Wyrding - Raw Energies of the Warp
Jun 25, 2022 19:17:19 GMT -6
Post by insertnamehere on Jun 25, 2022 19:17:19 GMT -6
This is an alternate for Conjuration
New spell keyword
Volatile: If you roll phenomena, add 1/10 the roll on the table to your focus power test. If you roll on the perils of the warp table, add 1/5
Wyrding 1
Ghostly Flame
Focus Power Test: Wyrding + Composure
Target Number: 10
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Unfettered, Volatile
Duration: 1 hour
You conjure a small blob of glowing "fire" out of thin air. It emits 3m of light with randomly changing color for the duration before sputtering out. Every raise on the FP test increases the light radius by 1m. You can choose to throw this mess at a target within 10m as a Half Action. Targets hit must roll a Arcana + Dexterity save or be set on fire. Once you do this the spell goes out.
Muddled Time
Focus Power Test: Wyrding + Composure
Target Number: 10
Action: Full Action
Keywords: Somatic, Unfettered, Volatile
Duration: 24 hours
Within an area of 5m centered around the sorcerer, the linear nature of time is ignored. Roll 1d10. On 1-5 time goes twice as fast and 6-10 time go twice as slow within the effected area. For every raise on the Focus Power test, you can change the chances of which time effect may occur by 1. You can only have one time effect active at a time.
Warp Bolt
Focus Power Test: Wyrding + Composure
Target Number: 10
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Phenomenal, Volatile
Duration: Instant
The sorcerer quickly plucks a piece of warp residue from the immaterium and tosses it at a target within 30m for 2k1+2 damage. Every FP raise increases the damage by +2
Warp Echo's
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Social, Subtle, Unfettered, Volatile
Duration: Instant
The sorcerer can attempt to listen to the residual emotions permeating an area in a radius of 15m around himself. The sorcerer cannot discern specific thoughts but they get a one word descriptor of the most prominent emotion in the area at the time of casting (i.e. Anger, Fear, Happiness). If there is to much emotional feedback or none at all then they will get back the equivalent of white noise instead. For 2 raises on the FP test the sorcerer gets another single word for a reason why the emotion is present (i.e. Anger : Fight, Happiness : Celebration)
Focus Power Test: Wyrding + Composure
Target Number: 10
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Unfettered, Volatile
Duration: 1 hour
You conjure a small blob of glowing "fire" out of thin air. It emits 3m of light with randomly changing color for the duration before sputtering out. Every raise on the FP test increases the light radius by 1m. You can choose to throw this mess at a target within 10m as a Half Action. Targets hit must roll a Arcana + Dexterity save or be set on fire. Once you do this the spell goes out.
Muddled Time
Focus Power Test: Wyrding + Composure
Target Number: 10
Action: Full Action
Keywords: Somatic, Unfettered, Volatile
Duration: 24 hours
Within an area of 5m centered around the sorcerer, the linear nature of time is ignored. Roll 1d10. On 1-5 time goes twice as fast and 6-10 time go twice as slow within the effected area. For every raise on the Focus Power test, you can change the chances of which time effect may occur by 1. You can only have one time effect active at a time.
Warp Bolt
Focus Power Test: Wyrding + Composure
Target Number: 10
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Phenomenal, Volatile
Duration: Instant
The sorcerer quickly plucks a piece of warp residue from the immaterium and tosses it at a target within 30m for 2k1+2 damage. Every FP raise increases the damage by +2
Warp Echo's
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Social, Subtle, Unfettered, Volatile
Duration: Instant
The sorcerer can attempt to listen to the residual emotions permeating an area in a radius of 15m around himself. The sorcerer cannot discern specific thoughts but they get a one word descriptor of the most prominent emotion in the area at the time of casting (i.e. Anger, Fear, Happiness). If there is to much emotional feedback or none at all then they will get back the equivalent of white noise instead. For 2 raises on the FP test the sorcerer gets another single word for a reason why the emotion is present (i.e. Anger : Fight, Happiness : Celebration)
Wyrding 2
Chaos Bolt
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Phenomenal, Volatile
Duration: Instant
The sorcerer opens a tear into reality and rips out a writhing mass of warp energy. The sorcerer hurls it at a target within 30m for 2k2 damage and it has the Orgone Array property. Every raise increases the damage by +1k0.
