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Post by ScrapyardDragon on Nov 2, 2019 17:08:53 GMT -6
This thread is for the discussion and proposal of balance changes to the various core magic schools and spells. This thread is NOT for homebrew spells of core schools. We aren't here to talk about how it interacts with homebrew. The existing magic lore is fine and whatever, the goal is to adjust mechanics, whether to make it line up with the lore in some cases, or to tune down the screamingly overpowered stuff in presumably most cases. Feel free to discuss and contribute. Any altered spell listed below will have the original listed along with changes for reference.
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Post by ScrapyardDragon on Nov 2, 2019 17:14:57 GMT -6
AbjurationLevel 1 Shield Abjuration 1 Focus Power 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. This spell does not provoke.
Armouring Aura Abjuration 1 Focus Power 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.
Level 2
Knock Abjuration 2 Focus Power 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 Focus Power 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.
Level 3
Mage Armor Abjuration 3 Focus Power 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 Focus Power 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.
Level 4
Exploding Runes Abjuration 4 Focus Power 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 Focus Power 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.
Level 5
Contingency Abjuration 5 Focus Power 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.
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Post by ScrapyardDragon on Nov 2, 2019 17:19:53 GMT -6
ConjurationLevel 1
Invisible Servant Conjuration 1 Focus Power 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 Focus Power 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, saving throw Duration: Instant When you cast Web, choose a point within 25m. All targets within 5m of the point who fail an Arcana + Dexterity save are Immobilized for a number of rounds equal to your Caster Level. Material: Cobwebs
Level 2
Lesser Servant Conjuration 2 Focus Power 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 Item Conjuration 2 Focus Power 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 Fog Conjuration 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.
Level 3
Porte Conjuration 3 Focus Power 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.
Jaunt Conjuration 3 Focus Power 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.
Cloudkill Conjuration 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 fivemeter 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.
Level 4
Greater Servant Conjuration 4 Focus Power 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
Teleport Conjuration 4 Focus Power 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 Cloud Conjuration 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 fivemeter 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.
Level 5
Gate Conjuration 5 Focus Power 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 Disaster Conjuration 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.
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Post by ScrapyardDragon on Nov 2, 2019 17:23:06 GMT -6
DivinationLevel 1
Augury Divination 1 Focus Power Test: Divination + Wisdom Target Number: 20 Action: Full Action Keywords: Focus, 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. Focus: Dice, cards, runes, or some other means of telling a fortune.
Whisper Divination 1 Focus Power 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 targetÊs 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.
Level 2
Forsee Divination 2 Focus Power Test: Divination + Wisdom Target Number: 15 Action: Reaction Action Keywords: Somatic Duration: Instant You may use this spell in place of a dodge test. This spell does not provoke.
Luck Divination 2 Focus Power 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.
Level 3
Scry Divination 3 Focus Power 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 Focus Power 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.
Level 4
Mind Net Divination 4 Focus Power 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 Focus Power 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 tests, 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.
Level 5
Commune Divination 5 Focus Power 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.
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Post by ScrapyardDragon on Nov 2, 2019 17:28:02 GMT -6
EnchantmentLevel 1
Charm 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.
Level 2
Stun 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.
Level 3
Dominate 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.
Level 4
Encore 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.
Level 5
Geas 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.
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Post by ScrapyardDragon on Nov 2, 2019 17:31:00 GMT -6
EvocationLevel 1
Magic 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 E 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.
Level 2
Energy 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 E 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 E 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.
Level 3
Energyball 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 E damage per level, at a range of 30m. Material: A pinch of gunpowder.
Energy Aura Evocation 3 Test: Evocation + Charisma Target Number: 15 Action: Half Action or Reaction Action Keywords: Attack, Combo-OK, Focus, Somatic, Verbal Duration: One scene. Create an aura that deals 1k1 +3 E 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 E damage equal to XkY.
Level 4
Energy Wall Evocation 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 E damage. This wall lasts until the end of the scene. Material: A vial of oil.
