of this curse falls into a deep sleep and cannot be wakened by anything until the curse is lifted. Effect: Target falls asleep and will not wake until either the Mystic who placed the curse lifts it or until a condition (determined by the Judge and/or Mystic) is met (such as true love’s kiss).
Effigy Type: Direct Use: 8 Mana (burn) Target: Object (Effigy) Range: Touch Chant: 0 Duration: Permanent (or at least until the Effigy is destroyed) Description: This Spell places strange, swirling marks on a hollow shell that will serve as the physical body of a spirit placed inside it. Effigies enable spirits to exist in the physical world for extended periods of time by giving them a soulless form to inhabit. While in this puppet, they have full access to their powers, but suffer the same limitations as physical beings. To many spirits, such a price is heavy indeed and not worth paying (and thus some other spells must be used to force them inside). An Effigy must be made from once living bone (the only material capable of containing a spiritual being) and must be fashioned into a shape similar to that which the spirit maintains outside the mortal realm. Effect: This spell does not create an Effigy; rather, it covers an existing body with potent wards and glyphs to keep the would-be resident’s awesome power contained within the physical frame. In order to obtain an actual Effigy, the character will need to commission or craft for himself the form he wishes to use, taking into consideration the shape of the resident spirit. Spirits need a body that best resembles their spiritual form with all its joints and articulation; otherwise, their powers and mobility are severely limited. Typically, Craft skills are required to compliment this Spell’s effect and determine the type of Effigies that can be created: Craft 1: Create shells for base souls Craft 2: Create shells for mortal souls Craft 3: Create shells for Eidolons Craft 4: Create shells for demonic souls Craft 5: Create shells for celestial souls
Eject Soul Type: Indirect Use: 5 Mana (burn) Target: Other Range: Touch Chant: 2 Duration: Difference between Mage's Power and target's Will scores = Posts/Turns Description: Placing his hands on the chest of his intended target, the mage is able to push the soul out of the their body. The body falls down, limp and lifeless as the soul looks on helplessly. Effect: The target's soul (and any others who may be in there with him) is cast out for an amount of posts/turns equal to the difference between the mage’s Power and the target’s Will (so the mage must have a higher Power than the target's Will in order for this Spell to work). At the end of the duration, the target's spirit is free to enter his body again (though any others will have to go through the proper channels to obtain access once more). While in spirit form, however, the target's soul must remain in Limbo and is vulnerable to all forms of attack that harm spirits. His body is completely helpless; an empty shell until he is able to enter it again.
Enslave Greater Soul Type: Direct Use: 6 Mana (commit) Target: Other (greater spirit) Range: Line of sight Chant: 3 Duration: Until Mage stops committing Mana to the Spell's effect Description: The target spirit of this Spell is bound in chains, both literally and metaphorically. The Spell wraps him in cold spiritual shackles and he becomes the indentured servant of the Mystic. The Spell will only affect greater spiritual beings such as Eidolons. Effect: Both the target spirit and the mage roll 1d10 and add their Will score. The one with the highest number wins out. Each time either party loses, their Will is temporarily lowered by 1d6. If the mage reaches 0 Will, he may not attempt capture the spirit again for a day (Will recovers at a rate of 1 per hour/scene). If the spirit reaches 0 Will, he becomes bound to serve the character and must obey every command to the best of his ability. He will only become free when the character lets him go (by ceasing to pay the Commitment Cost of this Spell) or perishes. Spirits who manage to somehow escape by other means are often terrible, vengeful beings that make their former master’s torment their only goal. The Spell will not work if the spirit’s Will rating exceeds the Power of the mage.
Summon Greater Soul Type: Direct Use: Equal to Spirit's Summoning Cost Target: Other (greater soul) Range: Summon from anywhere Chant: Equal to Spirit's Summoning Time Duration: Until Life/Mana reach 0, mage dies, or spirit is banished Description: Many of the Spells listed here offer solutions for dealing with spirits which are rude at best. True, spirits are unpredictable, haughty, fickle, and selfish creatures who dislike dealing with mortals to begin with. However, the forceful command, imprisonment, and outright enslavement of these souls is not only immoral on some level, but can jeapardize the safety of the mage...after all, spirits are also extremely vengeful. The general practice for coercing spirits into subservience without resorting to more hostile magic is to draw up a contract written in ink mixed with the mage's own blood. Spirits who sign these contracts will serve the Mage for a year and a day. However, they always ask for something valuable in return, be it sacrifice, treasures, a favor, or a year off the mage's own life. The more powerful the spirit, the more demanding the price; it is ultimately up to the Judge to determine the price that any spirit levies upon his would-be master. In exchange, the mage may use his contract and this Spell to call upon the spirit for help any time he needs it. This Spell may only summon greater souls. Effect: Calls a spirit to the mage's location, using the mage's Mana to outfit him with a physical body. The Spirit will remain material until its Life or Mana scores reach 0, its summoner dies, or it is banished.
Ward Against Greater Souls Type: Indirect Use: 4 Mana (burn), 1 Mana (commit) Target: Object (ward) Range: Touch Chant: 4 Duration: Until Ward is erased or disrupted (spirits cannot disrupt a Ward) Description: A few chalk runes blessed with the use of this Spell keeps hostile Eidolons at bay. Effect: If their Will rating does not exceed the Power of the mage, a greater soul will be unable to cross the Ward’s edges without making a Charisma feat at a Difficulty equal to the Ward’s creator’s Will. Those who manage to cross the threshold suffer the difference between their Will rating and the Mage's Power score as MG damage at the beginning of their turn each Post/Turn they remain inside the Ward.
What If? Type: Direct Use: 5 Mana (burn) Target: Self Range: Personal Chant: 4 Duration: One vision which lasts a few seconds (though it may be days long in the character's perception) Description: Using his powers of divination, the character sees a vision of a possible scenario without actually risking its undertaking. This spell allows him to see many consequences his potential actions could have before taking action. Effect: The player poses a "What If" question to the Judge, who will reveal the scenario and its consequences in brief to the character through a vision. This Spell may be used an amount of times each in-game week equal to the character's Power score.
RANK 4
Banish Type: Direct Use: Mana cost = target's Will (burn) Target: Other (spirit) Range: Line of Sight Chant: 6 Duration: Until spirit re-enters the material plane Description: A spirit that has become physical and corporeal is torn out of their temporary “body” by this Spell and forced back across The Veil. Effect: Target spirit is forced to become incorporeal again. They will have to go through the lengthy and draining process of becoming physical if they wish to cross over once more. This Spell only works on spirits that have crossed over The Veil and taken on a temporary body that would not normally exist on the material plane, not on spirits who are possessing a body that exists naturally in the physical world (such as a host body or an Effigy).
Bind Infernal Soul Type: Direct Use: 11 Mana (burn), 4 Mana (commit) Target: Other (infernal spirit) Range: 200 feet Chant: 5 Duration: Until prison is cracked or broken; the bound spirit cannot directly affect his prison in any way Description: This Spell pulls the target soul into a container that acts as a prison. This container can be any shape; a jar, a box, an amulet, etc. However, it must be made from once-living bone as this is the only material in the physical world capable of holding a spirit. The spirit will be unable to leave this prison until freed by an outsider. The Spell will only affect dark, corrupted, and powerful spirits such as demons. Effect: This spell serves to seal the target spirit inside its bone prison. Success resists this particular casting of the Spell (though the mage may cast it again if he has the Mana). The mage may release the spirit at any time and use this spell to draw it back inside. The Spell will fail if the spirit’s current Will score exceeds the Power of the Mage.
Blessing of Second Chances Type: Direct Use: 4 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: The power of this blessing has a funny way of turning things around at the last second. Just a hint of the inconceivable often pushes the character from failure to success or even from success to great success. Effect: The player may re-roll a single d20 of any Feat roll he makes; the numbers from all other dice remain as he re-rolls a single d20.
Blessing of Wealth Type: Direct Use: 4 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: This Spell sweetens the pot – pot of gold, that is. When the character finds loot and treasure, it tends to be more valuable than it was before this blessing was cast on him Effect: Increases the value of treasure the character obtains for as long as the character is under the Spell’s effect. If the Judge is using a chart to determine which treasures a character receives, the value of treasure increases by 1d4 degrees (roll each time the character obtains loot).
Command Infernal Soul Type: Direct Use: 10 Mana (burn) Target: Other (infernal spirit) Range: Sound of voice Chant: 0 Duration: One command Description: The character issues a single, simple command that the target spirit has no choice but to obey. Of course, once the task is completed the spirit may have less than kind feelings towards the one who forced him to act against his will. The Spell will only affect dark, corrupted, and powerful spirits such as demons. Effect: The spirit retains his capacity for independent thought and action throughout the duration of this Spell’s effect; he simply must comply with the character’s demands, though he is free to choose how he goes about doing so (and clever spirits can often turn the mage's wishes against him - thus mage's must be very careful and specific when dealing with such souls). The Spell will not work if the spirit’s Will score exceeds the Power of the mage.
Curse of Sealing Type: Direct Use: 4 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: A series of black glyphs appear across the character's torso and arms, preventing him from using Mana for anything extraordinary. Effect: Any time the character attempts to spend Mana, great pain wracks his body. He will lose a point of Focus for that round and may only spend up to his Will rating in Mana for a single maneuver and no more.
Curse of Sickness Type: Direct Use: 4 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: The target comes down with an unknown affliction that cannot be diagnosed or cured by common medical practices. Either an obscure and difficult cure must be found or the curse must be lifted. Effect: A non-viral disease affects the target, weakening them greatly. The symptoms are physical weakness (long bouts of sleep - 14 hours or more), great bodily pain, fever, and nightmares (though symptoms may vary from Mystic to Mystic). This disease cannot be cured by medicine or resisted through Stamina as it affects a target’s place in Mana directly. Either an abstract cure (such as the tail of a Fire Lion or a rare herb that only grows atop the tallest mountain) determined by the Judge (and/or Mystic who placed the curse) can rid the body of disease or the one who placed the curse can lift it. If the curse is not lifted within 30 days, the target will die of their illness.
Enslave Infernal Soul Type: Direct Use: 8 Mana (commit) Target: Other (infernal spirit) Range: Line of sight Chant: 4 Duration: Until Mage stops committing Mana to the Spell's effect Description: The target spirit of this Spell is bound in chains, both literally and metaphorically. The Spell wraps him in cold spiritual shackles and he becomes the indentured servant of the Mystic. The Spell will only affect dark, corrupted, and powerful spirits such as demons. Effect: Both the target spirit and the mage roll 1d10 and add their Will score. The one with the highest number wins out. Each time either party loses, their Will is temporarily lowered by 1d6. If the mage reaches 0 Will, he may not attempt capture the spirit again for a day (Will recovers at a rate of 1 per hour/scene). If the spirit reaches 0 Will, he becomes bound to serve the character and must obey every command to the best of his ability. He will only become free when the character lets him go (by ceasing to pay the Commitment Cost of this Spell) or perishes. Spirits who manage to somehow escape by other means are often terrible, vengeful beings that make their former master’s torment their only goal. The Spell will not work if the spirit’s Will rating exceeds the Power of the mage.
Scry Type: Direct Use: 10 Mana (burn) Target: Object (reflective surface) Range: 10 feet Chant: 5 Duration: Until mage stops looking into reflective surface Description: By looking into a reflective surface and using this Spell, the character is able to spy on anyone or observe any location on The Sphere. Effect: The required Mysticism feat to cast this Spell is made at a base +10 Difficulty. The Difficulty is lowered by one for each of the following conditions the character meets: Regarding locations: - The character knows roughly where this location is (i.e. what city or region) - The character has a detailed description of this location - The character has been to this place before - The character is familiar with this place - The character knows this place like the back of his hand - The character has an object intrinsic to that location with him - The character has been to this location sometime in the past 3 months - The character has been to this location sometime in the past week - Something important happened to the character at that location - Someone the character is intimately familiar with is currently at that location Regarding specific targets: - The character knows exactly what this person looks like - The character has met this person at least once - The character is familiar with this person (casual friends, acquaintances, etc.) - The character has strong feelings towards this person (close friends, enemies, etc.) - The character has an intimate bond with this person (family, true love, sworn enemies, etc) - The character has an object that belongs to this person with him - The character has an object that is important to this person with him - The target person has something that belongs to the character - The character has had contact with this person sometime in the past 3 months - The character has had contact with this person sometime in the past week If he is successful with the required feat roll, he will be able to see the target and location in question as though looking through a series of hidden cameras placed around the locale.
 Soul Link Type: Direct Use: 4 Mana (commit) Target: Other (x2) Range: Line of Sight Chant: 2 Duration: Until the Mage stops committing Mana to the Spell's effect Description: The lives of two targets of the mage’s choosing are bound together. When one is hurt, so is the other; when one is healed, so is the other. Visible wounds will open and close in the same spots on one another’s bodies for the duration of this Spell. Effect: When one target loses Life, his “partner” will lose the same amount of Life (so if he dies, so does his “partner”). Conversely, when one gains Life, so will the other. Those bound by this spell will also be able to communicate with one another via telepathy, constantly know the other's whereabouts, and physical condition.
Summon Infernal Soul Type: Direct Use: Equal to Spirit's Summoning Cost Target: Other (infernal soul) Range: Summon from anywhere Chant: Equal to Spirit's Summoning Time Duration: Until Life/Mana reach 0, mage dies, or spirit is banished Description: Many of the Spells listed here offer solutions for dealing with spirits which are rude at best. True, spirits are unpredictable, haughty, fickle, and selfish creatures who dislike dealing with mortals to begin with. However, the forceful command, imprisonment, and outright enslavement of these souls is not only immoral on some level, but can jeapardize the safety of the mage...after all, spirits are also extremely vengeful. The general practice for coercing spirits into subservience without resorting to more hostile magic is to draw up a contract written in ink mixed with the mage's own blood. Spirits who sign these contracts will serve the Mage for a year and a day. However, they always ask for something valuable in return, be it sacrifice, treasures, a favor, or a year off the mage's own life. The more powerful the spirit, the more demanding the price; it is ultimately up to the Judge to determine the price that any spirit levies upon his would-be master. In exchange, the mage may use his contract and this Spell to call upon the spirit for help any time he needs it. This Spell may only summon infernal souls. Effect: Calls a spirit to the mage's location, using the mage's Mana to outfit him with a physical body. The Spirit will remain material until its Life or Mana scores reach 0, its summoner dies, or it is banished.
Ward Against Infernal Souls Type: Indirect Use: 5 Mana (burn), 2 Mana (commit) Target: Object (ward) Range: Touch Chant: 5 Duration: Until Ward is erased or disrupted (spirits cannot disrupt a Ward) Description: The sign of a major religion blessed with the use of this Spell keeps hostile, evil spirits like demons away. Effect: If their Will rating does not exceed the Power of the mage, an infernal soul will be unable to cross the Ward’s edges without making a Charisma feat at a Difficulty equal to the Ward’s creator’s Will. Those who manage to cross the threshold suffer the difference between their Will rating and the Mage's Power score as MG damage at the beginning of their turn each Post/Turn they remain inside the Ward.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jun 13, 2008 11:46 am
MYSTICISM (continued)
RANK 5
Bind Celestial Soul Type: Direct Use: 14 Mana (burn), 5 Mana (commit) Target: Other (infernal spirit) Range: 250 feet Chant: 6 Duration: Until prison is cracked or broken; the bound spirit cannot directly affect his prison in any way Description: This Spell pulls the target soul into a container that acts as a prison. This container can be any shape; a jar, a box, an amulet, etc. However, it must be made from once-living bone as this is the only material in the physical world capable of holding a spirit. The spirit will be unable to leave this prison until freed by an outsider. The Spell will only affect immensely powerful souls such as Petty gods. Effect: This spell serves to seal the target spirit inside its bone prison. Success resists this particular casting of the Spell (though the mage may cast it again if he has the Mana). The mage may release the spirit at any time and use this spell to draw it back inside. The Spell will fail if the spirit’s current Will score exceeds the Power of the Mage.
Blessing of Kismet Type: Direct Use: 5 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: For whatever reason, the character’s successes seem to be magnified by his great fortune. When he succeeds, he tends to succeed greatly. Effect: Roll an amount of d20 equal to the mage's Power. This spell Decreases the target’s Critical threat range by 1 for each natural success rolled. A Critical success will reduce Critical threat by 2.
Blessing of Power Type: Direct Use: 5 Mana (commit) Target: Self/Other Range: 10 feet Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: Great power is given to those under the effects of this blessing. Whether it truly grants power from elsewhere or simply unlocks the target's latent potential is unknown. Effect: Roll an amount of d20 equal to the mage's Power. This spell increases the Rank of all Stunts and Spells for the duration of the blessing's effect.
