Difference between revisions of "Alternate Magic"
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===Elemental - Air=== | ===Elemental - Air=== | ||
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'''Lightning Bolt''' [air / 1]<br> | '''Lightning Bolt''' [air / 1]<br> | ||
The sorcerer conjures an bolt of lightning which strikes the target (Acc 2, Range 50, RoF 1, Rcl 1), inflicting 1d electric burn damage. Targets wearing metal armor have max DR 1 and provide a +2 bonus to hit. | The sorcerer conjures an bolt of lightning which strikes the target (Acc 2, Range 50, RoF 1, Rcl 1), inflicting 1d electric burn damage. Targets wearing metal armor have max DR 1 and provide a +2 bonus to hit. | ||
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* Increased damage… +1d per spell level +1, max level 9 | * Increased damage… +1d per spell level +1, max level 9 | ||
* Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | * Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | ||
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'''Lightning Shield''' [air / 5]<br> | '''Lightning Shield''' [air / 5]<br> | ||
The sorcerer conjures a 1-yard radius shell of electricity, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d electric burn damage. Those wearing metal armor have a maximum DR 1. | The sorcerer conjures a 1-yard radius shell of electricity, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d electric burn damage. Those wearing metal armor have a maximum DR 1. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Protection from Air''' [air / 1]<br> | '''Protection from Air''' [air / 1]<br> | ||
With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against air damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim yellow light enshrouds the subject. | With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against air damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim yellow light enshrouds the subject. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
<br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | <br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | ||
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'''Sand Storm''' [air / 5]<br> | '''Sand Storm''' [air / 5]<br> | ||
The sorcerer conjures an ragging, whirling wind, kicking up sand and other small debris in a 16-yard radius centered on the sorcerer. Each second, for 30 seconds, all enemy within the area are struck with 2d+2 (5) pi- damage. Additionally, those caught in the storm must pass a HT roll (-1 per every 2 points penetrating damage) or suffer the side effects Coughing (mitigated by holding breath) and Blindness (mitigated by eyes protected with goggles or a minimum Nictitating Membrane 2) for 1 minute per margin of failure . | The sorcerer conjures an ragging, whirling wind, kicking up sand and other small debris in a 16-yard radius centered on the sorcerer. Each second, for 30 seconds, all enemy within the area are struck with 2d+2 (5) pi- damage. Additionally, those caught in the storm must pass a HT roll (-1 per every 2 points penetrating damage) or suffer the side effects Coughing (mitigated by holding breath) and Blindness (mitigated by eyes protected with goggles or a minimum Nictitating Membrane 2) for 1 minute per margin of failure . | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
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'''Shocking Grasp''' [air / 1]<br> | '''Shocking Grasp''' [air / 1]<br> | ||
The sorcerer’s hand (pick one) becomes enshroud in an aura of flickering electricity, which inflicts 1d+4 electric burn damage to anyone he touches or strikes with an unarmed melee attack. Target’s wearing metal armor have a max DR 1 and provide a +2 bonus to hit. If his basic attack penetrates the target’s DR, the fire damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | The sorcerer’s hand (pick one) becomes enshroud in an aura of flickering electricity, which inflicts 1d+4 electric burn damage to anyone he touches or strikes with an unarmed melee attack. Target’s wearing metal armor have a max DR 1 and provide a +2 bonus to hit. If his basic attack penetrates the target’s DR, the fire damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Wall of Lightning''' [air / 2]<br> | '''Wall of Lightning''' [air / 2]<br> | ||
The sorcerer creates a one-yard thick wall (2h / 12w) made up of a crackly, shocking tumult of electricity, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d electric burn damage per second. Vision blocked by wall. | The sorcerer creates a one-yard thick wall (2h / 12w) made up of a crackly, shocking tumult of electricity, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d electric burn damage per second. Vision blocked by wall. | ||
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<br><u>Trigger</u>: Copper rod, $26 ea. | <br><u>Trigger</u>: Copper rod, $26 ea. | ||