Gellar Ray (Homebrew by Yog-Sothoth)
Focus Power Test: Wyrding + Composure
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
Screaming Whirlwind
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Full Action
Keywords: Attack, Saving Throw, Somatic, Unfettered, Volatile
Duration: Concentration (Half)
You summon a volatile whirlwind of contradicting thoughts and emotions anywhere within 30m. The whirlwind moves up to 5m per round, in any direction you wish. Those affected by the whirlwind take a 3k2 damage and must succeed on a Arcana + Constitution Test or take a -2k0 penalty to all tests for 1 round due to being barraged by such intense and unstable energies. For every 2 raises with the Focus Power test, increase the whirlwind's movement speed by 2m.
Summon Warp Critters
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Somatic, Unfettered, Verbal, Volatile
Duration: 1d5 + Wyrding Rounds
A minion squad of barely sentient unstable warp entities is summoned up to 10m from the caster. These entities are hostile to everyone, including the caster, and attack the closest target in sight. If multiple targets apply then determine randomly. The threat rating of the Minion Squad is equal to the caster's Wyrding level and the squad size and damage rating (I or R) is half the caster's Wyrding level rounded up. For every raise on the FP test increase the amount of minions summoned by 1. If the maximum amount of minions is summoned, then the extra minions form another squad adjacent to the initial minion squad.
Wind of Chaos
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Unfettered, Volatile
Duration: Instant
The Sorcerer produces a torrent of foul miasma in a 30-degree cone with a range of 10m, that extend by another 10m for every 2 raises on the Focus test. Creatures caught within the spray may roll a Arcana + Dexterity Test (TN 5 x casters Dex) to avoid getting hit. Any creature that does not successfully avoid the spell suffers 3k2 damage and must roll a 1d10 to see what additional effect it suffers;
1-2: Tearing
3-4: Shocking
5-6: Toxic
7-8: Fire
9-10: No additional effect
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Phenomenal, Volatile
Duration: Instant
The sorcerer opens a tear into reality and rips out a writhing mass of warp energy. The sorcerer hurls it at a target within 30m for 2k2 damage and it has the Orgone Array property. Every raise increases the damage by +1k0.
Gellar Ray (Homebrew by Yog-Sothoth)
Focus Power Test: Wyrding + Composure
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
Screaming Whirlwind
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Full Action
Keywords: Attack, Saving Throw, Somatic, Unfettered, Volatile
Duration: Concentration (Half)
You summon a volatile whirlwind of contradicting thoughts and emotions anywhere within 30m. The whirlwind moves up to 5m per round, in any direction you wish. Those affected by the whirlwind take a 3k2 damage and must succeed on a Arcana + Constitution Test or take a -2k0 penalty to all tests for 1 round due to being barraged by such intense and unstable energies. For every 2 raises with the Focus Power test, increase the whirlwind's movement speed by 2m.
Summon Warp Critters
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Somatic, Unfettered, Verbal, Volatile
Duration: 1d5 + Wyrding Rounds
A minion squad of barely sentient unstable warp entities is summoned up to 10m from the caster. These entities are hostile to everyone, including the caster, and attack the closest target in sight. If multiple targets apply then determine randomly. The threat rating of the Minion Squad is equal to the caster's Wyrding level and the squad size and damage rating (I or R) is half the caster's Wyrding level rounded up. For every raise on the FP test increase the amount of minions summoned by 1. If the maximum amount of minions is summoned, then the extra minions form another squad adjacent to the initial minion squad.
Wind of Chaos
Focus Power Test: Wyrding + Composure
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Unfettered, Volatile
Duration: Instant
The Sorcerer produces a torrent of foul miasma in a 30-degree cone with a range of 10m, that extend by another 10m for every 2 raises on the Focus test. Creatures caught within the spray may roll a Arcana + Dexterity Test (TN 5 x casters Dex) to avoid getting hit. Any creature that does not successfully avoid the spell suffers 3k2 damage and must roll a 1d10 to see what additional effect it suffers;
1-2: Tearing
3-4: Shocking
5-6: Toxic
7-8: Fire
9-10: No additional effect
Wyrding 3
Abhorrent Armor
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Half Action
Keywords: Mind-Affecting, Saving Throw, Somatic, Touch, Unfettered, Volatile
Duration: Concentration (Reaction)
While this spell is active, any creature attempting to perform any form of attack against the effected target must attempt a Arcana + Willpower Test. If the attacker succeeds at this test, he may attack as normal. Failure means that his revulsion prevents him from attacking. He may choose another target to attack instead. Every 2 raise on the focus test gives a Check to those attempting a Willpower test to attack you, to a max of half you Wyrding level.