Command Celestial Soul Type: Direct Use: 12 Mana (burn) Target: Other (celestial spirit) Range: Sound of voice Chant: 0 Duration: One command Description: The character issues a single, simple command that the target spirit has no choice but to obey. Of course, once the task is completed the spirit may have less than kind feelings towards the one who forced him to act against his will. The Spell will only affect immensely powerful souls such as Petty gods. Effect: The spirit retains his capacity for independent thought and action throughout the duration of this Spell’s effect; he simply must comply with the character’s demands, though he is free to choose how he goes about doing so (and clever spirits can often turn the mage's wishes against him - thus mage's must be very careful and specific when dealing with such souls). The Spell will not work if the spirit’s Will score exceeds the Power of the mage.
Cosmic Knowledge Type: Direct Use: 20 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: One piece of information Description: By calling upon the greater knowledge of the cosmos, the character instantly knows a single piece of information. Effect: This spell gives the character a single insight, be it the answer to a riddle, a single fact, or knowledge regarding the contents of a package; almost no information is out of bounds unless protected by some other arcane force. The Judge is free to restrict the use of this Spell in the interest of maintaining game balance and witholding plot details.
Curse of Silence Type: Direct Use: 5 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: The tongue of the target is stilled and he is incapable of making any sound with his vocal cords. Effect: Not only is the target unable to speak or sing, but he can no longer chant to focus his more powerful spells into a cohesive form.
Curse of Switching Type: Direct Use: 5 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: The bodies and souls of two targets are switched by this curse, forcing one to live as the other and vice versa until it is lifted. Effect: Two targets switch bodies until the curse is lifted. While in a new body, a character has access to all his knowledge and memories (he retains all his Skills). He takes on the new body’s Strength, Agility, and Stamina (and subsequent Secondary Stats) while retaining his own Intellect, Will, Perception (unless the new body has some sensory defect), Charisma, Luck, and Power. He has access to neither his Spells nor his Stunts while switched.
Curse of the True Form Type: Direct Use: 5 Mana (commit) Target: Other Range: 40 feet Chant: 0 Duration: Until the Mage stops committing Mana to the Spell's effect Description: This curse transforms the target from their current shape into a monstrous or bestial shape that more closely reflects their inner character. Effect: The Judge determines which animal the target changes into. While in this form, the cursed one will retain all his memories and human reason (he may or may not still be able speak depending on the Mystic's wishes). He will gain all the abilities of this form, but lose access to his Stunts, Spells, and other abilities – additionally, he will take the basic stats of this creature (regardless of his own stats).
Devour Soul Type: Direct Use: 0 Mana Target: Other (newly disembodied mortal or base soul) Range: 100 yards Chant: 0 Duration: Until Life or Mana points are all spent Description: After a foe has been vanquished or otherwise liberated from their mortal coil, the mage may use this spell to suck their soul into his body for mystical nourishment. This spell is widely feared and reviled both in and outside the mystical community. Effect: The target's total Life and Mana scores are added to the mage's until these points are spent. If this pushes the mage above his total Life or Mana, these points cannot be refilled by rest, meditation or other means; only once the mage has returned to his baseline Life and Mana can he recover points in those areas. This spell can only be used against mortal or base (animal) souls which have just been freed from their physical form. If a character successfully resists this spell, he may never again be targeted by it.
Enslave Celestial Soul Type: Direct Use: 10 Mana (commit) Target: Other (celestial spirit) Range: Line of sight Chant: 5 Duration: Until Mage stops committing Mana to the Spell's effect Description: The target spirit of this Spell is bound in chains, both literally and metaphorically. The Spell wraps him in cold spiritual shackles and he becomes the indentured servant of the Mystic. The Spell will only affect immensely powerful souls such as Petty gods. Effect: Both the target spirit and the mage roll 1d10 and add their Will score. The one with the highest number wins out. Each time either party loses, their Will is temporarily lowered by 1d6. If the mage reaches 0 Will, he may not attempt capture the spirit again for a day (Will recovers at a rate of 1 per hour/scene). If the spirit reaches 0 Will, he becomes bound to serve the character and must obey every command to the best of his ability. He will only become free when the character lets him go (by ceasing to pay the Commitment Cost of this Spell) or perishes. Spirits who manage to somehow escape by other means are often terrible, vengeful beings that make their former master’s torment their only goal. The Spell will not work if the spirit’s Will rating exceeds the Power of the mage.
Summon Celestial Soul Type: Direct Use: Equal to Spirit's Summoning Cost Target: Other (celestial soul) Range: Summon from anywhere Chant: Equal to Spirit's Summoning Time Duration: Until Life/Mana reach 0, mage dies, or spirit is banished Description: Many of the Spells listed here offer solutions for dealing with spirits which are rude at best. True, spirits are unpredictable, haughty, fickle, and selfish creatures who dislike dealing with mortals to begin with. However, the forceful command, imprisonment, and outright enslavement of these souls is not only immoral on some level, but can jeapardize the safety of the mage...after all, spirits are also extremely vengeful. The general practice for coercing spirits into subservience without resorting to more hostile magic is to draw up a contract written in ink mixed with the mage's own blood. Spirits who sign these contracts will serve the Mage for a year and a day. However, they always ask for something valuable in return, be it sacrifice, treasures, a favor, or a year off the mage's own life. The more powerful the spirit, the more demanding the price; it is ultimately up to the Judge to determine the price that any spirit levies upon his would-be master. In exchange, the mage may use his contract and this Spell to call upon the spirit for help any time he needs it. This Spell may only summon celestial souls. Effect: Calls a spirit to the mage's location, using the mage's Mana to outfit him with a physical body. The Spirit will remain material until its Life or Mana scores reach 0, its summoner dies, or it is banished.
Ward Against Celestial Souls Type: Indirect Use: 6 Mana (burn), 2 Mana (commit) Target: Object (ward) Range: Touch Chant: 6 Duration: Until Ward is erased or disrupted (spirits cannot disrupt a Ward) Description: A complex series of runes written in a specific pattern and blessed with the use of this Spell serves to keep hostile, angry gods away. Effect: If their Will rating does not exceed the Power of the mage, a celestial soul will be unable to cross the Ward’s edges without making a Charisma feat at a Difficulty equal to the Ward’s creator’s Will. Those who manage to cross the threshold suffer the difference between their Will rating and the Mage's Power score as MG damage at the beginning of their turn each Post/Turn they remain inside the Ward.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Jun 19, 2008 11:39 am
NECROMANCY RANK 1
Awaken Po Type: Direct Use: 2 Mana (burn) Target: Other (dead mortal body) Range: 50 yards Chant: 1 Duration: 1d4 days Description: This Spell causes the lower, animal side of the spirit which sleeps within a dead body to awaken. The Po will wreak havoc in its unmitigated fury, killing and devouring everything it comes across until it sates its bloodlust and returns to sleep once more. Effect: Causes a dead body to come to life as the bestial, furious Po takes over. The Po will attack everything within site – necromancer included. It is a completely uncontrollable entity consumed with wrath, emotion, and primitive rage; a bomb to be set off. Pos will attack until either they or everything in site is destroyed. Then, they will wander the countryside for a few days, eventually returning to their grave to sleep once more.
Cloud of Locusts Type: Indirect Use: 3 Mana (burn) Target: Field Range: 10 yards Chant: 4 Duration: Permanent Description: The necromancer takes a deep breath, his lungs inflating to obscene proportions. When he exhales, a horde of locusts spews forth from his mouth, covering and swarming the field. Effect: A cloud of locusts is used to harass and harangue opponents, who take 1 point of unsoakable damage each round they are covered in locusts. This is also more than enough to effectively freak out anyone with a Will < 5, preventing them from doing anything but trying to get the locusts off them. Locusts cover a (Power x Power) Square foot area each round, moving about apart from the mage’s will each round. Locusts will strip an entire field of its vegetation within 1 scene/hour before moving on to the next area; this can lead to the utter devastation of a region's forests, fields, and crops within weeks. However, most necromancer’s (those with a Power less than 8.) are not sufficiently powerful to produce a swarm of such size.
Deathspeak Type: Indirect Use: 1 Mana (burn) Target: Other (dead mortal body) Range: Sound of voice Chant: 0 Duration: Power = number of questions Description: The necromancer's power over life and death allows him to breathe life back into a deceased corpse for just long enough to obtain key information. Effect: The character may ask a dead body an amount of questions equal to his Power score (this number represents the total amount of questions this particular body can answer the character for the entirity of his existence). The body will remain dead, but will answer each querry as though living.
Harm Type: Direct Use: 3 Mana (burn) Target: Other Range: 50 yards Chant: 0 Duration: One attack Description: Bruises and small cuts slowly appear on the targets body from nowhere; the result of this Spell’s destructive magic working on their body unseen. Effect: Deals 1d10 (per Necromancy rank) points of Magical damage to a target.
Husk Type: Direct Use: 4 Mana (burn) Target: Object (ground) Range: 10 yards Chant: 1 (per Husk being created) Duration: Up to (mage's Will) scenes/hours or until touched by sunlight Description: This spell creates places fragments of the necromancer's own spirit (his Mana) into empty shells made from dust. These creatuers, called Husks, are perfect cannon-fodder. Husks are incapable of free or creative thought, are unintelligent, and act solely under the command of their creator. Effect: A number of Husks equal to the character's Power score can be created from a single casting of this Spell. Husks created from grave dirt tend to be a bit stronger and more intelligent than those formed from regular dust. The numbers in parenthesis indicate the stats of a Husk made from grave dirt. PRIMARY STATS Strength: 2 (3) Agility: 2 (4) Stamina: 1 (2) Intellect: 0 (1) Will: 0 (0) Perception: 0 (1) Power: 0 (1) Charisma: 0 (0) Luck: 0 (0)
SKILLS Athletics: 1 (2) Awareness: 0 (1) Combat - Melee: 2 (3) Combat - Ranged: 0 (1) Combat - Unarmed: 3 (4) Craft: 0 (0) Defense: 2 (2) Guile: 0 (1) Influence: 0 (0) Knowledge: 0 (0) Language: 0 (0) Medicine: 0 (0) Technology: 0 (0) Wilderness: 0 (0)
SECONDARY STATS Life: 5 (10) Mana: 0 (3) Constitution: 0 Spirit: 0 Critical Threat: 20 (20) Wait: 5 (4) Weapon: Fists (+0 Physical dmg), Teeth (+1 Physical dmg)
Defense Physical: 0 (1) Elemental: 0 (0) Biological: Immune Magical: 0 (0)
Quench Life Type: Direct Use: 3 Mana (burn) per Necromancy rank Target: Other Range: 50 yards Chant: 0 Duration: 1d8+2 posts/turns Description: With a wave of his hand, a nauseous green glow envelopes the target. This Spell taints the Mana that flows through a target, effectively poisoning them Effect: The level of the poison is equal to the Power score of the caster. Target takes 1d6 (per Necromancy rank) Biological damage each post for 1d8+2 Posts.
Shadowsnakes Type: Direct Use: 1 Mana per tendril (cycle - per post/turn) Target: Self Range: Personal Chant: 0 Duration: Until character retracts them Description: A creeping darkness from the character's shadow becomes tangible and capable of grasping physical objects as though it were made from corporeal tendrils. Effect: Operates like a host of tendrils under the character's control, capable of reach up to 20 yards away and picking up any object the character could normally pick up given his strength. Strikes with these tendrils are counted as unarmed attacks. Such tendrils can be harmed (a single point of damage is enough to force one to disappate) but the character will take no damage should any of his Shadowsnakes be destroyed.
Soultrap Type: Direct Use: 5 Mana (burn) Target: Other (mortal soul) Range: 100 yards Chant: 0 Duration: Permanent Description: This spell draws the disembodied soul of a mortal into the character's bones, trapping it there until he has use for it. Effect: Both the Necromancer and the disembodied mortal soul targeted by this spell roll 1d10 and add the number to their Will score. If the spirit scores higher, he resists the spell and cannot be targeted again for the remainder of the scene/hour. If the Necromancer scores higher, the spirit is drawn into his body and trapped within his own bones. The only way a spirit may be freed before being used for some nefarious purpose is for the Necromancer to be killed and his body burned.
Touch of Fatigue Type: Indirect Use: 2 Mana (burn) Target: Other Range: Touch Chant: 0 Duration: Until target sleeps for 6+ hours Description: The target of this attack suddenly becomes weak and weary as though he’s been awake for days. All his strength feels drained and he is barely able to stand. Effect: Reduces target’s Will and Agility by an amount equal to ½ the mage’s Power. Also increases Wait by 1. The effect will wear off once the target is able to get some sleep. A target who is currently affected by this Spell cannot be affected by it again.
RANK 2
Animate Corpse Type: Direct Use: 2 Mana per corpse Target: Object (dead body) Range: 50 yard radius Chant: 3 Duration: Power = scenes/hours or until touched by sunlight Description: The necromancer brings un-life to a deceased body by causing Mana to flow through it once more. However, because the body has no actual soul or mind, it cannot think on its own. It is a shambling wreck of rotting flesh and bone that obeys commands issued by the Necromancer until the life force that was unnaturally bent to animate it fades or the corpse is struck by pure sunlight. Effect: Target dead body comes to life and will follow the mage’s commands. Any amount of bodies within the area of effect may be targeted in one casting of this Spell. The strength of the zombie is not dependant upon its own flesh (after all, how strong can a decaying corpse afflicted by rigor mortis and loss of muscle tissue be?), but upon the magic which flows through it. PRIMARY STATS Strength: 6 Agility: 4 Stamina: 5 Intellect: 0 Will: 0 Perception: 2 Power: 1 Charisma: 0 Luck: 0
SKILLS Athletics: 3 Awareness: 1 Combat - Melee: 3 Combat - Ranged: 1 Combat - Unarmed: 4 Craft: 0 Defense: 3 Guile: 1 Influence: 0 Knowledge: 0 Language: 0 Medicine: 0 Technology: 0 Wilderness: 1
SECONDARY STATS Life: 25 Mana: 3 Constitution: 0 Spirit: 0 Critical Threat: 20 Wait: 5 Weapon: Fists (+0 Physical dmg), Teeth (+1 Physical dmg)
Defense Physical: 2 Elemental: 0 (special vulnerability to fire) Biological: Immune Magical: 0
Armor of Bone Type: Direct Use: 0 Mana (burn), 10 Life (burn) Target: Self Range: Personal Chant: 0 Duration: One scene/hour Description: Bones suddenly grow out of the mage's skin, ripping through his flesh and providing incredible armor against attack. He feels little pain, thanks to the spell's magic, when the bones pop out and recede...but that does not diminish the serious exchange of injuries for momentary protection. Effect: Increases Physical defense by 15 and allows the mage to completely resist the effects of a single attack while the bone armor covers his skin. This spell may be cast once per scene/hour.
Command Undead Type: Direct Use: 2 Mana (burn), 1 Mana (commit) Target: Other (undead) Range: Sound of Voice Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: The character issues a single, simple command that the target undead has no choice but to obey. Of course, once the task is completed the ghoul may have less than kind feelings towards the one who forced him to act against his will. The Spell will only affect undead who are not currently under the employ of another necromancer. Effect: The undead retains whatever capacity he has for independent thought and action throughout the duration of this Spell’s effect; he simply must comply with the character’s demands, though he is free to choose how he goes about doing so. The Spell will not work if the undead’s Will rating exceeds the Mage's Power score.
Corpse Light Type: Indirect Use: 1 Mana (cycle - per Post/Turn) Target: Area of Effect Range: 100 yard radius Chant: 0 Duration: Until Mage stops committing Mana to the Spell's effect Description: An eerie blue flame is lit in the palm of the mage's hand, floating outwards to the center of the area where it hovers 8 feet above the ground, giving off its strange glow and casting a wicked palor on all gathered around it. Effect: All targets in the area of effect cannot recover Life for as long as the Corpse Light burns.
Grim Visage Type: Indirect Use: 3 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One use - fear effect lasts for 10 (minus target's Will) of the target's posts/turns. Description: The mage suddenly takes on a terrifying appearance, causing all who look upon him to be filled with a mind-numbing fear. Effect: Those affected by this Spell either flee, freeze in terror, or curl up into a fetal position, sobbing and begging for their lives (depending on their disposition and the circumstance). Those unaffected by fear (such as machines and undead) cannot be targeted by this Spell. Likewise, those with a Will greater than the mage’s Power score will be unaffected.