<br><u>Enhancement</u>: increased damage… +1d damage per +1 spell level; max level 7. | <br><u>Enhancement</u>: increased damage… +1d damage per +1 spell level; max level 7. | ||
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===Elemental - Earth=== | ===Elemental - Earth=== | ||
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'''Acid Arrow''' [earth / 1]<br> | '''Acid Arrow''' [earth / 1]<br> | ||
The sorcerer conjures a bolt of acid which is fired at the target (Acc 3, Range 10/100, RoF 1, Rcl 1), inflicting 1d cor damage; for every 5 damage inflicted, reduce target's DR by 1. | The sorcerer conjures a bolt of acid which is fired at the target (Acc 3, Range 10/100, RoF 1, Rcl 1), inflicting 1d cor damage; for every 5 damage inflicted, reduce target's DR by 1. | ||
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* +1 cycle (1-sec), can be washed off, spell level +1, max level 9 | * +1 cycle (1-sec), can be washed off, spell level +1, max level 9 | ||
* Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | * Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | ||
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'''Acidic Palms''' [earth / 1]<br> | '''Acidic Palms''' [earth / 1]<br> | ||
The sorcerer’s hand (pick one) becomes enshroud in an oozing layer of acid, which inflicts 1d cor damage to anyone he touches or strikes with an unarmed melee attack. Every 5 points of damage dealt to armor reduces the DR by 1. If his basic attack penetrates the target’s DR, the acid damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | The sorcerer’s hand (pick one) becomes enshroud in an oozing layer of acid, which inflicts 1d cor damage to anyone he touches or strikes with an unarmed melee attack. Every 5 points of damage dealt to armor reduces the DR by 1. If his basic attack penetrates the target’s DR, the acid damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Meteor Swarm''' [earth / 5]<br> | '''Meteor Swarm''' [earth / 5]<br> | ||
The sorcerer conjures an smokey, ashen storm in the sky that rains flaming meteors down into a 16-yard radius centered on the sorcerer. Each second, for 10 seconds, all enemy within the area are targeted; a bombard roll 3d of 12 or less strikes the foe for 2d+2 inc cr damage. | The sorcerer conjures an smokey, ashen storm in the sky that rains flaming meteors down into a 16-yard radius centered on the sorcerer. Each second, for 10 seconds, all enemy within the area are targeted; a bombard roll 3d of 12 or less strikes the foe for 2d+2 inc cr damage. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
<br><u>Trigger</u>: Chunk of lava rock, $45 each | <br><u>Trigger</u>: Chunk of lava rock, $45 each | ||
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'''Protection from Earth''' [earth / 1]<br> | '''Protection from Earth''' [earth / 1]<br> | ||
With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against earth damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim violet light enshrouds the subject. | With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against earth damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim violet light enshrouds the subject. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
<br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | <br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | ||
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'''Stone Shard Shield''' [earth / 5]<br> | '''Stone Shard Shield''' [earth / 5]<br> | ||
The sorcerer conjures a 1-yard radius shell of stone shards, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d-1 cut damage. | The sorcerer conjures a 1-yard radius shell of stone shards, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d-1 cut damage. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Wall of Stone''' [earth / 2]<br> | '''Wall of Stone''' [earth / 2]<br> | ||
The sorcerer creates a one-yard thick wall (2h / 12w) made up of a groaning, grinding maelstrom of rocks and stones, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d cr damage per second. Vision blocked by wall. | The sorcerer creates a one-yard thick wall (2h / 12w) made up of a groaning, grinding maelstrom of rocks and stones, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d cr damage per second. Vision blocked by wall. | ||
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<br><u>Trigger</u>: Granite rock, $21 | <br><u>Trigger</u>: Granite rock, $21 | ||
<br><u>Enhancement</u>: increased damage… +1d damage per +1 spell level; max level 7. | <br><u>Enhancement</u>: increased damage… +1d damage per +1 spell level; max level 7. | ||
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===Elemental - Fire=== | ===Elemental - Fire=== | ||
