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Post by GuardianTempest on Aug 11, 2018 0:30:11 GMT -6
When making spells, keep in mind that - Every school uses one characteristic. The schools that use Intelligence are Illusion and Necromancy, the schools that use Wisdom are Divination, Healing and Transmutation, the schools that use Willpower are Abjuration and Conjuration, and the schools that use Charisma are Enchantment and Evocation.
- Each school does its own things, and so if you want to find out in which school to place a spell you're going to want to know what every school's spells do. If you want to make a magic disease, you're not going to put it in Evocation because Evocation is all about overt annihilation. If you want to make a spell that cloaks everyone nearby, best not to put it in Abjuration because cloaking is stealth and stealth is part of what the school of Illusion does.
This compilation includes both core spells and homebrew ones, the latter will be indicated. Homebrew spells created for homebrew magical schools can be found in their respective threads or the Alternate Magic Schools thread. AbjurationLevel 1Shield Abjuration 1 Test: Abjuration + Willpower Target Number: 10 Action: Reaction Action Keywords: Somatic Duration: Instant You may use the result of this spell as a parry Test.
Armouring Aura Abjuration 1 Test: Abjuration + Willpower Target Number: 10 Action: Half Action Keywords: Somatic, Touch Duration: One Scene The touched creature gains Aura 1. For every raise you get on the Focus Power test, the value of the granted Aura goes up by 1 to a maximum of three times your Level.
Endure Elements Abjuration 1 Test: Abjuration + Willpower Target Number: 15 Action: Full Action Keywords: Somatic, Verbal Duration: 24 hours You may comfortably exist in most natural environments. You don't suffer penalties to your actions from weather conditions, and you're comfortable even in very hot or cold weather.
Profound Still (Homebrew by GuardianTempest) Abjuration 1 Test: Abjuration + Willpower Target Number: 15 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: 5 rounds Effect: Everyone in a radius of five times the caster's level in meters (maximum of 25m) can't cast level 1 spells, including the caster. For every two raises on the test, the level of spells that can't be cast increases by one. Focus: An implement
Alarm (Homebrew by weredrago2) Abjuration 1 Test: Abjuration + Intelligence Target Number: 10 Action: Half Action Keywords: Focus, Somatic, Verbal Duration: Two hours This spell sounds an alarm each time a creature of Size 2 or larger enters an area or touches an object (10 meters or less in diameter) that has been warded with Alarm. A creature that speaks a chosen password (determined at the time of casting) does not set off Alarm. You decide at the time of casting whether the alarm will be mental or audible. A mental alarm alerts you (and only you) so long as you remain within 1 kilometer of the warded area. A mental alarm will awaken you from sleeping, but does not otherwise disturb concentration. An audible alarm produces the sound of a bell for 1 round, which can be heard clearly for 20 meters. For every raise on the Focus Power test, you can increase the range of the Alarm by 5 meters. Focus: A tiny bell and a piece of very fine silver wire.
Psychic Imprint (Homebrew by Traskus) Abjuration 1 Test: Abjuration + Willpower Action: Full Action Target Number: 15 Keywords: Somatic, Subtle, Touch Duration: Five days The caster touches and imbues a small amount of their presence on an object. This imprint bears a unique 'presence' that can be used to identify the psyker by those familiar with his psychic presence. Level 2Knock Abjuration 2 Test: Abjuration + Willpower Target Number: 20 Action: Half Action Keywords: Somatic, Touch Duration: Instant You unlock a touched door, disabling all nonmagical locks on it.
Dispel Abjuration 2 Test: Abjuration + Willpower Target Number: 15 Action: Reaction Action Keywords: - Duration: Instant You may use this spell as a reaction to counter a spell being cast, with the target number of this spell equal to the Magic roll of the caster of the target spell.
Voidskin Abjuration 2 Test: Abjuration + Willpower Target Number: 20 Action: Half Action Keywords: Somatic Duration: One Scene You become immune to the ravages of space. While Voidskin is active it provides you with all the air you need to breathe and protects you against pressure and radiation. If combined with Endure Elements, you're comfortable too instead of sweating or freezing.
Gellar Ray (Homebrew by Yog-Sothoth) Abjuration 2 Test: Abjuration + Willpower Target Number: 15 Action: Reaction Action Keywords: Focus Duration: Instant You may prevent a Psychic Phenomenon within 30m of you, or prevent the summoning of a creature with the Daemonic trait - so long as you got as many raises as the creature's level. Focus: A charm.
Arcane Lock (Homebrew by weredrago2) Abjuration 2 Test: Abjuration + Intelligence Target Number: 15 Action: Half Action Keywords: Material, Somatic, Verbal Duration: Indefinite An Arcane Lock cast upon a door, chest, or portal (target cannot exced 10 meters in diameter) magically locks it. You can freely pass your own Arcane Lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful Dispel or Knock spell. Add two checks to the normal TN to break open a door or portal affected by this spell. A Knock spell cannot break an Arcane Lock, but it does suppress it for 10 minutes. Material: An Uncommon amount of gold dust.
Saving Grace (Homebrew by Methodia) Abjuration 2 Test: Abjuration + Willpower Target Number: 20 Action: Half Action Keywords: Somatic, Touch Duration: One Scene A target you touch is overcome with the urge to survive. For the rest of the scene the target gains a +10 on saving throws and an additional +1 for each raise on the Focus Power test.
Chains of Chaos (Homebrew by Marr965) Abjuration 2 Test: Abjuration + Willpower Target Number: 20 Half Action Keywords: Attack, Ranged Touch, Somatic, Verbal The actions of a target within 15 m become sluggish, as though they were dragging their limbs through treacle for a round. Any actions that they take that would normally take a half action take a full action, while those that would normally take a full action also prevent use of Reactions.
Disenchant (Homebrew by GuardianTempest) Abjuration 2 Test: Abjuration + Willpower Target Number: 15 Action: Half Action Keywords: Somatic Duration: Instant You may end an ongoing magic spell, with the target number of this spell being the magic roll used to cast the target spell. If the spell does not have one, the target number to end it is 15 plus five times the spell's level instead. Level 3Mage Armor Abjuration 3 Test: Abjuration + Willpower Target Number: 20 Action: Half Action Keywords: Somatic, Touch Duration: One Day The touched creature gains Armor Points equal to your Level. For every raise you get on the Focus Power test, the value of the granted Armor Points goes up by one to a maximum of three times your level. The armor provided by this spell does not stack with nonmagical armor, but it requires no proficiency to use.
Glyph Abjuration 3 Test: Abjuration + Willpower Target Number: 25 Action: Full Action Keywords: Focus, Somatic, Touch Duration: One day You touch an object or person and create a Glyph. You may cast spells at the glyph without having line of effect, though it must still be within range of the spell. For example, you could put a glyph on a rock, throw it over a wall, then cast fireball targeting the glyph, exploding anything behind the wall without poking your head over to look. Focus: A small gem.
Ruby Ray Abjuration 3 Test: Abjuration + Willpower Target Number: 25 Action: Reaction Action Keywords: - Duration: Instant A Ruby Ray is effectively a more powerful and limited form of Dispel. It can be used in one of two ways - as a reaction to a spell, or to set up a shield in advance. When used as a shield, it reflects the next spell cast at the shielded target before the end of the round. It only reflects spells that target a single target, not those that effect everyone in a scene or a burst effect like energyball. If used as a reaction, it can only protect the caster. The refected spell's target is changed to its caster.
Gellar Field (Homebrew by Yog-Sothoth) Abjuration 3 Test: Abjuration + Willpower Target Number: 20 Action: Full Action Keywords: Focus Duration: Concentration (Half) This spell generates a smaller, personal, version of a spelljammer Gellar Field, effective within a 10m radius. The caster may spend a resource point to prevent a Peril of the Warp within the field, and all Perils occurring outside the field do not affect those within. Anything with the Daemonic trait within the field is destroyed. Daemonhosts lose the power of their sin asset within the field. Spells may not be pushed within the field. Focus: A charm.
Repulsion (Homebrew by Methodia) Abjuration 3 Test: Abjuration + Willpower Target Number: 25 Action: Full Action Keywords: Focus, Saving Throw, Somatic Duration: 10 Rounds A mighty force repels those who would harm you. Enemies cannot approach within 2 meters of you unless they make an Arcana + Strength saving throw. Focus: A Fan (Common)
Ward of Light (Homebrew by Marr965) Abjuration 3 Abjuration + Willpower TN 30 Full Action Somatic, Subtle, Touch Duration: One scene The touched being is magically protected against the effects of certain abilities and weapons. Whenever the target would be affected by a weapon or spell with the Incendiary, Shocking, Snare or Toxic qualities, they may roll a d10. If the result is 6 or higher, they ignore that ability for that attack.
Ruby Light (Homebrew by Marr965) Abjuration 3 Test: Abjuration + Willpower TN 25 Full Action Keywords: Somatic Duration: 5 rounds The next time the target of this spell becomes the target of a spell, the effects of that spell apply to the caster rather than the normal target. If the target themself is the caster, instead it affects a random target within the range of that spell. This spell has a range of 10 m. Copy the effects of this spell for every 2 raises on the Focus Power test. They may be applied to the same target or another target, and the effects are "used up" one at a time (so if one recipient of this spell has the effect 3 times, they would reflect 3 spells before being affected normally by the fourth).
Nullify (Homebrew by Traskus) Abjuration 3 Test: Abjuration + Willpower Action: Reaction Target Number: 25 Keywords: -- Duration: Instant The caster uses their power to suppress another's Focus Power test. If successful, the effective spell school level of a caster targeting them with a spell is reduced by 1, plus one for every two raises on the test. If this reduces the target's effective spell school level to 0, the spell is nullified completely.
Wonder Room (Homebrew by ScrapyardDragon) Abjuration 3 test: Abjuration+Willpower Target Number: 20 Action: Half action Keywords: Somatic Duration: 5 rounds For the duration of the spell, all things within 20m of the point this spell is cast at substitute their aura rating with the AP rating applied to their body, and replace their AP values with their aura rating. Level 4Exploding Runes Abjuration 4 Test: Abjuration + Willpower Target Number: 30 Action: Full Action Keywords: Social, Somatic, Touch Duration: Indefinite (E) You inscribe a series of runes on an object. If anyone except you and anyone else you name as safe during the casting of this spell reads these runes, they explode, dealing 4k4 damage to everyone within 3m.
Disjunction Abjuration 4 Test: Abjuration + Willpower Target Number: 20 Action: Reaction Action Keywords: - Duration: Instant This spell functions as Dispel, but if you succeed on the counter attempt, the target cannot cast spells until the end of your next turn.
Globe of Invulnerability Abjuration 4 Test: Abjuration + Willpower Target Number: 30 Action: Half Action Keywords: Somatic, Verbal Duration: One Scene The caster of the spell becomes immune to spells of Level 1 and 2. The caster cannot be targeted by such spells, and if caught in the area of effect of such a spell simply ignores its effect. However, they are not immune to spells that don't directly affect them - their attacks can still be parried with Shield, enemies under the effect of Boon still get their bonus against the caster, and so forth.
Gellar Wave (Homebrew by Yog-Sothoth) Abjuration 4 Test: Abjuration + Willpower Target Number: 15 Action: Reaction Action Keywords: Focus Duration: Instant You may prevent a Psychic Phenomena or Peril of the Warp caused by or targeted at anyone within 50m of you, or banish a creature with the Daemonic trait - if you got as many raises as the creature's level. Focus: A charm.
Burning Spirit (Homebrew by Methodia) Abjuration 4 Test: Abjuration + Willpower Target Number: 30 Action: Full Action Keywords: Somatic, Touch Duration: Level in rounds The target you touch has a mighty force grow inside them that can't be quelled, their spirit burns and their ambition glows. The touched targets hit points cannot be reduced below 1. This doesn't mean they can't die, some things will still outright kill them.
Silent Voice (Homebrew by Marr965) Abjuration 4 Test: Abjuration + Willpower TN 30 Full Action Attack, Somatic Duration: Instant Each combatant within 20 m of the caster takes 1k1 I damage and cannot use Martial Manoeuvres, Trick Shots or spells until the start of your next turn.
Trick Room (Homebrew by Traskus) Abjuration 4 Test: Abjuration + Willpower Action: Half Action Target Number: 30 Keywords: Somatic, Verbal Duration: Five turns The caster makes time all wibbly wobbly for a while. This spell takes effect at the beginning of the next round. In an area with a radius of 100m centered on the caster, initiative order is reversed starting from low and working up instead of normal initiative. Level 5Contingency Abjuration 5 Test: Abjuration + Willpower Target Number: 30 Action: Full Action Keywords: Social, Somatic, Touch Duration: Indefinite (E) On the completion of this spell, you must immediately cast another spell. That spell does not take immediate effect. Under a condition chosen at the time of casting, that spell takes immediate effect. Targets must be chosen when the spell is cast, though they may be left vague (for example, you might cast fireball and set the target at 'what I am pointing to'). A character may only have one Contingency active at a time.
Wall of Force Abjuration 5 Test: Abjuration + Wilpower Target Number: 35 Action: Half Action Keywords: Somatic, Verbal Duration: One Scene This spell creates a powerful magic force-field. A stationary plane of force up to 20m long is created within 50m. This plane is effectively indestructible for as long as it lasts. This spell cannot cause damage, and if the wall's area of effect would intersect something (like trying to cast it through a person or tree) it instead stops before intersecting them, creating a shortened version of the wall.
Stasis Field (Homebrew by Yog-Sothoth) Abjuration 5 Test: Abjuration + Willpower Target Number: 40 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: Concentration (Full) This spell generates a sphere, centered on the caster, with a radius of 50m within which all non-Primitive ranged weapons are incapable of operation, all color is drained, and everything is illuminated with a shadowless light. Prometheans and other machines which end the round within the field lose a half action. Explosives which are triggered within only detonate when they leave the field, and do not affect those within the field. Weapons with the Power Field quality lose it while within the field. The stasis field's matte gray boundary blocks all sight in or out. Focus: A metal sphere.
Permanency (Homebrew by weredrago2) Abjuration 5 Test: Abjuration + Intelligence Target Number: 30 Action: 2 Full Actions Keywords: Social, Somatic Duration: Indefinite On the completion of this spell, you must immediately cast another spell. The spell after Permanency changes its Duration to Indefinite, and all tests made to Dispel it take a check to the result of the roll. Permanency works better for certain spells (such as Enlarge Person or Wall of Force) than it does others. Your SM has the final say on what spells can be made permanent with Permanency.
Day of Protection (Homebrew by Marr965) Abjuration 5 Abjuration + Willpower TN 50 Full Action Somatic, Verbal Duration: One day All beings within 10 m of the caster (including the caster himself) gain 10 AP, 10 Aura and 2 Resilience. This armor and Aura stacks with other sources of armor and Aura. This spell may only be cast once per day.
Absorption (Homebrew by Methodia) Abjuration 5 Test: Abjuration + Willpower Target Number: 35 Action: Full Action Keywords: - Duration: Instant This spell functions as Dispel but if you succeed on the counter attempt you gain an amount of raises on your next Focus Power test equivalent to the level of spell countered.
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Post by GuardianTempest on Aug 11, 2018 0:31:04 GMT -6
ConjurationLevel 1Invisible Servant Conjuration 1 Test: Conjuration + Willpower Target Number: 15 Action: Full Action Keywords: Social, Verbal Duration: One hour You summon an invisible roaming animating force. It can perform any task that doesn't require a skill check, and has effective rating of 1 in each characteristic. It lasts for one hour, and is often used for cleaning and simple tasks.
Blink Conjuration 1 Test: Conjuration + Willpower Target Number: 15 Action: Half Action Keywords: Combo-OK, Somatic Duration: Instant You teleport to a spot you can see within 40m.
Web Conjuration 1 Test: Conjuration + Willpower Target Number: 15 Action: Half Action Keywords: Combo-OK, Verbal, Somatic, Material Duration: Instant When you cast Web, choose a point within 25m. All targets within 5m of the point are Immobilized for a number of rounds equal to your Caster Level. Material: Cobwebs
Mana Tap (Homebrew by Yog-Sothoth) Conjuration 1 Test: Conjuration + Willpower Target Number: 10 Action: One Hour Keywords: Somatic, Verbal Duration: Instant Gain 1 generic resource point, plus one for every raise, which you can only spend when casting spells from a specific school chosen at the time of casting. The schools you can collect these generic resource points for are based on the environment in which you are casting the spell: for example, you could get resource points for use with either Illusion or Enchantment spells from islands, Healing or Transmutation from forests, Divination or Necromancy from swamps, Evocation or Conjuration from mountains, Abjuration or Healing from plains, and so on. One may only store a number of resource points for each school up to their rank in the school plus their power stat. This can only be used once per day within the same general location.
Grease (Homebrew by Methodia) Conjuration 1 Test: Conjuration + Willpower Target Number: 15 Action: Half Action Keywords: Material, Somatic, Verbal Duration: Instant A meter square area of the ground is lubed with grease, with an additional adjacent meter square for each raise on the Focus Power test. Those who attempt to walk through the area or have the spell cast at their feet must make a TN 15 Acrobatics + Dexterity test. If they fail, they drop prone.