Life to Unlife Type: Indirect Use: 2 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One use Description: Normally, the undead are difficult lot to heal; their dead bodies do not naturally recover from injury and those who do (like Thralls) do so very slowly. This Spell instantly mends the wounds and restores strength to the undead's rotting form. Effect: Restores an amount of Life to an undead target equal to the mage’s Power.
 Murder of Crows Type: Direct Use: 2 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: Up to (mage's Power) posts/turns Description: The mage suddenly transforms into a murder of black crows that can fly, peck, and scratch their way out of almost any situation. Effect: The primary use for this Spell is escape, as it allows the mage to become a group of 20 black crows that are perfectly capable of flying away. For each crow that perishes, the Judge may subtract 5% of the mage’s total Life when he reforms. The pecking, biting, and scratching of the crows does little in the way of actual damage (unless one scores a Critical hit and takes out an eye) but is a useful distraction to allow other members of the horde escape or to simply occupy and divert the attentions of a target. While in crow form, the mage may not cast Spells, use Stunts, or communicate with anything but a loud “caw!”
Shadowsplit Type: Indirect Use: 4 Mana (burn) Target: Other Range: 50 yards Chant: 5 Duration: Until shadow is reattached Description: A bright light shines from the mage's palm towards a target, casting a long shadow. After a moment of exposure, the target's shadow seperates from their body, running wild on its own accord. Effect: Once a target's shadow is seperated from their body, that target may not use any Stunts or Spells and is incapable of speaking until their shadow is reattached. To reclaim one's shadow, all one must do is touch it - however, this proves especially difficult as shadows are wily, quick, and loathe to be reclaimed by their owners. They may move through cracks, up walls and ceilings, and hide inside other shadows.
Touch of Torment Type: Indirect Use: 3 Mana (burn) Target: Other Range: Touch Chant: 0 Duration: 1d4 Posts/Turns Description: Inflicts a sudden, searing pain where the mage grasps the target. The ache soon spreads through their entire body, crippling them with hurt. Effect: The target of this spell is in utter agony and cannot do anything unless they make a successful Stamina feat (with a Difficulty equal to the Mage's Power) each time.
RANK 3
Circle of Eldritch Death Type: Indirect Use: 0 Mana (burn) Target: Area of Effect Range: 10 yards Chant: 0 Duration: One burst Description: A pulse of sickening dark energy from the mage's body damages the Mana of those around him. Effect: Reduces the Mana of all within the AoE by 10 points.
Create Thrall Type: Direct Use: 2 Mana (sacrifice) Target: Object (dead body + stored soul) Range: Touch Chant: 10 Duration: Permanent Description: The more powerful and intelligent undead are known as Thralls. They are roughly as strong (or stronger) than typical player characters and are able to grow with experience, learn Stunts and Spells, and increase their power and Stats just like PCs. They are created from a newly dead body of heroic caliber and animated with a soul of equally epic character (in other words, the body or soul of "cannon fodder" type characters would not suffice). The Thrall is then born with scattered memories of the body’s past life and the fractured personality of the soul. Thralls are generally used as the most competent servants in a necromancer’s army, working as right hand aids and generals. However, they retain a free will along with their intelligence and may rebel against their master if sufficiently provoked. Effect: Thralls feel a compulsion to obey their creator due to the magic that courses through their dead veins, keeping the soul attached to the body. Though they are perfectly capable of rebelling at any time, most do not since they cannot bring themselves to defy their lord. However, in cases where the body and/or soul are violently opposed to their current state, were enemies of the necromancer in life, or are repeatedly abused, angered, and neglected, the Judge may rule that these Thralls are able and likely to break the bonds between themselves and their master. Thralls should be treated as NPC characters (or, for an interesting twist, PC characters!) with their own set of stats, skills, and abilities – that is to say, a new character should be generated or, if the stats of the character being turned into a Thrall already exist, they should be used. Notes: • In the presence of sunlight, the Thrall is greatly weakened, operating with a +5 Difficulty to all actions and unable to spend more than (Will score) Mana on any single maneuver. • Thralls normally recover Life at a normal rate as governed by their Constitution whether treated by a medical feat or not. • Thralls are pale, cold to the touch, and are immune to poison and disease. They have no need to sleep, eat, or breathe.
Deathgrip Type: Indirect Use: 5 Mana (burn) Target: Area of Effect Range: 25 yards Chant: 2 Duration: 1/2 Power = Posts/Turns Description: Touching the ground, dark runes spread across the area of effect for a brief moment before dead hands reach up from the ground, grasping at the living and immobilizing them. Effect: Immobilizes all hostile targets touching the ground within the area of effect. Targets may still act, but are incapable of moving from their current position.
Shadowshape Type: Direct Use: 1 Mana (burn) per sq. foot of material Target: Object (shadow) Range: Touch Chant: 1 per object Duration: Until struck by sunlight or decay Description: Using this spell, the Necromancer is actually able to shape shadows into tangible, useful forms. Effect: Create weapons, armor and other equipment (with 50% of the effectiveness of their corporeal counterparts) as well as cosmetic alterations such as wings (capable of 20 mph flight), claws (+4 Physical dmg), and extra appendages. Since these objects are drawn and formed from shadow, enough "material" must be available at the time of casting to form the item. These semi-permanent dark shapes can last for several years (they have a durability similar to wood and cannot be affected by spells that destroy mundane objects as they are considered magical) but vanish the instant they are struck by sunlight.
Skull Bomb Type: Indirect Use: 4 Mana (burn) + 1 Skull (sacrifice) Target: Area of Effect Range: (Strength + Athletics) x 5 = yards the skull can be thrown. Kill zone = 10 yard radius. Casualty zone = 20 yards outside kill zone. Chant: 0 Duration: One blast Description: A skull is charged with dark, magical energies and thrown at a target, exploding with great force that damages the target and those around it. Effect: In addition to Mana costs, a skull (of any dead creature) is also required for this Spell. The exploding skull will deal the Mage’s Power x 1d6 as Elemental damage to all within a 10 foot radius of the explosion’s epicenter. Those inside the next 20 feet of the blast radius will take 1/2 damage.
Tap Type: Indirect Use: 2 Mana (burn) Target: Other/Self Range: Touch (drained target)/25 yards (beneficiary) Chant: 0 Duration: One use Description: The mage touches the target lightly, pulling the health and vitality right out of them. This stolen Life is then added either to the mage or an ally's Life pool. Effect: Drains an amount of Life equal to the mage’s Power. These stolen Life points can only replenish the target’s lost Life – they cannot raise his Life score above its maximum limit.
Touch of Paralysis Type: Indirect Use: 5 Mana (burn) Target: Other Range: Touch Chant: 0 Duration: Mage's Power = Posts/Turns Description: The touch of the necromancer freezes the target in place. Though they are conscious and can see everything that’s going on around them, they are unable to move or speak. Effect: The target is unable to move or act on their turn for the duration of this Spell's effect.
Plague Type: Indirect Use: 4 Mana (burn) Target: Other Range: 50 yards Chant: 3 Duration: Until cured Description: The necromancer opens his mouth and exhales what appears to be a quick cloud of wispy gray smoke that moves contrary to the wind. It slithers into the target's mouth and nostrils, infecting them with a viral disease. Effect: The mage carries any amount of viral diseases within his body through the passive power of this Spell’s knowledge. He must have contracted or otherwise come into contact with these diseases at some point in order to hold them within himself. By using this Spell, the character infects his target with one of the diseases at his disposal. The target then resists and fights against the disease normally.
RANK 4
Barred Tomb Type: Direct Use: 5 Mana (cycle - per post/turn) Target: Area of Effect (allies only) Range: 1 mile radius Chant: 2 Duration: Until Mage stops committing Mana to the Spell's effect Description: The Necromancer's mastery of death magic allows him to grant a temporary form of immortality to his allies, preventing their deaths for as long as this Spell is active. Effect: Allies cannot die while this spell is in effect. However, they will continue losing Life normally (down into the negative numbers after they reach 0) and if their Life is at 0 or less when the Spell's effect ends, they will die normally.
Blot the Sun Type: Indirect Use: 8 Mana (burn) Target: Field Range: Area of Effect Chant: 5 Duration: Mage's Power = Scenes/Hours Description: As the mage chants, darkness creeps over the sun, slowly turning day into night. Effect: Turns day into night for the duration of the Spell's effect.
Create Abomination Type: Direct Use: 2 Mana (sacrifice) + up to 10 Thralls (sacrifice) Target: Object (multiple Thrall) Range: Touch Chant: 5+1 per Thrall sacrificed Duration: Permanent Description: Perhaps the most monstrous of all creatures at the necromancer’s disposal, the Abomination is created from various pieces of Thralls, sewn together and animated by dark magic. Abominations are truly mad and lack the intelligence and mental cohesion of a single Thrall. Because so many confusing memories and personalities are fused into a single body, the mind shatters very quickly leaving an insane, mentally deficient creature that can be easily manipulated by the necromancer (who is seen as a parent that the Abomination desperately wants approval from). Though they lack the sound judgment and reasoning capacity that characterizes a Thrall, Abominations make up for their mental weakness with raw, unbridaled power. Effect: The mage may combine the stats and abilities of multiple Thralls into one super-powerful body (skills and Wait are averaged together). He may combine up to ten thralls into a single entity. Notes: • In the presence of sunlight, the Abomination is greatly weakened, operating with a +5 Difficulty to all actions and unable to spend more than (Will score) Mana on any single maneuver. • Abominations normally recover Life at a normal rate as governed by their Constitution whether treated by a medical feat or not. • Thralls are pale, cold to the touch, and are immune to poison and disease. They have no need to sleep, eat, or breathe. • A natural success on any combat related feat counts as a Critical success for an Abomination.
Necrosis Type: Indirect Use: 3 Mana (burn) Target: Other Range: Touch Chant: 0 Duration: Mage's Power - target's Luck = Posts/Turns Description: A dark red flame begins to flicker around the target as the Necromancer's power over death begins to destroy the delicate flow of their life force. Effect: The target loses 1d4 Mana at the beginning of their turn each Post/Turn. If they reach 0 Mana while under this Spell's effect, they will die.
Profane Ground Type: Indirect Use: 2 Mana (cycle - per post/turn) Target: Object (ground beneath Necromancer's feet) Range: Covers 15 foot radius around the mage Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: The ground upon which the Necromancer stands becomes tainted by evil and damaging to any living creature that walks upon it. Effect: Any living creature that enters the Area of Effect (on the ground) will suffer 1d6 Magical damage each post/turn he spends there. Angelic and pure targets lose an additional 1d4 Mana each post/turn they remain inside the AoE.
Shadowsink Type: Direct Use: 3 Mana (burn) Target: Self/Object (shadow) Range: Touch (to sink)/Line of sight (to rise) Chant: 0 Duration: One sink/rise Description: This Spell allows the mage to sink into and move through existing shadows, sinking into one and rising from another. Effect: While submerged in shadow, the Necromancer is undetectable and impossible to harm. If the shadow is destroyed via a light source, he will be cast out of it. With this Spell, he may sink into one shadow and rise from another within his line of sight, allowing for a limited form of teleportation.
Steal Youth Type: Direct Use: 6 Mana (burn) Target: Other Range: 10 yards Chant: 4 Duration: Permanent Description: Used by Necromancer's for centuries to feed their vanity, this Spell drains away the youth and vitality of a target and gives it to the mage. Effect: Drains an amount of years from the target equal to the Mage's Power x 1d4. This age's the target and makes the Necromancer young again. If the mage is killed within the week, these stolen years will return to their rightful owners.
Stitch Type: Direct Use: 10 Mana (burn) Target: Other/Self Range: Touch Chant: 0 (but factor in the time it takes to actually perform the surgical modifications) Duration: Permanent Description: A rather gruesome but effective Spell, Stitch allows the character to sew two pieces of tissue together and have the two biological entities somehow work together. Organ transplants, limb attachments, and other macabre modifications are possible when using this surgical Spell to play mad scientist. Effect: The Judge is the ultimate arbiter of any bonuses granted by surgical modifications. Generally, common sense rules apply; wings grant flight, claws grant an unarmed attack bonus, two brains increases thought capacity (and adds dual personalities), etc. This Spell can also be used to reattach lost limbs or create assemblages of dead flesh like Frankenstein’s monster. The Judge may require Craft and/or Medicine feats and minimum skill requirements in those areas depending on the modifications in question.
Touch of Rot Type: Indirect Use: 7 Mana (burn) Target: Other Range: Touch Chant: 4 Duration: 5 Posts/Turns (Permanent) Description: Rot begins to spread from the area the mage touches outward at a rapid pace, consuming flesh as it goes. Effect: Destroys target limb, rotting and killing it within 5 Posts/Turns/minutes. If the body or head is touched by this Spell, the target will suffer 1d8 MG damage at the beginning of their turn each round for 5 rounds.
RANK 5
Blood Curse Type: Direct Use: 5 Mana (burn), 1 drop of target's blood (sacrifice) Target: Other Range: Line of sight Chant: 0 Duration: Until Necromancer relinquishes control Description: By drinking even a drop of the target's blood, the mage is able to use this Spell to take complete control of their body. Effect: Takes complete control of the target's body. Though their mind remains their own, they cannot control their actions and the Necromancer may use this Spell to manipulate them in any way he sees fit. The mage may have no more bodies under his control at one time than he has points in Intellect.
Curse of Undeath Type: Indirect Use: 10 Mana (burn) Target: Other Range: Touch Chant: 0 Duration: One scene/hour Description: The necromancer touches his living target, leaving a fiendish mark. If the target dies while the mark still lingers on his body, he will become an undead servant of the mage. Effect: If the target dies while the effects of this curse linger, he will lie still for a few hours before rising up again as an undead slave to the will of the necromancer. If the target is of heroic caliber (in other words, they have pre-rolled stats), treat the afflicted character as a Thrall. If not, treat them as a more sentient, intelligent zombie.
Doom Type: Direct Use: 8 Mana (burn) Target: Other (mortal creatures) Range: Sound of Voice Chant: 4 Duration: 3 days Description: This Spell places a countdown on the target's life. If they fail to meet a condition set by the Necromancer within 3 days after the Spell's casting, they will die. Effect: This Spell will kill the target exactly 72 hours after its casting if they fail to accomplish the condition set by the mage. Though the mage may set any condition, it must be within the target's mortal power to accomplish (an order such as "move that mountain" or "destroy the sun" would render the spell ineffective).
Heart of Darkness Type: Direct Use: 5 Mana (sacrifice) Target: Self Range: Personal Chant: 5 hours worth Duration: Permanent Description: By performing a complex and lengthy ritual which culminates in the removal of his own black heart, the Necromancer renders himself immortal; unable to die unless his heart is destroyed. Effect: The ceremony surrounding this spell requires several days of preparation and at least 5 hours to complete. Several rare ingredients are required to be sacrificed to complete the ritual as well. For full details regarding the ritual, a character needs to possess a Knowledge of 5 or higher and have access to several books of forbidden magic. If he is able to meet the requirements and cast this Spell, he becomes immortal; incapable of dying by any means other than the destruction of his removed and hidden heart.
Immortality Type: Direct Use: 10 Mana (burn) Target: Self Range: Personal Chant: 0 Duration: 4 Posts/Turn Description: Even if death is able to claim him, the Necromancer's power over the turn of cycles allows him to live on in the body of a newborn infant. Effect: While under the Spell's effect, death will still end the character's life. However, his spirit will wander the Sphere for a time, hunting for a child growing within its mother's womb. Once he finds a new body, the Necromancer inhabits the fetus, gaining new life at birth. He will age normally and, as he grows to maturity, will begin to recall his past life and powers. By the end of adolescence, the character will be fully reborn in a new body (roll new Stats but retain all Special Abilities). This spell may be cast as a reflexive action whether it is the character's turn or not.
Mortify Type: Direct Use: 3 Mana (burn) Target: Other Range: Line of sight Chant: 0 Duration: Until target regains their senses Description: By granting target's a glimpse of their own gruesome death, the mage paralyzes them with overwhelming fear. Effect: This Spell may affect up to (Intellect) targets at once in a single casting of this Spell. Targets of this Spell will become paralyzed with fear, unable to move or even speak. Each round on their turn, they may make a Will feat at a Difficulty equal to the Mage's Power to snap out of it and regain their senses.
Touch of Death Type: Indirect Use: 12 Mana (burn) Target: Other Range: Touch Chant: 0 Duration: Permanent/One Scene/hour Description: One of the most feared Spells in the necromancer’s arsenal, this Spell instantly kills any living thing it touches. Effect: Instantly kills any target with a Stamina score lower than the Necromancer’s Power + Will. Those who cannot be killed by the Spell have their Stamina temporarily (for the remainder of the Scene/Hour) reduced by 1.