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'''Fireball''' [fire / 1]<br> | '''Fireball''' [fire / 1]<br> | ||
The sorcerer conjures an orb of flame which is hurled at the target (Acc 4, Range 20, RoF 1, Rcl 1), inflicting 2d burn damage. | The sorcerer conjures an orb of flame which is hurled at the target (Acc 4, Range 20, RoF 1, Rcl 1), inflicting 2d burn damage. | ||
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* +1 cycle (1-sec), can be extinguished, spell level +1, max level 9 | * +1 cycle (1-sec), can be extinguished, spell level +1, max level 9 | ||
* Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | * Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | ||
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'''Fire Shield''' [fire / 5]<br> | '''Fire Shield''' [fire / 5]<br> | ||
The sorcerer conjures a 1-yard radius shell of fire, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d burn damage. | The sorcerer conjures a 1-yard radius shell of fire, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d burn damage. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Fire Storm''' [fire / 5]<br> | '''Fire Storm''' [fire / 5]<br> | ||
The sorcerer conjures an inferno of sheets of roaring flames in a 16-yard radius centered on the sorcerer. Each second, for 10 seconds, all enemy within the area are struck with 3d burn. | The sorcerer conjures an inferno of sheets of roaring flames in a 16-yard radius centered on the sorcerer. Each second, for 10 seconds, all enemy within the area are struck with 3d burn. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
<br><u>Trigger</u>: Crenata Heart, $20 ea. | <br><u>Trigger</u>: Crenata Heart, $20 ea. | ||
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'''Flaming Hand''' [fire / 1]<br> | '''Flaming Hand''' [fire / 1]<br> | ||
The sorcerer’s hand (pick one) becomes enshroud in an aura of flames, which inflicts 1d+4 burn damage to anyone he touches or strikes with an unarmed melee attack. If his basic attack penetrates the target’s DR, the fire damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | The sorcerer’s hand (pick one) becomes enshroud in an aura of flames, which inflicts 1d+4 burn damage to anyone he touches or strikes with an unarmed melee attack. If his basic attack penetrates the target’s DR, the fire damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Protection from Fire''' [fire / 1]<br> | '''Protection from Fire''' [fire / 1]<br> | ||
With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against fire damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim red light enshrouds the subject. | With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against fire damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim red light enshrouds the subject. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
<br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | <br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | ||
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'''Wall of Flame''' [fire / 2]<br> | '''Wall of Flame''' [fire / 2]<br> | ||
The sorcerer creates a one-yard thick wall (2h / 12w) made up of a scorching, turbulent flames, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d burn damage per second. Vision blocked by wall. | The sorcerer creates a one-yard thick wall (2h / 12w) made up of a scorching, turbulent flames, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d burn damage per second. Vision blocked by wall. | ||
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<br><u>Trigger</u>: Crenata Heart, $20 ea. | <br><u>Trigger</u>: Crenata Heart, $20 ea. | ||
<br><u>Enhancement</u>: increased damage… +1d damage per +1 spell level; max level 7. | <br><u>Enhancement</u>: increased damage… +1d damage per +1 spell level; max level 7. | ||
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+ | <br> | ||
===Elemental - Water=== | ===Elemental - Water=== | ||
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'''Frost Shield''' [water / 5]<br> | '''Frost Shield''' [water / 5]<br> | ||
The sorcerer conjures a 1-yard radius shell of icy frost, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d-2 fat damage. | The sorcerer conjures a 1-yard radius shell of icy frost, forming a protective shield around the sorcerer. The shield provides Damage Resistance (DR 7) against all melee attacks. Additionally, anyone gets close with the sorcerer or touches/strikes the shield suffers 1d-2 fat damage. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Frost Storm''' [water / 5]<br> | '''Frost Storm''' [water / 5]<br> | ||
The sorcerer conjures a bitter, freezing cold in a 16-yard radius centered on the sorcerer. Each second, for 10 seconds, all enemy within the area must resist (HT-4) or suffer 1d+2 fat damage. | The sorcerer conjures a bitter, freezing cold in a 16-yard radius centered on the sorcerer. Each second, for 10 seconds, all enemy within the area must resist (HT-4) or suffer 1d+2 fat damage. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