Summoned Regalia (Homebrew by Eisenritter) Conjuration 1 Test: Conjuration + Willpower Target Number: 15 Action: Full Action Keywords: Focus, Social, Touch Duration: Indefinite You cast this spell on all armor you are currently wearing. You may teleport that armor onto your person (and fully equipped) at any time, from any distance, as a free action. You may only have one set of armor prepared in this way at a time. If the focus is damaged, this spell ends. Focus: A jewel or small handheld device, which becomes a part of the summoned armor.
Heroes' Feast (Homebrew by Traskus) Conjuration 1 Conjuration + Willpower TN 15 Full Action Keywords: Material, Social, Somatic Duration: One scene You create a meal to feed yourself and others. Create enough food of any kind to feed four people, plus one more person per raise to a maximum of your caster level. Material: Five loaves of bread and/or two fish
Steal (Homebrew by Traskus) Conjuration 1 Test: Conjuration + Willpower TN: 15 Action: Free action Keywords: Social, Somatic, Verbal Duration: Instant Your sleight of hand is such that you even can take things from far away. This spell may be used as a Larceny roll for stealing purposes on targets up to 5m away. Stealing something from someone changes the TN to their static defense, and they may resist with Arcana+Willpower. Artifact items and attended-to items such as drawn weapons or equipped armor may not be taken, and if you choose to take something the target does not have the spell fails.
Ashtar (Homebrew by Traskus) Conjuration 1 Test: Conjuration + Willpower Target Number: 15 Action: Half Action Keywords: Somatic, Verbal Duration: 1 round/level Conjure a small mote of dim, red light (an ashtar) that may travel up to 100m away from you (any more and the spell ends). The ashtar qualifies as an origin point for your spells. If attacked, the ashtar has your static defense, cannot take reactions, and is destroyed upon a hit. Level 2Lesser ServantConjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Material, Somatic, Verbal Duration: One minute per caster level You summon a weak creature to aid you. It has a rating of 2 in all characteristics and 2 ranks in any relevant skills. Material: A candle Call ItemConjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Touch, Social Duration: Indefinite You cast this spell on an item you can hold in one hand. You may teleport that item into your hand at any time, from any distance, as a free action. You may have only one item prepared in this way at a time. Obscuring FogConjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Half Action Keywords: Verbal, Somatic Duration: Instant You create a bank of fog, up to three five-meter cubes per caster level. Within this bank of fog, visibility is reduced to 2m. The fog dissipates at a normal rate, vanishing in about five minutes in normal conditions, less if there's wind, bright sunlight, and so forth. Impart Force (Homebrew by Yog-Sothoth)Conjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Somatic, Verbal Duration: Instant The caster generates a force on a target within 100m, adding or subtracting up to 1 from the Momentum of a vehicle (plus one for every raise), changing a vehicle's direction by up to 30 degrees (plus 10 degrees more for every raise), or - should the target be a creature - either moving them up to 4m (plus raises times two) in any direction or adding up to 2 (plus one for every raise) to their Dexterity for any action they take on their next turn with the movement keyword. Conjure Conveyance (Homebrew by Yog-Sothoth)Conjuration 2 Test: Conjuration + Willpower Target Number: 15 Action: Full Action Keywords: Material, Somatic, Verbal Duration: One Hour The caster summons an Uncommon-quality vehicle. The drive rating of its drive system must be less than five plus double the number of raises, and it must have a cockpit and an alternate control input set to arcana. Material: A container, such as a can or vase, of fuel. Violet Viper Vocable (Homebrew by Methodia)Conjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Saving Throw, Social, Somatic, Touch Duration: Indefinite This spell can be cast upon anything that contains at least 25 words of writing. those who attempt to read it are struck by a violet viper, an Arcana + Agility saving throw is given to avoid the viper. If they fail they are stunned for one hour, plus an additional hour per raise on the Focus Power test, and the caster is alerted that the spell has been read and sprung. Bound Weapon (Homebrew by Marr965)Conjuration 2 Test: Conjuration + Willpower TN 10 Action: Half Action Keywords: Somatic, Verbal Duration: 2 rounds, plus one round per raise on the Focus Power test Effect: Choose a weapon of Uncommon or lower rarity. You conjure a single normal quality instance of this weapon, which does not count as magical for the purposes of damage reduction. If you drop the weapon or are otherwise disarmed of it, it vanishes. If you choose a ranged weapon, you get a single clip of ammunition for this weapon (or three arrows/bolts/etc. if it's a single-shot weapon), which lasts for as long as the weapon does and vanishes with it. You can maintain a single Bound Weapon or Greater Bound Weapon at any one time. Bound Armour (Homebrew by Marr965)Conjuration 2 Test: Conjuration + Willpower TN 10 Action: Half Action Keywords: Somatic, Verbal Duration: 2 rounds, plus 1 round per raise on the Focus Power test. Effect: Choose a piece of armour of Uncommon or lower rarity. You conjure a single normal quality instance of this armour, which automatically equips itself on you. This armour does not grant Aura, only AP. If you remove this armour or it is otherwise removed from your person (maybe by the covered body part being chopped off) it vanishes. You can maintain a single Bound Armour or Greater Bound Armour at any one time. Lesser Spirit (Homebrew by weredrago2)Conjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Material, Somatic, Verbal Duration: Special You summon a level 2 spirit to aid you, created using the Monster Creation Rules. The summoned spirit owes you a service, plus one for every raise. The spirit performs these services until all are paid or until the next sunrise/sunset (whichever is sooner), then returns to its home plane. You have a telepathic bond with the spirit until then. Only one spirit may be summoned at a time. Material: A talisman. Baleful Blink (Homebrew by Konate)Conjuration 2 Focus Power Test: Conjuration + Willpower Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal, Touch Duration: Instant You touch an adjacent target and teleport it to a spot you can see within 10m, plus additional 2m for every raise on your Focus Power test. The target may resist with Arcana + Willpower. Baleful Call (Homebrew by Konate)Conjuration 2 Focus Power Test: Conjuration + Willpower Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant You designate one person within 10m and teleport them to an available space adjacent to you. They may resist with Arcana + Willpower. You can double the target range for every 2 Raises on the Focus Power test. Send Item (Homebrew by ScrapyardDragon) Conjuration 2 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Touch, Social Duration: Indefinite You cast this spell on a container with at least 1 cubic meter's worth of storage space. You may teleport any item you are holding with both hands to that container, from any distance, as a half action. You may only have one container prepared in this way at a time. Level 3PorteConjuration 3 Test: Conjuration + Willpower Target Number: 20 Action: Half Action or Reaction Action Keywords: Somatic Duration: One day per Caster level. You create a portal large enough for a person to walk through in a place you can see within 100m. The portal must be placed on a relatively flat surface, but can otherwise be set at any angle. If the surface moves, the portal vanishes instantly. You must cast this spell twice for it to have much effect. The portals are like a doorway - there's no real space between them, entering one immediately puts you out the other. You can hang halfway through a portal, though if one is closed you're expelled through the open side. Momentum is conserved through the portals. You may have only two portals open at once. If you attempt to open a third, you must choose which of your existing portals closes. JauntConjuration 3 Test: Conjuration + Willpower Target Number: 25 Action: Reaction Action Keywords: Combo-OK Duration: Instant You instantly teleport up to 10m away. If used in reaction to an attack, you can use this as a dodge attempt. CloudkillConjuration 3 Test: Conjuration + Willpower Target Number: 25 Action: Half Action Keywords: Verbal, Somatic Duration: Instant You create a cloud of poison gas, up to one five meter cube per caster level. Within this cloud of gas, visibility is reduced to 2m. All breathing creatures that start their turn within the gas or move through it during their turn are affected as if they had been hit with a weapon with the Toxic property. The cloud dissipates at a normal rate, vanishing in about five minutes in normal conditions, less if there's wind, bright sunlight, and so forth. Umbral Jaunt (Homebrew by weredrago2)Conjuration 3 Test: Conjuration + Willpower Target Number: 20 Action: Half Action Keywords: Focus, Somatic, Verbal Duration: One Scene The caster travels into the Umbra, taking along anybody who is holding their hand. This spell lasts for one scene, after which the caster and all other creatures effected by this spell are returned to the Materium. Focus: A silver thread. Black Tentacles (Homebrew by Methodia)Conjuration 3 Test: Conjuration + Willpower Target Number: 25 Action: Full Action Keywords: Attack, Somatic, Verbal Duration: Concentration (Half) Black tentacles spring forth from non-existence to grapple a target. The tentacles act like a creature with Strength 1 and Brawl 1 and only exist to grapple the foe. The tentacles get an additional strength and brawl for each raise on the Focus Power test up to a maximum of 5. If attacked the tentacles have Resilience 5 and can take 10 HP worth of damage before they are repelled and return from whence they came. Crow Storm (Homebrew by GuardianTempest)Conjuration 3 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: Instant The caster conjures a murder of crows, functioning as a full minion squad with a Damage Rating of 2R (Beaks and Talons) and Threat Rating equal to ranks in Conjuration. Another flock of crows is conjured for every two raises on the Focus Power test. Focus: An implement Dimension Door (Homebrew by Konate)Conjuration 3 Focus Power Test: Conjuration + Willpower Target Number: 20 Action: Half Action Keywords: Combo-OK, Somatic Duration: Instant This spell acts as Blink, except you can also teleport one willing adjacent target, as well as a number of additional willing targets equal to the number of raises on your Focus Power test. Dream Walk Homebrew by Traskus)Conjuration 3 Test: Conjuration + Willpower Target Number: 25 Action: Full Action Keywords: Saving Throw, Social, Somatic, Verbal Duration: Instant (see text) You move yourself or some other creature into the Dreamlands either as they sleep or the next time they sleep. You must either be able to see the dreamer (directly or indirectly) whose dreams you wish to enter or be within 10m of them. If cast on an unwilling target, they may resist with an Arcana + Willpower test. While in the dream of another, you more or less have control of the situation. You may converse and otherwise interact with the target. They'll go along with it without too much fuss, remembering the dream when they wake. If you wish to give them a nightmare or get them to divulge sensitive information, they may resist with an Arcana + Willpower test. If they fail, they gain a level of fatigue upon waking. Summon Medusas (Homebrew by ScrapyardDragon)Conjuration 3 Test: Conjuration + Willpower Target Number: 20 Action: Full Action Keywords: Combo-OK, Somatic, Verbal Duration: 1 scene The caster summons forth a medusa head (see below), and one more for every raise on the focus power test, to a maximum of their level. The medusa heads are loyal to their summoner for the duration, and fly away at the end of the scene. Treat them well however, and one may occasionally choose to stick around. Medusa Head | STR 2 | DEX 5 | CON 1 | CHA 3 | FEL 3 | CMP 3 | INT 1 | WIS 3 | WIL 2 | Skills: Acrobatics 3, Brawl 4, Perception 3 Speed: 7 Size/Resilience: 1/3 Static Defense: 32 Mental Defense: 20 HP/Resolve: 4/5 Feats: Weapon Proficiency (basic), Evasion, Step Aside Armor: Daemonic Toughness (1ap all) Attacks: Venom Bite (3k2 R, Brawling, Toxic) Abilities: -Just a head: all attacks automatically hit the medusa head's head, since, well, that's all that's there. Traits: Daemonic, Flier (14), Fragile Gear: None Level: 2
Fragile The monster's hit points before feats and other modifiers is calculated with Constitution+Willpower instead of 2*(Constitution+Willpower). It dies when it's hp reaches zero.
Summon Gargoyles (Homebrew by ScrapyardDragon)Conjuration 3 Test: Conjuration + Willpower Target Number: 25 Action: Full Action Keywords: Combo-OK, Somatic, Verbal Duration: 1 scene The caster summons a gargoyle (see below). The gargoyle is loyal to its summoner for the duration, and flies away at the end of the scene. Treat them well however, and one may occasionally choose to stick around. Gargoyle | STR 3 | DEX 3 | CON 3 | CHA 3 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: Perception 1, Arcana 2, Weaponry 3, Brawl 3, Acrobatics 1 Speed: 6 Size/Resilience: 4/4 Static Defense: 20 Mental Defense: 20 HP/Resolve: 9/6 Feats: Weapon Proficiency (Basic, Melee 3), Fearless Armor: Daemonic Toughness (3ap, all) Attacks: Great Sickle (6k3 R, Pen 4, two handed, unbalanced), Claws and Teeth (5k2 R; Tearing) Traits: Daemonic, Dark Sight, Flyer (6), Resource Stat (Essence; 7), Fragile Gear: Great Sickle (R damage great weapon) Level: 2
Fragile The monster's hit points before feats and other modifiers is calculated with Constitution+Willpower instead of 2*(Constitution+Willpower). It dies when it's hp reaches zero.
