Astronavigation- the preferred magic of navigators
Jun 25, 2022 16:49:46 GMT -6
Post by aush10 on Jun 25, 2022 16:49:46 GMT -6
Astronavigation
When a class allows you to learn divination you may instead learn astronavigation.
You may use Astronavigation tests as a substitute for Divination tests for the purpose of navigating. Few powerful sorcerers focus their training on navigating the Warp with the aid of their magical abilities. They spend years learning to mitigate the dangers of the warp and to use it’s perils to their advantage. Practitioners are not only useful in space travel but also their presence can be a boon to other spell casters as their advanced understanding of the warp leads to greater control over its perils. Most Navigators willingly go blind, to avoid staring into the warp, which often results in madness. spending a life aboard space-faring vessels, Many also take up some limited technomancy to keep their ships in working order and thus further increase their value as a crewmate.
Level 1
Warpsight
Test: Astronavigation+Wisdom
Target Number: 10
Action: Half Action
Keywords: subtle
Duration: 24 hours
Effect: For the duration of the spell You may make an Astronavigation+wisdom test, and use the results in place of a perception test, you no longer take a penalty to tests that benefit from sight while you are blinded, including weaponry tests.
Warp soothing
Test: Astronavigation+Wisdom
Target Number: 10
Action: Reaction
Keywords: combo-OK
Duration: instant
Effect: You’ve learned how to calm the wild and dangerous energy of the warp subtract 5 from the results of a psychic phenomena or perils of the warp roll made within 5 meters of you.
Shipreading
Test: Astronavigation+Wisdom
Target Number: 15
Action: full action
Keywords:
Duration: instant
Effect: Divine one piece of information about a nearby ship, including Hull class, Hull Strength, crew size, crew level, cost, speed, maneuverability, acceleration, sensors, consoles, weapons, or any other information the sm deems appropriate. For every raise you make on this test gain 1 additional piece of information
Level 2
Mariners mark
Test: Astronavigation+Wisdom
Target: Number: 15
Action: Full Action
Keywords: Somatic, Touch, Focus
Duration: Instant
Effect: you place a large visible mark on a non-living target. You can then devine the location of the mark from anywhere in the great wheel. You may maintain a number of mariners marks equal to your Astronavigation level.
Focus: chalk
Warp Surge
Test: Astronavigation+Wisdom
Target Number: 20
Action: Full Action
Keywords: combo-OK somatic resist
Duration: varies
Effect: Force the target of this spell to roll a psychic phenomena. For every raise you get on this test the target must add 5 to the results of their roll a target may resist with Arcana+Willpower
Arcane Pilotry
Test: Astronavigation+Wisdom
Target Number: varies
Action: reaction
Keywords:verbal
Duration: instant
Effect: you may add half the results of this test to any tests made to operate a ship that you are onboard.
Level 3
Shipwright
Test: Astronavigation+Wisdom
Target Number: 20
Action: Reaction
Keywords: subtle, focus, combo-OK
Duration: one scene
Effect: you can hold a vehicle together using magic. spend any number of resource points as a part of casting this spell to temporarily repair damage to a vehicle. When you do so the vehicle will recover an amount of hit points (or hull strength in the case of ships) equal to twice the amount of resource points spent for the duration of the spell. These hit points are lost first. they do not stack with themselves and are lost when the spell's duration ends.
Wayfinding
Test: Astronavigation+Wisdom
Target Number: 20
Action: Full Action
Keywords: Focus
Duration: one day/level
Effect: turn a small object into a compass that will guide you towards your goal. You must have a clear idea of what it is you're trying to find, targets of this spell must be a specific individual or object (seeking an ork won’t work but seeking Grok the ork might). The object used as the focus of this spell must be relevant to the thing you are trying to track. For example a broken piece of a ship, a bullet belonging to the target, or a torn piece of clothing. The SM is the ultimate arbiter of what objects will work as a focus and what you are able to track using this spell. For the duration, the object, when held in the palm of your hand, will float up and point in the direction of your quarry
Focus: a small object relevant to your quarry
Greater Warp soothing
Test: Astronavigation+Wisdom
Target Number: 20
Action: Reaction
Keywords: combo-OK
Duration: instant
Effect: You’ve learned how to calm the wild and dangerous energy of the warp subtract 5 from the results of a psychic phenomena or perils of the warp roll made within 10 meters of you. For every two raises you make on this test you may subtract another 5.
Level 4
Warp fretting
Test: Astronavigation+Wisdom
Target Number: 20
Action: Reaction
Keywords: subtle, focus, combo-ok
Duration: one scene
Effect: exposure to the warp makes your magic more powerful and more dangerous. All spells cast within 15 meters of the focus object used in the casting of this spell, automatically trigger psychic phenomena regardless of how they were cast and have a +5 on psychic phenomena rolls. Casters also gain a free raise on tests made to cast spells in this area. For every two raises you make on the casting of this spell you may choose to intensify the spell, the area of the spell grows by 2 meters, the bonus to psychic phenomena rolls is increased by 5 and casters gain an additional raise on spell casting tests made in the area.
