More Spell Keywords
Sept 7, 2018 11:16:59 GMT -6
Post by Traskus on Sept 7, 2018 11:16:59 GMT -6
This thread is for new spell keywords. It has been pointed out to me that specifying damage types in a keyword is not in fact warranted. They are correct.
Bloody: This spell can't trigger Psychic Phenomena, instead suffer the Blood Loss condition whenever you would trigger Psychic Phenomena. If you are a Vampire (or equivalent), you lose a number of Vitae equal to the spells level instead. If you are otherwise immune to Blood Loss, you cannot cast this spell.
Breath: You must have the ability to use a breath weapon (dragon breath, dragon heart, etc.) to use this spell. Using this spell is concurrent with using said breath weapon, including its action type and whatever cost it may take to use.
Corrupting: The caster gains Corruption points equal to the level of the spell being cast. If you do not use corruption and mutation rules, replace it with Maddening.
Damning: As part of this spell, make an Alignment test. If your Alignment is Khorne (for some reason), you roll twice and choose the worse result.
Font: The caster may use their corruption points/10 rounding down in place of a characteristic to cast this spell to a maximum of 100 corruption. If you do not use corruption and mutation rules, ignore this keyword.
Guttural: This spell can't trigger Psychic Phenomena, instead take a Wound to the Gizzards whenever you would trigger Psychic Phenomena. If you do not have Gizzards, you cannot cast this Spell.
Maddening: The caster gains Insanity points equal to the level of the spell being cast.
Physical: This spell's damage is reduced by armor instead of aura.
Phenomenal: Doo doo do do do! As part of this spell, roll psychic phenomena.
Reload: This spell requires a weapon in your hands as a focus. Reload the focus as part of casting this spell. The effects of the spell last until you reload again or for the duration indicated by the spell, whichever comes first.
Restricted: This spell cannot be pushed.
Reload: This spell requires a weapon in your hands as a focus. Reload the focus as part of casting this spell. The effects of the spell last until you reload again or for the duration indicated by the spell, whichever comes first.
Shadow: This spell requires the visible, distinct shadow of the caster and any targets. It cannot be cast in total darkness, or by or on anyone with the Sunlight Weakness power or similar.
Unfettered: This spell cannot be cast fettered.
Volatile: If you roll phenomena, add 1/10 the roll on the table to your focus power test. If you roll on the perils of the warp table, add 1/5.
Warping: As part of this spell, roll Perils of the Warp.
Bloody: This spell can't trigger Psychic Phenomena, instead suffer the Blood Loss condition whenever you would trigger Psychic Phenomena. If you are a Vampire (or equivalent), you lose a number of Vitae equal to the spells level instead. If you are otherwise immune to Blood Loss, you cannot cast this spell.
Breath: You must have the ability to use a breath weapon (dragon breath, dragon heart, etc.) to use this spell. Using this spell is concurrent with using said breath weapon, including its action type and whatever cost it may take to use.
Corrupting: The caster gains Corruption points equal to the level of the spell being cast. If you do not use corruption and mutation rules, replace it with Maddening.
Damning: As part of this spell, make an Alignment test. If your Alignment is Khorne (for some reason), you roll twice and choose the worse result.
Font: The caster may use their corruption points/10 rounding down in place of a characteristic to cast this spell to a maximum of 100 corruption. If you do not use corruption and mutation rules, ignore this keyword.
Guttural: This spell can't trigger Psychic Phenomena, instead take a Wound to the Gizzards whenever you would trigger Psychic Phenomena. If you do not have Gizzards, you cannot cast this Spell.
Maddening: The caster gains Insanity points equal to the level of the spell being cast.
Physical: This spell's damage is reduced by armor instead of aura.
Phenomenal: Doo doo do do do! As part of this spell, roll psychic phenomena.
Reload: This spell requires a weapon in your hands as a focus. Reload the focus as part of casting this spell. The effects of the spell last until you reload again or for the duration indicated by the spell, whichever comes first.
Restricted: This spell cannot be pushed.
Reload: This spell requires a weapon in your hands as a focus. Reload the focus as part of casting this spell. The effects of the spell last until you reload again or for the duration indicated by the spell, whichever comes first.
Shadow: This spell requires the visible, distinct shadow of the caster and any targets. It cannot be cast in total darkness, or by or on anyone with the Sunlight Weakness power or similar.
Unfettered: This spell cannot be cast fettered.
Volatile: If you roll phenomena, add 1/10 the roll on the table to your focus power test. If you roll on the perils of the warp table, add 1/5.
Warping: As part of this spell, roll Perils of the Warp.