Level 4Greater ServantConjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Material, Somatic, Verbal Duration: One minute per caster level. As Lesser Servant, except the summoned creature has 4 in all characteristics and 4 in all relevant skills. Material: A candle TeleportConjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Combo-OK, Somatic, Verbal Duration: Instant As Blink, but with no maximum distance, and you may teleport anywhere you have seen before. Unless you are extremely familiar with the destination, you must make a Wisdom + Perception check against TN 25 (The SM may raise the TN for locations you've only seen once or have seen only from a distance or through divination spells). Teleport cannot be used to teleport through Crystal Spheres or into shielded ships. Incendiary CloudConjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Half Action Keywords: Verbal, Somatic Duration: Instant You create a cloud of roiling fire, up to two five meter cubes per caster level. Within this cloud of flame, visibility is reduced to 2m. All breathing creatures that start their turn within the gas or move through it during their turn are set on Fire. The cloud dissipates at a normal rate, vanishing in about five minutes in normal conditions, less if there's wind, bright sunlight, and so forth. Dilate Space (Homebrew by Yog-Sothoth)Conjuration 4 Test: Conjuration + Willpower Target Number: 10 Action: Full Action Keywords: Somatic, Verbal Duration: Half a minute The caster creates a sphere with a radius equal to the number of raises on the focus power test plus one. Within this sphere, distances are amplified by two plus the number of raises times two; for example, if you rolled a 30, that would create a sphere with a radius of 5m and an amplification factor of 10. To cross from one end of the example sphere to the other would require that the crosser move a distance equal to the diameter of the sphere times ten, or 100m. Dispel may be used on this sphere at any time to revert space back to normality, but if the spheres have been nested within each other only the lowest spheres in a sequence of nested spheres can be dispelled. Time Skip (Homebrew by Methodia)Conjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Attack, Material, Saving Throw, Somatic, Verbal Duration: Instant You tear open a portal in time and fling someone in to the future. The target of this spell is essentially removed from combat for a turn as they fly through a space time anomaly. The target may make an Arcana + Willpower saving throw in order to avoid taking this trip. If they fail, they return at the end of your next turn, effectively losing a turn. Razor Shower (Homebrew by GuardianTempest)Conjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Half Action Keywords: Verbal, Somatic Duration: Instant You create a rain cloud with rainfall sharp enough to tear through flesh and bone, covering a range of up to two 5m cubes per caster level. Within this downpour of miniature liquid daggers, visibility is reduced to 5m. All creatures that start their turn within the rain or move through it during their turn receive 2k1 R damage with Tearing, and inflicts Blood Loss if it deals at least three wounds. The cloud dissipates at a normal rate, vanishing in about five minutes in normal conditions, less if there's wind, bright sunlight, and so forth. If it's already raining, you get a free raise to cast this spell and it simply reverts to normal rain upon dissipating. Greater Bound Weapon (Homebrew by Marr965)Conjuration 4 Test: Conjuration + Willpower TN 25 Action: Full Action Keywords: Somatic, Verbal Duration: 2 rounds, plus one round per raise on the Focus Power test. Effect: As Bound Weapon, except that you may choose any non-Artifact weapon. Greater Bound Armour (Homebrew by Marr965)Conjuration 4 Tes: Conjuration + Willpower TN 25 Action: Full Action Keywords: Somatic, Verbal Duration: 2 rounds, plus 1 round per raise on the Focus Power test. Effect: As Bound Armour, except you may choose any non-Artifact piece of armour. Greater Spirit (Homebrew by weredrago2)Conjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Material, Somatic, Verbal Duration: Special As Lesser Spirit, except the summoned spirit is level 4. Material: A talisman. Glorious Solar Sabre (Homebrew by Eisenritter)Conjuration 4 Test: Conjuration + Charisma TN 30 Action: Full Action Keywords: Somatic, Verbal Duration: One Scene This spell creates a blade of golden light in the caster's hands, taking the form of a daiklaive, grand daiklaive, or pair of short daiklaives, chosen when casting the spell. Treat the weapon as an Orichalcum melee weapon. The item vanishes at the end of any round in which the caster is not holding it. If cast using a Focus, the Focus becomes an Orichalcum melee weapon instead of creating a new one, reverting to normal at the end of a round the caster isn't holding it. Focus (optional): A melee weapon held in your hands. Special: A character with the Burning Heart exaltation power can choose this spell as an Evocation spell, casting it using Evocation as the magical school. Viridian Legend Exoskeleton (Homebrew by Eisenritter)Conjuration 4 Test: Conjuration + Willpower TN 30 Action: Full Action Keywords: Somatic, Verbal Duration: One Scene This spell encases the caster's body in a shell of sickly metal, etched over with stories of hate and loss written in runes of green fire. Treat this shell as a Necrodermis storm carapace, which you are proficient with. This armor vanishes at the end of any round it is not in contact with the caster's body. If cast using a Focus, the Focus becomes Necrodermis armor instead of creating a new set, reverting to normal at the end of a round the caster isn't wearing it. Focus (optional): All armor you are currently wearing. Breakfast of Champions (Homebrew by Traskus)Conjuration 4 Conjuration + Willpower TN 30 10 Minutes Keywords: Material, Social, Somatic, Verbal Duration: One hour Material: Five loaves of bread and/or two fish You bring forth a great feast, complete with magnificent table, chairs, service, and food and drink. This spell feeds 10 people plus +1 per raise up to a three times the caster's level. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea, and are immune to poisonous effects for the next 12 hours. The ambrosial food that is consumed grants each creature that partakes a +1k0 static bonus to Fear checks for the next 24 hours. Ethereal Casing Conjury (Homebrew by Eisenritter)Conjuration 4 Test: Conjuration + Willpower TN 30 Action: Full Action Keywords: Somatic, Focus Duration: One Scene This spell creates a bubble of warpfire in the caster's hand, which quickly resolves into a single shot of Wraithbone ammunition for the focus. With two additional raises, the spell generates a full clip (or three arrows, bolts, etc. for weapons with a clip size of 1) instead; this can create ammunition for weapons that don't fire solid projectiles, for example allowing a lasgun to benefit from Wraithbone ammunition. With three additional raises, the focus can be reloaded with the new shell or clip as part of casting this spell. Focus: A ranged weapon held in your hands. Lloyd's Beacon (Homebrew by Marr965)Conjuration 4 Conjuration + Willpower TN 25 Social, Somatic, Verbal Four days By casting this spell, the caster sets up a magical beacon which he can return to by casting the spell again within the next 4 days, and may bring others alongside him when he does by getting one raise on the test per person brought along. The caster may maintain up to 5 beacons at once. Clone Shell (Homebrew by GuardianTempest)Conjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Material, Somatic, Verbal Duration: One Day The caster must spend at least one resource point while casting this spell, who then conjures a remotely-controlled copy of herself while her real body becomes unconscious. The copy has Hit Points equal to the amount of resource points spent and shares the caster's remaining resource points. The copy and its items vanish once the spell ends. If the caster's main body is dealt any amount of Critical Damage, the spell immediately ends and the caster wakes up (if the damage wasn't outright lethal). Artifacts on the caster's main body are not copied. One instance of this spell must be resolved before it can be cast again. Material: A doll or effigy that resembles the caster's race Space Blade Dance (Homebrew by Amalvi)Conjuration 4 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Attack, Material, Somatic, Combo-OK Duration: Instant You teleport as you swing your weapon, striking one or multiple enemies at a distance. Choose either an All-Out Attack action or a Multiple Attacks action that you are able to make, and a number of valid targets you can see within 30m based on how many the chosen action can hit. (e.g. All-Out Attack hits one target, Double Tap hits 2 targets, Lightning Attack hits 3, etc.) For each target, you teleport next to them and perform one of the chosen action's attacks. You may teleport back to your original position or remain adjacent to the last target after all attacks are resolved. Level 5GateConjuration 5 Test: Conjuration + Willpower Target Number: 35 Action: Full Action Keywords: Social, Somatic Duration: One day per Caster Level. As Porte, save you don't need to have line of effect to the target for the portal opening. This portal counts as one of the two open portals you may have and otherwise follows all the rules of Porte. Unless you are extremely familiar with the destination, you must make a Wisdom + Perception check against TN 25 (The SM may raise the TN for locations you've only seen once or have seen only from a distance or through divination spells). Black Blade of DisasterConjuration 5 Test: Conjuration + Willpower Target Number: 35 Action: Full Action Keywords: Verbal, Somatic Duration: One Scene This spell creates a dimensional rift to a zerospace of utter destruction, a realm of void and emptiness so hungry that it has a kind of terrible unlife. The rift takes the form of a large sword that effectively functions as a Power Sword. In addition to the normal properties of a Power Sword, the Black Blade of Disaster ignores a targets Armor, effectively giving it infinite penetration. If the blade leaves the caster's hands, it disappears immediately. Conjure Greater Conveyance (Homebrew by Yog-Sothoth)Conjuration 5 Test: Conjuration + Willpower Target Number: 30 Action: Full Action Keywords: Material, Somatic, Verbal Duration: One Hour The caster summons a Very Rare-quality vehicle. It must have a cockpit and an alternate control input set to arcana. Material: A container, such as a can or vase, of fuel. Vectrons Vibrant Villa (Homebrew by Methodia)Conjuration 5 Test: Conjuration + Willpower Target Number: 35 Action: Full Action Keywords: Focus, Social, Somatic, Verbal Duration: Indefinite (E) Said to be created by Vectron himself, this spell gives you an excellent abode that's as scenic as you are powerful. The focus opens up a portal that leads to a pocket dimension containing a villa that matches your picture, complete with atmosphere. Each raise on the Focus Power test doubles the projected value of the property and increases its size by 50 m^2, from a base 250m^2. Destruction of the locket, removal of the picture, or dispelling the spell will kick the current inhabitants out through the portal. If the locket is closed the portal is also closed, trapping those in the pocket dimension. Focus: a golden locket containing a picture of a villa (uncommon) Shark Typhoon (Homebrew by Traskus)Conjuration 5 Test: Conjuration + Willpower Target Number: 35 Action: Full Action Keywords: Material, Somatic, Verbal Duration: 1 day You don’t just need a bigger boat. You’ll need a fleet of ‘em. You may only cast this spell in or next to a body of water so large it stretches past the horizon. This spell conjures a cyclone of water that spawns sharks with accompanying heavy rain. Whenever someone casts a spell within 10km while this spell is in effect, summon a shark creature of a level equal to half the spell level rounded up. It will fight for you and it is friendly to you and yours, but it could change its mind if you mistreat it or you show too much weakness. Material: a shark tooth necklace
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Post by GuardianTempest on Aug 11, 2018 0:31:34 GMT -6
DivinationLevel 1Augury Divination 1 Test: Divination + Wisdom Target Number: 20 Action: Full Action Keywords: Material, Social Duration: Instant You get a general idea of if your current course of action is likely to have positive or negative results for you. A failure on this spell still appears to function, but gives a false result. Material: Dice, cards, runes, or some other means of telling a fortune.
Whisper Divination 1 Test: Divination + Wisdom Target Number: 15 Action: Free Action Keywords: Combo-OK, Subtle Duration: Instant You send a short message (a sentence or so) to a target you can see. No one but the target can hear the message.
Detect Thoughts Divination 1 Test: Divination + Intelligence Target Number: Special Action: Half Action Keywords: Subtle, Social, Mind-Affecting Duration: Instant You are able to detect surface thoughts. You get a general idea of a person's emotions using this spell. Make your Focus Power test against the target's Mental Defense. If your test succeeds, you can detect more specific thoughts. If you get a number of raises equal to the target's Willpower, you can get the answer to a single question - assuming the target knows the answer. If he doesn't, or is misinformed, you'll just get the wrong answer he has.
True Strike (Homebrew by ReptileViking...?) Divination 1 Test: Divination + Wisdom Target Number: 15 Action: Half Action Keywords: Combo-OK, Subtle Duration: Instant Your next attack gets a free raise. Every 2 raises on this spell's Focus Power Test grants an additional raise on your next attack.
Comprehend Languages (Homebrew by weredrago2) Divination 1 Test: Divination + Wisdom Target Number: 10 Action: Half Action Keywords: Verbal, Social, Touch Duration: One Scene The spell enables you read any written language you see, but not speak or write it. You must touch the writing to be able to read it. The spell does not necessarily impart insight into the material, merely its literal meaning. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic, and does not decipher codes or reveal messages concealed in otherwise normal text.
Read Fate (Homebrew by Yog-Sothoth) Divination 1 Focus Power Test: Divination + Wisdom Target Number: 15 Action: Half Action Keywords: Combo-OK, Focus, Subtle Duration: Concentration (Reaction) The caster treats all Exalts as if they have spent 1 more resource point for determining the presence of their Tell. Focus: A lens, to see the truth Level 2Forsee Divination 2 Test: Divination + Wisdom Target Number: 15 Action: Reaction Action Keywords: Somatic Duration: Instant You may use this spell in place of a dodge test.
Luck Divination 2 Test: Divination + Wisdom Target Number: 20 Action: Half Action Keywords: Combo-OK, Subtle Duration: One scene (E) Until the end of the scene, you gain 1 extra 'floating' rolled die that you may apply an action. For every raise you get, you gain one additional floating die. You may use a number of these floating die up to your level on any one roll. Once used, they vanish.
Arcane Eye Divination 2 Test: Divination + Intelligence Target Number: 20 Action: Full Action Keywords: Material, Somatic, Social Duration: One Scene You create a small magical sensor. It flies at your normal movement rate and can go up to 4 kilometers from you. The sensor is tiny (size 1) and difficult to spot. You can see through it with all of your normal senses (you lose the benefits of any magic or technology improving these senses beyond the norms for your race - though an Arcane Eye could allow a blind person to see, it wouldn't allow someone who had an infrared preysight installed in his forehead to use that). If the sensor takes any damage, it is destroyed. Material: An eye from any creature.
Portent (Homebrew by GuardianTempest) Divination 2 Test: Divination + Wisdom Target Number: 20 Action: Full Action Keywords: Social, Subtle Duration: One day Record the result of a die kept when casting this spell. Within the next 24 hours, for a number of times equal to your ranks in Divination, you may swap the recorded number with the kept die of another test made by you or someone else you can see at any time. You can only cast or benefit from one Portent spell at a time. Level 3Scry Divination 3 Test: Divination + Wisdom Target Number: 25 Action: Full Action Keywords: Focus, Social, Somatic, Verbal Duration: Concentration (Half) To cast this spell, you must have an object that belongs to the target you wish to scry, or a part of their body (like a lock of hair). The target may roll Arcana + Willpower to resist. If this spell is successful, you can see and hear the target and their surroundings out to about 10 meters. You must spend a half action every round to maintain this effect. Focus: A mirror, crystal ball or scrying pool.
Precognition Divination 3 Test: Divination + Wisdom Target Number: 25 Action: Half Action Keywords: Combo-OK, Subtle Duration: One scene (E) You may reroll one failed roll. For every raise you get on this spell's magic Test, you get one additional reroll. You may use these in addition to any other rerolling ability and may use as many of these as you like on a given Test.
Legend Lore Divination 3 Test: Divination + Intelligence Target Number: 25 Action: Full Action Keywords: Social, Somatic, Touch Duration: Instant By touching an item you gain some insight into its history. You learn its general history, all of its abilities, and any famous owners it has had.
Tongues (Homebrew by weredrago2) Divination 3 Test: Divination + Wisdom Target Number: 20 Action: Full Action Keywords: Verbal, Social Duration: One Scene This spell grants you the ability to understand any spoken language you can hear. Moreover, when you speak, any creature that knows at least one language and can hear the target understands what they say.
Unnatural Aim (Homebrew by Traskus) Divination 3 Test: Divination + Intelligence Action: Half Action Target Number: 25 Keywords: Somatic, Subtle Duration: Instant The caster uses their magic to zoom in on their target. If successful, the range level of their next ranged attack is reduced by 1 (Long range becomes short, short becomes point blank, etc.). If two raises are rolled on the focus power test, it is reduced by 2.
Reveal Fate (Homebrew by Yog-Sothoth) Divination 3 Focus Power Test: Divination + Wisdom Target Number: 25 Action: Full Action Keywords: Combo-OK, Focus, Somatic Duration: One scene Choose a spot within 30m. Exalts within 10m of the chosen spot are treated as having spent 2 more resource point for determining the presence of their Tell, unless they succeed at an Arcana + Willpower test to resist. Focus: A lantern, to light the path Level 4Mind Net Divination 4 Test: Divination + Wisdom Target Number: 30 Action: Full Action Keywords: Mind-Affecting, Subtle Duration: One scene You create a telepathic network between your allies. Until the end of the scene, you and any allies you name on casting this spell can speak through this network silently and instantly.
Unluck Divination 4 Test: Divination + Wisdom Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Subtle Duration: One scene Choose a target within 10m. He loses one rolled die from all rolls, plus one for every raise on the magic Test. The target may resist with Arcana + Willpower.
Foresee Divination 4 Test: Divination + Intelligence Target Number: 30 Action: Full Action Keywords: Somatic, Verbal, Social Duration: Instant You gain insight into the near future. Upon successfully casting this spell, you gain a vague idea of the next significant threat. While the SM is not required to tell you what it is, he should give you an idea of how to prepare for it. When you encounter said danger (or manage to avoid it – no SM is perfect and the future is always in flux) Forsee triggers again and lets you know that it is time.
Discern Location (Homebrew by Methodia) Divination 4 Test: Divination + Wisdom Target Number: 30 Action: Full Action Keywords: Focus, Saving Throw, Social, Somatic Duration: Instant You are able to learn the location of a creature or object. You must have a clear mental image of the object, person, or thing in order for it to work. You know the targets crystal sphere, and approximate coordinates. If you are attempting this on a person or otherwise sentient thing they can make a saving throw, if they succeed you do not discern their location. Level 5Commune Divination 5 Test: Divination + Wisdom Target Number: 30 Action: Full Action Keywords: Focus, Language Dependent, Material, Mind-Affecting, Social, Verbal Duration: One minute per level. You begin a conversation with anyone you name, regardless of distance or barriers between you. The target may end this conversation at any time. It lasts for up to five minutes. Focus: A scrying pool, crystal ball or mirror. Material: Incense.
Hindsight Divination 5 Test: Divination + Intelligence Target Number: 35 Action: Full Action Keywords: Somatic, Verbal, Social Duration: Concentration (Reaction) Whereas Foresee allows you to see the future, Hindsight allows you to see the past. While many consider seeing the past to be a fairly simple thing, Hindsight is actually more difficult in some ways. Where Forsee is only a very vague, general idea of the future, Hindsight allows you to see the past in stark focus. You can see historical events (or a named day/time) as if they were occurring around you. Hindsight does not change your location, so you view the times and events from where you are now. You can move around during the spell's duration to see other things going on, but cannot interact with things you see in the past - it's just an illusion.
Contact Deity (Homebrew by Yog-Sothoth) Divination 5 Test: Divination + Wisdom Target Number: 35 Action: Full Action Keywords: Focus, Language Dependent, Material, Mind-Affecting, Social, Verbal Duration: One Minute With this spell, you may telepathically commune with a deity of your choice. Note: they may smite you if you piss them off. They also don't have to respond to or even listen to you. Material: Incense.
Forewarn (Homebrew by Methodia, originally named "Foresee"—even though there's a core rulebook spell with the same name) Divination 5 Test: Divination + Wisdom Target Number: 35 Action: Full Action Keywords: Somatic Duration: One Scene (E) You should have seen this coming. The future whispers to you what could strike you down, and now you know how to stop it. Write down what you got on the Focus Power test. The next time you make a block or dodge attempt you may expend this spell to get a bonus on the test equal to this spell's Focus Power test result.
Manifest Fate (Homebrew by Yog-Sothoth) Divination 5 Focus Power Test: Divination + Wisdom Target Number: 35 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: See text. You create an area 50m in radius. Exalts within this area gain +1k0 on all rolls, are treated as having spent 3 more resource points for determining the presence of their Tell, and can spend more than 1 Hero Point per round. The caster may spend a reaction action every round to merely maintain this area. This area's size degrades by 5m every round after the caster stops. Focus: A shattered relic, reunited
Greater Portent (Homebrew by GuardianTempest) Divination 5 Test: Divination + Wisdom Target Number: 35 Action: Full Action Keywords: Social, Subtle Duration: One day As Portent but you instead record the magic roll used to cast this spell. Twice within the next 24 hours, you may swap the recorded number with the result of another test made by you or someone else you can see at any time. You still can only benefit from one Portent spell at a time.
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Post by GuardianTempest on Aug 11, 2018 0:32:16 GMT -6
EnchantmentLevel 1Charm Person Enchantment 1 Test: Enchantment + Charisma Target Number: 15 Action: Half Action Keywords: Mind-Affecting, Social, Subtle Duration: One scene. The target likes you for no reason at all, treating you like an old friend and granting +2k0 to all social rolls. The target may resist with Arcana + Willpower. If you treat a charmed target well, they might just continue to think of you as a friend.
Command Enchantment 1 Test: Enchantment + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Language Dependent, Mind-Affecting, Saving Throw, Verbal Duration: Instant Deliver a one-word command to the target, which they must attempt to obey with their next action if they fail an Arcana + Willpower roll. Targets will automatically resist obviously self-destructive commands like 'Suicide' or a command to jump from a bridge. If they cannot complete the action with their next action in combat, they will attempt to do their best given the time they have.
Shock and Awe Enchantment 1 Test: Enchantment + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant Everyone within 10m of this spell's target loses 5 from their initiative score. If they have already acted this round and this change in the initiative order would give them an additional turn, they skip that turn.