Umbra Form Type: Direct Use: 8 Mana (burn) Target: Self Range: Personal Chant: 4 Duration: Power = Posts/Turns Description: This Spell transforms the Necromancer into a terrifying, monstrous Shadow, capable of great destructive magic and elusive escape. Effect: While in Umbra Form, the mage retains his Special Abilities (though he becomes incapable of speaking) and also obtains the following bonuses: Bonuses Intellect +5, Power +5 Defense +3, Guile +3 Powers Flight: Fly through the air at up to 40 mph. Lasts until form touches the ground again. (4 Mana - burn) Intangibility: Pass through solid material. This ability may be used reflexively even when it is not the character's turn. Lasts a single instant. (1 Mana - burn) Invisibility: Become completely indetectible by sight (Umbra Form naturally emits no smell). (1 Mana - Cycle; per Post/Turn) Void Aura: Drains 1d10 Life and 1d6 Mana from all creatures within 10 yards of the Umbra Form each Post/Turn they remain within this range. (Advantage) Weaknesses Double damage from attacks that deal Magical damage
Wail of the Banshee Type: Direct (cannot be resisted however) Use: 4 Mana per target (burn) Target: Other Range: Sound of voice Chant: 0 Duration: Permanent (or until enchantments are cast again) Description: A mournful wail comes from the Necromancer's mouth, shredding through the fabric of Mana and sabotaging any strengthening effect it may have had on his foes. Effect: A mass dispel which removes all temporary buffs, defenses, and other beneficial enchantments from all the Necromancer's enemies. This Spell must affect all enemies at once and only affects temporary benefits, not permanent enhancements derived from Advantages or equipment.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jun 27, 2008 11:52 am
PSYCHOMANCY RANK 1
Kinesis Type: Direct Use: 1 Mana (cycle - per post/turn) Target: Other/Object Range: 100 yards Chant: 0 Duration: Until mage releases target Description: Using solely the power of his mind, the mage is able to pick up and move objects at will, even those much heavier than he could normally carry. Effect: Allows the mage to pick up and move, hold, or carry an object. The Spell allows the mage to hold his target indefinitely, however 1 Mana must be paid each turn the mage continues holding the object, making it an inefficient means of carrying things (unless they would normally be too heavy to otherwise carry). The total weight of all combined objects that can be carried at one time using Kinesis varies by Power score: Power 1: up to 100 lbs Power 2: up to 200 lbs Power 3: up to 400 lbs Power 4: up to 700 lbs Power 5: up to 1,000 lbs Power 6: up to 1,500 lbs Power 7: up to 2,000 lbs Power 8: up to 2,500 lbs Power 9: up to 3,000 lbs Power 10: up to 4,000 lbs
Phantom Pains Type: Direct Use: 2 Mana (burn) Target: Other Range: 50 yards Chant: 1 Duration: Power = posts/turns Description: This Spell is used to convince the target that he's somehow been gravely injured. Though no actual damage is done, the body and mind make the wound a reality...at least for a few moments. Effect: Reduces the target's current Life score by 50% for (Mage's Power) posts/turns. This "lost Life" cannot be recovered until the Spell's effect has ended.
Presence of Mind Type: Indirect Use: 1 Mana (cycle - per post/turn) Target: Area of Effect Range: Power x 100 yards Chant: 0 Duration: Until mage stops committing Mana to the Spell's Effect Description: This very basic Spell allows the character to feel all the minds that are present in the immediate area, thus removing any hindrances to detecting everyone around him. Effect: The mage can feel every mind within range and is aware of their exact locations. However, he cannot “see” beings that do not have a living mind, such as machines, the undead, and spirits.
Probe Type: Direct Use: 1 Mana per rank (burn) Target: Other Range: Line of sight Chant: 0 Duration: One use Description: A simple, basic Spell that allows the psychomancer to read a target's mind. Effect: Mage can search distant, deep, or otherwise buried memories or he may only “hear” what the target is thinking right at the moment. The depth to which the mage is able to probe depends on his Psychomancy rank. Targets may not Resist this Spell unless their Will score is higher than the mage’s and they are aware that he is trying to read their mind. Rank 1: Surface thoughts; mage can only discern what the target is thinking at the moment Rank 2: Thoughts at the back of the targets mind – those he isn’t thinking of right now Rank 3: Thoughts and memories that the target hasn’t thought of in quite some time Rank 4: Memories, thoughts, and feelings that are buried or the target would rather keep hidden Rank 5: Those deep, buried thoughts and subconscious motivations that the target may not even be aware of
Share Senses Type: Direct Use: 2 Mana (burn) Target: Other (2) Range: Touch Chant: 0 Duration: One scene/hour Description: By linking the sensory functions of two minds, the mage enables the linked targets to experience one another's sensory input. Effect: The two targets of this Spell will be able to see, hear, smell, taste or touch what the other experiences. The senses of both targets are not overridden or "swapped", so to speak; both experience their own sensory input and their partner's in a sort of "split screen" manner.
Stoke the Flame Type: Direct Use: 1 Mana (burn) Target: Other Range: 50 yards Chant: 3 Duration: One scene/hour Description: By playing upon an existing emotion, the Psychomancer is able to cause the target's feelings to surge out of control. Effect: This Spell simply amplifies an existing emotion. If the target is slightly angry, the mage can provoke him into a berserker rage. The Spell can transform simple joy into unmitigated elation. It can turn sadness into suicidal despair. The end effect of this Spell on the target is up to the Judge to determine based on the target's personality, the circumstance, and the Power of the mage in question.
Stun Type: Direct Use: 2 Mana (burn) Target: Other Range: 100 yards Chant: 0 Duration: One post/turn Description: The target's mind experiences a hiccup of sorts, momentarily stunning them. Effect: Increases the target's Wait score by 1d6 for a single post/turn.
RANK 2
Disable Type: Direct Use: 1 Mana per Skill point erased (burn) Target: Other Range: 50 yards Chant: 2 Duration: One scene/hour Description: By placing mental blocks in the target’s mind, the mage temporarily erases his memory of how to perform a certain skill, disabling his functionality for a short amount of time. Effect: The target loses up to (mage's Power score) points from any one skill. These points return to the target at the end of the scene and a single skill can only be targeted by this Spell once per scene.
Heartshape Type: Direct Use: 4 Mana (burn) Target: Other Range: 100 yards Chant: 2 Duration: A few moments Description: This Spell influences the target’s emotions, gradually altering them to the mage’s whims. The sudden emergence of unexpected emotions can cause the target to doubt themselves or contemplate following the urges presented by such emotions later, outside the Spell’s influence. Effect: The mage chooses an emotion he wishes the target to feel and implants those passions into the target’s psyche. The Player then rolls 1d6. The degree to which the target feels the emotion in question depends on the outcome of this roll: 1: Weakly – the emotion feels like a passing fancy and the target may not act upon it. 2: Mildly – the emotion is strong but sudden. It may cause the target to contemplate where it came from and the implications of acting on it. 3: Normally – the emotion feels like it came on normally, like many feelings do. The target will probably act upon it if he can sufficiently rationalize doing so. 4: Strongly – the emotion is unusually strong and may cause the target great confusion if it conflicts with his morals and judgment, though this might not stop him from acting on it. 5: Powerfully - the emotion is extremely strong and the target is very likely to act on it, even if it runs against his beliefs and better judgement. 6: Irresistably – the emotion is so powerful that the target barely has any choice whether he will follow his feelings or not; he will act now and sort out the pieces later.
Mental Barrier Type: Direct Use: 3 Mana (burn) Target: Other/Self Range: 50 yards Chant: 4 Duration: One scene/hour Description: An invisible field of magical energy protects the target's mind from outside tampering. Effect: A character under the influence of this Spell may not be targeted by mental attacks from anyone with a Will score less than the Power score of the mage who created the barrier. Otherwise, the barrier places a +5 Difficulty on such mental attacks and grants a +2 bonus to all feats related to resisting mental attacks.
Mind Over Matter Type: Direct Use: 2 Mana (cycle - per post/turn) Target: Other/Self Range: 50 yards Chant: 2 Duration: Up to 10 posts/turns Description: By convincing a target’s mind that the body is stronger than it actually is, the target is able to act outside the limits he subconsciously places on himself. This is not without cost however; coming down from such a high is often a painful, debilitating experience. Effect: Roll 1d6 and multiply the result by 1d4. These points are to be distributed as the mage sees fit amongst his target’s Strength, Agility, and Stamina. For the duration of this Spell’s effect, these three stats are capable of exceeding double their unmodified base score. Secondary stats are also recalculated for the Spell’s duration.
Psionic Bolt Type: Direct Use: 5 Mana (burn) Target: Other Range: 100 yards Chant: 0 Duration: 1d10 x number of failed rolls Description: A burst of psychic energy erupts inside the targets brain, immediately rendering them unconscious. Effect: Can only target those with a Will less than the mage’s. Those who are targeted must succeed on a number of consecutive Resistance feats equal to the mage's Psychomancy rank in order to evade its effects. Failing even one of these rolls causes the target to lose consciousness for 1d10 (x the number of rolls he failed) posts/turns.
Share Knowledge Type: Direct Use: 1 Mana (burn) Target: Other/Self (2) Range: 100 yards Chant: 0 Duration: One feat Description: By linking two minds within range, the Mage is able to endow one target with the skill of another. Effect: Allows one target to use another's Skill rank as the modifier in any appropriate feat, provided they are in range of the Spell. No feat roll is necessary to invoke this Spell and the mage may use it reflexively, even if it is not his turn.
Stupor Type: Use: Target: Range: Chant: Duration: One scene/hour Description: This Spell causes a target to get clumsy, bumbling, loose-lipped. They act as if they had been drinking heavily all night long without actually imbibing any alcohol. Effect: Effectively makes the target drunk. For the effects of drunkeness, see Rule Set #5 in the Game Rules & System Thread.
RANK 3
Amnesia Type: Direct Use: 6 Mana (burn) Target: Other Range: 25 yards Chant: 2 Duration: Permanent(?) Description: This Spell kills and rebuilds a target’s brain cells, permanently erasing and rewriting memories. Of course, it isn't always 100% effective...and there is a chance the target's memory will return. Effect: The amount of time that can be wiped from a target’s mind varies by the Power of the mage and there is always the risk that memories will return if the target is given the proper stimulus (Judge discretion). Power 1-2: Up to one hour from memories made within the past week Power 3-4: Up to one day from memories made within the past month Power 5-6: Up to one week from memories made within the past year Power 7-8: Up to one month from memories made within the past 10 years Power 9-10: Up to one year from memories made within the past 50 years
Hypnotic Suggestion Type: Direct Use: 1 Mana (burn) Target: Other Range: 15 yards Chant: 0 Duration: 1d4 Posts/Turns Description: The Psychomancer issues a simple command that the target will comply with or a suggestion they will believe for a few moments while their mind is made pliable by the Spell. Effect: Target will obey a single, simple command (“drop your weapon”) or believe what he is told (“these aren’t the Machina you’re looking for...”). His mind remains clouded for a few moments, giving the character an opportunity to act without recourse from his commands.
 Kinetic Shock Type: Indirect Use: 4 Mana (burn) Target: Area of Effect Range: 10 yard radius Chant: 0 Duration: One burst Description: A burst of kinetic force crushes and blows back all targets within range. Effect: Deals the Mage's Power x Will as Physical damage to all targets in range, and knocks them back 20 feet. Targets will take additional damage flying through whatever obstacles may be present.
Masquerade Type: Indirect Use: 1 Mana (cycle - per post/turn) Target: Self Range: Personal Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: Using his penchant for confounding the senses, the mage is able to make himself appear to be something he is not. Effect: Allows the mage to assume any guise, no matter how ridiculous. This disguise only works on a sensory level; the mage gains no actual abilities whatsoever from this form (though he can use abilities he already has to make the form seem more real – using a fire spell to simulate the breath of a dragon form is perfectly plausible). Targets who perceive him may make an Awareness feat if their Intellect is greater than the mage’s Will. If successful, they see through the illusion.
Nerve Burn Type: Direct Use: 1 Mana (cycle per post/turn) Target: Other/Self Range: 50 yards Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: This Spell exerts control over the target’s nervous system to either grant them extreme pain or blissful pleasure. Effect: The target starts on the chart below at the degree to which they are currently experiencing pain or pleasure. With a successful casting of this Spell, the target is moved up or down a number of degrees equal to the mage’s Will score. +5: Unspeakable euphoria +4: The highest in earthly pleasures +3: GREAT sex +2: Good sex +1: A nice relaxing bath or massage 0: Feeling normal...nothing out of the ordinary -1: Slight but constant pain like a headache -2: Painful enough to make a grown man cry -3: Seething pain -4: Absolute agony; make a Will feat to remain conscious -5: Unabated torment; make a Will feat to remain conscious or keep from hallucinating
Nightmare Type: Direct Use: 3 Mana (burn) Target: Other Range: 100 yards Chant: 2 Duration: Mager's Power = posts/turns Description: The Spell taps into the part of the targets brain where all his fear is stored. All his dread is suddenly unleashed and terror washes over the target like a flood. Effect: Induces sudden, irrational panic in the target. Those affected by this Spell either flee, freeze in terror, or curl up into a fetal position, sobbing and begging for their lives (depending on their disposition and the circumstance). Those unaffected by fear (such as machines and undead) cannot be targeted by this Spell. Likewise, those with a Will greater the mage’s will be unaffected.
Telepathy Type: Direct Use: 3 Mana (commit) Target: Other/Self Range: Touch (for initial casting) Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: Opens a psychic channel between two targets that allows them to communicate thoughts and feelings across any distance. Effect: Two targets can exchange information freely across any distance.
RANK 4
Cease Type: Direct Use: 4 Mana (cycle - per post/turn) Target: Other Range: 50 yards Chant: 5 Duration: Until mage stops committing Mana to the Spell's effect or until target takes damage Description: By shutting down the conscious mind, the Mage is able to freeze the target's body in place. The target will have no memory of any events that transpired while "frozen" and will in fact perceive time as having instantly jumped from one moment to another in the future. Effect: Completely freezes a target for up to (mage's Power) posts/turns or until target is damaged.
Derange Type: Direct Use: 10 Mana (burn) Target: Other Range: 25 yards Chant: 8 Duration: Permanent Description: This powerful, diabolical Spell shatters the target’s psyche, turning them into a raving mad lunatic or, at the very least, a mentally disturbed individual. Effect: : A mental derangement is permanently placed on the target of this Spell. The type of insanity which afflicts them depends largely on the target’s predisposition towards mental imbalance (if they were a fairly sane person to begin with, their derangement will not be as serious as someone who wasn’t previously playing with a full deck), the mage's Power, and the Judge’s discretion. A few choice mental derangements are listed below in subjective order from least to most serious. Obsessive/Compulsive: Engaging in tedious rituals to ease one’s anxiety. Bulimia: Eats vast amounts of food and gets rid of it in equally drastic fashion Megalomania: Obsession with accumulating wealth and power; being the best Kleptomania: Insatiable urge to steal for the sake of stealing; value of the object isn’t considered Depression: Uncharacteristically sad for no reason; possibly suicidal Narcolepsy: Falling asleep at random intervals due to a dysfunction in the brain Phobia: An irrational, extreme, and pervasive fear of something commonplace. Tourette’s: Uncontrollable bursts of obscenities and socially inappropriate “tics” Manic-Depression: Upbeat and energetic one moment, lethargic and gloomy the next. Hysteria: Unable to control emotions; violent mood swings and irrational fits of rage Paranoia: Believes misery and anxiety stem from an external source Epilepsy: Uncontrollable, random seizures due to wild neural activity in the brain Disassociative Identity Disorder: Personality has fractured into multiple personas. Schizophrenia: Withdrawal from reality, drastic changes in behavior, and hallucinations
Mental Invisibility Type: Direct Use: 2 Mana (cycle - per post/turn) Target: Self Range: Personal Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: With advanced skill in deceiving the senses comes advanced tricks one can employ to elude their enemies; this one in particular allows the mage to become invisible by erasing the perception of himself in the minds of those who view him. Effect: The character cannot be seen, heard, or perceived in any way directly related to the five senses. His effects on the world (such as pushing over a pile of crates or attacking someone) can certainly be seen but he is otherwise undetectable through the use of the five natural senses. He may be perceived by those who do not use senses to perceive the world (such as machines or magical beings) or by those outside a 50 foot radius around the mage.