<br><u>Trigger</u>: Tulipea Leech, $21 ea. | <br><u>Trigger</u>: Tulipea Leech, $21 ea. | ||
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'''Ice Javelin''' [water / 1]<br> | '''Ice Javelin''' [water / 1]<br> | ||
The sorcerer conjures a javelin of ice which is fired at the target (Acc 2, Range 50, RoF 1, Rcl 1), inflicting 4 imp damage. | The sorcerer conjures a javelin of ice which is fired at the target (Acc 2, Range 50, RoF 1, Rcl 1), inflicting 4 imp damage. | ||
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* Increased damage per level… +4 damage per spell level +1, max level 9 | * Increased damage per level… +4 damage per spell level +1, max level 9 | ||
* Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | * Attack becomes a cone with max width 5-yards ... or… affects a 4-yard radius area , spell level +1 | ||
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'''Icy Touch''' [water / 1]<br> | '''Icy Touch''' [water / 1]<br> | ||
The sorcerer’s hand (pick one) becomes enshroud in an aura of chilling frost, which inflicts 1d fat damage to anyone he touches or strikes with an unarmed melee attack. If his basic attack penetrates the target’s DR, the ice damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | The sorcerer’s hand (pick one) becomes enshroud in an aura of chilling frost, which inflicts 1d fat damage to anyone he touches or strikes with an unarmed melee attack. If his basic attack penetrates the target’s DR, the ice damage is not reduced by DR. For the duration of the spell, the sorcerer can turn this ability “on” or “off” at will. | ||
<br><u>Duration</u>: 1 minute, can be maintained | <br><u>Duration</u>: 1 minute, can be maintained | ||
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'''Protection from Water''' [water / 1]<br> | '''Protection from Water''' [water / 1]<br> | ||
With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against fire damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim blue light enshrouds the subject. | With a touch, the sorcerer imbues the subject with Damage Resistance (DR 4) protection against fire damage, lasting for 1 minute. Every 10 points of damage absorbed reduces the DR by 1. The subject can maintain the protection for 1 FP per minute. A faint, shimmering shield of dim blue light enshrouds the subject. | ||
<br><u>Duration</u>: instant | <br><u>Duration</u>: instant | ||
<br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | <br><u>Enhancement</u>: increased resistance… a +4 DR per spell level +1, no max. | ||
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'''Wall of Ice''' [water / 2]<br> | '''Wall of Ice''' [water / 2]<br> | ||
The sorcerer creates a one-yard thick wall (2h / 12w) made up of a creaking, crunching maelstrom of jagged ice chunks, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d cut damage per second. Vision blocked by wall. | The sorcerer creates a one-yard thick wall (2h / 12w) made up of a creaking, crunching maelstrom of jagged ice chunks, in a targeted area (Acc 3, Range 20). Anyone attempting to pass through the wall suffers 1d cut damage per second. Vision blocked by wall. | ||
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<br><u>Trigger</u>: Glacial melt-off water, $46 ea. | <br><u>Trigger</u>: Glacial melt-off water, $46 ea. | ||
<br><u>Enhancement</u>: increased damage… Level 3: 1d+3, Level 4: 2d+1, Level 5: 3d, Level 6: 3d+3, Level 7: 4d+1. | <br><u>Enhancement</u>: increased damage… Level 3: 1d+3, Level 4: 2d+1, Level 5: 3d, Level 6: 3d+3, Level 7: 4d+1. | ||
+ | |} | ||
+ | <br> |
Revision as of 15:56, 18 November 2015
Mana Forms The energies of magic, mana, are not comprised of only a single energy, but a total of eight energies that blend together. Each energy type, or “form”, is most often associated with the elements of nature--air, animal, earth, fire, plant and water--as wells as the energy of dark and light. Some of these energy types are synergistic and mutually aligned, but others are reactive or even destructive of other energy types (in the elemental diagram, each energy is weakened or destroyed by the opposing). All magical casting, “spells”, are associated with a mana for and each mana form is also associated with a specific color (wavelength of light): Imbued with Mana
Unnatural Features
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Main: Kaliteth
Within the world of Halomaed, the energies of magic (mana) are infused within all things. Priests believe that mana was used by the divines to construct the world and all life within it. On the other hand, sorcerers believe magic is just a distinct form of energy of the physical world, to be used as desired.
