Difference between revisions of "Alternate Magic"

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| '''Druids / Avatars of Nature Spirits'''
 
| '''Druids / Avatars of Nature Spirits'''
 
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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.
  
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''Power Investiture, Ritual Magic (animal,plant)''
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'''Nature’s Pact''': 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), for a total spell limitation modifier of -40%.
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'''Affinity of Nature'''<br>
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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]
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* Animal Empathy ...or… Plant Empathy [3]
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* Natural Affinity:
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** Animal (aquatic): Amphibious [6], Doesn’t Breathe (in water only) [6]
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** Animal (land): Acute Senses (pick one) 7 [9]; Claws (sharp) [0]; Teeth (sharp) [3];
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** Plant: Doesn’t Eat (requires 2 hours of sunlight per day) [2], Regeneration (1 HP/hr, requires sunlight) [10]
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NOTE: aquatic druid spells will generally include the enhancement Underwater +20%.
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Totem: -40% trigger
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===Neutral===
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{|style='width:100%;background-color:rgb(87,158,166);font-size:1px;padding:1px;'
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|
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|}
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'''Call Lightning''' [air / 5]<br>
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When storm clouds are in the area, the druid is able to call down bolts of lighting which strike within a 16-yard-radius area centered on the druid. The druid can choose to target a bolt at any, and all, individuals in the area of effect, however, the bolt(s) have a chance of missing. For each bolt, roll 3d: 12 or less to hit. Each bolt inflicts 5d burn electric damage. Subjects of attack who are wearing metal armor only receive DR 1 and the bombardment roll gets a +2 bonus to hit.
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<br><u>Duration</u>: instant
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'''Faerie Fire''' [light / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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outline subject in aura of light
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'''Fire Storm''' [fire / 5]<br>
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As per Innate Attack (pg B61), the druid focuses the spell into a seed pod, which is then thrown. Where the pod strikes, the whole area (16-yard radius) suddenly erupts into an inferno of sheets of roaring flames, causing 4d burn, each second, for a total of 10 seconds. Plants are immune to the flames. This is a ranged attack (Acc 3, Range 50).
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<br><u>Duration</u>: instant
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<br><u>Trigger</u>: sunfire flower seed pod, $20 each
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'''Obscurement''' [air / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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Fog
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'''Nature’s Concealment''' [animal,plant / 3]<br>
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The druid’s body, clothing and carried items transform, as per Chameleon (pg B41), providing a vision-based bonus to Stealth of +8 when motionless or +4 when moving. Only works when in natural environments. The change remains “on” for the duration of the spell. No signature.
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<br><u>Duration</u>: 30 minutes
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<br><u>Trigger</u>: a plant leaf or piece of animal hide
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===Animal===
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{|style='width:100%;background-color:rgb(227,146,54);font-size:1px;padding:1px;'
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|
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|}
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'''Charm Animal''' [animal / 5]<br>
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Same as ''Charm Person'' spell, but subject must be an animal or beast.
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'''Detect Animal''' [animal / 1]<br>
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As per Detect (pg B48), for duration of spell, caster is able to detect the presence of animals or beasts. Each second of concentration can attempt to sense one target. A successful sense (hearing) roll reveals the direction of the animal. An IQ roll can attempt to analyze the source, based on margin of success: 0-1 size of animal, 2-3 type of animal, 4-5 current activity/behavior, 6+ condition/health of animal. No signature.
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<br><u>Duration</u>: 1 minute, can be maintained
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'''Hold Animal''' [animal / 4]<br>
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Same as ''Hold Person'' spell, but subject must be an animal or beast.
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'''Repel Insects''' [animal / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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'''Shapeshifting''' [animal / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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<br><u>Trigger</u>:
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Shapeshifting (animal form)
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'''Spirit Darts''' [animal,plant / 1]<br>
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The druid manifests a handful of darts, made of wood or bone, which are then magically launched at a target (Acc 3, Range 10/20, RoF 1x10, Rcl 1),  inflicting 1d pi each.
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<br><u>Duration</u>: instant
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'''Summon Beast''' [animal / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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Shark (aquatic), Bear (great), Wolf (pack) random?
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'''Summon Swarm''' [animal / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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Rats, wasps, jelly fish
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===Plant===
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{|style='width:100%;background-color:rgb(183,214,170);font-size:1px;padding:1px;'
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|
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|}
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'''Barkskin''' [plant / 1]<br>
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The druid’s skin transforms into a tough layer of rigid bark, providing Damage Resistance (DR 5) versus physical attacks, without hindering movement or adding weight.
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<br><u>Duration</u>: 1 minute
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'''Entangle''' [plant / 6]<br>
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As per Binding (pg B40), within a 4-yard-radius area of dense vegetation, targeted by druid (Acc 1, Range 10), numerous viney tendrils suddenly entangle and ensnare all living creatures. The vines have ST 20; cannot be layered. Victims cannot move, change posture, or change facing, and their body becomes completely pinned, preventing use of limbs or speaking. They remain bound for 10 minutes unless they can escape or are freed by someone else.
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<br><u>Duration</u>: instant
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<br><u>Trigger</u>: short length of string, twine or rope
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'''Pass without Trace''' [plant / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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Based on Walk on Air (pg ), limited to just a 1/4-inch above the ground.
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'''Plant Door''' [plant / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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warp, from one plant to another
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'''Shillelagh''' [plant / lvl]<br>
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Description.
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<br><u>Duration</u>: 1 minute
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enchanted staff, +1 hit, +1 dmg
  