Mirage Type: Indirect Use: 2 Mana (cycle - per post/turn) Target: Object (illusion) Range: Line of sight Chant: 1 Duration: Until mage stops committing Mana to the Spell's effect Description: This Spell affects the senses in such a way as to allow the mage to create convincing illusions that play on multiple senses. Effect: The mage is capable of creating convincing illusions that work on all five of the target’s senses at once. No real harm or benefit can be gained from these illusions (a target cannot be physically harmed, though he will feel pain and can suffer psychological damage from particularly malicious illusions. By the same token, he cannot physically benefit from eating an illusory meal or receiving a treasure trove of false gold bullion). These illusions will not affect those who specifically state that they do not believe the illusion and make an Awareness feat with a Difficulty equal to ½ the mage’s Power score (round down).
Psychic Shield Type: Direct Use: 3 Mana (cycle - per post/turn) Target: Other/Self Range: 50 yards Chant: 2 Duration: Until mage stops committing Mana to the Spell's effect Description: A purple matrix of magical and kinetic energy is formed around the target, granting them protection from harm. Effect: No physical attacks may enter or leave the barrier for as long as the Spell endures.
Puppetry Type: Direct Use: X Mana (commit; X = target's Will score) Target: Other Range: 20 yards Chant: 4 Duration: Until mage stops committing Mana to this Spell's effect Description: A wisp of white smoke leaves through the mage's eyes, ears, mouth, and nostrils, flying through the air and into the target's body. This Spell allow's the mage's soul to leave his own body behind and take over the frame of another. Effect: Both target's roll 1d10 and add their Will score. If the target succeeds, the mage is repelled and sent back into his own body; he may not attempt to use this Spell against the target for another scene/hour. If the Psychomancer is successful, he will take over the body of the target as his own falls limp and useless. While in this form, he will assume the Strength, Agility, and Stamina of the target while retaining the rest of his Stats and abilities. Any powers intrinsic to his target's form (such as wings or fire-breath) will be at his disposal.
Pyretics Type: Indirect Use: 3 Mana (burn) per fire created Target: Other/Object Range: 50 yards (fireballs may be thrown up to 20 yards away) Chant: 0 Duration: One use Description: By rapidly rubbing molecules together with Kinesis, the mage is able to create fires. Effect: Sentient targets that are ignited take 8 Elemental damage at the beginning of their turn each round until the flame is doused or they are burned to a crisp. Fires created otherwise burn hot but not long; these natural flames typically consume all their fuel within 2 posts/turns after their creation. Fireballs shot at targets will dead 2d8+4 Elemental damage upon impact.
RANK 5
Cripple Type: Direct Use: 4 Mana (burn) Target: Other Range: 50 yards Chant: 3 Duration: 1d8+2 Posts/Turns Description: By rendering his limbs numb and useless, the Mage effectively cripples his target. Effect: Target becomes incapable of moving or acting on their turn, though they can perform actions that do not require the movement of their extremities.
Domination Type: Direct Use: 2 Mana (commit) Target: Other Range: 100 yards Chant: 4 Duration: Potentially permanent (see below) Description: The target of this sinister Spell becomes putty in the mage’s hand; a mindless drone who will obey the mage’s whims to the letter. Effect: The target is completely controlled by the mage’s Player as the mage controls everything his doll says and does with his own mind. A mage may have up to (Intellect) characters under the control of this Spell at one time. A target may make a Will feat: • every 48 hours • if forced to do something against his core beliefs • if forced to harm someone he truly loves • if forced to harm himself directly (such as injuring himself or committing suicide) If the target succeeds on his Will feat, he will break free of the mage’s control with no memory of the time spent under. A target who has broken free may never again be controlled by the mage (though another mage is perfectly able to come along and capture them).
Mental Rampart Type: Direct Use: 5 Mana (burn) Target: Other/Self Range: Touch Chant: 4 Duration: Until character's leave target's mind Description: This Spell opens a gateway to a mental realm inside the target's mind, allowing the Psychomancer (and any other minds he wishes to accompany him) to interface with the target's psyche as though it were an actual place. Effect: Renders the target and all others involved in the Spell completely unconscious. Each target's mind is a vastly different realm filled with beings who represent his various virtues, vices, hang-ups, and personality traits. Target's can be affected on a very deep level based on what happens through this Spell. Most often, this Spell is used as a storytelling device to open a gateway to a new adventure inside a target's mind.
Mind Blow Type: Direct Use: 8 Mana (burn) Target: Other Range: 50 yards Chant: 6 Duration: One attack Description: This appropriately named Spell sends wave after wave of psychic energy into the target's brain, causing their head to explode in a gruesome, gory mess. Effect: Only targets with a Will score that is less than the mage’s Power score may be targeted. Those unfortunate targets of this Spell must make an amount of successful consecutive Will feats equal to the Mage's Power score. Failing even one of these feats results in a grisly, messy death from which there is no chance of resurrection. Targets without a mind (such as Machina, the undead, and spirits) cannot be affected by this Spell.
Tabula Rasa Type: Direct Use: 15 Mana (burn), 1 Mana (sacrifice) Target: Other Range: Touch Chant: About 48 hours of psychic work Duration: Permanent Description: All semblance of the target, his memories, his personality, and every other aspect of his being is completely erased. The Psychomancer then rebuilds him from the ground up. Effect: Erases everything about a character except for his physical body. All stats, skills, and special abilities are remade by the Psychomancer. This process takes about 2 whole days to complete on an unconscious target.
The Mind is a Prison Type: Direct Use: X Mana (commit; X = target's Will score) Target: Other Range: 20 yards Chant: 4 Duration: Until mage stops committing Mana to the Spell's effect Description: The Psychomancer is able to trap the target within their own perceptions, causing them to perceive a prison from which there is no escape and thus trapping them within their own mind. Effect: The target becomes effectively imprisoned. Though conscious and fully capable of free movement and action (unless shackled in their prison), the character perceives themselves in a prison of the mage's choosing, and thus will be unable to leave this "dungeon" until freed by the mage.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jun 27, 2008 11:54 am
SEALINGA Seal is a circle of arcane markings (called Glyphs) designed to draw in currents of Mana and shape this energy into a magical effect using geometric patterns and shapes. Seals constitute a more permanent (albeit less flexible) form of magic that can be activated again and again long after the original effect has come and gone. Oftentimes, Seals are drawn or carved into inanimate objects such as a stone floor, a ceiling or a wall and, when activated, give a unique property to all things inside the circumference of the circular seal, including whatever the Seal is drawn upon. They are frequently used to set traps, render important locations invisible, provide a field of protection, etc. Infrequently, they are tattooed on a person’s body (though the markings are only visible when the Seal is active) and can be activated (for good or for ill) by anyone with the power to exercise control over Seals.
A Seal may be activated only by those who able to create such a seal; in other words, those who can cast that particular Sealing spell. However, the function of a particular Seal can be understood by anyone with the Read Glyphs advantage. Seals retain their power only so long as they are whole; if destroyed, broken, or altered in some way, a Seal will cease to be of any use. It should be noted that only those outside the circumference of an active Seal can do anything against the Seal; those inside and/or under its effects can do nothing against it intentionally. Even so, Seals are incredibly difficult to destroy through mundane means; even the inanimate objects they are inscribed upon somehow become ten times as durable as they were before, making the destruction of such Seals almost impossible.
A Variated Seal is a complex array which layers the effects of several different seals into one mark. The maximum amount of layers that may exist in a Variated Seal is equal to 50% of the creator's Intellect score (round down). The costs associated with each Seal are combined for both creation and activation of Variated Seals and all the effects are activated at once. When reading a Variated Seal, characters must make a number of Intellect feats equal to the number of layers in the Seal. Failure on even one of these rolls results in an incomplete understanding of the array's full effects. Thus Variated Seals can be useful for tricking the unwary into thinking the Seal provides one thing but trapping them with a secondary effect.
The spells listed here allow any character with the appropriate rank in Sealing and the Read Glyphs Stunt to both create an activate any of the Seals listed below. The number the left of the slash indicates the spell's stats in regards to creating the seal. The number to the right indicates the spell's stats in regards to activating an existing seal; Create/Activate.
Note: Sealing is a fairly advanced branch of magic and its application is far less suited to active combat than other types of magic. While seals can be useful for creating traps, the primary function of this branch of magic is to allow Mages to activate any of these Seals they come across. Seals are particularly abundant in First and Second Age ruins...so much so that certain areas may be inaccessible without being able to activate the proper Seals. Those attempting to use Sealing offensively or defensively will find themselves greatly frustrated at how long it takes to create a seal for a single activation. The best use of this branch of magic is found outside of combat.
RANK 1
Seal of Adhesion Type: Indirect Use: 1 Mana (sacrifice)/1 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 10/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: Any inanimate object within the circumference of the seal becomes fixed in place and unable to move from where it stands, fixed to the Seal as though glued by an invisible force. Nothing can break this bond save for the cancellation of the Seal’s effect. Effect on an object: Works as a useful tool to keep would-be thieves from lifting valuables from an area. This Seal has also been used on vertical walls to allow those with the proper knowledge to scale the wall by activating and deactivating the Seals as they climb. Effect on a person: Most often, this tattoo is affixed to the hands and activated to provide an unshakable grip for the person. At other times, it has been tattooed on the soles of slave’s feet in order to hold them in place in case of escape. At any other point on the body, the tattoo simply serves to prevent whatever touches that Seal to become immovable for so long as the Seal is active.
Seal of Ecstasy Type: Indirect Use: 1 Mana (sacrifice)/1 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 10/0 Duration: Until mage stops committing Mana to the Seal's effect Description: This sign causes all within its limits to feel pleasure and relaxation. Targets feel a soothing wave of bliss come over themselves and though they remain in full control of themselves, few are ever willing to leave such an area voluntarily. Effect on an object: Those with a Will greater than 6 must make a Will feat at +5 Difficulty to leave the Seal’s area if their lives or well-being are not directly in danger (the danger of death from inactivity is not considered being directly in danger; many have simply wasted away enjoying the pleasures of this Seal). If there lives are in danger, the Difficulty is removed for those with a Will greater than 6. Others may make a feat to escape, but at +5 Difficulty. Effect on a person: This Seal is used frequently by hedonists who dabble in the mystical. It not only provides a high when activated, but while inactive enhances sensations ever so slightly; just enough to provide more of a kick from carnal delights.
Seal of Growth Type: Indirect Use: 1 Mana (sacrifice)/1 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 10/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: This Seal draws in Mana’s life-giving power, infusing it into living things and causing them to grow at an exponential rate. It is believed that buried beneath some great forests are traces of this Seal. Effect on an object: All plants and animals within this Seal will grow 10 times as fast as normal, even if the environment does not normally provide the nutrients to do so. Even once the plants reach maturity, they will continue to grow into giant versions of themselves. Gigantic plants are largely unaffected by the negative side effects of this Seal, but gigantic creatures usually turn out deformed physically and possessive of a much more aggressive and wild nature than their normal counterparts. Effect on a person: If applied to one who has not yet reached maturity, they will quickly grow to adulthood. If the mark is not removed at this point, they will continue to grow into a deformed, wild, and mentally unstable giant. If applied to a mature adult, this Seal will regrow lost limbs over a period of 7 days when activated.
Seal of Secrets & Ciphers Type: Indirect Use: 1 Mana (sacrifice)/1 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 10/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: Seals of Secrets and Ciphers work like locks and keys. Unlike other types of Seals, this is a broad category that covers literally thousands of different seals rather than a specific pattern with specific effects. A particular Seal of Secrets works only with a particular Cipher; much like a lock and key. These Seals are most often used by esoteric groups who wish to keep their secrets safe from outsiders. Effect on an object: Seals are often placed on walls or floors and, when activated by the correct Cipher, allow passage through to the other side. They can also be written on paper and stuck to a doorjam or wrapped around a box, preventing opening without the correct Cipher. Effect on a person: A Seal of Secrets cannot be made on a person; there is no real use to doing so. However, some organizations inscribe their Ciphers on particular (often high-ranking) individuals, allowing them to freely access any Seal which corresponds to their Cipher.
Seal of Viewing Type: Indirect Use: 1 Mana (sacrifice)/1 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 10/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: The area the Seal covers becomes transparent as clear glass, allowing onlookers to see through it. The Seal only works one way; those on the opposite side will see only the plain surface upon which the Seal is inscribed. Effect on an object: Turns the area the Seal is written on transparent, and allows for one-way viewing onto the opposite side of the object. Effect on a person: Though its uses are limited to medicinal examination and grossing out the weak of stomach, this Seal allows others to see the internal organs under the area the Seal covers.
RANK 2
Seal of Darkness Type: Indirect Use: 2 Mana (sacrifice)/2 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 15/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: This Seal turns the space inside it into complete darkness. No natural sight can penetrate this black wall and dark-vision abilities allow sight for up to 10 feet. Effect on an object: Creates impenetrable darkness within the confines of the Seal. This can be used to impair the vision of all those in the seal or to create a solid wall of darkness that prevents sight from one side of the area the Seal encircles to the other. Effect on a person: When this Seal is drawn and activated on a person, it turns them into a dark, featureless silhouette, effectively masking their identity and making them practically invisible in darkness; all Stealth feats automatically succeed in darkness and have a default Difficulty of 10 (instead of 15) otherwise. Stealthed characters with this Seal active have impose a +5 Difficulty on those trying to to visually detect them in normal light and a +10 difficulty to those trying to visually detect them in darkness.
Seal of Eldritch Attunement Type: Indirect Use: 2 Mana (sacrifice)/2 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 15/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: The positioning of the pictographic symbols in this Seal allows Mana to warp reality much more freely from within the Seal’s edges. Those who stand inside this Seal find their Stunts and Spells do not require nearly as much energy to invoke. Effect on an object: The Mana cost to cast Spells and use Stunts is reduced by 50% for all within the confines of the Seal. Effect on a person: This person’s Spells and Stunts cost 50% less to use while this Seal is active. However, the downside is that incoming Spells deal an extra +50% of their base effect and attempts to resist Direct magic are made with a +3 Difficulty.
Seal of Gravity Type: Indirect Use: 2 Mana (sacrifice)/2 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 15/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: Reality is altered through the use of this Seal with gravity increasing or decreasing exponentially as per the specifications of the one who created it. It should be noted that this Seal will either increase or decrease gravity to the same degree each time as this attribute of the Seal is ascribed to a specific marking somewhere on the Seal and not the whims of the one activating it. Effect on an object: Increases or decreases gravity by up to 1,000% (10 x normal gravity). Some use this to slow down their enemies significantly (all in the Seal add 1 to their Wait for every multiple of gravity up to 10) or increase the speed of combat (all in the seal decrease their Wait by 1 for every multiple of gravity up to 3; after 3, it becomes difficult to move as the slightest misstep can send one hurtling high into the air…and even at slightly lower gravity, knock-back effects can be particularly harsh). Effect on a person: Each time this Seal is activated on a person, gravity will increase or decrease for them resulting in the same effects as listed above.
Seal of Silence Type: Indirect Use: 2 Mana (sacrifice)/2 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 15/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: This Seal prevents all sound from leaving the area contained within the Seal. Though noise exists within the Seal at normal volume, it cannot be heard at all outside of the Seal’s boundaries. Effect on an object: Sound-proofs the area within the Seal. Oftentimes, it is used in conjunction with an imprisonment or cloaking Seal to prevent intruders from finding whatever is inside the Seal. Effect on a person: While active, the one with this Seal on their body will make no noise. His movements are soundless and even the sounds made by his passing are silenced. However, he cannot speak (though he can still Chant) as sound does not leave his body.
Seal of Torment Type: Indirect Use: 2 Mana (sacrifice)/2 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 15/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: This inhumane Seal draws negative energy into its domain and unleashes its wrath upon all within, sending them into writhing, agonizing pain. Effect on an object: A trap or torture device to be certain; the Seal of Torment causes no physical damage to its targets, but incapacitates them completely as it wracks their body with unbelievable pain. Most beg for death within a few seconds of torture…the Seal of Pain has been described by survivors as the most horrible pain they have ever felt and many are still traumatized by the experience. Effect on a person: This mark was once used on slaves, exiles, and criminals as a form of punishment; should they escape, break parole or commit further crimes, their punishment and capture would be swift and simple as with but a word their captors could send them into unspeakable anguish.