Casting Spells
Every spell is a learned technique (hard) of the appropriate ritual skill, that defaults to the ritual at -1 per spell level. A spell can only be cast as a 0-point technique if the caster has a scroll or spell book that details the spell, but suffers a -1 penalty to cast (this is actually a -2 offset by the +1 bonus for using a scroll or spell book). These spell techniques cannot be bought up to a level higher than ritual skill.
Successfully casting a spell requires a skill roll based on the ritual technique, followed by either an unarmed attack to “touch” the target or an innate attack for a ranged attack to strike the target with the spell. The subject can attempt to block, parry or dodge as normal; a ranged attack that misses could hit an unintended target. Ranged spells that have “low signature” are at -2 to defense and -4 for “no signature”. The effects of the spell only apply if the target of the spell is successfully hit.
Subjects aware and willing to accept the effects of the spell can choose not to defend or resist the effects.
Scrolls & Spellbooks
A caster who has a scroll or spell book in hand which contains the detailed instructions for casting a specific spell gains a +1 bonus to the spell’s effective skill.
Magic Rituals
All spell casting, regardless of type, requires some form of ritual to perform. Druids use Ritual Magic (nature), priests perform Religious Rituals (divine deity), and sorcerers have Ritual Magic (elemental). However, the ritual requirements are not the same for each:
- Druids: chanting and elaborate gestures are used, along with the use of their sacred totem (personal constructed) for many spells. The gesture portion of the ritual is hindered by encumbrance, -1 per level.
- Priests: a verbal appeal (prayer) to the divines, but no physical gestures are used. A properly sanctified holy symbol made of silver ($60 minimum) is required for most spells.
- Sorcerers: do not vocalize, but must draw elaborate magical symbols. Unless the spell description specifies “no signature”, the symbols are formed of glowing magical energy, appropriate to the color of the mana form of the spell. The sorcerer’s effective skill for casting a spell is the lower of the ritual skill or Symbol Drawing; unless the spell skill is high enough (20+) to no longer require any ritual be made. The symbol drawing portion of the ritual is hindered by encumbrance, -1 per level.
Observers, who can hear or see the ritual being performed, can make a Theology or Thaumatology skill check (-1 per spell level) to attempt to identify the spell being cast.
As the caster’s skill level (base) with the specific spell increases, the ritual becomes easier (pg B237).
Casting Time: 1 sec per spell level. Time Spent rules (B 346) can be applied to spell casting to provide a bonus or penalty to casting. Additionally, spells with the Preparation Required limitation can alter the total casting time.
Casting Cost: 1 FP per spell level. If the spell design specifies a FP cost, this is an additional cost that must be paid by the subject of the spell once cast by the caster, typically for enhancements that the subject can choose to maintain as long as they have the energy.
Margin of Success: every time a spell is cast, notate the margin of success, as this may been needed in Quick Contests to resist opposing spells, especially Dispel Magic attempts.
Maintaining Spells
For spells that specify “can be maintained” in the duration of the spell description, the caster can opt to expend additional FP to extend the life of the spell for another interval of the normal duration. The cost to maintain is 1/2 the regular casting cost. Otherwise, maintaining follows the normal rules (pg B238).