 
==Sorcery Spells==
 
==Sorcery Spells==

Revision as of 12:16, 10 November 2015

Main: Kaliteth

Mana forms.jpg
Mana forms chart.jpg

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.

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

Although druids and priests do not require Power Investiture, sorcerers must have at least Margy 0 in order to cast spells.

  • Maximum level: 1 per every 100 CP of character total CP
  • +1 bonus per level to the effective skill for all spells.
  • -1 FP to casting cost per level. This is in addition to any reduced cost due to the base skill level of the spell.

Unnatural Features
As a caster’s level of Magery, or Power Investiture, increases, they are physically transformed by the raw power of the mana flowing through their bodies.

  1. none
  2. minor change, tint, in eye color, matching mana form color, and minor change in hair color, a streak of color (white or black), unnatural feature 1
  3. minor unnatural skin color (a hint) - metallic for priests, earthy for druids, elemental for mages, unnatural feature 2
  4. major change in eye color (deeper, more vibrant) and change in pupil shape (cat-eye, goat-eye, alligator-slit, tear-drop, n-pointed-star, micro-circle, etc.) and major change in hair color (fully white or black), unnatural feature 3
  5. major unnatural skin color (deeper, more vibrant) and minor complexion (texture/patterning) - priests seem to shine when in light, druids seem rough and textured like bark or stones, mages become slightly scaly, unnatural feature 4
  6. major complexion, unnatural feature 5
  7. (or higher), Supernatural Feature, priest will progressively appear more angelic, sorcerers more demonic.

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 -4 penalty to cast (-2 when offset by +2 bonus for 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 +2 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.
  • 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.

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

These spells are available for druids, priests and sorcerers.

Charm Person [dark / 7 (sor) / 6 (pr) / 5 (dr)]
As per Mind Control (pg B68), once the spell is cast, if the subject of the spell sees the visual effect and fails to resist--Quick Contest of Will--then the subject must obey every command of the caster for the duration of the effect. If the caster becomes incapacitated or commands the subject to do something against his principles, the subject receives another chance to resist the spell. Only humanoid races can be subjects of this spell: dwarf, elf, gnome, goblin, half-orc, human, or orc. Animals, beasts, monsters and undead are automatically immune. For Quick Contests, the caster has a -1 per each other subjects already under control and a -1 per yard distance between caster and subject (beyond 1 yard). Control remains in effect for as long as caster concentrates, plus 10 minute per margin of victory after concentration is dropped. The subject retains no memory of anything that occurred while under control.
Duration: instant
Trigger: holy symbol, totem or a mystic charm (must be made)