RANK 3
Seal of the Gladiator Type: Indirect Use: 3 Mana (sacrifice)/3 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 20/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: Used extensively in mock death matches, the Seal of the Gladiator prevents those within its confines from dying, no matter how serious their injuries. Effect on an object: Inside the Seal, damage and death occur normally. However, a few seconds after dying, any target within the Seal returns to full Life and health no matter how serious their injuries. Effect on a person: This incredible Seal will restore its bearer to full health after death...however, the Seal must be activated by an outside party; one with full knowledge of how to create and activate such a complex array. Not only that, but the fallen character who bears this Seal must be raised within 3 rounds or they will perish. This Seal does not make one immortal; they can still die of disease, old age, and health complications. But it does provide protection against sudden, violent deaths that occur in battle.
Seal of Imprisonment Type: Indirect Use: 3 Mana (sacrifice)/3 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 20/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: Once this Seal is activated, all those inside cannot escape from its borders. Effect on an object: Serves as the perfect prison, keeping those unfortunate enough to find themselves trapped inside from leaving no matter how hard they try. Effect on a person: Even while this Seal is active, it does nothing to impede the character's movement. However, it does serve to keep his soul (or any other souls inside him) inside his body, regardless of whether it is active or dormant.
Seal of Passage Type: Indirect Use: 3 Mana (sacrifice)/3 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 20/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: The material that the Seal is written upon become immaterial (though still visible) for as long as the Seal is active, allowing solid matter to pass through the Seal as though it were empty air. Effect on an object: Allows characters to pass through the Seal as though it were an open portal to the other side of the object. This is most often used as a secret door into another area or as a pit to trap the unwary. Effect on a person: While the Seal is active, material objects will pass through the character. Though this is especially useful for avoiding damage from attacks, it prevents the character from holding onto anything or affecting material objects in any way so long as the Seal is active.
Seal of Protection Type: Indirect Use: 3 Mana (sacrifice)/3 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 20/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: A mark designed to protect those within the Seal from harm, traces of great Seals of Protection have been found on the walls of ancient cities whose magic has long since faded. Effect on an object: Those within the confines of the Seal are completely protected from attacks made by those outside the Seal. All attacks hit a barrier of magical force that instantly stops them. This Seal does not, however, prevent hostile targets from entering the confines of the Seal and attacking their target directly. Effect on a person: The character who benefits from this Seals protection doesn’t gain complete immunity to all attacks, but gains a significant boost to all his Defense scores; Physical defense increases by an amount equal to the character’s Power. Elemental defense improves by 50% of the character’s Power. Finally, Biological defense increases by one quarter of the character’s Power.
Seal of Shelter Type: Indirect Use: 3 Mana (sacrifice)/3 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 20/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: Despite the severity of environmental conditions outside this Seal, the temperature is pleasant, the air is plentiful, and all other factors (except for food and water) are favorable for life to be sustained inside the Seal. Effect on an object: This Seal provides a pocket environment that characters can survive in despite whatever conditions may exist outside the Seal. Food and water are not provided by this Seal; it only provides an agreeable living environment. Effect on a person: While active, the one with this Seal drawn on their body will be immune to the effects of hypothermia, exposure, suffocation, disease, and other environmental factors that can lead to death; it will be as though their body is encased in an invisible, sterilized bubble.
RANK 4
Seal of Antimagic Type: Indirect Use: 4 Mana (sacrifice)/4 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 25/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: Magic ceases the function within the confines of the Seal. Spells fall flat, artifacts become ordinary, and Stunts are not amplified by Mana’s power. Making this Seal part of a Variated Seal will cause the power of all other Seals contained within to become unstable or fail completely. Effect on an object: Those within the Seal can no longer spend Mana to fuel their Stunts, Spells, or other Mana-augmented special moves. Effect on a person: Nothing good can come from having an active Seal of Anti-Magic on a person. If placed on an unsuspecting target, not only will it prevent them from spending Mana while the Seal is active, but it will cause them to become sickly and significantly shorten their lifespan as Mana’s life-giving energy does not flow easily through the mark.
Seal of Arcane Power Type: Indirect Use: 4 Mana (sacrifice)/4 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 25/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: The Glyphs of the Seal are of such nature that raw Mana is quickly drawn into the Seal, supplying all within with copious amounts of magical energy to fuel their Stunts and Spells. Effect on an object: All who stand within the borders of the Seal regenerate an additional 10 Mana at the beginning of their turn each round. If they leave the Seal before this time, they regenerate no energy. Effect on a person: Though admittedly useful, this mark is not without its dangers. The sudden influx of energy on a living target can actually damage the body. If the character with this seal on them fails a Stamina feat the moment the Seal is activated, they will be stricken with immense, incapacitating pain that prevents them from performing any action; all they can do is lie helplessly in excruciating pain.
Seal of Invisibility Type: Indirect Use: 4 Mana (sacrifice)/4 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 25/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: When activated, this Seal renders everything it touches completely undetectable by sight, sound, smell, or any other sense. Sounds made from within are muted. Sights are rendered invisible and so on. Effect on an object: Everything inside the Seal is undetectable; it simply looks like an empty patch of ground (or whatever the visual attributes of the Seal’s environment may be). Effect on a person: When active, this powerful Seal can negate the character’s ability to be perceived by any one of the five senses (as specified by the Seal's creator). He may use it to turn invisible to the eyes, but remain detectable by the other four senses…or he may mute all sound he would normally produce but remain visible and detectable by every other sense. In any case, the character is only able to mute his perceptibility as it relates to one of the five senses; he will always be vulnerable to the other four. This Seal can do nothing to prevent his aura from being sensed.
Seal of Peace Type: Indirect Use: 4 Mana (sacrifice)/4 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 25/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: A useful tool of diplomacy, the Seal of Peace affects the minds of those inside, preventing them from violent action against one another while the Seal is active. Effect on an object: Those within the Seal cannot bring themselves to directly harm another within the Seal's confines. Effect on a person: When activated, the one who bears this Seal cannot intentionally harm another sentient target. To this day, the Seal is placed on ex-convicts, criminals on probation, and others with a history of violence.
Seal of Spying Type: Indirect Use: 4 Mana (sacrifice)/4 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 25/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: This Seal actually exists in two seperate arrays; one works as a camera of sorts, spying and relaying audio and visual information back to the second array which displays this information to those watching. Effect on an object: The first array becomes invisible when active, allowing for effective spying. It sends audio and visual information to the second array, which can be viewed by anyone able to look at the active Seal. Effect on a person: If the primary array is placed on a person, it allows those viewing the secondary array to see whatever the seal bearer sees and hears. If the secondary array is placed on a person, the effect is the opposite and he becomes the display of whatever the primary array views.
RANK 5
Seal of Death Type: Indirect Use: 5 Mana (sacrifice)/5 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 30/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: A simple, innocuous circle with very few adorning Glyphs belies this mark’s true nature. Those who enter the active circle slowly and painlessly lose their lives, falling dead before they realize they're in danger. Effect on an object: All who stand inside the active Glyph slowly die, losing 1d4 points of Life at the beginning of their turn each round. The Judge should not alert the players that they are losing Life, but quietly roll the dice when appropriate and keep his own tabs on how much life characters have (if he's feeling merciful, he can tell them they're beginning to feel weak). Effect on a person: When activated, this mark deals the same amount of damage to a living person. There is little pain involved; the target simply feels themselves getting sleepier and sleepier until they collapse and never wake up. Even if the Glyph remains inactive, target’s with a Luck less than 5 often die within (target’s Will) days.
Seal of Keening Type: Indirect Use: 5 Mana (sacrifice)/5 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 30/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: A much feared and taboo Seal, this series of arcane Glyphs allows those who walk through it to pass through The Veil which separates the material world from the Spirit World. Once immaterial, formerly mortal characters can see and interact with the intangible spirits that reside there. Effect on an object: Provides a portal through which one can walk into the Spirit World. The Seal must be placed around doors or thresholds that can normally be passed through. Effect on a person: When active, the Seal causes the character to become immaterial like a spirit, passing from the world of mortals into the world of spirits. When in this form, he assumes the same qualities and limitations as a ghost; he can see but cannot interact with the physical world (likewise, he cannot be seen or interacted with) and is vulnerable to all the same wards and Spells that can affect spirits. But even when the Seal is inactive and the character is material, spirits are drawn to the strange energies put off by the Seal. This can prove to be a maddening curse as both human and inhuman souls, light and dark, are a constant (and often disturbing) nuisance.
Seal of Life Type: Indirect Use: 5 Mana (sacrifice)/5 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 30/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: By drawing in the blessed energies of Mana, this Seal is able to encourage health and vitality to all who stand within its borders. Effect on an object: Living targets within the Seal regain 1d4 points of lost Life at the beginning of their turn each round they remain inside the Seal. Effect on a person: The character with this Seal active on his body recovers 1d4 points of lost Life at the beginning of his turn each round…when it actually works. This Seal is notoriously fickle and each time it is activated, the character must make a Luck roll at -3 Difficulty. If he fails, he cannot use the Seal again for 1d4 scenes/hours.
Seal of Transport Type: Indirect Use: 5 Mana (sacrifice)/5 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 30/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: This is actually two separate Seals; one is placed in one location and one is placed in another. If one Seal is activated, the other becomes active as well and any who enter into the confines of either Seal will be instantly transported into the confines of the other. Effect on an object: Serves as a gateway between two points. At times, the Seal was used as a trap to send undesirables away from their present location and into danger or simply far, far away. Other times it functioned as a mode of instant transportation between places. Effect on a person: This Seal involves two participants. When the Seal is active on one, it becomes active on the other and the two are able to pass anything to their “partner” using the Seal; thoughts, powers, knowledge, Life, Mana, and equipment (to name a few) can all be pushed through.
Seal of Warding Type: Indirect Use: 5 Mana (sacrifice)/5 Mana (commit) Target: Object (seal) Range: Touch/50 yards Chant: 30/0 Duration: Permanent/Until mage stops committing Mana to the Seal's effect Description: This protective Seal prevents hostile entities from entering its boundaries. A useful mark to be sure, the Seal of Warding once provided protection from entry into ancient cities and important government buildings. Effect on an object: Entities hostile to those inside the Seal cannot cross the Seal’s threshold. They may use ranged attacks against those inside, however, as the Seal only prevents hostiles with a mind and soul from entry (Machina and other artificial creations are capable of crossing the threshold as they have no mind or soul to begin with). Effect on a person: Even when the Seal is inactive, hostile entities are incapable of entering the character’s body, protecting him from possession by spirits and other such entities. When active, the Seal forces opponents to make a Will feat when attempting to initiate combat with the character. Failure results in the target becoming unable to attack the character directly (at least via melee combat) for the remainder of the round.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Fri Jun 27, 2008 11:55 am
THAUMATURGY RANK 1
Aura Burn Type: Indirect Use: 1 Mana (cycle - per post/turn) Target: Area of Effect Range: 5 feet around the mage Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: The mage’s aura becomes visible in brilliant and dramatic fashion, dancing as a bright, colored flame around his body. His aura literally burns and sears any who come near him with eldritch fire. Effect: Any target standing within 5 feet of the mage will take 1d4 Magic damage at the beginning of their turn each round starting the instant this Spell is cast.
Elemental Earth: Local Quake Type: Indirect Use: 1 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: A sudden erruption beneath the target blasts them with stone shrapnel and heat. Effect: Deals Power+1d10 Physical damage to a single target.
Elemental Fire: Ember Type: Indirect Use: 1 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: A burst of fire flashes from the mage’s snapping fingers, searing a target with magical flame. Effect: Deals Power+1d6 Elemental damage to a single target. There is a 30% chance the target will be ignited in a non-magical fire. See Rule Set #5 for more information on being engulfed in flame.
Elemental Ice: Cold Snap Type: Indirect Use: 1 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: The mage snaps his fingers and a visible bolt of frozen air arches towards the target, freezing flesh and destroying tissue as it hits. Effect: Deals Power+1d6 Elemental damage to a single target. There is a 25% chance the target will be frozen in place until they can break free by accumulating 2 successful Strength feats.
Elemental Lightning: Spark Type: Indirect Use: 1 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: With a snap, a spark of electricity jumps from the mage's fingers to the target in a crackling arc of light and ozone. Effect: Deals Power+1d6 Elemental damage to a single target. There is a 50% chance to stun the target, increasing their Wait by 1 until the end of their next turn.
Freezing Touch Type: Indirect Use: 1 Mana (cycle - per post/turn) Target: Other/Object Range: Touch (spreads at a rate of 5 feet per post/turn) Chant: 0 Duration: Until ice naturally thaws (Judge discretion based on current environment) Description: The mage's hands begin to blow with wisps of light blue energy. Whatever the mage touches with this Spell will then begin to freeze as he remains in contact with it. Effect: Instantly reduces the temperature of objects the mage touches to below freezing (of course, touching a hazardous substance like lava will melt the mage's hands so...) About 5 feet of solid matter can be iced over per round. A living target that is touched by this Spell has its Agility temporarily reduced by 1 each round it is touched – at 0 Agility, it is frozen solid and cannot move or act until thawed. • At Thaumaturgy Rank 3, the mage becomes capable of shaping the ice into any shape he can imagine as it spreads.
Mana Missile Type: Indirect Use: 1 Mana (burn) Target: Other Range: 100 yards Chant: 0 Duration: One attack Description: This attack Spell, while fairly weak, is reliable; it will always deal the same amount of damage regardless of the opponent’s defenses. It appears as a small bolt of energy, brightly glowing the same color as the mage’s aura. Effect: This magical bolt flies at high speed towards the target and homes in on their position. Though it only deals 1 point of unsoakable damage, it cannot be blocked or dodged by conventional means. If used in conjunction with a power that augments the spell in some way, Mana Missile is treated as a fast-moving projectile and deals Magic damage.
Noxium Type: Direct Use: 3 Mana (burn) per Thaumaturgy rank Target: Other Range: 50 yards Chant: 0 Duration: 1d8+2 posts/turns Description: With a wave of his hand, a nauseous green glow envelopes the target. This Spell taints the Mana that flows through a target, effectively poisoning them Effect: The level of the poison is equal to the Power score of the caster. Target takes 1d6 (per Thaumaturgy rank) Biological damage each post for 1d8+2 Posts.
RANK 2
Acid Spit Type: Indirect Use: 2 Mana (burn) Target: Other/Object Range: Up to 20 feet in front of the mage Chant: 0 Duration: One attack + 4 rounds Description: The mage takes a deep breath, filling his lungs to capacity, then spews a jet of foaming green acid from his mouth. Effect: Deals an amount of Biological damage equal to the mage’s Power to all targets up to 20 feet in front of the mage. The acid continues to burn targets for 4 more rounds, dealing an additional 1d6 points of Biological damage at the end of their turns each round.
Boom Type: Indirect Use: 3 Mana (burn) Target: Other Range: (Strength + Athletics) x5 yards Chant: 0 Duration: One attack Description: A ball of light with bands of yellow energy encircling it is formed in the mage’s hand. This sphere explodes when it is thrown, releasing a shockwave and a deafening boom. Effect: Stuns all targets within a 15 feet of the blast radius, increasing their Wait by 1d4-1 for a single round. Targets also suffer an amount of Physical damage equal to the mage's Power score.
Constrict Type: Direct Use: 1 Mana (cycle - per post/turn) Target: Other Range: 25 yards Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: Invisible forces controlled by the mage cut off the target’s air, choking him to death. Effect: Cuts off a target's air supply, choking them to death. See Rule Set #5 for more information on holding one's breath and suffocation.
Elemental Earth: Sandblast Type: Indirect Use: 2 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: A high-powered blast of abrasive sand is fired from the mage's hands or mouth at a target, tearing away at their skin and bones. Effect: Deals Power+2d10 Physical damage to a single target.
Elemental Fire: Fireball Type: Indirect Use: 2 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: The mage fires a ball of volatile, magical flame from the palm of his hand at a target. Effect: Deals Power +2d6 Elemental damage to a single target. There is a 40% chance the target will be ignited in a non-magical fire. See Rule Set #5 for more information on being engulfed in flame.
Elemental Ice: Ice Bolt Type: Indirect Use: 2 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: The mage swings his arm and launches a visible wave of cold air in the shape of a crescent that cuts through the air to freeze its target. Effect: Deals Power +2d6 Elemental damage to a single target. There is a 30% chance the target will be frozen in place until they can break free by accumulating 3 successful Strength feats.
Elemental Lightning: Thunder Bolt Type: Indirect Use: 2 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: A solid bolt of lightning flies from the tip of the mage’s joined index and middle fingers to electrocute its target in a loud crack of power. Effect: Deals Power +2d6 Elemental damage to a single target. There is a 50% chance to stun the target, increasing their Wait by 2 until the end of their next turn.