Magical Resistance
Works as normal, per rules, reducing the spell’s effective level or providing the subject a bonus to resistance.
Spells Made Permanent / Magical Abilities
Magic users can potentially acquire magical abilities (not spells), either through a divine blessing by the god/spirits, find and possess a relic or artifact that grants ability, or through advanced magical rituals to imbue the ability. There must always be a quest/trial that must be successfully passed first, plus the character must have sufficient CP to purchase the ability. This provides a means to have spell-like powers without the need of techniques or ritual skill rolls.
Magic Spells
Neutral |
Available to all casters: druids, priests and sorcerers |
Charm Person [dark / 7 (sor) / 6 (pr) / 5 (dr)] |
Darkness, 12’ Radius [dark / 3] |
Detect Magic [light / 3] |
Detect Poison [light / 3] |
Dispel Magic [light / 2] |
Hold Person [light / 5 (sor) / 4 (dr,pr)] |
Light, 12’ Radius [light / 3] |
Mana Shield [any / 1] |
Sleep [dark / 2] |
Divine Spells
Priests / Channelers of Divine Power |
The devoted, faithful servants of the divines, priests/priestesses, channel the power of the divines, casting spells solely by the will of the divines.
Power Investiture, Religious Rituals (divine deity)
Divine Pact & Blessing
Each of the divines has their own expectations for the pacts established with their priest disciples, however, they all share one requirement in common--the clerical code of honor:
Code of Honor (clerical): Adhere to the ethics and morals of your faith; always perform your duties to the best of your ability; always provide religious services when requested by members of the faith; spread your faith to the unenlightened; oppose the enemies of the church in whatever means possible. [-15]
In addition to having access to cast spells, priests also receive a Divine Blessing, specific to the deity they’ve aligned with, so long as the priest adheres to the pact.
Deity | Mana | Pact | Blessing | Order | Symbol |
Enkhmaa | light | Disciplines of Faith (ritual sacrifice: animals) [-5]; Low Empathy [-20]; Vow (ritual observance for full day of change of seasons) [-5]; | Precognition (weather) [8]; Racial Memories (passive, human only, unreliable: 11) [7]; | Phoenix | Hourglass |
Gansaikhan | dark | Bloodlust (15) [-5]; Fanaticism [-15]; Vow (Serve as a soldier for the local lord) [-10]; Cannot have Pacifism. | Hard to Kill 3 [4], Unfazeable [11] | Sword | Cross |
Khünkhoi | light | Berserk (15) [-5]; Disciplines of Faith (asceticism) [-15]; Vow (protect the land, train sustainability) [-10]; | Binding (ST 10, only in dense vegetation, 2-foot radius area, one-shot, constriction attack, innacurate 2) [15] | Oak | Acorn |
Medekhbileg | dark | Berserk (15) [-5]; Disciplines of Faith (asceticism) [-15]; Vow (protect animals from over hunting, train sustainability) [-10]; | Shapeshifting (alternate form, bear @ 100%CP+7) [15] | Bear | Clawed paw |
Mönkhgis | light | Charitable (12) [-15]; Pacifism (cannot harm innocents) [-10]; Vow (abstinence) [-5]; | Healing (injuries only) [15] | Rose | Rose |
Naranbataar | light | Charitable (12) [-15]; Honesty (12) [-10]; Selfless (12) [-5]; | Absolute Timing [1]; Detect (building materials) [14] | Hammer | Hammer |
Otgonjargal | dark | Callous [-5]; Dependency (bath in the sea, weekly) [-10]; Disciplines of Faith (mysticism) [-5]; Impulsiveness (12) [-10] | Amphibious (when in water) [7], Doesn’t Breathe (in water only) [8] | Sea | Conch |
Sühksaikhan | dark | Disciplines of Faith (ritual sacrifice: people) [-10]; Secret (sacrifices, imprisonment) [-20] | Affliction (disease: Ranenya, HT-1, melee:C, no signature) [12], Resistant (disease, +3 to HT) [3] | Night | Black Sun |
Yultülga | both | Lunacy [-10]; Manic-Depressive [-20] | Charisma 1 [4], Empathy [11] | Moons | Black-White Orbs |
Priest spells are not elemental, so the mana form of these spells are always either Dark or Light. Each of the divine is aligned with a specific mana form. A priest will only ever have access to one or the other; not both. NOTE: priests of Yulülga have access to Light when “manic” and Dark when “depressive”.