Energy Bits Evocation 4 Test: Evocation + Charisma Target Number: 5 Action: Full Action Keywords: Attack, Combo-OK, Ranged Attack, 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 expendany 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 E damage. You may not attack the same target with more than 2 spheres per turn.
Lightning Ring Evocation 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 E 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.
Level 5
Energy 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 Burst 10 that deals 6k4 E damage at a range of up to 120m. Copy this spell for each dot you have in Evocation.
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 Burst 10 centered on yourself. Everyone affected by this attack rolls on the psychic phenomena table.
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Post by ScrapyardDragon on Nov 2, 2019 17:34:54 GMT -6
HealingLevel 1
Cure 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.
Level 2
Regeneration 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.
Level 3
Cure 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.
Level 4
Consecrate 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.
Level 5
Resurrection 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
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Post by ScrapyardDragon on Nov 2, 2019 17:39:55 GMT -6
IllusionLevel 1
Image 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.
Level 2
Invisibility 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.
Level 3
Silence Illusion 3 Test: Illusion + Intelligence Target Number: 25 Action: Half Action Keywords: Combo-OK, Somatic, Touch. 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
Level 4
Improved Invisibility Illusion 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 Image Illusion 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.
Mislead Illusion 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.
Level 5
Permanent 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
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Post by ScrapyardDragon on Nov 2, 2019 17:43:47 GMT -6
NecromancyLevel 1
Flush 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 persons 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.
Level 2
Speak 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.
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.
Level 3
Torment Necromancy 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 Dead Necromancy 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 Walking Dead in Chapter 17. Material: A black gem.
Horrid Wilting Necromancy 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.
Level 4
Corrupted 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 Necromancy 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.
Level 5
Necromutation Necromancer 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 Plague 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, 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
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Post by ScrapyardDragon on Nov 2, 2019 17:47:12 GMT -6
TransmutationLevel 1
Swift 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
Level 2
Dedication 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.
Level 3
Magic Fang Transmutation 3 Test: Transmutation + Wisdom Target Number: 25 Action: Half Action Keywords: Combo-OK, 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.
Polymorph Transmutation 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 Tell Transmutation 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.
Level 3
Primal Power Transmutation 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 Song Transmutation 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 Weather Transmutation 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.
Level 5
Dragon 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
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Post by GuardianTempest on Nov 18, 2021 20:10:36 GMT -6
Ideas: Should Unluck last only for one round? One round might not seem like much but it does cover all test made during that period (as opposed to having it last only for one test).
There are two spells named Foresee, perhaps the Level 4 would could be renamed to Forewarn?
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Post by ScrapyardDragon on Nov 18, 2021 22:11:05 GMT -6
I think making it only a single round sort of guts the viability of it, but then I remember it also cripples characteristic rolls (while being undodgable) and am glad to see it be nerfed into the ground. I'd sooner say make it ranged touch so that you can counter it half-decently without having to be informed in the arcane arts by just, jumping out of the way.
I'm partial to renaming the level 2 one to foresight but it doesn't actually matter which of the two gets renamed, could be a coinflip either way. Plus a case can be made that since the level 2 foresee is in book 1 it should keep the name from seniority. forewarn is as good a name as any given the effect is so vague.
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Post by GuardianTempest on Nov 18, 2021 22:44:40 GMT -6
Yeah, that's the secret key to Unluck.Ranged Touch sounds nice, forces wizards to allocate dots in Ballistics. My plan was to use the Touch keyword since...something something conduit of bad luck, something something infectious touch.
I don't want to use Foresight since there's already a feat that uses it, even though the Luck spell also shares a name with a feat.
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Post by Amanojyaku on Jul 28, 2022 13:02:03 GMT -6
I see no reason why a cartomancer should have to buy a new deck each time she tries to cast an Augury. Should be a Focus (required but not consumed), not a Material (consumed in casting).
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Post by ScrapyardDragon on Jul 28, 2022 18:22:35 GMT -6
A very reasonable position, I'll make the tweak.
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