Doom Bolt
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Volatile, Warping
Duration: Instant
The foolish sorcerer gathers a hulking glob of pure warp energy into his hands and launches the screaming mass at a target within 50m. Damage is 5k3 with Blast 2. For every raise of the Focus Power test, increase the Blast by 1 and every 2 raises increases damage by +2k0.
Flensing Ruin
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Unfettered, Volatile
Duration: Instant
Ribbons of Warp energy sprout from the nowhere and tear at the flesh of the target. The selected target suffers 10 Rending damage and must pass a Arcana + Constitution test (TN 20) or be Stunned for 1 round due to the extreme pain. Every raise on the FP test increases the damage by +5.
Reality Tremor
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Full Action
Keywords: Combo-Ok, Somatic, Unfettered, Volatile
Duration: 1 round per Wyrding rank
The sorcerer causes a fissure in real-space, allowing the warp to seep through the cracks. The sorcerer selects a 5m area within 20m. Any and all spells cast within that point gain the Phenomenal keyword. If it already has Phenomenal, then the phenomena roll gains a +5. If the Focus Power test has 3 raises, spells gain the Warping key word instead.
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Half Action
Keywords: Mind-Affecting, Saving Throw, Somatic, Touch, Unfettered, Volatile
Duration: Concentration (Reaction)
While this spell is active, any creature attempting to perform any form of attack against the effected target must attempt a Arcana + Willpower Test. If the attacker succeeds at this test, he may attack as normal. Failure means that his revulsion prevents him from attacking. He may choose another target to attack instead. Every 2 raise on the focus test gives a Check to those attempting a Willpower test to attack you, to a max of half you Wyrding level.
Doom Bolt
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic, Volatile, Warping
Duration: Instant
The foolish sorcerer gathers a hulking glob of pure warp energy into his hands and launches the screaming mass at a target within 50m. Damage is 5k3 with Blast 2. For every raise of the Focus Power test, increase the Blast by 1 and every 2 raises increases damage by +2k0.
Flensing Ruin
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Unfettered, Volatile
Duration: Instant
Ribbons of Warp energy sprout from the nowhere and tear at the flesh of the target. The selected target suffers 10 Rending damage and must pass a Arcana + Constitution test (TN 20) or be Stunned for 1 round due to the extreme pain. Every raise on the FP test increases the damage by +5.
Reality Tremor
Focus Power Test: Wyrding + Composure
Target Number: 20
Action: Full Action
Keywords: Combo-Ok, Somatic, Unfettered, Volatile
Duration: 1 round per Wyrding rank
The sorcerer causes a fissure in real-space, allowing the warp to seep through the cracks. The sorcerer selects a 5m area within 20m. Any and all spells cast within that point gain the Phenomenal keyword. If it already has Phenomenal, then the phenomena roll gains a +5. If the Focus Power test has 3 raises, spells gain the Warping key word instead.
Wyrding 4
Bolt of Change
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-Ok, Saving Throw, Ranged Touch, Somatic, Volatile, Warping
Duration: Instant
The Sorcerer focuses his will and his wrath into a searing bolt of warp-flame, launching it at a target within 50m for 3k2 damage. If the target is struck by the spell, and does not have the Daemonic or Stuff of Nightmares traits, the target begins to mutate in a number of rounds equal to its Composure. Each round, the target must make a Arcana + Willpower (TN 20) test at the beginning of their turn. If the target succeeds, the mutations cease and nothing else happens. Should the target fail every test, they finally transform into mindless chaos spawn. Once transformed, the spawn is hostile to everyone, including the caster, and attacks the closest available target. If multiple targets apply then determine randomly. Also, any armor it was wearing fuses into its flesh granting it additional armor. Every 2 raises on the Focus test increases the damage by +1k1.
