December 07, 2005

Spell Effect Rules

Delve Effects
Note: using Delve always requires 2 Full Actions to cast and requires a Full Action each turn to maintain. It can only be performed by touch.

  1. Probe target: examine a target magically for information about their physical state
  2. Deep probe (concentrated): learn deeper information about the target, such as their mental state
  3. Reshape object (advanced, costs 1 extra fatigue): rearrange an object's physical form internally. Can be used to treat physical injuries. Reshaping an object is a very slow process, often taking hours. The harder the object, the more difficult to shape and the longer it takes for even minimal changes.
    • Water/Mud (diff 10): 1 round
    • Dead Wood/Flesh (diff 15): 1 minute
    • Living Wood/Flesh (diff 20 to shape it without injuring the target): 15 minutes
    • Stone/Soft Metal (diff 25): 1 hour
    • Hard Metal (diff 30): 4 hours
  4. Shatter object (advanced, concentrated): attempt to reshape an object suddenly and violently, effectively shattering it. Inflicts 2d6+Magic*2 (minimum 0) damage on it.

Influence Effects

  1. Manipulate emotions: target's emotions are adjusted slightly. Resisted with Sense Magic, since if you can tell that it's happening you can generally easily ignore the effects. Mostly it has only cosmetic effects, although you can apply the SL as a penalty to inappropriate actions. Effect generally lasts for Magic minutes after the spell ends (minimum 0).
  2. Overwhelming emotion (concentrated): target is blasted with an overwhelming emotion. Resisted with Resolve. Target falls under the influence of that emotion for SL rounds.
  3. Command actions (advanced): target's actions can be prohibited or even compelled. Last command remains in effect for Magic rounds after the spell ends (minimum 0). Resisted by Resolve.
    • Passive prohibition (don't do X): +0
    • Active command (do X): target gets +5 to resist
    • Target is strongly opposed to command: target gets +5 to resist
    • Target would rather die than obey (includes complete paralysis and suicidal actions): target gets +10 to resist
  4. Command single action (advanced, concentrated): as above, but only takes a single command, the effect only lasts Magic*2 rounds (minimum 1), and it can only be a passive command. The target's resistance roll is at -5.

Manipulate Effects

  1. Weak TK: move nearby objects with effective Brawn of Magic-5.
  2. TK Shove/Pull (concentrated): shove or pull a nearby object with an effective Brawn of Magic.
  3. Levitation (advanced): float Magic-Size paces per round (minimum 0). Note that it requires a Magic rating greater than your Size to work at all.
  4. Flight (advanced, concentrated): fly 10+(Magic-Size)*2 paces in a single round (minimum 0). Can be maintained, but at a cost of 1 Fatigue per additional round.

Mislead Effects

  1. Distract: target can be made to hear brief noises or see flashes of movement in whatever direction you choose. Resisted with Awareness (to pick out that the sound/image is illusory).
  2. Overwhelm (concentrated): attempts to momentarily blind and deafen the target by overwhelming them with chaotic sounds and images. Resisted with Awareness. The target is at -5 to all actions involving sight or hearing for SL rounds.
  3. Illusions (advanced): specific sounds and images can be projected, although they are still clearly unreal if examined closely. Resisted with Awareness. The illusion can be seen/heard even if the resistance roll is successful (the target can just see what's really there as well), so coherent messages can be communicated easily.
  4. Overwhelming illusion (advanced, concentrated): the target is hit with an illusionary image that looks completely real but only lasts for one round per SL. Resisted with Awareness.

Scry Effects

  1. Search area for X:
  2. Search distant area for X (concentrated):
  3. Find X at any range (advanced):
  4. Establish link to X at any range (advanced, concentrated):

Spark Effects

  1. Ball of flame: does Magic points of damage per minute of exposure, minimum 1.
  2. Fireball (concentrated): does 1d6+Magic damage to a cluster of targets; resist with Evasion. +1d6 damage per crit.
  3. Electrical sphere (advanced): target must roll a Toughness save (Brawn+Drive+Size) vs 10+Magic or be stunned for a round.
  4. Lightning bolt (advanced, concentrated): does 1d4+Magic damage to a single target; resist with Evasion. +1d4 damage per crit. Target must also roll Toughness vs 10+Magic*2 or be stunned for 1 round plus Failure Level (1 per full 5 he fails by).
  5. Ball of light (advanced): always difficulty 10. Brightness varies from Candle (Magic +0 or less) to Torch (Magic +3) to Bonfire (Magic +5) to Daylight (Magic +10) to Brilliant, Dazzling Daylight (Magic +15 or higher). Lasts for SL rounds after the caster stops concentrating.
  6. Flash of light (advanced, concentrated): everyone looking towards the caster is blinded. Targets resist with Reaction. Those who fail are blinded for Magic/2 rounds (minimum 1).

Summoning Effects

  1. Attract: draws the attention of all magical creatures (including other talking mice) within a number of paces equal to your total roll. As long as the spell is maintained, all creatures in that range can sense the direction towards you. Can be restricted to bodiless spirits only or physical beings only, if desired.
  2. Psychic shout (concentrated): an attract spell that only lasts for one round, but has 10x the normal range. The desired targets cannot be limited.
  3. Prepare binding (advanced):
  4. Banish (advanced, concentrated):

Posted by Kiz at December 7, 2005 12:59 PM
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