Stagger Type: Indirect Use: 2 Mana (burn) Target: Other Range: 50 yards Chant: 0 Duration: 1d8 scenes/hours Description: A bolt of red light flashes from the mage’s palm and strikes the target, rendering them unconscious instantly. Effect: A target hit by this Spell must make a Will check with a Difficulty modifier equal to the Mage's Power. Failure results in the target losing consciousness for 1d8 scenes/hours.
RANK 3
Elemental Earth: Rock Fist Type: Indirect Use: 3 Mana (burn) Target: Other Range: 50 yards Chant: 2 Duration: One attack Description: A giant hand of stone rises from the ground and smashes the target of this Spell. Effect: Deals Power+3d10 Physical damage to all targets inside a 5x5 foot area.
Elemental Fire: Hellblaze Type: Indirect Use: 3 Mana (burn) Target: Other Range: 50 yards Chant: 2 Duration: One attack Description: As the mage chants, a ball of magical, blood red fire is formed in between his palms. When he is finished, the mage launches this screaming bolt of magical flame at his unfortunate target. Effect: Deals Power+2d6 Elemental damage and 1d6 Magical damage to a single target. There is a 50% chance the target will be ignited in a non-magical fire. See Rule Set #5 for more information on being engulfed in flame.
Elemental Ice: Deep Freeze Type: Indirect Use: 3 Mana (burn) Target: Other Range: 50 yards Chant: 2 Duration: One attack Description: As the mage chants an orb of freezing matter accumulates between his two palms. He unleashes this blast of frozen power from his palms after chanting is finished, loosing winter’s wrath upon his foes. Effect: Deals Power+2d6 Elemental damage to all targets within a 10x10 foot area. There is a 30% chance the targets will be frozen in place until they can break free by accumulating 4 successful Strength feats.
Elemental Lightning: Ball Lightning Type: Indirect Use: 3 Mana (burn) Target: Other Range: 50 yards Chant: 2 Duration: One attack Description: As the mage chants, a ball of electricity forms in between his two open palms, surging with spikes of energy. When the ball is ready, it is hurled through the air at the opponent and homes in on its target like a rocket. Effect: Deals Power+2d6 Elemental damage to a single target. Those with an Agility less than 7 may not Defend against this attack; it is simply too fast. Those able to Defend still suffer a +3 Difficulty to the feat. There is a 50% chance to stun the target, increasing their Wait by 3 until the end of their next turn.
Elf Fire Type: Direct Use: 1 Mana (burn), 1 Mana (commit) Target: Other/Object Range: 50 feet Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: An eerie blue flame that the mage can create for a variety of purposes. Effect: Elf fire can give up to 50 feet of light in even magical darkness and though it consumes the fuel it burns, it cannot be extinguished save by the will of the one who created it (or through the use of counter-magics, such as Dispel or an Anti-magic field), even if there is no fuel or oxygen to keep it burning. Elf Fire does not spread like normal fire either. If used offensively, targets engulfed in Elf Fire suffer 4 Magic damage at the beginning of their turn each round they remain engulfed in the magical flame.
Entropic Field Type: Indirect Use: 3 Mana (burn) Target: Field Range: 50 yards Chant: 0 Duration: Power = Rounds Description: This Spell creates a field of malicious, swirling, dark energy which causes all animate and inanimate targets inside to wither and die. Effect: This field affects any 20 foot circumference within range. All who enter this zone suffer 2d10 Biological damage each round they remain inside, starting the instant they enter.
Force Burst Type: Indirect Use: 4 Mana (burn) Target: Area of Effect Range: 10 yard radius Chant: 0 Duration: One burst Description: The mage's power bursts outwards in an translucent bubble of force, knocking back all those enclosing on him. Effect: Deals the Mage's Power x Will as Physical damage to all targets in range, and knocks them back 20 feet. Targets will take additional damage flying through whatever obstacles may be present.
Razorwind Type: Indirect Use: 5 Mana (burn) Target: Area of Effect Range: 50 yards Chant: 4 Duration: One attack Description: As the mage chants, pieces of magical shrapnel made from the remnants of previous Spells become visible, gathering around him. When he finishes chanting, the torrent of prismatic blades are unleashed in a violent wind of pain and destruction. Effect: Deals an amount of Physical damage to all targets in a 10 foot corridor up to 50 yards in front of the mage. The damage done by this Spell is equal to his Power times the number of Spells that have been cast up to this point in the Scene.
RANK 4
Elemental Earth: Maw Type: Indirect Use: 4 Mana (burn) Target: Other Range: 50 yards Chant: 3 Duration: One attack Description: Two walls of earthen spikes emerge on both sides of the target, moving in and crushing him like a trap closed shut. Effect: Deals Power+4d10 Physical damage to all within a 20x20 foot area around the primary target.
Elemental Fire: Conflagration Type: Indirect Use: 4 Mana (burn) Target: Other Range: 50 yards Chant: 3 Duration: One attack Description: An arcane circle forms from flame in the ground as the mage chants. When the mage finishes chanting, the completed circle of runes erupts as wild ribbons of flame trace their outline and burn everything in the area of effect to a cinder. Effect: Deals Power+4d6 Elemental damage to all targets within a 20 foot circumference around the primary target. There is a 60% chance the target will be ignited in a non-magical fire. See Rule Set #5 for more information on being engulfed in flame.
Elemental Ice: Blizzard Type: Indirect Use: 4 Mana (burn) Target: Other Range: 50 yards Chant: 3 Duration: One attack Description: An arcane circle of strange symbols made from wispy, blue light begins to form on the ground as the mage chants. The air grows colder and colder until finally, when the chanting is finished, frozen laces of matter rip through the circle as it fills with sub-zero temperatures. Effect: Deals Power+4d6 Elemental damage to all targets within a 20 foot circumference around the primary target. There is a 35% chance the target will be frozen in place until they can break free by accumulating 5 successful Strength feats.
Elemental Lightning: Electric Storm Type: Indirect Use: 4 Mana (burn) Target: Other Range: 50 yards Chant: 3 Duration: One attack Description: The mage chants and a circle of arcane runes glows a ghostly purple across the ground as storm clouds gather above. When he is finished, a giant bolt of lightning strikes the center of the array, sending a shower of lightning and sparks throughout the area of effect. Effect: Deals Power+4d6 Elemental damage to all targets within a 20 foot circumference around the primary target. There is a 50% chance to stun the target, increasing their Wait by 4 until the end of their next turn.
Explosion Type: Indirect Use: 7 Mana (burn) Target: Other/Object Range: 100 yards Chant: 6 Duration: One attack Description: The mage chants and finishes by pointing to his target. A violent explosion of force and heat suddenly rocks the area. Effect: Deals Powerx1d10+1 Elemental damage. Those within 20 feet of the blast radius take full damage. Those within 40 feet take half damage.
Gravity Well Type: Indirect Use: 3 Mana (cycle - per post/turn) Target: Area of Effect (20 foot circle) Range: 100 yards Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: The ground buckles beneath the target, creating a crater as wisps of purple and black energy surge wildly from the ground and around the mage’s body. A master of this Spell can literally crush his enemies under their own weight. Effect: Multiplies the forces of gravity by an amount up to the Mage's Power+Will. The area of effect is a perfect circle, 20 feet in diameter. • The Wait of targets within the AoE is increased by 1 for every multiple of gravity above 1. • At x2 Gravity and higher, targets suffer 1d4xGravity multiplier at the beginning of their turn each round. • At x5 Gravity and higher, targets must make a Strength feat to move or act (with the Difficulty of this feat equal to multiple of gravity minus 5). Even if they make the required feat, a target's rate of movement is still severly decreased.
Poison Fog Type: Indirect Use: 6 Mana (burn) Target: Area of Effect Range: 100 yards - covers 50 feet and slowly spreads outwards as it disappates Chant: 4 Duration: Until cloud disappates - varies depending on environmental factors & Judge discretion Description: A brown and green cloud of wicked gases rolls across the field, damaging everyone who isn’t suitably protected from its corrosive touch. Effect: Limits visibility – no one can see beyond 15 feet which effectively disables most ranged attacks. Everyone in the 50 foot area of effect suffers 2d10 Biological damage at the end of their turn each round.
Tidal Beam Type: Indirect Use: 1 Mana per post/turn spent chanting (Burn) Target: Other Range: 100 yards Chant: Up to 10 Duration: One attack Description: As he chants, raw energy swirls into the mage's open palms, feeding into a brightly glowing ball of energy. Once he has built up enough power, the white hot blast is fired, incinerating everything it comes into contact with. Effect: Damages all targets up to 100 yards in front of the mage. Deals an amount of Elemental damage equal to the mage's Power x the number of posts/turns (anyone's posts/turns, not just his) spent chanting. The blast may be released at any time whether it is the mage's turn or not.
RANK 5
Elemental Earth: Entomb Type: Indirect Use: 5 Mana (burn) Target: Other Range: 100 yards Chant: 4 Duration: One attack Description: A hole opens in the earth beneath the feet of the targets, swallowing them up and closing in a matter of moments. Effect: Buries all within the AoE at least 50 feet below the ground, dealing Power+5d10 Physical damage and instantly killing "cannon fodder" type enemies. 50 foot diamater AoE.
Elemental Fire: Firestorm Type: Indirect Use: 5 Mana (burn) Target: Other Range: 100 yards Chant: 4 Duration: One attack Description: Hundreds of fiery marble-sized hailstones rain down from the skies onto the Area of Effect, pelting and igniting those within. Effect: Deals Power+5d6 Elemental damage to all within the 50 foot diameter AoE. There is a 70% chance that targets will be ignited in a non-magical fire. See Rule Set #5 for more information on being engulfed in flame.
Elemental Ice: Absolute Zero Type: Indirect Use: 5 Mana (burn) Target: Other Range: 100 yards Chant: 4 Duration: One attack Description: The temperatures within an insulated zone suddenly plunge to the coldest temperatures imaginable, flash-freezing all inside. Effect: Deals Power+5d6 Elemental damage to all within the 50 foot diameter AoE. There is a 35% chance that targets will be frozen in place until they can break free by accumulating 6 successful Strength feats.
Elemental Lightning: Chain Lightning Type: Indirect Use: 5 Mana (burn) Target: Other Range: 100 yards Chant: 4 Duration: One attack Description: A bolt of lightning falls from the sky onto a single target, leaping from body to body rapily as it electrocutes all within the area of effect. Effect: Deals Power+5d6 Elemental damage to all within the 50 foot diamater AoE. There is a 50% chance to stun targets, increasing their Speed by 5 for the remainder of the scene.
Mana Bomb Type: Indirect Use: 20 Mana (burn) Target: Other Range: Line of Sight Chant: 8 Duration: One attack Description: A tiny speck of light forms in between the mage's compressed palms, slowly expanding as he chants, eventually growing into a large, glowing ball of power which he holds above his head. Effect: Every creature present must lend a quarter of their remaining Life to the ball (this cannot be avoided or resisted), which will deal the sum total of all gathered Life times the mage's Power score as Magical damage to a single target. The Mana Bomb homes in on its target; therefore the target of this Spell cannot dodge or block it by conventional means.
Meteor Type: Indirect Use: 15 Mana (burn) Target: Field Range: Affects all targets within 200 yards Chant: 10 Duration: One wave Description: One of the most destructive spells, Meteor summons a hail of meteors through time and space to come crashing down on the heads of the mage's unsuspecting foes; a testament to his awe-inspiring power. It is widely believed that the only Spell more powerful than Meteor is the fabled Nucleo; a Spell from the First Age with the power to split atoms, resulting in a catastrophic nuclear explosion capable of leveling entire cities in a single blast. Effect: Everyone on the field (excluding the mage) rolls their Luck a number of times equal to the Mage's Power score. For each failed roll, the target will take 1d100 Physical damage. The only way to avoid this Spell's effect is to be in sufficiently durable cover (and there are few conventional materials capable of withstanding a meteor's impact) or succeed every Luck roll.
Zone Type: Indirect Use: 10 Mana (burn) Target: Field Range: Entire Field Chant: 4 Duration: 20 rounds Description: A swirling vortex into nothingness is torn in the fabric of time and space. This black vacuum begins sucking up everything on the battlefield, leaving nothing but total devastation. Effect: See below: First 5 rounds Opens a vacuum into nothingness that permanently destroys everything it sucks up. Everyone on the field must make an Agility+Athletics feat to grab onto something sturdy. Failure results in being dragged 10 feet closer to the Zone, where they are allowed to make another feat and grab onto something (if there is anything around). Each round, all characters on the field must make a Strength+Athletics feat to hold onto their anchor. Failure results in letting go and being dragged 10 feet closer to the Zone – then they are given a chance to grab onto something else with another Agility+Athletics feat. Next 5 rounds Same as above, but failures result in being dragged 20 feet closer to the Zone. Next 5 rounds Same as above, but all feats have a +5 Difficulty. Final 5 rounds Same as above, but no Agility+Athletics feats to grab onto anything are allowed as the field is stripped virtually bare. There is also a 20% chance that a character’s anchor will be sucked in – roll each round.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Fri Jun 27, 2008 11:57 am
WHITE MAGIC RANK 1
Antidote Type: Direct Use: 2 Mana (burn) Target: Other Range: 50 yards Chant: 2 Duration: Permanent (or at least until target is poisoned again) Description: Toxins that infect that target’s body are purified and removed through the use of this basic healing Spell that envelopes the target in light and expels the poison from their body as small globules of dark light the lift out of the body and evaporate into thin air. Effect: Removes a poison whose level is less than or equal to the mage's Power score. Poisons which the spell cannot instantly purify have their level permanently reduced by 1 per casting.
Brawn Type: Direct Use: 3 Mana (burn) Target: Other/Self Range: 100 yards Chant: 0 Duration: Mage's Will = Posts/Turns (of the targets) Description: The target’s strength and power are increased for the duration of this Spell, allowing him to strike with more punch than he had previously. Effect: Adds a temporary (Power)d4 bonus to all of the target's melee and ranged attacks. A target may only be affected by one casting of this spell per mage at once.
Healing Aura Type: Indirect Use: 3 Mana (commit) Target: Other/Self Range: 15 foot radius Chant: 0 Duration: Until mage stops committing Mana to the spell's effect Description: A white light shines off the mage, restoring the vital energies and regenerating damaged tissue to those nearby. Effect: The mage and those standing within 15 feet around him will recover 1d8 Life at the beginning of their turn each round they remain in close vicinity to the mage.
Healing Word Type: Direct Use: 2 Mana per White magic rank (burn) Target: Other/Self Range: 100 yards Chant: 0 Duration: One use Description: The healer speaks a magical word and white light surrounds the target as their wounds heal, returning to them their life and strength. Effect: Target recovers an amount of Life that varies by White Magic rank: Rank 1: Power x 1d4 Rank 2: Power x 1d6 Rank 3: Power x 1d8 Rank 4: Power x 1d10 Rank 5: Power x 1d12
Raging Strength Type: Direct Use: 2 Mana (burn) Target: Other/Self Range: 50 yards Chant: 0 Duration: Mage's Power = posts/turns Description: Red wisps of energy circle around and through the target’s body as they grow large in size and stature, bulking up with muscle. As their strength gradually decreases, so do the dramatic effects of this Spell until they return to a normal state. Effect: Increases the target’s Strength by an amount equal to the mage’s Power. Strength may exceed double its unmodified base score while this Spell is in play. The target’s Strength decreases by 1 at the end of his turn each round until he reaches his original score (plus any modifiers) and the Spell’s effect ends. Only one Raging Strength Spell may be active on a target at one time.
Rebuke Disease Type: Direct Use: 4 Mana (burn) Target: Other/Self Range: Touch Chant: 4 Duration: Permanent (or at least until the target contracts another disease) Description: By speaking a holy word and placing his hands on the target’s forehead or temples, the mage is able to purge even the most incurable diseases from the body. Effect: A disease is purged from a target's system. The mage's skill in White Magic determines which diseases he may exert power over: Rank 1: The Cold, Chicken Pox, Dysentery, Troll Wart Rank 2: Fairy Flu, Fin Fungus, Influenza, Leprosy Rank 3: Pneumonia, Yellow Fever, Ardent Fever, Consumption Rank 4: Smallpox, various STDs, Gangrene, Malaria Rank 5: Black Death, Spotted Plague, Cancer, Kulu
Shield (Physical) Type: Direct Use: 2 Mana (cycle - per round/minute) Target: Other/Self Range: 50 yards Chant: 0 Duration: Until mage stops committing Mana to the spell's effect Description: A faint white glow surrounds the one protected by this spell which helps to ward off the effects of Physical damage. Effect: Increases the target's Physical Defense by an amount equal to the mage's Power. A target may only be affected by one casting of this spell per mage at once.