Gellar Ward
Focus Power Test: Wyrding + Composure
Target Number: 30
Action: Reaction Action
Keywords: Somatic
Duration: Instant
When the sorcerer is subjected to Phenomena or Perils, triggered either by the sorcerer or from another source, the sorcerer can cast this spell as a Reaction. The Phenomena/Perils still occur but it does not affect the caster in anyway. This spell also completely negates attacks made against the caster by enemies with the Daemonic trait and weapons with the Daemonic property.
Empyrean Guide
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Maddening, Material, Social, Somatic, Unfettered, Verbal, Volatile
Duration: Varies
Material: See text
Through blood sacrifice, the sorcerer can curry the favor of entities that may (or may not) watch over the spelljammers passage through the Warp. Before the spelljammer starts the process for Warp Travel, the sorcerer sacrifices 1 Crew and rolls the Focus Power test. On a success, the spelljammer gains 1 reroll, functioning the same as the Luck feat, that can only be used on the spelljammer during Warp Travel, plus 1 additional reroll for every raise. On a failure, the spelljammer still gains 1 reroll but any rolls on the Warp Travel Encounters table gain +1 for every Check. Any rerolls not used during warp travel are lost once the spelljammer exits the Warp.
When rolling Psychic Phenomena or Perils of the Warp, instead of the usual effects use the Spelljammer Crit Chart effects Minor Damage and Power Surge respectively. Rolls of 100 for Perils of the Warp still result in the permanent death of the caster.
Umbral Halo
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Half Action
Keywords: Somatic, Unfettered, Volatile
Duration: Concentration (Half)
An area of 5m centered around the sorcerer is shrouded in thick darkness conjured from the edges of warp space, the Umbra. The darkness is so thick that even those with Darksight cant see through it, effectively rendering all within Blind. Additionally, if the FP test got at least 2 raises anyone inside the darkness must roll against Fear(1). The caster does not suffer any of the darkness's ill effects and the radius follows him everywhere he moves.
Warp Vortex
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Unfettered, Volatile
Duration: Concentration (Half)
The sorcerer designates a point within 50m and a swirling vortex emerges to suck hapless foes into its maw. Anyone within (Composure + 1)m of the vortex must make a Arcana + Dexterity test or fall prone and slide 2m in the direction of the vortex. Anyone who reach's the center of the vortex or ends their turn in the center suffers 5k3 damage. A creature attempting to move away from the vortex must make a Athletics Test (TN 15). If they fail, the creature can still move but has to remain at the same distance or less from the vortex. Every raise on the focus test increases the vortex pull radius by 1m.
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-Ok, Saving Throw, Ranged Touch, Somatic, Volatile, Warping
Duration: Instant
The Sorcerer focuses his will and his wrath into a searing bolt of warp-flame, launching it at a target within 50m for 3k2 damage. If the target is struck by the spell, and does not have the Daemonic or Stuff of Nightmares traits, the target begins to mutate in a number of rounds equal to its Composure. Each round, the target must make a Arcana + Willpower (TN 20) test at the beginning of their turn. If the target succeeds, the mutations cease and nothing else happens. Should the target fail every test, they finally transform into mindless chaos spawn. Once transformed, the spawn is hostile to everyone, including the caster, and attacks the closest available target. If multiple targets apply then determine randomly. Also, any armor it was wearing fuses into its flesh granting it additional armor. Every 2 raises on the Focus test increases the damage by +1k1.
Gellar Ward
Focus Power Test: Wyrding + Composure
Target Number: 30
Action: Reaction Action
Keywords: Somatic
Duration: Instant
When the sorcerer is subjected to Phenomena or Perils, triggered either by the sorcerer or from another source, the sorcerer can cast this spell as a Reaction. The Phenomena/Perils still occur but it does not affect the caster in anyway. This spell also completely negates attacks made against the caster by enemies with the Daemonic trait and weapons with the Daemonic property.
Empyrean Guide
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Maddening, Material, Social, Somatic, Unfettered, Verbal, Volatile
Duration: Varies
Material: See text
Through blood sacrifice, the sorcerer can curry the favor of entities that may (or may not) watch over the spelljammers passage through the Warp. Before the spelljammer starts the process for Warp Travel, the sorcerer sacrifices 1 Crew and rolls the Focus Power test. On a success, the spelljammer gains 1 reroll, functioning the same as the Luck feat, that can only be used on the spelljammer during Warp Travel, plus 1 additional reroll for every raise. On a failure, the spelljammer still gains 1 reroll but any rolls on the Warp Travel Encounters table gain +1 for every Check. Any rerolls not used during warp travel are lost once the spelljammer exits the Warp.