Paladins
Some priest acquire limited skills and experience with combat, often serving alongside soldiers in armies, but the true warrior priests are the paladins. They are highly trained in combat, often wear heavy armor and are the crusading champions of their faith. They have access to all the same spells and blessings as regular priests.
Bless [dark,light / 2] |
Prayer [dark,light / 6] |
Sanctified Hammer [dark,light / 3] |
Sanctified Stones [dark,light / 1] |
Dark
Acid Rain [dark / 3] |
Command Undead [dark / 5] |
Curse [dark / var.] |
Flay [dark / 3] |
Raise Dead [dark / 3] |
Serpent Staff [dark / 1] |
Summon Insect Swarm [dark / 1] |
Word of Command: Prostrate [dark / 5] |
Word of Command: Silence [dark / 4] |
Light
Banish Undead [light / 1] |
Cure Disease [light / 4] |
Cure Wounds [light / 1]
|
Cure Poison [light / 1] |
Detect Undead [light /1] |
Find Traps [light / 1] |
Protection from Poison [light / 1] |
Remove Curse [light / 5] |
Remove Fear [light / 3] |
Resist Element [light / 2] |
Resurrection [light / 1] |
Sun Strike [light / 4] |
Nature Spells
Druids / Avatars of Nature Spirits and Rangers / Guardians of Nature |
Druids are a form of magic user sharing similarities with both priests and sorcerers, yet remaining uniquely different in the regard that they have devoted their life to the protection of nature and are granted access to magic spells from the spirits of nature.
Power Investiture, Ritual Magic (animal,plant)
Nature’s Pact (druid): druids worship the spirits of nature, not the divines, yet they still form a pact in order to be granted use of magic spells. The self-imposed disadvantages of the pact include: Disciplines of Faith (asceticism), Pacifism (self-defense only), Sense of Duty (animals/plants).
Affinity of Nature
Druids are sympathetic to all of nature in general, however, they tend to favor one side over the other, animal vs. plant, which influences their behavior, traits and skills. Additionally, they receive Nature’s Blessing as long as they adhere to their pact (all include pact mod):
- Speak with Animals (all aquatic/land) ...or... Speak with Plants [9]
- Animal Empathy ...or... Plant Empathy [3]
- Natural Traits:
- Animal (aquatic): Amphibious [6], Doesn’t Breathe (in water only) [6]
- Animal (land): Acute Senses (pick one) 7 [9]; Claws (sharp) [0]; Teeth (sharp) [3];
- Plant: Doesn’t Eat (requires 2 hours of sunlight per day) [2], Regeneration (1 HP/hr, requires sunlight) [10]
Totem: each totem must be hand-crafted by the druid, making it unique and only usable by the druid who crafted it. Totems are constructed of several materials associated with the druid's affinity to nature, collected from the area, and combined in a ritual that takes several days (5) to perform. The totems are not consumed when casting a spell, but can become lost or damaged, requiring the druid to construct a new totem.
Rangers
Rangers are similar to druids in many respects, but less devout. They still gain access to nature magic by pact with nature spirits, but the pact is less severe. Ranges, however, do not gain the Nature's Blessing associated with the Affinity of Nature as druids receive. Rangers can cast both animal and plant spells, so long as they take the Ritual Magic skill for each. Lastly, for any spell requiring a "totem" trigger, the ranger is exempt from the need of a totem. The less restrictive pact and exemption of totem use does come at a cost; rangers cast all nature spells at one level higher than listed in the description.