Orgasm (Homebrew by Methodia) Enchantment 1 Test: Enchantment + Charisma Target Number: 15 Action: Half Action Keywords: Saving Throw, Somatic Duration: Concentration (Half) The target is overcome with ecstasy as you overflow his mind. The target takes a -5 on all tests, and an additional -5 for each raise you got on the Focus Power test, unless they make an Arcana + Willpower test. Level 2Stun Enchantment 2 Test: Enchantment + Charisma Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic Duration: Instant The target, a creature within 10m, may only take a half action on his next turn. He may resist this effect with Arcana + Willpower. If he fails by 5 or more, he loses his entire action instead.
Attraction Enchantment 2 Test: Enchantment + Charisma Target Number: 20 Action: Full Action Keywords: Mind-Affecting, Saving Throw, Social, Subtle, Touch Duration: One hour. The touched object or creature generates an aura that just draws attention from everyone around. Creatures passing within 30m can't help but stop and look. If it's a person, they hang on his every word, giving +1k1 to all social rolls. People will attempt to interact with this object - opening doors, reading signs, and so forth. This effect lasts up to one hour, and may be resisted with Arcana + Willpower.
Confusion Enchantment 2 Test: Enchantment + Charisma Target Number: 20 Action: Full Action Keywords: Attack, Combo-OK, Somatic, Verbal, Mind-Affecting Duration: One Scene The target of this spell makes a saving throw. If it is not successful, he becomes confused. At the beginning of each of his turns, roll 1d10. On a roll of 1-4, he hurts himself (losing 1 Hit Point). On a roll of 5-6, he does nothing. On 7-9, he may act normally. If he rolls a 10, the spell is broken. A target cannot be under the effects of more than one confusion effect at once.
Heroism (Homebrew by Methodia) Enchantment 2 Test: Enchantment + Charisma Target Number: 20 Action: Full Action Keywords: Focus, Somatic Duration: One Scene You get an additional raise on every test (That's a whole +5!). Focus: A Charm (Common)
Mind Thrust (Homebrew by Traskus) Enchantment 2 Focus Power Test: Enchantment + Charisma Target Number: 20 Action: Free Action Keywords: Attack, Saving Throw, Somatic, Verbal Duration: Instant You thrust a lance of psychic disruption into a creature's mind. This can affect a target within 20m, who may resist with an Arcana + Willpower roll. If they fail, they take 2k2 damage and may not take reactions until the end of their next turn. Moreover, they must choose whether they can only make actions with either the Attack OR Movement subtype next turn. If it has both, it cannot be taken. This spell may target additional targets within 10m of the original. Level 3Dominate Enchantment 3 Test: Enchantment + Charisma Target Number: 25 Action: Full Action Keywords: Attack, Combo-OK, Language Dependent, Mind-Affecting, Saving Throw Duration: Concentration (Half) You control the actions of target creature within 10m. You must spend a half action every round to maintain this effect. The creature may Test Arcana + Willpower to resist. If you ask the creature to do something outside of its nature, it gets a free raise to that roll. If you force it to do something self-destructive or violent towards an ally, it gets three free raises.
Awe Enchantment 3 Test: Enchantment + Charisma Target Number: 25 Action: Full Action Keywords: Attack, Combo-OK, Saving Throw, Somatic Duration: Instant This works as Stun, except on all creatures within a 10m radius.
Suggestion Enchantment 3 Test: Enchantment + Charisma Target Number: 25 Action: Half Action Keywords: Subtle, Social, Verbal, Language-Dependant, Mind-Affecting Duration: Instant Much more subtle than other methods of mind control, Suggestion empowers the casters words with a magical compulsion that leaves others wondering why they did something. The caster makes a simple request. As long as the request is something within the target's nature, they do not get a saving throw to resist. If the request is unusual, the target may make a saving throw. Targets who pass their saving throw are not aware of anything unusual, except that they were highly tempted to follow the caster's request.
Flashback (Homebrew by Yog-Sothoth) Enchantment 3 Test: Enchantment + Charisma Target Number: 20 Action: Full Action Keywords: Language-Dependant, Mind-affecting, Saving Throw, Social, Verbal Duration: One Minute The caster may make a saving throw with Arcana + Willpower if they so choose. Should they elect not to or fail the roll, you may ask the target to recall anything they know. Everything they think while going through their memories, they will say. They will answer specific questions about their memories.
Thought Cage (Homebrew by Methodia) Enchantment 3 Test: Enchantment + Charisma Target Number: 25 Action: Full Action Keywords: Focus, Saving Throw, Somatic Duration: Concentration (Half) Target must make an Arcana + Intelligence saving throw against the result of the Focus Power test at the start of each turn or be stunned and take a point fatigue. If they get at least one raise then the saving throw on their next turn has -10 to the TN and the spell ends if the TN is reduced to 5 or less. Focus: A Pendulum (Common)
Dim (Homebrew by ScrapyardDragon) Enchantment 3 Test: Enchantment + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Mind-Affecting, Somatic, Touch, Verbal, Saving Throw Duration: One scene. The target must make an Arcana + Willpower saving throw. If they fail; they take -1 to one mental characteristic (chosen by the caster), and a further -1 for every 2 checks on the saving throw. Level 4Encore Enchantment 4 Test: Enchantment + Charisma Target Number: 30 Action: Half Action Keywords: Mind-Affecting, Verbal Duration: One round per level. (E) The target must Test Arcana + Willpower every turn, or else he must repeat the same actions he took in his last turn if possible.
Blindness Enchantment 4 Test: Enchantment + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic Duration: One day. The target touched becomes blinded if they fail to resist with Arcana + Willpower. This effect lasts for one day.
Demand Enchantment 4 Test: Enchantment + Charisma Target Number: 30 Action: Half Action Keywords: Subtle, Social, Verbal, Language-Dependant, Mind-Affecting Duration: Instant Demand works as Suggestion, except the target does not get a saving throw. They will comply with the request as best they can. The target may resist a request by spending Resolve. They must spend one Resolve, plus one for every raise the caster got on the focus power test, to avoid complying with the request. The target can be subject to only one demand from the caster every 24 hours.
Mindkill (Homebrew by Yog-Sothoth) Enchantment 4 Test: Enchantment + Charisma Target Number: 25 Action: Full Action Keywords: Mind-affecting, Saving Throw, Verbal Duration: 15 seconds Mindkill induces a temporary state of extreme confusion in a creature. The target may make a saving throw using Arcana + Willpower. Should they fail, they gain the Mindless trait temporarily. For every raise, an additional 5 seconds are tacked onto the spell's duration.
Orgy (Homebrew by Methodia) Enchantment 4 Test: Enchantment + Charisma Target Number: 30 Action: Full Action Keywords: Saving Throw, Somatic Duration: Concentration (Full) As Orgasm except it affects an area, everyone in the area is subject to the penalty of intense delight. The area Orgy affects is dependent on raises, starting at a size equivalent of blast 2 and increasing by 1 for each raise.
Lullaby (Homebrew by Username) Enchantment 4 Test: Enchantment + Charisma Target Number: 30 Action: Full Action Keywords: Attack, Material, Somatic, Verbal, Saving Throw Duration: One Round per level The target, a creature within 10m, falls asleep and is rendered unconscious. Any attack against the creature wakes the creature up even if it deals no damage. The target may resist by making an Arcana + Constitution saving throw. Creatures that do not sleep are immune to this effect. Material: A bit of warm dairy
Mass Charm (Homebrew by ScrapyardDragon) Enchantment 4 Test: Enchantment + Charisma Target Number: 30 Action: Half Action Keywords: Mind-Affecting, Social, Subtle Duration: One scene. As Charm Person, but the spell may affect everyone within a Blast 10 area you can see. Level 5Geas Enchantment 5 Test: Enchantment + Charisma Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Language Dependent, Mind-Affecting, Saving Throw, Subtle, Verbal Duration: One Scene. (E) This works as Command, save the target will follow suicidal commands if they fail their Test to resist and the target may undertake extended actions rather than just using their next action, up to the duration of the scene.
Amnesia Enchantment 5 Test: Enchantment + Charisma Target Number: 35 Action: Full Action Keywords: Social, Verbal, Touch, Somatic, Language- Dependant, Mind-Affecting Duration: Instant You may erase and rewrite a target's memories. The target makes a saving throw. If the saving throw is not successful, the target's memory of an event chosen by the caster are erased. The caster may rewrite the target's memories, telling the target in as much or as little detail as they desire what happened, after which the target will remember what the caster told them, filling in any gaps by themselves.
Memetic Agent (Homebrew by Yog-Sothoth) Enchantment 5 Test: Enchantment + Charisma Target Number: 30 Action: Full Action Keywords: Focus, Language-Dependant, Mind-affecting, Saving Throw, Social, Subtle, Verbal Duration: Indefinite Creating a Memetic Agent allows one quite a bit of control over the ideas of the masses. The caster makes a simple request. As long as the request is something within the target's nature, they do not get a saving throw to resist. If the request is unusual, the target may make a saving throw. Targets who pass their saving throw are not aware of anything unusual, except that they were highly tempted to follow the caster's request. Targets affected by this spell will want to pass the Memetic Agent on at the beginning of every conversation, rolling Persuasion + Fellowship to effectively cast Memetic Agent on the target but with the same request as was casted on them. If they are infested with multiple Memetic Agents, they will choose randomly. Every time they conclude an attempt to pass it on, they may make a saving throw. After one successfully makes a saving throw, one cannot be infected with the same Memetic Agent again. The focus is only needed when first casting the spell, not when spreading a Memetic Agent. Focus: A basilisk’s eye.
Overwhelm (Homebrew by Methodia) Enchantment 5 Test: Enchantment + Charisma Target Number: 35 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic Duration: Instant You touch a target within 30 meters, exhausting them. The target takes a level of fatigue and an additional level of fatigue for every two raises on the Focus Power test.
Feeblemind (Homebrew by ScrapyardDragon) Enchantment 5 Test: Enchantment + Charisma Target Number: 35 Keywords: Attack, Material, Mind-Affecting, Somatic, Touch, Verbal, Saving Throw Duration: One scene This works as Dim, except instead of choosing a characteristic, the penalty applies to all three mental characteristics Material: An ounce of Alcohol
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Post by GuardianTempest on Aug 11, 2018 0:32:55 GMT -6
EvocationLevel 1Magic Missile Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic Duration: Instant One target within 30m takes 2k1 damage. For every raise you gain on this roll, you may copy this spell and attack the same or a different target. The target may not dodge this attack. The maximum number of copies of this spell you may make is equal to your level.
Energy Burst Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic Duration: Instant Make an attack with Blast 2 that deals 3k2 damage, plus 2 damage per level, at a range of up to 30m.
Battering Ram Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Combo-OK, Attack, Saving Throw, Somatic, Verbal Duration: Instant One target within 30m must make a strength+arcana test. For each check on test the target makes, the target is pushed back 2m. If the target is pushed back further than it's speed, it is knocked prone. Flying targets are pushed twice as far but not knocked prone.
Dazzling Ray (Homebrew by Yog-Sothoth) Evocation 1 Test: Evocation + Charisma Target Number: - Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic Duration: Instant The caster fires radiant rays of blinding light from their finger- or tentacle-tips. The target is dazzled for one round, plus one for every two raises. For every four raises, the target is blinded in one eye for a round. The TN of this spell is equal to the target's Arcana + Wisdom saving throw.
Kamehameha (Homebrew by Methodia) Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Concentration (Full) Make an attack with the Beam ranged weapon quality that deals 3k2 Damage, plus 2 damage per level, at a range of up to 60m.
Aqua Viper (Homebrew by Marr965) Evocation 1 Test: Evocation + Charisma TN 15 Half Action Attack, Ranged Touch, Verbal Instant Make an attack that deals 3k2 E damage at a range of up to 30m. You may choose to have this spell deal R damage. If you do, it deals +1k0 damage.
Water Hammer (Homebrew by Marr965) Evocation 1 Test: Evocation + Charisma TN 20 Half Action Attack, Ranged Touch, Somatic Instant Make an attack that deals 3k2 I damage at a range of up to 30m. If the target of this spell takes damage in this way, they gain a level of fatigue.
Fire I (Homebrew by weredrago2) Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant One target within 30m takes 3k2 E damage, +1k0 damage for every raise, and must roll against the Fire condition.
Blizzard I (Homebrew by weredrago2) Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant All targets in a 20m cone at a 30 degree arc take 1k1 I damage and must roll against the Snare property. The Snare TN is equal to the caster's magic roll.
Thunder I (Homebrew by weredrago2) Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant All targets within 2m of the caster take 1k1 damage and must roll against the Shocking property.
Aero I (Homebrew by weredrago2) Evocation 1 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant Make an attack with Blast 1 that deals 1k1 I damage, at a range of up to 10m. Affected targets must make a TN 15 Strength test or be knocked one meter into the air, plus one meter for every raise on the focus power test. Level 2Energy Grasp Evocation 2 Test: Evocation + Charisma Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Touch, Somatic, Verbal Duration: Instant Your hand glows with an awesome power. You may make an unarmed melee attack. Roll Evocation + Charisma as damage.
Energy Ray Evocation 2 Test: Evocation + Charisma Target Number: 20 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic Duration: Instant Make a ranged attack with a maximum range of 50m per level. This attack deals 5k3 damage.
Defenestration Evocation 2 Test: Evocation + Charisma Target Number: 20 Action: Full Action Keywords: Combo-OK, Attack, Somatic, Verbal Duration: Instant The caster chooses one target within 100m and a wall within 5m of the target. The target is thrown violently into the wall, and both he and the wall take 4k2 damage. If the wall's AP is less than 5x the Caster's level, the target is thrown through the wall instead, automatically destroying a section of the wall.
Sonic Blast (Homebrew by Yog-Sothoth) Evocation 2 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Focus, Saving Throw, Somatic Duration: Instant The caster emits a deafening screech from their focus, requiring everyone in a 45-degree cone for 20m in front of them to make a Constitution saving throw with Arcana + Wisdom or be deafened. Failing the test to cast instead deafens the caster. Focus: An instrument or speaker system.
Destructo Disk (Homebrew by Methodia) Evocation 2 Test: Evocation + Charisma Target Number: 20 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant Make an attack that deals 3k3 E with 5 aura penetration at a range of 30m. If you miss the target you may re-roll the attack test by spending a reaction. If you deal critical damage to your target, you remove the limb where you hit. A removed head, gizzards, or torso is usually instant death.
Unrelenting Force (Homebrew by Nobody Important, modified by Traskus) Evocation 2 Test: Evocation + Charisma Target Number: 20 Action: Full Action Keywords: Attack, Saving Throw, Verbal Effect: The caster makes a barbaric yawp and trust me it's loud. You don't need to roll to hit, just yell. The path is a cone-shaped area with a 30 degree angle with a 20m range. All characters in this area must test make a Strenth + Size roll against the focus power test. If failed, they are knocked prone and lose two hit points. Loose objects in the cry are blown away, but heavy or fastened objects are not.
Flame Blade (Homebrew by Amanojyaku) Evocation 2 Test: Evocation + Charisma TN 20 Action: Half Action Keywords: Somatic, Verbal Duration: One Scene This spell creates a meter-long column of fire in the caster's hand. This pillar of fire is wielded as a Fencing Sword that has the Incendiary mod. The flame dies immediately if it leaves the caster's hands. Special: If you have the Quick Draw feat, cast this spell as a Ready action.
1000 Needles (Homebrew by Marr965) Evocation 2 Test: Evocation + Charisma TN 20 Full Action Attack, Ranged Touch, Somatic Duration: Instant Make an attack with range 50 m against the target. This attack deals XkY R damage, where X is the caster's caster level plus one and Y is the caster's level. Level 3Energyball Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Material, Ranged Touch, Somatic Duration: Instant Make an attack with Blast 10 that deals 2k1 damage per level, at a range of 30m. Material: A pinch of gunpowder.
Energy Aura Evocation 3 Test: Evocation + Charisma Target Number: 15 Action: Reaction Action Keywords: Attack, Combo-OK, Somatic, Verbal (There was a Focus keyword but the book didn't specify what, so I removed it) Duration: One scene. Create an aura that deals 1k1 +3 damage/level to everyone in melee range of you at the end of your turn or who you hit in melee which lasts until the end of the scene.
Prismatic Ray Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Combo-OK, Attack, Ranged Touch, Somatic, Verbal Duration: Instant Make a ranged attack (using your Level + Ballistics) with a maximum range of 50m per level. Roll 1d10. The result is X. Roll 1d10 again. This result is Y. This spell does damage equal to XkY.
Force Sphere (Homebrew by GuardianTempest) Evocation 3 Test: Evocation + Charisma Target Number: 20 Action: Full Action Keywords: Attack, Combo-OK, Focus, Saving Throw, Somatic Duration: Instant The caster unleashes a powerful shockwave with a 10m radius that deals 5k3 I damage. Anyone caught in it must make an Acrobatics+Strength test or get knocked prone and pushed away by 2m times the number of checks on the test. Focus: An implement
Dodon Ray (Homebrew by Methodia) Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic Duration: Instant Make a ranged attack with a maximum range of 20m per level. This attack deals 5k3 damage that ignores a point of resilience and has 5 aura pen. If this would reduce resilience to below 1 then treat their resilience as 1.