Focus: an object recently exposed to the warp
Warpwalk
Test: Astronavigation+Wisdom
Target Number: 20
Action: half action
Keywords:
Duration: 1 hour per level
Effect: Create a portal to the umbra and move through it. In the umbra, you move at a rate of 50 miles per hour, Because of the blurring of reality between the umbra and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. When the spell effect ends, you are shunted 1d10 x 10 meters in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, and you take 1 level of fatigue.
Madning Mirror
Test: Astronavigation+Wisdom
Target Number: 25
Action: full action
Keywords: combo-OK, focus, verbal
Duration: 1 round per level
Effect: create a window to the warp causing fear and madness to anyone that looks into it. Anyone that can see the mirror used as the spell focus rolls on the shock table and gains 1d10 insanity points. Characters may prevent this insanity by closing their eyes (treating themselves as blinded) as a reaction the viewer may attempt to look away by passing a dexterity test the tn of which is equal to the results of the focus power test made to cast this spell.
Focus: a mirrored surface
Level 5
Warp Tunneling
WIP
Test: Astronavigation+Wisdom
Target Number: 30
Action: Full Action
Keywords:range touch
Duration: one round
Effect: open a small tunnel through the warp without the use of a spell jammer anywhere within 10 meters of yourself facing a direction of your choosing. This portal has a 1 meter diameter. It is extremely volatile and exists for only a second. The other end of the tunnel can be opened anywhere in the astral sea. Allowing for several different effects depending on where it’s opened. The area of these effects is a 30 degree cone that extends 15 meters from the portal. In all cases the damage is treated as having penetration 10
Meteor storm: the portal releases a barrage of meteorites. Make a ballistics test against every target in the area it causes 4k4 damage and the targets becomes pinned
Sun: the tunnel releases a gout of plasma everyone in the area takes 4k4 energy damage and must make a Dexterity Test (TN is equal to 5x the level of the spell.) or catch fire
Black hole: the tunnel creates a vacuum All characters in a 10 meter, 30 degree arc of the portal are battered by flying shrapnel. They take 3k3 damage and must make a Dexterity Test (TN is equal to 5x the level of the spell.) or be pulled directly to the portal and knocked prone.
Infinite Depths: unleash a spray of highly pressurized water targets inside the area take 3k3 damage +1 tearing and the targets are knocked 15 meters from the portal
Frozen darkness: targets in the area take 3k3 damage and became stunned for d5 rounds
When a class allows you to learn divination you may instead learn astronavigation.
You may use Astronavigation tests as a substitute for Divination tests for the purpose of navigating. Few powerful sorcerers focus their training on navigating the Warp with the aid of their magical abilities. They spend years learning to mitigate the dangers of the warp and to use it’s perils to their advantage. Practitioners are not only useful in space travel but also their presence can be a boon to other spell casters as their advanced understanding of the warp leads to greater control over its perils. Most Navigators willingly go blind, to avoid staring into the warp, which often results in madness. spending a life aboard space-faring vessels, Many also take up some limited technomancy to keep their ships in working order and thus further increase their value as a crewmate.
Level 1
Warpsight
Test: Astronavigation+Wisdom
Target Number: 10
Action: Half Action
Keywords: subtle
Duration: 24 hours
Effect: For the duration of the spell You may make an Astronavigation+wisdom test, and use the results in place of a perception test, you no longer take a penalty to tests that benefit from sight while you are blinded, including weaponry tests.
Warp soothing
Test: Astronavigation+Wisdom
Target Number: 10
Action: Reaction
Keywords: combo-OK
Duration: instant
Effect: You’ve learned how to calm the wild and dangerous energy of the warp subtract 5 from the results of a psychic phenomena or perils of the warp roll made within 5 meters of you.
Shipreading
Test: Astronavigation+Wisdom
Target Number: 15
Action: full action
Keywords:
Duration: instant
Effect: Divine one piece of information about a nearby ship, including Hull class, Hull Strength, crew size, crew level, cost, speed, maneuverability, acceleration, sensors, consoles, weapons, or any other information the sm deems appropriate. For every raise you make on this test gain 1 additional piece of information
Level 2
Mariners mark
Test: Astronavigation+Wisdom
Target: Number: 15
Action: Full Action
Keywords: Somatic, Touch, Focus
Duration: Instant
Effect: you place a large visible mark on a non-living target. You can then devine the location of the mark from anywhere in the great wheel. You may maintain a number of mariners marks equal to your Astronavigation level.
Focus: chalk
Warp Surge
Test: Astronavigation+Wisdom
Target Number: 20
Action: Full Action
Keywords: combo-OK somatic resist
Duration: varies
Effect: Force the target of this spell to roll a psychic phenomena. For every raise you get on this test the target must add 5 to the results of their roll a target may resist with Arcana+Willpower
Arcane Pilotry
Test: Astronavigation+Wisdom
Target Number: varies
Action: reaction
Keywords:verbal
Duration: instant
Effect: you may add half the results of this test to any tests made to operate a ship that you are onboard.