Soul Surge Type: Direct Use: 2 Mana (burn) Target: Other/Self Range: 25 yards Chant: 0 Duration: 1 scene/hour Description: A magical quality is given to the target's aura, which causes it to pull in ambient Mana, quickly restoring lost reserves of power. Effect: Increases Spirit by 1d6.
Torch Type: Indirect Use: 1 Mana (commit) Target: Self Range: 50 foot radius/10 foot radius Chant: 0 Duration: Until mage stops committing Mana to the spell's effect Description: The tip of the mage's wand lights up, providing a magical light in dark places. Effect: Illuminates natural darkness as bright as day up to 50 feet around the light source. Supernatural darkness is illuminated only 10 feet around the light source.
RANK 2
Comfort Type: Direct Use: 2 Mana (burn) Target: Other/Self Range: 50 yards Chant: 0 Duration: One scene/hour Description: Courage and inner strength are fostered in the heart of the target, allowing them to shake off fear. Effect: Neutralizes the effects of fear on a target and innoculates them terror for the remainder of the scene.
Fire Brand Type: Indirect Use: 2 Mana (burn) Target: Object (weapon) Range: 50 yards Chant: 0 Duration: Will = posts/turns (of the target) Description: A magical flame flies from the mage's fingers, igniting the target's weapon and adding an Elemental damage bonus to all attacks made with the weapon. Effect: Adds an amount of Elemental damage equal to the mage's Power score to all attacks made with the target weapon.
Holy Ground Type: Indirect Use: 2 Mana (cycle - per post/turn) Target: Object (ground beneath priest's feet) Range: Covers 15 foot radius around the mage Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: The ground upon which the priest stands becomes purified by white-hot flame, the runes carved by cleansing fire damaging any hostile creature who stands there. Effect: Any hostile creature that enters the Area of Effect (on the ground) will suffer 1d6 Elemental damage each post/turn he spends there. Demonic, undead, and purely evil beings will take Magical damage instead of Elemental.
Life Surge Type: Direct Use: 2 Mana (burn) Target: Other/Self Range: 25 yards Chant: 0 Duration: 1 scene/hour Description: The health and vitality of the character skyrocket, causing him to rapidly recover from any damage he may have sustained. Effect: Increases Constitution by Power+1d12.
Mana Burn Type: Direct Use: 1 Mana (burn) Target: Other Range: 100 yards Chant: 0 Duration: One attack Description: This spell burns away a target's reserves of Mana, weakening them and helping to disable their use of special abilities. Effect: Burns away 1d10+2 points of a target's Mana.
Sanguine Aura Type: Direct Use: 2 Mana (burn) Target: Other/Self Range: 50 yards Chant: 0 Duration: Power = posts/turns Description: A clarity and awareness comes over the target, enabling them to see the attacks coming at them almost in slow motion. This spell sharpens perceptions and enhances reflexes, making defending oneself from attack much easier. Effect: All Defense feats automatically receive a d20 in addition to whatever the character would normally be entitled to.
Shield (Elemental) Type: Direct Use: 3 Mana (cycle - per round/minute) Target: Other/Self Range: 50 yards Chant: 0 Duration: Until mage stops committing Mana to the spell's effect Description: A faint blue glow surrounds the target of this spell, helping to shield him from the effects of Elemental damage. Effect: Increases the target's Elemental Defense by an amount equal to the mage's Power. A target may only be affected by one casting of this spell per mage at once.
Strike True Type: Direct Use: 2 Mana (burn) Target: Other/Self Range: 50 yards Chant: 0 Duration: Power = posts/turns Description: A lavender glow guides the character’s hand as he strikes at his enemies, increasing his accuracy. Effect: All Attack feats automatically receive a d20 in addition to whatever the character would normally be entitled to.
Transfuse Type: Direct Use: 0 Mana, X Life (burn); any amount of Life may be given up to the mage's current total Target: Other Range: 25 yards Chant: 0 Duration: One use Description: By transfusing his own life-force into a target, the priest can save them from death as smokey, white energy passes between the two. Effect: For every point of Life given to the target, they will recover 5 points of lost Life.
RANK 3
Breath of Life Type: Direct Use: 6 Mana (burn) Target: Other Range: 50 yards Chant: 2 Duration: Permanent (or until character is killed again) Description: This spell shines a white light on a fallen target, breathing life back into the defeated. Effect: Revives a character who has been dead for less than 1 hour.
Corrosive Edge Type: Indirect Use: 3 Mana (burn) Target: Object (weapon) Range: 50 yards Chant: 0 Duration: Will = posts/turns (of the target) Description: A wave of green light shoots from the mage's hand, enveloping the target's weapon and giving it the power to destroy life on contact. Effect: Adds an amount of Biological damage equal to the mage's Power score to all attacks made with the target weapon.
Daybreak Type: Indirect Use: 1 Mana (burn) Target: Other Range: Affects all targets up to 50 feet in front of the mage Chant: 0 Duration: One post/turn Description: A ray of pure sunlight shines from the mage's hand, damaging the evil and undead targets it touches. Effect: Sunlight has different effects on different evil creatures, so the true effectiveness of this spell varies by target. Suffice to say, the experience for them will not be pleasant.
Empower Type: Direct Use: 3 Mana (burn) Target: Other/Self Range: 100 yards Chant: 0 Duration: Will = posts/turns (of the target) Description: The mage infuses the target with Mana, boosting their natural abilities well beyond even their greatest potential. Effect: Increases any of the target's Stats by an amount equal to the mage's Power. Multiple castings of this Spell can affect a target at once, but stats cannot be boosted beyond double their unmodified base score.
Mend Type: Direct Use: 4 Mana (burn) Target: Other/Self Range: Touch Chant: 2 Duration: Permanent (or at least until the bone is broken again) Description: This Spell, often used in hospitals of the magical variety, repairs broken bones with an audible hum and quite a bit of pain for conscious targets. Effect: The bones must be set with a Medicine feat; otherwise, the Spell will cause them to heal back together abnormally, resulting in a deformation of the target’s bone structure and possible physical penalties. Once set, this Spell causes the broken bones to fuse together once more.
Reactive Aura Type: Direct Use: 3 Mana (burn) Target: Other/Self Range: 50 yards Chant: 0 Duration: One scene/hour Description: A field of gently throbbing blue energy protects the target from harm by lashing back at any who strike him. Effect: Targets within 5 feet of the character will take the caster's Power as Physical damage each time they attack the protected one. These counter-attacks cannot be avoided or resisted.
Shield (Biological) Type: Direct Use: 4 Mana (cycle - per round/minute) Target: Other/Self Range: 50 yards Chant: 0 Duration: Until mage stops committing Mana to the spell's effect Description: A faint green glow surrounds the target of this spell, helping to shield him from the effects of Biological damage. Effect: Increases the target's Biological Defense by an amount equal to the mage's Power. A target may only be affected by one casting of this spell per mage at once.
Sight for the Blind Type: Direct Use: 3 Mana (burn) Target: Other/Self Range: 25 yards Chant: 0 Duration: One use Description: With a word of power, the priest restores the target's senses, undoing any other spells that mute his perceptions. Effect: Removes blindness, deafness, numbness and any other temporary effects that stifle a character's senses. This spell does not remove permanent sensory handicaps.
Visage of Terrible Glory Type: Indirect Use: 3 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One use - fear effect lasts for 10 (minus target's Will) of the target's posts/turns. Description: Divine and terrible flame wraps around the mage's body as light shines brilliantly around his form, inflicting great fear on those who look upon him. Effect: Any who look upon the mage when he uses this Spell will be stricken with fear. Those affected by this Spell either flee, freeze in terror, or curl up into a fetal position, sobbing and begging for their lives (depending on their disposition and the circumstance). Those unaffected by fear (such as machines and undead) cannot be targeted by this Spell. Likewise, those with a Will greater than the mage’s Power score will be unaffected.
RANK 4
Barred Tomb Type: Direct Use: 5 Mana (cycle - per post/turn) Target: Area of Effect (allies only) Range: 1 mile radius Chant: 2 Duration: Until Mage stops committing Mana to the Spell's effect Description: The priest's mastery of life magic allows him to grant a temporary form of immortality to his allies, preventing their deaths for as long as this Spell is active. Effect: Allies cannot die while this spell is in effect. However, they will continue losing Life normally (down into the negative numbers after they reach 0) and if their Life is at 0 or less when the Spell's effect ends, they will die normally.
Enchanted Blade Type: Indirect Use: 4 Mana (burn) Target: Object (weapon) Range: 50 yards Chant: 0 Duration: Will = posts/turns (of the target) Description: A sparkling, multi-colored jet of energy flies from the mage's fingers, encircling the target weapon and making it shine brightly. Effect: Adds an amount of Magical damage equal to the mage's Power score to all attacks made with the target weapon.
Godspeed Type: Direct Use: 3 Mana (burn) Target: Self/Other Range: 50 yards Chant: 1 Duration: Power = Posts/Turns Description: Magical energies flow around the target, centering in on his legs and bolstering both his speed and reflexes. Effect: Decreases Wait by 1d6 (to a minimum of 1)
Heal the Lame Type: Direct Use: 5 Mana (burn) Target: Other/Self Range: 50 yards Chant: 0 Duration: One use Description: White ribbons of light from the mage's fingertips swirl around the target's extremities, revitalizing them and allowing for free movement once more. Effect: Removes any temporary mobility penalties from the target, enabling them to move at normal speed once more. This Spell can do nothing to restore mobility to permanent handicaps.
Reflective Aura Type: Direct Use: 4 Mana (burn) Target: Other/Self/Object Range: 100 yards Chant: 0 Duration: One scene/hour Description: A barely visible, ovular, pink shell encases the target. Each time a Spell targets the character, the shell flares up brightly, turning the magic back against its caster. Effect: Any Spell that targets the one under this Spell can be reflected, even Indirect magic. All Spells will bounce back on their casters (even beneficial ones) and the caster cannot defend or resist. Spell's may be bounced between reflective auras a maximum of two times before ignoring the aura and going through.
Regeneration Type: Direct Use: 3 Mana per 1 lb of flesh regrown (burn) Target: Other/Self Range: Touch Chant: 4 Duration: Permanent Description: Though rather grotesque to watch, this miraculous Spell enables the target to regrow lost limbs and organs at an astonishing rate. Effect: Regrows lost limbs, internal organs, and other necessary biological entities. 3 Mana is required for each pound of flesh that regrows in 1 scene/hour. The mage's Power score dictates just what types of flesh can regenerate: Power 1-2: Skin, muscle, & nerve endings Power 3-4: Minor organs (tonsils, appendix, and other vestigial organs) Power 5-6: Bones Power 7-8: Major organs (heart, lungs, kidneys, liver) Power 9-10: Brain tissue This spell may be used on both living and recently deceased (dead for under a week) targets.
Reprieve Type: Direct Use: 4 Mana (burn) Target: Other/Self/Object Range: 25 yards Chant: 0 Duration: Power = posts/turns Description: A spell with great tactical use, Reprieve places a target in a chamber of white light somewhere inbetween the material world and Limbo, rendering them immaterial and immovable. Though they remain conscious of the goings on around them, they are unable to intervene in any capacity. Effect: Effectively removes a unit from battle, sending them to a place where they can target no one and no one can target them. When they return, the effects of all temporary enchantments are removed and in exchange, their Mana is fully restored.
Sanctuary Type: Direct Use: 3 Mana (cycle - per post/turn) Target: Area of Effect Range: 25 yards (covers a 10 foot radius) Chant: 0 Duration: Until mage stops committing Mana to the Spell's effect Description: A protective, translucent bubble of force appears, shielding those within from harm. Though it protects completely, the cost to maintain such a powerful ward is taxing – even on powerful healers. Effect: Covers a 10 foot radius from the sphere's center. Completely protects everything in the target area from harm – however, no attacks can be made either; nothing gets in or out of the field. However, anyone can enter or leave the field freely.
Shield (Magical) Type: Direct Use: 5 Mana (cycle - per round/minute) Target: Other/Self Range: 50 yards Chant: 0 Duration: Until mage stops committing Mana to the spell's effect Description: A faint white glow surrounds the target of this spell, helping to shield him from the effects of Magical damage. Effect: Increases the target's Magical Defense by an amount equal to the mage's Power. A target may only be affected by one casting of this spell per mage at once.
RANK 5
Cleanse Type: Direct Use: 10 Mana (burn) Target: Other Range: Touch Chant: 8 Duration: Varies - see below Description: There is no visible effect associated with this Spell...just a simple prayer from the priest on behalf of the cursed one. This Spell serves to remove a curse from a target. Effect: If the curse was cast by a mage with a Power score less than the priest's, the curse is removed permanently. If the one who placed the curse was more powerful than the priest, the curse is only removed for a certain amount of time based on the curse's Mysticism rank: Mysticism Rank 1: Curse is removed for (mage's Power) months Mysticism Rank 2: Curse is removed for (mage's Power) weeks Mysticism Rank 3: Curse is removed for (mage's Power) days Mysticism Rank 4: Curse is removed for (mage's Power) hours Mysticism Rank 5: Curse is removed for (mage's Power) minutes
Holy Aura Type: Direct Use: 5 Mana (commit) Target: Other/Self Range: 25 yards Chant: 2 Duration: Until mage stops committing Mana to the Spell's effect Description: A white glow springs from the core of the target's being, preventing enemies of an unwholesome nature from attacking him directly. Effect: Undead, demonic, and purely evil enemies cannot directly target the one blessed by this Spell.
Penitance Type: Indirect Use: 5 Mana (burn) Target: AoE Range: 25 yards; affects all within a 20 foot radius Chant: 2 Duration: Power = Posts/Turns Description: A sacred seal appears on the ground, glowing with white radiance. Those upon it suddenly feel heavy with the weight of their sins, and must bow their heads in repentance. Effect: Targets with a Will less than the Priest's are stunned and cannot move or act unless damaged. Those with a Will equal to or greater than the Priest's have their Wait increased by 1d4+2.
Perfect Edge Type: Indirect Use: 5 Mana (burn) Target: Object (weapon) Range: 50 yards Chant: 0 Duration: Will = posts/turns (of the target) Description: The target's weapon glows a faint crimson for a moment then, as the glow fades, becomes sharp enough to cut anything material or immaterial. Effect: Any defenses (magical or mundane) that the target possesses become irrelevant; the weapon will deal 1d6 damage to them when it strikes. Any other damage it is capable of doing will be factored normally, but target's will suffer 1d6 damage from the weapon no matter what.
Resurrection Type: Direct Use: 12 Mana (burn) Target: Other Range: Touch Chant: 10 Duration: Until target dies again Description: A light from heaven shines on the body and the soul is returned, restoring the target to life once more in a grandiose and dramatic scene. Effect: A character that has recently died (from anything but old age or a plot device) can be raised from the dead. He will be weak, with only 10% of his total Life and Mana until he recovers. The character cannot have been dead for more than 72 + (Target’s Will x 3) + (Target’s Charisma x 3) hours. The head, heart, and all major organs must be intact and any other serious wounds (missing limbs, burned flesh, etc) must also be treated before attempting this Spell (otherwise, they'll just die again soon after resurrection). If the healer fails when casting this Spell, he may try again in 24 hours. If he botches, the target is irrevocably dead.
Shield (Perfect) Type: Direct Use: 8 Mana (cycle - per round/minute) Target: Other/Self Range: 50 yards Chant: 0 Duration: Until mage stops committing Mana to the spell's effect Description: A faint multi-colored glow surrounds the target of this spell, helping to shield him from the effects of all types of damage. Effect: Increases the target's Physical, Elemental, Biological, and Magical Defenses by an amount equal to the mage's Power. A target may only be affected by one casting of this spell per mage at once.
Smite Type: Indirect Use: 4 Mana (burn) Target: Other Range: 25 yards Chant: 0 Duration: One attack Description: A burning white fire forms between the mage’s palms as he chants. Once he is finished with the incantation, this blast of holy heat is loosed upon the enemy. Effect: Deals the mage’s Power x 5 as Elemental damage. Undead and demonic enemies take double damage from this attack.
Word of Truth Type: Direct Use: 3 Mana (burn) Target: Other Range: 10 feet Chant: 2 Duration: One conversation Description: A holy fire forms in the mage's palm, then turns to white smoke which enters the target's mouth and nostrils. The next words the target utters must be the complete truth. Effect: The target's responses to the caster of this Spell will be made with complete honesty; he will be 100% truthful and clear no matter what questions the caster asks of him.
|
 |
 |
|
|
|
|
|
|
|
 |
|
|
|
|
|