Greater Missile Storm (Homebrew by Amanojyaku) Evocation 3 Test: Evocation + Charisma Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic Duration: Instant This works as Magic Missile, except that there is no limit on the number of times the spell can be copied due to raises on the magic test.
Howling Heaven (Homebrew by Marr965) Evocation 3 Test: Evocation + Charisma TN 30 Full Action Attack, Ranged Touch, Somatic, Verbal Instant Make an attack that deals 4k3 E damage at a range of up to 30m. If the target of this spell takes damage in this way, they become stunned.
Fire II (Homebrew by weredrago2) Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant One target within 30m takes 4k3 E damage, +1k0 damage for every raise, and must roll against the Fire condition.
Blizzard II (Homebrew by weredrago2) Evocation 3 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant All targets in a 20m cone at a 30 degree arc take 2k2 I damage and must roll against the Snare property. The Snare TN is equal to the caster's magic roll.
Thunder II (Homebrew by weredrago2) Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant All targets within 4m of the caster take 2k2 damage and must roll against the Shocking property.
Aero II (Homebrew by weredrago2) Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant Make an attack with Blast 2 that deals 2k2 I damage, at a range of up to 10m. Affected targets must make a TN 20 Strength test or be knocked two meters into the air, plus two meters for every raise on the focus power test.
Tri-Attack (Homebrew by GuardianTempest) Evocation 3 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant A simultaneous attack of fire, lightning and ice. The caster deals 3k3 E damage at a range of up to 30m. Roll 1d10, this attack gains Incendiary on a result of 1-3, Shocking on a result of 4-6, Snare on a result of 7-9, and all three properties on a result of 10. Level 4Energy WallEvocation 4 Test: Evocation + Charisma Target Number: 25 Action: Full Action Keywords: Attack, Material, Somatic Duration: One scene Create a wall that is 10 meters long, plus five meters for every raise you get on this roll. People can see and target through this wall. Anyone who passes through this wall takes 4k2 damage. This wall lasts until the end of the scene. Material: A vial of oil. Energy BitsEvocation 4 Test: Evocation + Charisma Target Number: 5 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: One Scene (E) Create one sphere of energy plus one for every raise you get on this roll. These spheres last until the end of the scene. You may expend any number of these spheres at the beginning of your turn as a free action. For each sphere you expend, make a ranged attack with a range of 50m that deals 4k2 damage. You may not attack the same target with more than 2 spheres per turn. Lightning RingEvocation 4 Test: Evocation + Charisma Target Number: 30 Action: Full Action Keywords: Combo-OK, Attack, Somatic, Verbal Duration: One Scene Create an aura that deals Xk2 damage to everyone in melee range of you at the end of your turn. X is equal to your level plus the number of raises you had on this focus power test. As a half action you may fire a bolt of lighting from the ring, making a ranged attack against an enemy within 40m that deals 5k2 E damage. Every time you fire a bolt from this ring, X is reduced by 1. Sunlight Spear (Homebrew by GuardianTempest)Evocation 4 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Focus, Ranged Touch, Somatic Duration: Instant Make an attack that deals 6k4 E damage at a range of up to 80m. This attack deals double damage to Vampires and Strigoi. This attack also deals half damage to Luminaries and Phoenixes. If the caster himself is a Luminary or a Phoenix, he may spend 3 points of Heat to add +1k1 to this spell's damage roll. Focus: An implement. Hellzone Grenade (Homebrew by Methodia)Evocation 4 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Somatic Duration: Instant As magic missile, except the missile have Blast 3. Ripping Chain (Homebrew by Yog-Sothoth...?)Evocation 4 Test: Evocation + Charisma TN 35 Full Action Attack, Ranged Touch, Somatic, Verbal Instant Designate a target within 30m, then designate a number of targets equal to your level within eyesight of the first target and within 30m of it. You do not need to be able to see these secondary targets, but you do need to be aware that they exist and of their rough location. You may select a secondary target more than once. Make an attack against each target you designate, with the following profile: [3k2 R; Pen 2; S/-; 30m]. Measure the distance for secondary targets from the primary target. Hellfire Flare (Homebrew by Amanojyaku)Evocation 4 Test: Evocation + Charisma Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant Make a ranged attack that deals 2k1 E damage per level, at a range of 30m. Reduce the target's Aura by 1 for each raise you get on the magic test. For every two raises, or if the target dies from this attack, copy this spell using the current target as the origin of the attack. The maximum number of copies of this spell you may make is equal to your level. Dark Messenger (Homebrew by Marr965)Evocation 4 Test: Evocation + Charisma TN 35 Full Action Keywords: Attack, Ranged Touch, Somatic Duration: Instant Make an attack with Blast 10 and a range of 50 m against the target. Each combatant within the area of effect takes an amount of damage equal to half their current HP, which is reduced by Aura as usual, but not by Resilience. Level 5Energy Meteors Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant Make an attack with Blast 10 that deals 6k4 damage at a range of up to 120m. Copy this spell for each dot you have in Evocation.
Note: Book 1 says "Burst 10" but we both know that's merely an error.
Reality Maelstrom Evocation 5 Test: Evocation + Charisma Target Number: 25 Action: Full Action Keywords: Combo-OK, Attack, Somatic, Verbal Duration: Instant Make an attack with Blast 10 centered on yourself. Everyone affected by this attack rolls on the psychic phenomena table.
Dragon Slave (Homebrew by Amanojyaku) Evocation 5 Test: Evocation + Charisma Target Number: 35 Action: Full Action Keywords: Attack, Ranged Touch, Somatic, Verbal Duration: Instant This spell is treated as a surface bombardment with a lance weapon, except you roll Evocation + Charisma for the damage caused by the blast wave. You can use the results of this spell's magic test in place of a Ballistics test made as part of a Shot Guns action, in which case the caster is treated as an Orgone Heavy Cannon emplacement instead.
Spirit Bomb (Homebrew by Methodia, modified by GuardianTempest) Evocation 5 Test: Evocation + Charisma Target Number: 35 Action: Full Action Keywords: Attack, Ranged Touch, Somatic Duration: Concentration (Full) Rather than attacking immediately, this spell is unleashed when you decide to not sustain it. It deals 3k3 E damage with Blast 10 to a target within 25m. Each Full Action spent sustaining adds +1k1 to damage, +10 to Blast, and +25 to range; to a maximum of 10k10 with Blast 80 at a range of 200m.
Devastation (Homebrew by Marr965) Evocation 5 Test: Evocation + Charisma TN 40 Full Action Attack, Somatic, Verbal Instant The caster deals 5k5 E damage to himself and all entities (living or otherwise) with a direct line of sight to him in a 100m radius, ignoring 5 points of Aura on each target.
Firestorm (Homebrew by Marr965) Evocation 5 Test: Evocation + Charisma TN 35 Full Action Attack, Ranged Touch, Somatic Instant Make an attack with Blast 10 and Incendiary which deals 10k7 damage at a range of up to 120 meters.
Fire III (Homebrew by weredrago2) Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant One target within 30m takes 5k4 E damage, +1k0 damage for every raise, and must roll against the Fire condition.
Blizzard III (Homebrew by weredrago2) Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant All targets in a 20m cone at a 30 degree arc take 3k3 I damage and must roll against the Snare property. The Snare TN is equal to the caster's magic roll.
Thunder III (Homebrew by weredrago2) Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant All targets within 6m of the caster take 3k3 damage and must roll against the Shocking property.
Aero III (Homebrew by weredrago2) Evocation 5 Test: Evocation + Charisma Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Verbal Duration: Instant Make an attack with Blast 3 that deals 3k3 I damage, at a range of up to 10m. Affected targets must make a TN 25 Strength test or be knocked three meters into the air, plus three meters for every raise on the focus power test.
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Post by GuardianTempest on Aug 11, 2018 0:33:23 GMT -6
HealingLevel 1Cure Light Wounds Healing 1 Test: Healing + Wisdom Target Number: 15 Action: Half Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: Instant If the caster spends a resource point while casting this spell, the target is healed for one hit point.
Boon Healing 1 Test: Healing + Wisdom Target Number: 15 Action: Half Action Keywords: Combo-OK, Verbal Duration: One Minute (E) All allies within 10m get +1k0 on their next attack roll. This bonus is lost if it isn't used within one minute.
Shield Other Healing 1 Test: Healing + Wisdom Target Number: 15 Action: Full Action Keywords: Focus, Touch, Somatic, Verbal, Social Duration: 24 Hours As you cast this spell, touch a target. For the next 24 hours, whenever the target would lose hit points, you may lose that many hit points instead. Focus: A small doll.
Ennervate (Homebrew by stellatedHexahedron) Healing 1 Target Number: 15 Action: Half Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: 1 Scene The target can ignore 1 level of fatigue plus 1 per two raises you get on the Focus Power Test.
Heroic Aid (Homebrew by Methodia) Healing 1 Test: Healing + Wisdom Target Number: 15 Action: Reaction Keywords: Somatic Duration: Instant You may spend a hero point for a willing target within 30m.
Second Wind (Homebrew by Marr965) Healing 1 Test: Healing + Wisdom Target Number: 15 Half Action Keywords: Somatic A target within 10 m either recovers from being stunned or gains a reaction which can only be used to dodge or parry. Level 2Regeneration Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Full Action Keywords: Social, Somatic, Touch Duration: Instant You touch a target. If used on a target that is missing a limb, and they spend a week getting bed rest, they may regrow one missing limb during that time.
Boost Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Half Action Keywords: Verbal Duration: Instant Choose an Ally within 10m. That ally may immediately take a half action. This does not change that ally's place in the initiative order.
Death Ward Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Full Action Keywords: Touch, Somatic, Verbal, Social Duration: One Day The touched target is warded against death. The next time the target would die during the duration of the effect, he survives. This does not protect against continuous effects that would kill someone, such as being dropped into the Astral Sea unprotected, walking out of an airlock on Venus in your underwear, or falling into molten lava.
Psychotherapy (Homebrew by Yog-Sothoth) Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Full Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: Instant The caster may spend resource points while casting this spell. Each resource point removes 1 insanity point from a touched target. In addition it removes any active Mental Trauma from the target. It has no effect on Disorders.
Close Wounds (Homebrew by Methodia) Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Reaction Keywords: Ranged Touch, Somatic, Verbal Duration: Instant If the caster spends a resource point while casting this spell, a target within 40m is healed for one hit point.
Minor Revitalization (Homebrew by Lestat) Healing 2 Test: Healing + Wisdom Target Number: 20 Action: Half Action Keywords: Combo-OK, Somatic, Verbal Duration: Instant A target chosen within 20m may spend a resource point to regain a hit point. Level 3Cure Moderate Wounds Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Full Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: Instant The caster may spend any number of resource points while casting this spell. If they do, the touched target is healed for that many hit points.
Rebuke Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Verbal Duration: Instant Choose a target within 10m. If that target worships the same god as you, this spell has no effect. Otherwise, the target loses one hit point and loses one unspent hero point.
Atonement Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Full Action Keywords: Touch, Somatic, Verbal, Social, Material Duration: Instant Atonement is used to heal some of the woes brought on by Degeneration. On a successful casting of Atonement, the degeneration at the target's highest Devotion level is removed. For example, if a target has Degenerations at Devotion 5, 4, and 3, this would remove the Degeneration at Devotion 5. Once you have benefited from Atonement, you cannot do so again until you raise your Devotion at least one point.
Exorcism (Homebrew by Yog-Sothoth) Healing 3 Test: Healing + Wisdom Target Number: - Action: Full Action Keywords: Focus, Somatic, Touch, Verbal Duration: Instant Effect: Should the caster roll higher than the mental defense of the touched spirit or possessed individual, they banish the target spirit. If the spirit is of the same alignment as the caster, they take a check to their roll. If the spirit doesn't worship a god in the same pantheon as the caster, the caster gains a raise to their roll. If the target is a Daemonhost, they lose the benefit of their sin asset for one day as well as all unspent Hero Points. Focus: A charm.
Courage (Homebrew by Methodia) Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Reaction Keywords: Somatic, Verbal Duration: Instant You may use this spells Focus Power roll to resist a fear test.
Sigmar's Might (Homebrew by Marr965) Healing 3 Test: Healing + Wisdom Target Number: 20 Half Action Keywords: Somatic, Verbal The caster chooses a target within 5 m, and calls the blessing of their god upon that target, which somehow always amounts to the same thing: the target's attacks gain the Volatile quality and deal +1k0 damage for 1 round.
Resist Possession (Homebrew by Traskus) Healing 3 Test: Healing + Wisdom Action: Full Action Target Number: 25 Keywords: Material, Mind-Affecting, Social, Touch, Verbal Duration: Indefinite Material: Seven pearls The caster imprints a small amount of their power to protect against daemonic possession. The next time the target is about to be possessed by a daemon, ghost, or other such power, any rolls to resist possession gain three raises.
Vaccination (Homebrew by ScrapyardDragon) Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Full action Keywords: Somatic, Verbal, Combo-OK Duration: One Scene Choose one of the four damage types. One target within 10m doubles their Resilience against the chosen damage type for the duration of the spell. A target may only benefit from one casting of this spell at a time. If this spell is cast again on the same target, the new damage type replaces the old one.
Blood of the Martyr Homebrew by Traskus Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Full Action Keywords: Somatic, Verbal Duration: Instant The caster gives their life force for the sake of the target. The caster may spend up to five of his non-temporary hit points and one target within 30m heals that many hit points up to their normal maximum.
Revivify (Homebrew by ScrapyardDragon) Healing 3 Test: Healing + Wisdom Target Number: 25 Action: Full Action Keywords: Somatic, Touch, Verbal Duration: Instant The caster spends three resource points. If he does, the touched corpse is returned to life at 0 hit points. The subject loses one dot of Constitution. If they had only one dot of Constitution to begin with, or if the subject has been dead for over a minute, the spell fails and they cannot be returned to life. Level 4Consecrate Healing 4 Test: Healing + Wisdom Target Number: 30 Action: Full Action Keywords: Material, Somatic, Verbal Duration: See text. You create an area 50m in radius. Those within this area who worship the same god as the caster gain +1k0 on all rolls. The caster may spend a half action every round to merely maintain this area. This area's size degrades by 5m every minute after the caster stops. Material: Holy water or incense.
Holy Weapon Healing 4 Test: Healing + Wisdom Target Number: 30 Action: Half Action Keywords: Material, Somatic, Touch, Verbal Duration: One day. The touched weapon deals +1k1 damage to enemies of your god and counts as a magical weapon. This effect lasts for one day. Enchanting a new weapon ends the previous effect immediately. Material: A sharpening stone.
Heal Healing 4 Test: Healing + Wisdom Target Number: 30 Action: Full Action Keywords: Somatic, Touch, Verbal Duration: Instant This functions as Cure Moderate Wounds, except the target is also cured of any diseases or poisons affecting them.
Psychosurgery (Homebrew by ReptileViking) Healing 4 Test: Healing + Wisdom Target Number: 30 Action: Half Action Keywords: Material, Somatic, Touch, Verbal Duration: One day. You place a mental block on a target's traumatic memories, suppressing one of their Disorders. Unfortunately they are too ingrained to be completely removed and the block only lasts a single day. Material: A silver needle
Vigor (Homebrew by Methodia) Healing 4 Test: Healing + Wisdom Target Number: 30 Action: Full Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: See Text As you cast this spell you may spend a number of resource points. The target heals one hit point each round for a number of rounds equal to twice the resource points spent.
Tears of Denial (Homebrew by GuardianTempest) Healing 4 Test: Healing + Wisdom Target Number: 25 Action: Full Action Keywords: Verbal, Somatic Duration: One Scene (E) Effect: If your Hit Points are reduced to zero for any reason, they are reduced to one instead and the spell ends immediately. Ignore critical damage dealt by anything that causes this spell to end.
Major Revitalization (Homebrew by Lestat) Healing 4 Test: Healing + Wisdom Target Number: 30 Action: Half Action Keywords: Combo-OK, Somatic, Verbal Duration: Instant A target chosen within 20m may spend any number of resource points to regain as many hit points. Level 5Resurrection Healing 5 Test: Healing + Wisdom Target Number: 35 Action: Full Action Keywords: Social, Somatic, Touch, Verbal Duration: Instant The caster spends five resource points. If he does, the touched corpse is returned to life at 0 hit points. The subject loses one dot of Constitution. If they had only one dot of Constitution to begin with, the spell fails and they cannot be returned to life.
Divine Power Healing 5 Test: Healing + Wisdom Target Number: 35 Action: Half Action Keywords: Somatic, Touch, Verbal, Focus Duration: One Scene You are filled with the power of the gods. You get +1 to your Resilience, +2 to Strength, and you heal one lost hit point at the end of each of your turns. At the end of the scene, you must make an immediate alignment test. Focus: A holy symbol
Megiddo Flare (Homebrew by Amanojyaku) Healing 5 Test: Healing + Wisdom Target Number: 35 Action: Full Action Keywords: Attack, Combo-OK, Focus, Verbal Duration: Instant This functions as Rebuke, except it affects all creatures within 50m per level, and all Mind-Affecting effects or Psychic Phenomena in the area immediately end. Focus: A brick or stone taken from a consecrated area or sealing circle, washed with holy water between castings.