Level 3
Shipwright
Test: Astronavigation+Wisdom
Target Number: 20
Action: Reaction
Keywords: subtle, focus, combo-OK
Duration: one scene
Effect: you can hold a vehicle together using magic. spend any number of resource points as a part of casting this spell to temporarily repair damage to a vehicle. When you do so the vehicle will recover an amount of hit points (or hull strength in the case of ships) equal to twice the amount of resource points spent for the duration of the spell. These hit points are lost first. they do not stack with themselves and are lost when the spell's duration ends.
Wayfinding
Test: Astronavigation+Wisdom
Target Number: 20
Action: Full Action
Keywords: Focus
Duration: one day/level
Effect: turn a small object into a compass that will guide you towards your goal. You must have a clear idea of what it is you're trying to find, targets of this spell must be a specific individual or object (seeking an ork won’t work but seeking Grok the ork might). The object used as the focus of this spell must be relevant to the thing you are trying to track. For example a broken piece of a ship, a bullet belonging to the target, or a torn piece of clothing. The SM is the ultimate arbiter of what objects will work as a focus and what you are able to track using this spell. For the duration, the object, when held in the palm of your hand, will float up and point in the direction of your quarry
Focus: a small object relevant to your quarry
Greater Warp soothing
Test: Astronavigation+Wisdom
Target Number: 20
Action: Reaction
Keywords: combo-OK
Duration: instant
Effect: You’ve learned how to calm the wild and dangerous energy of the warp subtract 5 from the results of a psychic phenomena or perils of the warp roll made within 10 meters of you. For every two raises you make on this test you may subtract another 5.
Level 4
Warp fretting
Test: Astronavigation+Wisdom
Target Number: 20
Action: Reaction
Keywords: subtle, focus, combo-ok
Duration: one scene
Effect: exposure to the warp makes your magic more powerful and more dangerous. All spells cast within 15 meters of the focus object used in the casting of this spell, automatically trigger psychic phenomena regardless of how they were cast and have a +5 on psychic phenomena rolls. Casters also gain a free raise on tests made to cast spells in this area. For every two raises you make on the casting of this spell you may choose to intensify the spell, the area of the spell grows by 2 meters, the bonus to psychic phenomena rolls is increased by 5 and casters gain an additional raise on spell casting tests made in the area.
Focus: an object recently exposed to the warp
Warpwalk
Test: Astronavigation+Wisdom
Target Number: 20
Action: half action
Keywords:
Duration: 1 hour per level
Effect: Create a portal to the umbra and move through it. In the umbra, you move at a rate of 50 miles per hour, Because of the blurring of reality between the umbra and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. When the spell effect ends, you are shunted 1d10 x 10 meters in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, and you take 1 level of fatigue.
Madning Mirror
Test: Astronavigation+Wisdom
Target Number: 25
Action: full action
Keywords: combo-OK, focus, verbal
Duration: 1 round per level
Effect: create a window to the warp causing fear and madness to anyone that looks into it. Anyone that can see the mirror used as the spell focus rolls on the shock table and gains 1d10 insanity points. Characters may prevent this insanity by closing their eyes (treating themselves as blinded) as a reaction the viewer may attempt to look away by passing a dexterity test the tn of which is equal to the results of the focus power test made to cast this spell.
Focus: a mirrored surface
Level 5
Warp Tunneling
WIP
Test: Astronavigation+Wisdom
Target Number: 30
Action: Full Action
Keywords:range touch
Duration: one round
Effect: open a small tunnel through the warp without the use of a spell jammer anywhere within 10 meters of yourself facing a direction of your choosing. This portal has a 1 meter diameter. It is extremely volatile and exists for only a second. The other end of the tunnel can be opened anywhere in the astral sea. Allowing for several different effects depending on where it’s opened. The area of these effects is a 30 degree cone that extends 15 meters from the portal. In all cases the damage is treated as having penetration 10
Meteor storm: the portal releases a barrage of meteorites. Make a ballistics test against every target in the area it causes 4k4 damage and the targets becomes pinned
Sun: the tunnel releases a gout of plasma everyone in the area takes 4k4 energy damage and must make a Dexterity Test (TN is equal to 5x the level of the spell.) or catch fire
Black hole: the tunnel creates a vacuum All characters in a 10 meter, 30 degree arc of the portal are battered by flying shrapnel. They take 3k3 damage and must make a Dexterity Test (TN is equal to 5x the level of the spell.) or be pulled directly to the portal and knocked prone.
Infinite Depths: unleash a spray of highly pressurized water targets inside the area take 3k3 damage +1 tearing and the targets are knocked 15 meters from the portal
Frozen darkness: targets in the area take 3k3 damage and became stunned for d5 rounds