Nature’s Pact (ranger): Pacifism (cannot harm innocents), Sense of Duty (nature).
Neutral
Call Lightning [air / 4] |
Cleansing Flames [fire / 5] |
Faerie Fire [light / 2] |
Fog Cloud [air / 2] |
Nature’s Concealment [animal,plant / 3] |
Spirit Darts [animal,plant / 1] |
Wellspring [light / 5] |
Animal
Charm Animal [animal / 5] |
Detect Animal [animal / 1] |
Hold Animal [animal / 4] |
Repel Insects [animal / 1] |
Shapeshifting [animal / 9] |
Speak with Animals [animal / 1] |
Summon Beast [animal / 1] |
Plant
Barkskin [plant / 1] |
Entangle [plant / 6] |
Pass without Trace [plant / 1] |
Plant Door [plant / 3] |
Shillelagh [plant / 2] |
Speak with Plants [plant / 1] |
Summon Swarm [plant / 1] |
Sorcery Spells
Sorcerers / Shapers of Elemental Forces |
From a time before written history, there have been those who have scientifically studied the nature of mana, observed the results of trial and error experimentation, and documented their findings to pass down this knowledge from master-to-apprentice. This brute force manipulation of mana, taken rather than granted by the divines, is known as sorcery. A sorcerer, or sorceress, performs ritual magic to shape elemental forces to craft the desired magical effects.
Magery, Ritual Magic (air,earth,fire,water)
Sorcerers do not form any form of pact with a higher power in order to use magic, however, learning to use magic is not a simple feat, requiring years of study under the tutelage of a master sorcerer before venturing out on their own. In many cases, this form of training is not readily given; a prospective sorcerer may have to perform some quest to prove their worth, swear an oath of fealty to the master, or serve in a guild of sorcery.
General
Anti-Magic Shell [light / 4] |
Charm Monster [light / 7] |
Cloudkill [dark / 5] |
Command Undead [dark / 7] |
Curse [dark / var.]
Duration: instant |
Detect Monster [light / 3] |
Elemental Bow [air,earth,fire,water / 2] |
Elemental Manipulation [air,earth,fire,water / 1] |
Haste [light / 2] |
Hold Monster [light / 5] |
Invisibility [dark / 4] |
Magic Missile [light / 1] |
Polymorph Self/Other [dark / 7] |
Protection from Arrows [light / 4] |
Protection from Monsters [light / 3] |
See Invisible [light / 2] |
Spider Climb [dark / 2] |
Stinking Cloud [dark / 4] |
Stun [light / 4] |
Summon Elemental [air,earth,fire,water / 1] |
Web [dark / 4] |
More to come...
Knock Innate Attack crushing only against doors.
Levitate / Telekinesis Clairaudience / Clairvoyance Fly Flight Infravision Monster Summoning Dimension Door / Teleport Grappling Tentacles Animate Dead Reincarnation (give new body)
Elemental - Air
Lightning Bolt [air / 1]
|
Lightning Shield [air / 5] |
Protection from Air [air / 1] |
Sand Storm [air / 5] |
Shocking Grasp [air / 1] |
Wall of Lightning [air / 2] |
Elemental - Earth
Acid Arrow [earth / 1]
|
Acidic Palms [earth / 1] |
Meteor Swarm [earth / 5] |
Protection from Earth [earth / 1] |
Stone Shard Shield [earth / 5] |
Wall of Stone [earth / 2] |
Elemental - Fire
Fireball [fire / 1]
|
Fire Shield [fire / 5] |
Fire Storm [fire / 5] |
Flaming Hand [fire / 1] |
Protection from Fire [fire / 1] |
Wall of Flame [fire / 2] |
Elemental - Water
Frost Shield [water / 5] |
Frost Storm [water / 5] |
Ice Javelin [water / 1]
|
Icy Touch [water / 1] |
Protection from Water [water / 1] |
Wall of Ice [water / 2] |