Soothing Sunlight (Homebrew by GuardianTempest) Healing 5 Test: Healing + Wisdom Target Number: 30 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: Instant Effect: This functions as Heal except it can be targeted at any and all allies in a 50m radius. The caster must spend resource points equal to every individual hitpoint healed, but all diseases and poisons are cured freely. Focus: An implement.
Day of the Gods (Homebrew by Marr965) Healing 5 Healing + Wisdom TN 50 Full Action Somatic, Verbal Duration: One day All beings within 10 m of the caster (including the caster himself) gain +1k1 on all tests they make. This spell may only be cast once per day.
Holy Aura (Homebrew by Methodia) Healing 5 Test: Healing + Wisdom Target Number: 35 Action: Full Action Keywords: Focus, Somatic, Touch, Verbal Duration: 10 rounds You and an additional target per two raises each gain a mighty aura about you. Those who you grant this aura gain many benefits. First, a +5 bonus to their Static Defense and an additional raise on saving throws they must make. Second, they are immune to any mind affecting spells unless they willingly accept them. Finally, any target that attacks them in melee must make an Arcana + Wisdom saving throw, if they fail they are blinded until the end of their next turn, if they make the saving throw they don't have to make it again until their next turn. Focus: A Charm (Common)
Nightingale Pledge (Homebrew by GuardianTempest) Healing 5 Test: Healing + Wisdom Target Number: 40 Action: Full Action Keywords: Saving Throw, Somatic, Verbal Duration: Concentration (Full) The caster negates almost all toxicity and hostility within 20m, forcibly producing a zone of absolute safety. Swords dull, guns shoot nothing, bombs cease their chemical reactions, magical energy is diluted and artifacts are restrained. All negative conditions are suppressed for the spell's duration. Everyone in the radius except for the caster cannot lose Hit Points and inflict harm, unless they pass a Level+Charisma saving throw. For every raise on the Focus Power test, extend the radius of this spell by 5m.
Greater Regeneration (Homebrew by ScrapyardDragon) Healing 5 test: Healing + Wisdom Target Number: 30 Action: Full Action Keywords: Somatic, Touch, Verbal Duration: Instant The caster may spend a hero point while casting this spell. If they do, the touched target gains Regeneration (1) for the rest of the scene. If this spell is used on a target that is missing a limb, and they spend a week getting bed rest, they may regrow one missing limb during that time.
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Post by GuardianTempest on Aug 11, 2018 0:33:44 GMT -6
IllusionLevel 1Image Illusion 1 Test: Illusion + Intelligence Target Number: 15 Action: Full Action Keywords: Combo-OK, Somatic Duration: Concentration (Half) You create an image up to 3m cubed within 10m. You must spend a half action on each of your turns after the first to maintain it. If you spend a full action, you may make the image move, though it cannot leave the 3m cube it was created in - an illusion of a man could be made to blink and shift his weight, for example, instead of being static. A Wisdom + Perception Test allows viewers to tell it is unreal.
Disguise Illusion 1 Test: Illusion + Intelligence Target Number: - Action: Half Action Keywords: Material, Social, Somatic Duration: Concentration (reaction) You may use this spell instead of the Disguise Skill in order to disguise yourself, the result of the Magic Test being the quality of your disguise. You must spend one reaction action per turn to maintain this disguise. Material: A pinch of rouge.
Blur Illusion 1 Test: Illusion + Intelligence Target Number: 15 Action: Half Action Keywords: Combo-OK, Somatic Duration: Concentration (reaction) You can distort your own image, making it more difficult to hit you. Your static defense increases by 3. For every raise on this roll, you gain an additional +3 to your Static Defense, to a number of raises equal to your Level.
Note: The sentence about raises is an addition by the homebrew community.
Spook (Homebrew by Amanojyaku) Illusion 1 Test: Illusion + Intelligence Action: Half Action Target Number: - Keywords: Combo-OK, Subtle Duration: Instant You may use the result of this spell as an Intimidation test.
Torch Light (Homebrew by Marr965) Illusion 1 Test: Illusion + Intelligence TN 10 Half Action Somatic One scene You summon a small ball of heatless flame which sheds bright light. It hovers near you and can be moved around within a radius of about a meter of you. It cannot be used to make attacks.
Magic Megaphone (Homebrew by Methodia) Illusion 1 Test: Illusion + Intelligence Target Number: 15 Action: Full Action Keywords: Social, Touch Duration: Indefinite A touched creature or object has all noise it produce be amplified by eleven. This spell lasts until dispelled by the caster. Level 2Invisibility Illusion 2 Test: Illusion + Intelligence Target Number: - Action: Full Action Keywords: Combo-OK, Subtle Duration: One minute per level. You become invisible, and may use the result from this magic Test in place of stealth rolls involving sight. This effect lasts up to one minute per level, but ends immediately if you make an attack.
Ghost Sound Illusion 2 Test: Illusion + Intelligence Target Number: 20 Action: Half Action Keywords: Combo-OK, Subtle Duration: Instant You create a sound from a source up to 20m away an in your line of sight. If you get at least one raise on this roll, you can create intelligible speech. If you get two raises, you may mimic a specific person's voice. This sound can be from as quiet as a whisper to loud as a shout.
Illusory Script Illusion 2 Test: Illusion + Intelligence Target Number: 15 Action: Full Action Keywords: Subtle, Language-Dependant, Social Duration: Indefinite You can create a magical message that appears as one message to most while concealing another message that only intended recipients can view. This message takes the normal amount of time to create - a few moments for a scribbled note, hours for a long work - and can be of any size. A piece of paper or graffiti on a wall.
Ghastly Visage (Homebrew by Amanojyaku) Illusion 2 Test: Illusion + Intelligence Action: Full Action Target Number: 20 Keywords: Combo-OK, Mind-Affecting, Verbal Duration: Instant The target, a creature within 10m, sees a horrifying vision, and must test against Fear (1). Increase the Fear rating by 1 for every two raises you get on this roll.
Solar Flare (Homebrew by Methodia) Illusion 2 Test: Illusion + Intelligence Target Number: 20 Action: Half Action Keywords: Saving Throw, Somatic, Verbal Duration: Instant Everyone within 30 meters must make an Arcana + Wisdom saving throw, if they fail they are blinded for three rounds. If they have bionic eyes they gain an additional +2k0 on the saving throw. Level 3Silence Illusion 3 Test: Illusion + Intelligence Target Number: 25 Action: Half Action Keywords: Combo-OK, Somatic. Duration: One minute per level. A touched object or person radiates an aura of silence out to 5m. Stealth Tests involving sound within this area automatically succeed, and sounds from outside the area simply stop at the border. This effect lasts for up to 1 minute per level.
Mirror Image Illusion 3 Test: Illusion + Intelligence Target Number: 25 Action: Full Action Keywords: Combo-OK, Somatic, Verbal Duration: One scene (E) You create duplicate images of yourself that distract enemies. These images remain close to you. You create one image on a success at casting this spell, plus one for every raise gained, to a maximum of your level. Whenever you are attacked, the attacker must roll randomly between you and your images to see what he hits. An image struck by an attack is destroyed.
Dream Illusion 3 Test: Illusion + Intelligence Target Number: 25 Action: Full Action Keywords: Material, Social, Somatic, Verbal Duration: Instant This spell reaches out through the Warp and touches the mind of a sleeping person. The caster may choose to send them a dream or a nightmare. If giving them a dream, the caster may send that person a single message. If giving them a nightmare, the caster denies them any benefit of bed rest, including healing wounds. This spell has no range, and since it works through the Warp, can even cross Crystal Spheres. Material: Incense
Phantasmal Killer (Homebrew by Amanojyaku) Illusion 3 Test: Illusion + Intelligence Action: Full Action Target Number: 25 Keywords: Attack, Combo-OK, Mind-Affecting, Saving Throw, Somatic, Verbal Duration: Instant One target creature within 30m takes 2k1 damage per level. This spell has no damage type and if it would deal critical damage, the target instead gains a level of fatigue. This spell can be resisted with a Willpower + Arcana test. Level 4Improved InvisibilityIllusion 4 Test: Illusion + Intelligence Target Number: - Action: Full Action Keywords: Subtle Duration: One minute. This functions as Invisibility, save its maximum duration is only one minute and making an attack does not immediately end the spell. Programmed ImageIllusion 4 Test: Illusion + Intelligence Target Number: 30 Action: Full Action Keywords: Social, Somatic, Verbal Duration: One hour per level. This works as Image, but it lasts for up to one hour per level, and you may program it to react to a number of stimuli up to your Intelligence. This spell may also produce sounds, including intelligible speech. MisleadIllusion 4 Test: Illusion + Intelligence Target Number: 25 Action: Half Action Keywords: Combo-OK, Subtle, Somatic Duration: One round per level When you cast this spell, you create an image of yourself and turn invisible at the same time. You may then move up to your speed, leaving the image behind. To all observers, it appears as though nothing happened at all. When you make an attack or your image is attacked, the spell ends, revealing your real location. Generate Shroud (Homebrew by Yog-Sothoth)Illusion 4 Test: Illusion + Intelligence Target Number: - Action: Full Action Keywords: Focus, Subtle Duration: One minute. You and everyone within 5m of you becomes invisible, and may use the result from this magic Test in place of stealth rolls involving sight - so long as they remain within 5m of you. This effect lasts up to one minute per level, but ends immediately if anyone within the shroud makes an attack. Shades (Homebrew by Amanojyaku)Illusion 4 Test: Illusion + Intelligence Action: Half Action Target Number: 30 Keywords: Combo-OK, Mind-Affecting, Saving Throw, Somatic, Verbal Duration: Instant At your behest, the shadows in the area spring to life, bringing with them old fears and half-forgotten nightmares. This spell functions as Ghastly Visage, except that it affects each enemy within 30m. Spectral Spook (Homebrew by Methodia)Illusion 4 Test: Illusion + Intelligence Target Number: 30 Action: Half Action Keywords: Mind Affecting, Charm, Somatic, Verbal Duration: One Scene You gain a ghastly grimace, you look skeletal, and it scares those who see you. You gain a fear rating of one, for each raise you may increase the fear rating by one up to a maximum of five. Focus: Bone (Common) Gaze of the Horned Rat (Homebrew by Marr965)Illusion 4 Test: Illusion + Intelligence Target Number: 30 Full Action Keywords: Attack, Ranged Touch The caster makes eye (or eye-analogue) contact with a target, inflicting visions of daemons upon them. The target may only make a single half action and may not make full actions for one round, as they attempt to ward these off. SPECIAL: If the SM is allowing use of Daemonology, this spell may be a Daemonology spell at the SM's discretion. It uses the appropriate School and Characteristic, but retains all other traits. Level 5Permanent Image Illusion 5 Test: Illusion + Intelligence Target Number: 35 Action: Full Action Keywords: Somatic, Verbal Duration: Indefinite This works as Image, but you do not need to maintain it. It lasts until dispelled.
Screen Illusion 5 Test: Illusion + Intelligence Target Number: 25 Action: Full Action Keywords: Focus, Social, Somatic, Verbal Duration: 24 Hours Screen creates a powerful protection from scrying and observation. When casting the spell you dictate what will and will not be observed in the spell's area. Attempts to scry or view the area remotely automatically detect the image stated by you, allowing you to easily fool cameras, satellite observation, and magic. Viewing the image directly or attempting to interact with it may allow a saving throw if there is cause to disbelieve what is seen. Focus: A glass prism
Weird (Homebrew by Amanojyaku) Illusion 5 Test: Illusion + Intelligence Action: Full Action Target Number: 35 Keywords: Attack, Combo-OK, Mind-Affecting, Saving Throw, Somatic, Verbal Duration: Instant This functions as Phantasmal Killer, save that it affects each enemy within 30m.
Fata Morgana (Homebrew by Methodia, originally named "Phantasmal Killer"—yes the name's the same but this was long before Eisen's version) Illusion 5 Test: Illusion + Intelligence Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant A target within 20m gets their mind overloaded to a lethal degree. They may attempt a saving throw with Arcana + Wisdom, if they fail they take a point of Impact critical damage to the head.
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Post by GuardianTempest on Aug 11, 2018 0:34:28 GMT -6
NecromancyLevel 1Flush of Life Necromancy 1 Test: Necromancy + Intelligence Target Number: 15 Action: Half Action Keywords: Social, Subtle, Touch Duration: One Scene Until the end of the scene, the touched corpse breathes, look less pale, and otherwise seems to be alive (but in a coma) to even detailed examination. If you are a vampire, you may use this spell on yourself.
Rot Necromancy 1 Test: Necromancy + Intelligence Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic Duration: Instant This causes items to age and rot. You may target a 1m cube within 20m. Items within that cube are subjected to terrible powers. Food spoils, water becomes stagnant. If you get one raise, wood crumbles and rots. Another raise, and even metal rusts and flakes away. Rot does not affect attended items like a person’s equipment.
False Life Necromancy 1 Test: Necromancy + Intelligence Target Number: 15 Action: Half Action Keywords: Somatic, Verbal Duration: 24 Hours The caster gains one temporary hit point, plus one for every two raises on the focus power test. These temporary hit points are lost first and do not stack with themselves or other sources of temporary hit points.
Unraveling Bolt (Homebrew by Amanojyaku) Necromancy 1 Test: Necromancy + Intelligence Action: Half Action Target Number: 15 Keywords: Attack, Combo-OK, Ranged Touch, Somatic Duration: Instant Make a ranged attack with a range of 30m. This attack deals 2k1 damage plus 2 damage per level, and the target loses a point of Resilience until the end of your next turn.
Empathetic Healing (Homebrew by Methodia) Necromancy 1 Test: Necromancy + Intelligence Target Number: 15 Action: Half Action Keywords: Combo-OK, Somatic, Touch Duration: Instantaneous You take the damage for another person. You may spend an amount of resource points up to your level to have a touched target heal for an amount of hit points equal to twice the resource points spent. You take an amount of damage equal to the amount of action points spent.
Charnel Touch (Homebrew by Amanojyaku) Necromancy 1 Test: Necromancy + Intelligence Target Number: 15 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Touch Duration: Instant The caster brushes a hand against a nearby creature, giving it a nasty dose of necrotic energy. The touched creature takes 1k1 E damage with the Brawling quality. Add your Intelligence in rolled dice to this damage. Level 2Speak with Dead Necromancy 2 Test: Necromancy + Intelligence Target Number: 20 Action: Full Action Keywords: Focus, Language Dependent, Social, Somatic, Touch, Verbal Duration: Instant The touched corpse answers one question. It can only answer one question per day in this manner. While the answer must be truthful, it can be vague or obfuscated. Focus: A metal disk inscribed with runes.
Draining Touch Necromancy 2 Test: Necromancy + Intelligence Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Touch Duration: Instant Make an unarmed melee attack that deals 2k2 damage. Gain Hit Points equal to half the amount of wounds this attack causes. If you are a vampire, you also gain one Vitae for each wound this attack causes.
Note: The healing part of Draining Touch is an addition decided by the homebrew community.
Burning Blood Necromancy 2 Test: Necromancy + Intelligence Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Ranged Touch, Somatic Duration: One round per level You taint a living creature's blood with a hot, corrosive infusion. This spell has no effect on creatures without blood, like robots, Modrons, or the undead. The target loses 1 hit point at the end of each of its turns, and lasts for a number of rounds equal to the caster's level.