Darkness, 12’ Radius [dark / 3]
As per Obscure (pb B72), creating a zone of complete darkness (Vision -10) within a 4-yard radius area. This is a ranged innate attack (Acc 1, Range 20). Those with Dark Vision are immune to this darkness. If cast into an area currently under the effect of Light, 12’ Radius, the overlapping areas counter each other, resulting in partial darkness (Vision -5). Cannot be cancelled once cast.
Duration: 30 seconds, can be maintained

Detect Magic [light / 3]
As per Detect (pg B48), for duration of spell, caster is able to detect the presence of magic, either as enchanted items or magical effects on an object, individual or area. Does not detect individuals solely on having Magery. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location (direction and distance) to the magic source; the area or object glows with an aura of magic. An IQ roll can attempt to analyze the magic source, based on margin of success: 0-1 magic level, 2-3 mana form, 4-5 effective margin level (to dispel), 6+ exact magic effect (spell or ability). No signature.
Duration: 1 minute, can be maintained

Detect Poison [light / 3]
As per Detect (pg B48), for duration of spell, caster is able to detect the presence of poison, either in food or drink, on an object, within an individual, or in an area. Each second of concentration can attempt to sense one target. A successful sense (vision) roll reveals the precise location (direction and distance) to the poison source; the source glows with a dark green aura. An IQ roll can attempt to analyze the magic source, based on margin of success: 0-1 potency (HT -?), 2-3 type (contact, ingestion, respiratory, etc.), 4+ symptoms poison will inflict on victim. No signature.
Duration: 1 minute, can be maintained

Dispel Magic [light / 2]
As per Mana Damper (pg B67), casting this spell attempts to eliminate all magical energy in the area for an instant, neutralizing existing spells. This is a ranged innate attack (Acc 3, Range 10) with a 4-yard area of effect. The caster must succeed at a Will check; spells with level less than or equal to the margin of success are neutralized. Enchanted items and alchemical potions in containers receive a +5 bonus to resist the dispel attempt.
Duration: instant

Hold Person [light / 5 (sor) / 4 (dr,pr)]
The caster targets the subject with an Affliction (Acc 0, Range 20). If the subject fails to resist (HT -2), he is struck with paralysis for 1 minute per margin of failure, after which he remains stunned until passing a HT check. Only humanoids can be affected by this spell. This spell is a charm, so elves receive their MR.
Duration: instant
Trigger: holy symbol, totem or a mystic charm (must be made)

Light, 12’ Radius [light / 3]
Inverse of the Darkness, 12’ Radius spell, providing full illumination (Vision -0) within a 4-yard radius area centered on the caster. If carried into an area under the effect of Darkness, 12’ Radius, the overlapping areas counter each other, resulting in partial darkness (Vision -5). The source of light is a bright white magical orb of radiance hovering above the caster’s head. Cannot be cancelled once cast.
Duration: 30 minutes, can be maintained

Mana Shield [any / 1]
This is an special “instant cast” blocking spell which allows a caster to produce a single-use-per-turn magical shield to block an opponent's spell from striking the caster, played as an interrupt only after the opponent has successfully cast and targeted the caster. This is a completely unique spell in that it is not associated with one specific mana form, but instead is generated in a mana form of the caster’s choosing at time of casting; only for Ritual Magic forms the caster knows. The shield provides a level of Magic Resistance (pg B) based on the mana forms of the mana shield and countered spell: +10 vs. opposed form, +0 vs. same form and +5 vs. all others. This spell can only be cast once per turn, effective against a single attack only.
Duration: instant

Sleep [dark / 2]
As per Affliction, the caster targets a subject (Acc 3, Range 20), attempting to induce sleep. The subject must pass a resist check (HT+0) or instantly fall to sleep for 1 minute per margin of failure. After waking, the subject remains stunned until a successful HT roll is passed (1 per second).
Duration: instant
Trigger: dried Bugolus mushroom
Enhancement: area effect 4-yard-radius, spell level 4 (sor) / 3 (dr,pr)


Divine Spells

Priests / Channelers of Divine Power


Nature Spells

Druids / Avatars of Nature Spirits

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: 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), for a total spell limitation modifier of -40%.