When rolling Psychic Phenomena or Perils of the Warp, instead of the usual effects use the Spelljammer Crit Chart effects Minor Damage and Power Surge respectively. Rolls of 100 for Perils of the Warp still result in the permanent death of the caster.
Umbral Halo
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Half Action
Keywords: Somatic, Unfettered, Volatile
Duration: Concentration (Half)
An area of 5m centered around the sorcerer is shrouded in thick darkness conjured from the edges of warp space, the Umbra. The darkness is so thick that even those with Darksight cant see through it, effectively rendering all within Blind. Additionally, if the FP test got at least 2 raises anyone inside the darkness must roll against Fear(1). The caster does not suffer any of the darkness's ill effects and the radius follows him everywhere he moves.
Warp Vortex
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw, Somatic, Unfettered, Volatile
Duration: Concentration (Half)
The sorcerer designates a point within 50m and a swirling vortex emerges to suck hapless foes into its maw. Anyone within (Composure + 1)m of the vortex must make a Arcana + Dexterity test or fall prone and slide 2m in the direction of the vortex. Anyone who reach's the center of the vortex or ends their turn in the center suffers 5k3 damage. A creature attempting to move away from the vortex must make a Athletics Test (TN 15). If they fail, the creature can still move but has to remain at the same distance or less from the vortex. Every raise on the focus test increases the vortex pull radius by 1m.
Wyrding 5
Immaterial Mass
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-Ok, Ranged Touch, Somatic, Volatile, Warping
Duration: Instant
The mad sorcerer opens a rift directly into the warp and lets whatever spews out land on her enemies. Make an attack with Blast 2d5 that deals 6k4 damage with a range of 100m. The blast area becomes Difficult terrain (or Arduous if already Difficult) and lasts for 1 Round. Those that enter or end their turn in the affected area suffer 2k1 damage. Every raise on the Focus Power test makes the area last for one more additional round. Every two raises increases the damage by +1k1.
Reality Maelstrom
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Somatic, Verbal
Duration: Instant
Make an attack with Burst 10 centered on yourself. Everyone affected by this attack rolls on the psychic phenomena table.
Warp Buoy
Focus Power Test: Wyrding + Composure
Target Number: 30
Action: Full Action
Keywords: Focus, Restricted, Somatic, Verbal
Duration: One Scene
Having steeped yourself in its energies for so long you can make out the method in the madness that is the Warp. Treat spells with Warping as if it were Phenomenal and spells with Phenomenal are no longer effected by it. Any Psychic Phenomena/Perils of the Warp that are triggered by the sorcerer while this spell is active receive a -5 to the roll, including this spell if successfully cast.
Focus: Shackles and chains inscribed with protective runes
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-Ok, Ranged Touch, Somatic, Volatile, Warping
Duration: Instant
The mad sorcerer opens a rift directly into the warp and lets whatever spews out land on her enemies. Make an attack with Blast 2d5 that deals 6k4 damage with a range of 100m. The blast area becomes Difficult terrain (or Arduous if already Difficult) and lasts for 1 Round. Those that enter or end their turn in the affected area suffer 2k1 damage. Every raise on the Focus Power test makes the area last for one more additional round. Every two raises increases the damage by +1k1.
Reality Maelstrom
Focus Power Test: Wyrding + Composure
Target Number: 25
Action: Full Action
Keywords: Attack, Combo-OK, Somatic, Verbal
Duration: Instant
Make an attack with Burst 10 centered on yourself. Everyone affected by this attack rolls on the psychic phenomena table.
Warp Buoy
Focus Power Test: Wyrding + Composure
Target Number: 30
Action: Full Action
Keywords: Focus, Restricted, Somatic, Verbal
Duration: One Scene
Having steeped yourself in its energies for so long you can make out the method in the madness that is the Warp. Treat spells with Warping as if it were Phenomenal and spells with Phenomenal are no longer effected by it. Any Psychic Phenomena/Perils of the Warp that are triggered by the sorcerer while this spell is active receive a -5 to the roll, including this spell if successfully cast.
Focus: Shackles and chains inscribed with protective runes