Command Undead (Homebrew by ScrapyardDragon) Necromancy 2 Test: Necromancy + Intelligence. Target Number: 20 Action: half action Keywords: verbal Duration: one day per level. One mindless, undead creature of lower level than the caster within 10 meters is brought under the necromancer's command. A number of undead equal to the caster's command+1 may be affected at a time, and if cast again the necromancer must relinquish command of one of their undead. The spell fails if cast on an undead creature already under another's control or if the target loses mindless. The controlled undead will follow any orders given by the caster to the letter, but are too stupid to understand the spirit, so a badly worded order may result in the zombie unintentionally acting against the necromancer's wishes. Level 3TormentNecromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant All creatures within 10m lose half of their remaining Hit Points. This includes the caster and his allies. Creatures may roll Arcana + Constitution to resist. Undead creatures (Vampires, skeletons, zombies, etc) get a free raise on their rolls to resist. Raise DeadNecromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Full Action Keywords: Material, Social, Somatic, Touch, Verbal Duration: Indefinite Spend a Resource Point. The touched humanoid corpse becomes a terrible undead creature, a mockery of life. If it is in good condition, it can pass for a (sick) living creature for a short time. Regardless of the creature that it comes from, it uses the statblock for one of the Walkin' Dead in Chapter 17. Material: A black gem. Horrid WiltingNecromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant This spell drains the moisture from the body of every foe within 20m, giving them a level of fatigue. Umbral Portal (Homebrew by Methodia)Necromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Full Action Keywords: Social, Somatic, Verbal Duration: Concentration (Half) You open a portal that leads to another realm. While you are in Materium it opens a portal to the Umbra, while in the Umbra it opens a portal to Materium. The size of the portal is large enough to fit something of size seven with an additional size being able to fit per raise on the Focus Power test. Curse of Years (Homebrew by CouncilOfShadows, modified by GuardianTempest, original version here)Necromancy 3 Test: Necromancy + Intelligence Target Number: 15 Action: Full Action Keywords: Somatic, Ranged Touch, Saving Throw Duration: Instant This spell has a range of 15m per caster level. The target must immediately test Arcana + Constitution against the result of this spell's Focus Power roll. If they are successful, nothing happens. If they fail, the target immediately ages a number of years equal to the amount they failed by. Rapid aging is painful and debilitating, causing the target to lose 1 Hit Point plus another for each check they got on their saving throw. If they lose more Hit Points than their Constitution, they also lose one dot of that Characteristic until the end of their scene. If this spell reduces a target to 5 critical damage and/or zero Constitution, they are aged to dust and can not be revived. Pain Reflection (Homebrew by Marr965)Necromancy 3 Necromancy + Intelligence TN 25 Action: Full Action Keywords: Somatic, Touch Duration: One hour Whenever the touched being takes damage, whatever dealt that damage takes an equal amount of damage with the same damage type to the same location. This damage ignores Aura, and cannot trigger Pain Reflection. Vampiric Weapon (Homebrew by Marr965)Necromancy 3 Necromancy + Intelligence TN 20 Action: Full Action Keywords: Somatic, Touch, Verbal Duration: 5 minutes plus 1 minute per raise on the test. The touched weapon drains the life-blood from the beings it strikes, channeling it into the wielder. The wielder regains lost Hit Points equal to half the number of wounds dealt with this weapon. If the wielder is a Vampire, they also regain a point of Vitae whenever this weapon deals wounds. This effect does not apply to attacks made against beings with the Machine or Undead traits or incorporeal beings, if the weapon can somehow strike them. Mantle of Quietus (Homebrew by Traskus)Necromancy 3 Necromancy + Intelligence TN 25 Action: Reaction Keywords: Attack, Somatic Duration: Instant The caster makes a visual statement: to assail him means death. If the caster casts this spell as a reaction to a melee attack, the attacker suffers 1 wound before the attack is resolved. Minion squads lose 1d10 members. If the caster is a vampire, they regain 1 Vitae. Turn Undead (Homebrew by ScrapyardDragon)Necromancy 3 Test: Necromancy + Intelligence Target Number 25 Action: Full Action Keywords: Somatic, Verbal, Saving Throw, Touch, Attack Duration: One scene The touched target gains the Undead trait for the rest of the scene. Kunda (Homebrew by ScrapyardDragon)Necromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Somatic, Touch, Verbal, Saving Throw Duration: One scene. The target must make an Arcana + Willpower saving throw. If they fail; they take -1 to one physical characteristic (chosen by the caster), and a further -1 for every 2 checks on the saving throw. Hemorrhage (Homebrew by Lestat)Necromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Instant Choose a target within 30m. The target suffers Blood Loss unless they pass an Arcana + Constitution saving throw. Oath of Blood (Homebrew by Traskus)Necromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Focus, Material, Mind-Affecting, Somatic, Verbal Duration: Instant Focus: a Charm or Implement Material: grave dirt with crushed onyx Not even in death does duty end. Select a target that has been successfully put under the effect of an Enchantment spell that compels action (like Suggestion, Demand, etc.) but has not completed their task. If they die or have died this scene, they come back with the Undead trait and continue their task to completion, at which point they die again. Scabrous Touch (Homebrew by Amanojyaku)Necromancy 3 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Touch Duration: One day This spell functions as Charnel Touch, except that the target also becomes Diseased for the duration. The target can resist this effect with an Arcana + Constitution test. Level 4Corrupted Earth Necromancy 4 Test: Necromancy + Intelligence Target Number: 30 Action: Full Action Keywords: Material, Somatic, Verbal Duration: See text. You create an area 5m in radius. Those within this area who don't worship the same god as the caster suffer -1k0 on all rolls. By spending an additional full action in his next round, the caster increases the radius of this area by 5m, to a maximum of 50m. The caster may instead spend a half action every round to merely maintain this area. This area's size degrades by 5m every minute after the caster stops maintaining it. Material: Holy water or incense.
Consume Soul Necromancer 4 Test: Necromancy + Intelligence Target Number: 30 Action: Full Action Keywords: Attack, Combo-OK, Somatic, Touch Duration: Instant When this spell is cast on a recently (less than one minute) deceased creature, you consume its soul, making it impossible for that creature to be brought back with resurrection spells for as long as you're alive (or, well, an undead mockery of life).
Avasculate Necromancy 4 Test: Necromancy + Intelligence Target Number: 30 Action: Full Action Keywords: Attack, Combo-OK, Somatic, Verbal Duration: Instant Choose one target creature within 30m. The target of this spell may make a saving throw with Arcana + Constitution. If the saving throw fails, the target loses half of his remaining hit points, rounded down.
Evil Glare (Homebrew by Methodia) Necromancy 4 Test: Necromancy + Intelligence Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Level in rounds You give somebody a stink eye so vile that they are almost stared stiff. A single foe within 30m who can see you makes an Arcana + Wisdom saving throw, if they fail they can only take a single half action during their turns for the duration of the spell.
Hand of Dust (Homebrew by CouncilOfShadows) Necromancy 4 Test: Necromancy + Intelligence Target Number: 25 Action: Half Action Keywords: Attack, Combo-OK Somatic, Touch Duration: Instant This spell has the same effect as Draining Touch, except that the damage rolled is Necromancy + Intelligence and if a target is reduced to 3 critical damage it crumbles to dust and can not be revived.
White Bone Harvest (Homebrew by Traskus) Necromancy 4 Test: Necromancy + Intelligence Target Number: 30 Action: Half Action Keywords: Attack Duration: One Scene The lesser undead are no threat to the caster. The caster may kill any and all Undead creatures level 2 or under within 20m. If the caster is a vampire, they regain 1 vitae as long as at least 1 creature dies in this way.
Enervating Touch (Homebrew by Amanojyaku) Necromancy 4 Test: Necromancy + Intelligence Target Number: 30 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Touch Duration: Instant This spell functions as Charnel Touch, except that the target also gains a level of Fatigue for each raise on the magic test.
Deglove (Homebrew by Amanojyaku) Necromancy 4 Test: Necromancy + Intelligence Target Number: 30 Action: Full Action Keywords: Attack, Combo-OK, Saving Throw, Somatic Duration: Instant The caster stretches a hand toward the victim as if in friendship, only to invoke sins of the old flesh. Target a creature within 20m that possesses skin of some sort. Unless the target succeeds on an Arcana + Dexterity test, they take 5k5 R damage and suffer Blood Loss as their skin is removed in a single sheet from the muscle. Any armor worn by the target is removed at the same time, individual pieces scattered within 1d5 meters of the target. Until the target receives magical healing to restore their body's protective outer covering, they take a check on saving throws. Level 5NecromutationNecromancer 5 Test: Necromancy + Intelligence Target Number: 35 Action: Full Action Keywords: Focus, Somatic, Verbal Duration: See text. When the Caster casts this spell, his hit points are reduced to 0 and he cannot benefit from healing effects for the rest of the scene. The caster becomes immune to hit point loss for 1d10 rounds +1 for each raise he gets on the spell. Focus: A medallion inscribed with a symbol of a solar eclipse. Zombie PlagueNecromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Full Action Keywords: Material, Social, Somatic, Touch, Verbal Duration: Indefinite This spell works as Raise Dead. However, any creature killed by the zombie created by this spell is subject to the Zombie Plague spell as well, potentially creating an entire horde of zombies. Material: A vial of dead blood Immortality Elixir (Homebrew by Yog-Sothoth)Necromancy 5 Test: Necromancy + Intelligence Action: Full Action Target Number: 30 Keywords: Material, Social, Somatic, Subtle, Touch, Verbal Duration: One Week The touched target, after drinking the spell's material, is unaffected by aging for the spell's duration. Material: A cup of mercury. Blackfire (Homebrew by Methodia)Necromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Full Action Keywords: Attack, Combo-OK, Ranged Touch, Saving Throw, Somatic, Verbal Duration: Instantaneous You shoot a foe with a small speck of black fire, they are engulfed as the black fire feeds on their life force. Each round the affected foe must make a Arcana + Constitution saving throw or loose their constitution in hit points and take a level of fatigue. The foe may take a full round action and put themselves out with another Arcana + Constitution saving throw, if they succeed they are no longer being consumed by the flame. Death Knell (Homebrew by Methodia, originally a Level 2 spell)Necromancy 2 Test: Necromancy + Intelligence Target Number: 35 Action: Full Action Keywords: Attack, Touch, Somatic, Combo-OK Duration: Instantaneous If the creature touched has zero hit points, it dies. You gain their level times two in temporary hit points and +1k0 on your next Focus Power test. Death and Decay (Homebrew by CouncilOfShadows)Necromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Full Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Verbal Duration: Concentration (Half) All creatures within 10 m + 10m per raise on the Focus Power test suffer damage equal to the result of the Focus Power test. They may choose to roll Arcana + Constitution to resist the spell and the Undead gain a free raise to do so. In addition, unattended items and objects will visibly decompose and break down within this spell's range as they would under the effects of the Rot spell. This spell may be maintained as a Half Action or, with the expenditure of one plus the number of raises on this spell Resource Points, a Reaction Action. Perish Song (Homebrew by Traskus)Necromancy 5 Test: Necromancy + Intelligence Target Number: 30 Action: Full Action Keywords: Attack, Saving Throw, Verbal Duration: Instant This target must be able to hear this spell's verbal component to be affected by it. The saving throw is Willpower + Arcana. If the target loses the test, they and the caster have their HP reduced to 0 in 1d5 rounds. Time-based abilities can stall the counter, but cannot reverse or negate it. The spell fails if the caster dies or falls unconscious before it can take effect. Withholding the Mercy (Homebrew by Traskus)Necromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Half Action Keywords: Material, Somatic, Verbal Duration: One Scene Those reduced to a fatal damage level within 60m of you automatically stabilize or die as you wish. If you desire it, willing creatures reduced to such a state around you may continue to act for as many rounds as you have levels before they unavoidably fall dead. The caster cannot use this on themselves and the spell immediately ends if the caster dies while it is in effect. Material: A vial of corpse dust Zombie World (Homebrew by ScrapyardDragon)Necromancy 5 Test: Necromancy + Intelligence Target Number 35 Action: Full Action Keywords: Somatic, Verbal, Saving Throw, Attack Duration: One scene All living creatures within a 20m radius of the caster gain the Undead trait for the rest of the scene. Raise Dread (Homebrew by ScrapyardDragon)Necromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Full Action Keywords: Material, Social, Somatic, Touch, Verbal Duration: Indefinite This spell works as Raise Dead. However, the caster spends 3 resource points and instead of using the statblock of one of the walking dead, it uses the statblock of one of the walking dread. Material: A vial of the spellcaster's blood Debilitate (Homebrew by ScrapyardDragon)Necromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Half Action Keywords: Attack, Material, Somatic, Touch, Verbal, Saving Throw Duration: One scene. This works as Kunda, except instead of choosing a characteristic, the penalty applies to all three physical characteristics. Material: A talon from a carrion bird Touch of Death (Homebrew by Amanojyaku)Necromancy 5 Test: Necromancy + Intelligence Target Number: 35 Action: Half Action Keywords: Attack, Combo-OK, Saving Throw, Somatic, Touch Duration: Indefinite (see text) This spell functions as Charnel Touch, except that the target also becomes Prone, Stunned, and Helpless, appearing as if killed by the minimum amount of critical damage to the hit location. This effect can be resisted with an Arcana + Constitution test. This saving throw can be repeated once per round whenever the target is struck by an ally. Additionally, any character who recognizes the effect of the spell can attempt to end the effect with an Arcana + Wisdom test as a Full Action that provokes opportunity attacks.
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Post by GuardianTempest on Aug 11, 2018 0:34:44 GMT -6
TransmutationLevel 1Swift Change Transmutation 1 Test: Transmutation + Wisdom Target Number: 15 Action: Free Action Keywords: Combo-OK, Somatic Duration: Instant You may change into any clothing or armor you're carrying in an instant. If you have a natural shapechanging ability (such as a werewolf's shifting) you may use that as well.
Treesong Transmutation 1 Test: Transmutation + Wisdom Target Number: 15 Action: Half Action Keywords: Somatic, Touch, Verbal Duration: Instant You shape living wood into a simple shape, such as what you could form out of clay. You may effect up to 1 cubic meter of wood, and it remains in the shape you form it into permanently.
Blood Wind Transmutation 1 Test: Transmutation + Wisdom Target Number: 15 Action: Half Action Keywords: Material, Somatic, Verbal Duration: One Scene You may use your natural attacks at range. They gain the Reach property and can hit targets at a range up to 10m per level of the caster. Material: A drop of the caster's blood
Splice (Homebrew by Yog-Sothoth) Transmutation 1 Test: Transmutation + Wisdom Target Number: 10 Action: Full Action Keywords: Somatic, Touch, Verbal Duration: One Scene The touched item merges with the touched target's body at a location chosen by the caster. It counts as a natural weapon. Should the target take critical damage in the body location that the item has been merged with, the item separates. The item may not be attached to the gizzards. All rolls with the item take a -2k0 penalty, but add a number of raises equal to the number of raises obtained on the roll to cast to the result of all rolls with the item. Material: A pinch of Silver dust.
Spider Climb (Homebrew by Methodia) Transmutation 1 Test: Transmutation + Wisdom Target Number: 15 Action: Half Action Keywords: Material, Somatic, Verbal Duration: One Scene You can walk on walls and ceilings at half of your speed. Material: A piece of web
Repair (Homebrew by stellatedHexahedron) Transmutation 1 Target Number: 15 Action: Full Action Keywords: Material Social, Somatic, Touch Duration: Instant Target an object or section of an object less than 1 cubic meter in size. You can repair minor damage to the target, or spend a resource point to heal the target object for 1 hit point or some analogous value (for example, restore 1 AP to a damaged piece of armor). Material: Metal shavings
Mage Hand (Homebrew by weredrago2) Transmutation 1 Test: Transmutation + Wisdom Target Number: 10 Action: Half Action Keywords: Verbal, Somatic Duration: 1 minute per caster level. A floating, spectral hand appears out of thin air. For the duration of this spell, you can expend your own actions to use this hand, which can manipulate objects at a distance of 10 meters. Mage Hand has an effective Strength and Dexterity of 1, and cannot be used to make attacks. Mage Hand can only perform actions that can be done with a single hand.
Feather Fall (Homebrew by Marr965) Transmutation 1 Test: Transmutation + Wisdom TN 15 Half Action Somatic, Touch, Verbal One scene The touched creature gains the Catfall feat. If it already has this feat, instead halve the distance again before determining damage taken from falling.
Dampen Presence (Homebrew by Traskus) Transmutation 1 Test: Transmutation + Willpower Action: Full action Target Number: 15 Keywords: Somatic, Subtle, Touch, Verbal Duration: One Scene The caster puts conscious effort into masking their presence. Tests to identify you as a caster or an Exalt take a check, plus one per raise to a maximum of the caster's level. If the caster performs a focus power test before the end of the scene, this spell automatically ends.
Weapon Investiture (Homebrew by Traskus) Transmutation 1 Test: Transmutation + Wisdom Target Number: 15 Action: Half Action Keywords: Focus, Material, Somatic Duration: One scene Focus: The item in question Material: a roll of duct tape The caster binds a personal scale weapon to the target's body (usually their arm). The target cannot be disarmed of that weapon nor can it be destroyed for the duration of the spell. If it were to be destroyed, it is when the spell ends. Level 2Dedication Transmutation 2 Test: Transmutation + Wisdom Target Number: 20 Action: Full Action Keywords: Material, Somatic, Touch, Verbal Duration: Indefinite The caster touches an item and a character with an ability to change shape. While normally items are dropped or shredded when the character changes shape, the dedicated item instead transforms with them. Material: A pinch of Silver dust.
Animal Power Transmutation 2 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: One scene. The target creature gets +1 to one physical characteristic (Strength, Dexterity, or Constitution). For every two raises on this roll, the creature gets an additional +1 to the statistic.
Enlarge Person Transmutation 2 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: One Scene The touched creature gets +1 to Size. The creature's equipment adjusts in size to fit.
Recomposition (Homebrew by Yog-Sothoth) Transmutation 2 Test: Transmutation + Wisdom Target Number: 25 Action: Full Action Keywords: Material, Somatic, Touch, Verbal Duration: Indefinite. The touched item increases or decreases in craftsmanship by one - for example, from a natural quality of Common to Best. Its craftsmanship must be “adjacent” to its natural craftsmanship; no making Poor items Good or Best, for example. A Poor item which has its craftsmanship reduced disintegrates, while a Best-quality item which has its craftsmanship increased gains a 1-dot enchantment as per the Item Enchanting rules. Failing the test to cast reduces the item's quality permanently by the number of checks on the test. Material: A pinch of Silver dust.
Reduce Person (Homebrew by Methodia) Transmutation 2 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Combo-OK, Somatic, Touch, Verbal Duration: One Scene The touched creature gets -1 to Size. The creature's equipment adjusts in size to fit.