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 Affinity:
    • 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]

NOTE: aquatic druid spells will generally include the enhancement Underwater +20%.

Totem: -40% trigger

Neutral

Call Lightning [air / 5]
When storm clouds are in the area, the druid is able to call down bolts of lighting which strike within a 16-yard-radius area centered on the druid. The druid can choose to target a bolt at any, and all, individuals in the area of effect, however, the bolt(s) have a chance of missing. For each bolt, roll 3d: 12 or less to hit. Each bolt inflicts 5d burn electric damage. Subjects of attack who are wearing metal armor only receive DR 1 and the bombardment roll gets a +2 bonus to hit.
Duration: instant

Faerie Fire [light / lvl]
Description.
Duration: 1 minute

outline subject in aura of light

Fire Storm [fire / 5]
As per Innate Attack (pg B61), the druid focuses the spell into a seed pod, which is then thrown. Where the pod strikes, the whole area (16-yard radius) suddenly erupts into an inferno of sheets of roaring flames, causing 4d burn, each second, for a total of 10 seconds. Plants are immune to the flames. This is a ranged attack (Acc 3, Range 50).
Duration: instant
Trigger: sunfire flower seed pod, $20 each

Obscurement [air / lvl]
Description.
Duration: 1 minute

Fog

Nature’s Concealment [animal,plant / 3]
The druid’s body, clothing and carried items transform, as per Chameleon (pg B41), providing a vision-based bonus to Stealth of +8 when motionless or +4 when moving. Only works when in natural environments. The change remains “on” for the duration of the spell. No signature.
Duration: 30 minutes
Trigger: a plant leaf or piece of animal hide

Animal

Charm Animal [animal / 5]
Same as Charm Person spell, but subject must be an animal or beast.

Detect Animal [animal / 1]
As per Detect (pg B48), for duration of spell, caster is able to detect the presence of animals or beasts. Each second of concentration can attempt to sense one target. A successful sense (hearing) roll reveals the direction of the animal. An IQ roll can attempt to analyze the source, based on margin of success: 0-1 size of animal, 2-3 type of animal, 4-5 current activity/behavior, 6+ condition/health of animal. No signature.
Duration: 1 minute, can be maintained

Hold Animal [animal / 4]
Same as Hold Person spell, but subject must be an animal or beast.

Repel Insects [animal / lvl]
Description.
Duration: 1 minute

Shapeshifting [animal / lvl]
Description.
Duration: 1 minute
Trigger:

Shapeshifting (animal form)

Spirit Darts [animal,plant / 1]
The druid manifests a handful of darts, made of wood or bone, which are then magically launched at a target (Acc 3, Range 10/20, RoF 1x10, Rcl 1), inflicting 1d pi each.
Duration: instant

Summon Beast [animal / lvl]
Description.
Duration: 1 minute

Shark (aquatic), Bear (great), Wolf (pack) random?

Summon Swarm [animal / lvl]
Description.
Duration: 1 minute

Rats, wasps, jelly fish

Plant

Barkskin [plant / 1]
The druid’s skin transforms into a tough layer of rigid bark, providing Damage Resistance (DR 5) versus physical attacks, without hindering movement or adding weight.
Duration: 1 minute

Entangle [plant / 6]
As per Binding (pg B40), within a 4-yard-radius area of dense vegetation, targeted by druid (Acc 1, Range 10), numerous viney tendrils suddenly entangle and ensnare all living creatures. The vines have ST 20; cannot be layered. Victims cannot move, change posture, or change facing, and their body becomes completely pinned, preventing use of limbs or speaking. They remain bound for 10 minutes unless they can escape or are freed by someone else.
Duration: instant
Trigger: short length of string, twine or rope

Pass without Trace [plant / lvl]
Description.
Duration: 1 minute

Based on Walk on Air (pg ), limited to just a 1/4-inch above the ground.

Plant Door [plant / lvl]
Description.
Duration: 1 minute

warp, from one plant to another

Shillelagh [plant / lvl]
Description.
Duration: 1 minute

enchanted staff, +1 hit, +1 dmg

Sorcery Spells

Sorcerers / Shapers of Elemental Forces