Lesser Telekinesis (Homebrew by weredrago2) Transmutation 2 Test: Transmutation + Wisdom Target Number: 15 Action: Half Action Keywords: Verbal, Somatic Duration: 1 round + 1 per raise For the duration of this spell, you can expend your own actions to perform them telekinetically at a range of 20 meters. Your effective Strength and Dexterity with Lesser Telekinesis is 3. Along with lifting or throwing objects, this spell can be used to make attacks or grapple.
Fire Aura (Homebrew by Marr965) Transmutation 2 Test: Transmutation + Wisdom TN 20 Full Action Somatic, Touch, Verbal One scene The touched weapon's damage type becomes E and it deals +1 damage for each raise you get on the test.
Water Breathing (Homebrew by Marr965) Transmutation 2 Test: Transmutation + Wisdom TN 15 Half Action Somatic, Touch, Verbal One scene The touched creature gains the ability to breathe water, or, if it could do so already, gains the ability to breathe air.
Elemental Shrapnel (Homebrew by GuardianTempest) Transmutation 2 Test: Transmutation + Willpower Target Number: 20 Action: Half Action Keywords: Attack, Combo-OK, Somatic, Ranged Touch Duration: Instant You reshape bits from your surroundings into a ranged attack against a target within 20m that deals 3k2 damage with the effects of Elemental Shot I, II, or III depending on the material used. The SM has the final say as to which effects are eligible and may even allow choosing two effects in exceptional circumstances. Material: At least a fist-sized amount of almost any material taken from the caster's surroundings.
Bless with Filth (Homebrew by Marr965) Transmutation 2 Test: Transmutation + Wisdom TN: 15 Half Action Keywords: Somatic, Verbal Duration: One Round The caster speaks, and the dirt around a target within 15 m responds, finding nooks and crannies in the target's weaponry and lodging itself in there. The target's attacks gain the Toxic quality for one round.
Boon of Chaos (Homebrew by Marr965) Transmutation 2 Test: Transmutation + Wisdom TN: 20 Half Action Keywords: Somatic, Verbal Duration: One Scene The target gains a bonus of one dot to a probably random characteristic until the end of the scene. Roll a d10, then consult the SM for the Characteristic the bonus is applied to. This spell may only be used once per target per scene.
Curse of Chaos (Homebrew by Marr965) Transmutation 2 Test: Transmutation + Wisdom TN: 15 Half Action Keywords: Attack, Ranged Touch, Somatic, Verbal Duration: One Scene The target takes a penalty of one dot to a probably random characteristic until the end of the scene. Roll a d10, then consult the SM for the Characteristic the penalty is applied to. This spell may only be used once per target per scene.
Lignify (Homebrew by GuardianTempest) Transmutation 2 Test: Transmutation + Wisdom TN: 20 Full Action Keywords: Combo-OK, Saving Throw, Somatic, Touch, Verbal Duration: Concentration (Reaction) The touched creature's entire body hardens and becomes unnaturally tough, gaining +2 Resilience and becoming Immobilized unless he rolls Arcana + Strength to resist this spell's petrification. Level 3Magic FangTransmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Half Action Keywords: Combo-OK, Somatic, Touch, Verbal Somatic, Touch, Verbal Duration: One scene. The touched creature's natural weapons and unarmed attacks deal an additional kept die of damage and count as magic weapons. PolymorphTransmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Full Action Keywords: Material, Somatic, Touch, Verbal Duration: One scene The touched creature may assume wolf form. Obviously, in wolf form the character cannot speak, manipulate all but the simplest objects, or do other things most humans take for granted. However, they gain +1k1 to all perception checks involving scent. +2 to Dexterity, -1 to Size, and a bite attack for 1k1 damage. Material: A lock of your hair Stone TellTransmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Full Action Keywords: Social, Somatic, Touch, Verbal Duration: One Scene This spell allows the caster to get information from stone. The stones only vaguely know what has gone on around them except when things have touched them or moved them. The stones can reveal what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. Natural stone tends to give more complete and useful information than artificial stone or concrete. Change Form (Homebrew by Cruxador)Transmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Half Action Keywords: Somatic Duration: Instant The caster shifts in body and appearance to something new. Every aspect of face and body can change, but the end result must still have more or less the same size and body shape. It is possible to change gender, and be fertile, but changing from one race to the appearance of another doesn't have any mechanical effect. Expeditious Retreat (Homebrew by Methodia)Transmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Half Action Keywords: Combo-OK, Somatic, Verbal Duration: One round per level You gain unnatural speed. Double your speed for the duration of this spell. Air Walk (Homebrew by GuardianTempest)Transmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Half Action Keywords: Somatic, Touch Duration: One Scene The touched creature can move in three dimensions at their normal speed by walking on the air. Depending on weather conditions, they may be subject to additional penalties such a being forced to move from wind or physical damage from being buffeted about. Should the spell expire while the subject is still airborne, the magic fails slowly. The subject floats downward 60m per round for 1d10 rounds after which they fall normally for any remaining distance. You can train a mount to move with the aid of this spell with a TN 25 Animal Ken test daily for at least three days. Acid Breath (Homebrew by Marr965)Transmutation 3 Test: Transmutation + Wisdom TN: 20 Half Action Keywords: Attack, Saving Throw, Somatic The caster inhales deeply, then exhales hard, but what comes out is a rapid spray of viscous acid. Treat this as an attack with the following profile: [2k1 E; Range 5 m; Flame, Toxic]. This attack cannot set those it affects on fire, instead lowering their AP on the struck location by 1 plus 1 per raise on the Focus Power Test until the end of the scene. Passing a saving throw using Dexterity + Arcana halves the damage and the AP penalty. Armour of Lead (Homebrew by Marr965)Transmutation 3 Test: Transmutation + Wisdom TN: 20 Half Action Keywords: Attack, Ranged Touch, Somatic, Verbal The target finds themselves weighed down by their armour more than normal, slowing their movements and reducing their agility for one round. The target's Speed is lowered by 2. In addition, they take a -1k0 penalty to all Acrobatics and Athletics tests. Curse of Rust (Homebrew by Marr965)Transmutation 3 Test: Transmutation + Wisdom TN: 15 Half Action Keywords: Attack, Ranged Touch, Somatic, Verbal The target loses 1 AP across their whole body, plus an additional AP per raise on the Focus Power Test. Polymerization (Homebrew by Traskus)Transmutation 3 Transmutation + Wisdom TN: 20 Action: Full Action Keywords: Somatic Duration: Instant Lore? Dancing? Who has the time to learn that? You learn magic and use that like a normal person. This spell may be cast in place of the Forbidden Lore roll and the Perform roll to form a Gestalt. Sculpt Flesh (Homebrew by ScrapyardDragon)Transmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Full Action Keywords: Somatic, Touch, Verbal, Social, Saving Throw Duration: Instant (see text) The caster changes the touched target's physical features. This allows them to change things like height, weight, appearance, sex, and anything else that would fall within the variable parameters of their race. If the caster succeeded with at least two raises, they may also change the subject's race outright; changing their size and racial power to that of the new race, and negating any racial feats for their old race for the duration. The subject may spend exp to buy the racial feats of the new race, but they lose the effects of them once the spell wears off unless they become that race again. The subject may resist with an Arcana + Constitution saving throw, which they may repeat once per day. The TN for the saving throw decreases by 5 for every day past the first. Level 4Primal PowerTransmutation 4 Test: Transmutation + Wisdom Target Number: 30 Action: Half Action Keywords: Material, Somatic, Touch, Verbal Duration: One scene. This works as Animal Power, except instead of choosing a characteristic, the bonus applies to all three physical characteristics. Material: A tooth from a predatory animal. Earth SongTransmutation 4 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Somatic, Touch, Verbal Duration: Instant You shape stone into a simple shape, such as what you could form out of clay. You may effect up to 1 cubic meter of stone, plus one additional meter per raise on this spell and it remains in the new shape permanently. Control WeatherTransmutation 4 Test: Transmutation + Wisdom Target Number: 30 Action: Full Action Keywords: Social, Somatic, Verbal Duration: Instant You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. The SM has final say over if a particular weather condition is appropriate or not. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather where lightning strikes, for example, or the exact path of a tornado. Adaptation (Homebrew by Yog-Sothoth)Transmutation 4 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Somatic, Touch, Verbal Duration: One scene. The touched creature gains one of these traits: Amphibious, Armor Plating (2), Crawler, Fear (1), Dark Sight, Flyer, Quadruped, Regeneration (1). If this spell is cast again on the same creature, the previous trait or traits are replaced. Failing the test to cast results in the trait(s) being chosen randomly. For every raise on the test, the caster may select an additional trait. Fly (Homebrew by Methodia)Transmutation 4 Test: Transmutation + Wisdom Target Number: 30 Action: Half Action Keywords: Combo-OK, Material, Somatic, Verbal Duration: One Scene You gain the Flyer trait at your speed. Material: A feather Rampant Growth (Homebrew by Th3 Master Plan)Transmutation 4 Test: Transmutation + Wisdom Target Number: 20 Action: full action Keywords: Touch, Verbal, Somatic. Duration: One Week Accelerates the rate of growth by a living creature or plant. For The next week the Target grows as if two days had passed for every one day of real time. For every two raises the target grows an additional day. Material: seeds from a plant. Greater Telekinesis (Homebrew by weredrago2)Transmutation 4 Test: Transmutation + Wisdom Target Number: 20 Action: Half Action Keywords: Verbal, Somatic Duration: 1 round + 1 per raise As Lesser Telekinesis, only the spell's Strength and Dexterity is equal to your Willpower and Wisdom. Death Blossom (Homebrew by Marr965)Transmutation 4 Test: Transmutation + Wisdom TN 35 Full Action Material, Somatic, Verbal Instant You enchant the material component to explode shortly after it leaves your hand. It becomes a weapon with the following profile: [Thrown; 4k3 X; Pen 3; Blast 7]. Material: A fist-sized lump of stone. Hour of Power (Homebrew by Marr965)Transmutation 4 Transmutation + Wisdom TN 40 Full Action Somatic, Verbal Duration: One hour All beings within 10 m of the caster (including the caster himself) gain 5 AP, +5 static defense against ranged attacks and +5 on their Initiative, attack and damage rolls. This armor stacks with other sources of armor. De-Fusion (Homebrew by Traskus)Transmutation 4 Transmutation + Wisdom TN: 30 Action: Half action Keywords: attack, saving throw, somatic, touch Duration: instant It starts with an "f" and ends with an "n", and you learned this spell because you don't much care for it. A Gestalt affected by this spell may resist with an Arcana+Willpower test. If the Gestalt loses, they lose (Transmutation) Harmony, plus (Transmutation) per check to resist. Claws of the Silver Moon (Homebrew by Amanojyaku)Transmutation 4 Test: Transmutation + Wisdom Target Number: 30 Action: Half Action Keywords: Combo-OK, Somatic Duration: One scene A silver nimbus swirls around the caster's limbs, coalescing into claws of argent light. You gain a natural Claws weapon with the following profile: 1k2 R, Melee, Brawling. Treat your natural melee weapons and weaponless unarmed strikes as if they were Mithril melee weapons. Special: A Werewolf (or similar can cast this spell as part of the same action used to enter Warform (or equivalent). Level 5Dragon Form Transmutation 5 Test: Transmutation + Wisdom Target Number: 35 Action: Half Action Keywords: Focus, Somatic, Verbal Duration: One Scene This spell temporarily transforms the caster into a dragon. While he's a dragon, gains +3 to size, -1 to Dexterity, +2 to Strength, a bite attack that deals 2k2 damage, Flyer (2x Speed), and a breath attack that uses the attack profile as a Flamer that they may use once per round. While in dragon form the caster may cast spells normally, speak, and be very tall and lizardy. Focus: A jade circlet.
Iron Body Transmutation 5 Test: Transmutation + Wisdom Target Number: 35 Action: Half Action Keywords: Focus, Somatic, Verbal Duration: One Scene This spell transforms the caster's body into living iron. You gain 10 armor to all body locations which does not stack with other sources of armor, don't need to breathe for the duration of the spell, and get +2 to your Strength and -2 to your Dexterity (to a minimum of 1). Focus: An ingot of pig iron
Projection (Homebrew by Yog-Sothoth) Transmutation 5 Test: Transmutation + Wisdom Target Number: 35 Action: Full Action Keywords: Focus, Somatic, Touch, Verbal Duration: Indefinite Alchemical Projection allows one to transmute an item from one material to another. This allows the caster to change a mundane item made of an appropriate mundane material into one made of an appropriate magical material - for example, gold to orichalcum or platinum to element x. The target item can have no more moving parts than a crossbow, unless you get two or more raises on the test to cast. Focus: A Philosopher’s stone.
Time Stop (Homebrew by Methodia) Transmutation 5 Test: Transmutation + Wisdom Target Number: 35 Action: Half Action Keywords: Material, Verbal The caster may spend up to two Hero Points, they take that many extra turns during which they can't cast Time Stop. During these extra turns anything done is delayed until after the extra turns. Material: Golden Chrono
Hugeify! (Homebrew by Th3 Master Plan) Transmutation 5 Test: Transmutation + Wisdom Target Number: 35 Action: Half Action. Keywords: Combo-OK, Somatic, Touch, Verbal Duration: One Scene Target Gains +1 size, stacking with all other sources, such as Enlarge person. For every two raises, the target gets and additional +1 size. However, for the purposes of calculating damage, if the source of the damage is Silver, Magical, or Power Fielded in origin, calculate the damage at base size, or size + whatever modifiers from other spells or ablities. Material: a bit of bone from a large animal.
Ra Tilt (Homebrew by Amanojyaku) Transmutation 5 Test: Transmutation + Wisdom Target Number: 25 Action: Half Action Keywords: Combo-OK, Saving Throw, Somatic, Verbal Duration: One Round This spell temporarily forces incorporeal creatures and beasts of the Warp into full corporeality, causing them to become anchored by laws of the Materium. One creature within 30m lose the Daemonic and Phasing traits, and any incorporeal creatures become corporeal. With at least two raises, targets also lose the Stuff of Nightmares trait. The target can roll Arcana + Willpower to resist this spell's effects.
Storm Call (Homebrew by Nobody Important) Transmutation 5 Test: Transmutation + Wisdom. Target Number: 30 Action: Full Action Keywords: Attack, Verbal. Duration: One scene. Effect: After completing the cast on this ability, a lightning storm starts in the localized area of about five hundred meters in any given direction, and indeed the spell cannot function inside or if the atmosphere is not one that would support a lightning storm. Every other round, starting with the round you cast this spell, on your initiative every hostile target within the scene is struck by lightning for 4k2 E damage.
Counter Rockets (Homebrew by Marr965) Transmutation 5 Test: Transmutation + Wisdom TN 50 Keywords: Somatic Full Action Duration: 2 rounds plus 1 round per raise on the Focus Power test The target of this spell can use twice as many actions of each type each round (i.e. two full actions, two half actions and one full action or four half actions, in addition to two free actions and two reaction actions). This spell has a range of 10 m.
Ironsong (Homebrew by ScrapyardDragon) Transmutation 5 Test: Transmutation + Wisdom Target Number: 30 Action: Half Action Keywords: Somatic, Touch, Verbal Duration: Instant You shape metal into a simple shape, such as what you could form out of clay. You may effect up to 1 cubic meter of metal, plus one additional meter per raise on this spell and it remains in the new shape permanently.
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Post by GuardianTempest on Aug 11, 2018 0:35:15 GMT -6
Space reserved for expansion
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Post by GuardianTempest on Aug 11, 2018 0:35:57 GMT -6
More space reserved for addition.
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Post by GuardianTempest on Aug 11, 2018 0:37:48 GMT -6
Last reservation
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Post by ScrapyardDragon on Oct 25, 2018 14:33:05 GMT -6
Its Halloween time soon, here are some spells to make things spooky.
Turn Undead Necromancy 3 Test: Necromancy + Intelligence Target Number 25 Action: Full Action Keywords: Somatic, Verbal, Saving Throw, Touch, Attack Duration: One scene The touched target gains the undead trait for the rest of the scene.
Zombie World Necromancy 5 Test: Necromancy + Intelligence Target Number 35 Action: Full Action Keywords: Somatic, Verbal, Saving Throw, Attack Duration: One scene All living creatures within a 20m radius of the caster gain the undead trait for the rest of the scene.
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Post by ScrapyardDragon on Apr 7, 2019 9:43:50 GMT -6
Wonder room Abjuration 3 test: Abjuration+Willpower Target Number: 20 Action: Half action Keywords: Somatic Duration: 5 rounds For the duration of the spell, all things within 20m of the point this spell is cast at substitute their aura rating with the AP rating applied to their body, and replace their AP values with their aura rating.
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Post by ScrapyardDragon on Apr 19, 2019 9:32:54 GMT -6
lets just fill in the last of "conventional" materials for the "song" spells yeah?
Ironsong Transmutation 5 Test: Transmutation + Wisdom Target Number: 30 Action: Half Action Keywords: Somatic, Touch, Verbal Duration: Instant You shape metal into a simple shape, such as what you could form out of clay. You may effect up to 1 cubic meter of metal, plus one additional meter per raise on this spell and it remains in the new shape permanently.
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