Post by logan9a on Jan 23, 2019 15:03:45 GMT
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
Dull senses
Casting time: 1 round
Range: 10m
Duration: 10 rounds
MP cost: 2mp
Any spot hidden or listen checks are at a -10%. Does not give minuses to combat.
Rank Two
Vertigo [credit: Pete, Scott]
Casting time: 1 action
Range: 10m
Duration: 5 minutes or until end of combat (whichever is sooner) or a resistance roll is made.
MP cost: 2
Description: -10% to any movement, vehicle, or similar skill rolls (e.g., Dexterity, Acrobatics, Sprinting, Parkour, Drive, Pilot, Ride, etc.) UNLESS the target makes a Willpowerx3 roll. The target can try this roll (for free) every round.
Rank Three
Daze
Casting time: 1 round
Range: 10m
Duration: Till end of combat or a lull.
MP cost: 2mp
This mildly stuns the target giving them a -10% to any combat skills unless they can resist with a willpower x3 or less.
Rank Four
Name: Maze [Credit: Alex, Pete, Scott]
Casting time: 1 action
Range: 10m
Duration: Until sunset/sunrise
MP cost: 4
Description: Unless the target makes a Willpowerx3 roll, all skills involving "finding your way around", such as Navigation, Direction Sense, Cartography, and Tracking, are at -30/Half. This also affects the target's ability to draw and read maps.
Rank Five
Fear
Casting time: 1 round of yelling something scary
Range: 10m
Duration: 3 rounds
MP cost: 4mp
Roll willpower x3 or flee for three rounds. If target rolls a critical on this willpower roll, they are immune to further fear effects for this combat. Note that while under the effects of a flee spell, every round they must spend a full action and roll a sprint roll to proceed at maximum pace away from the caster. If they have more than one action per round, they can do other things (fire arrows at the caster, dodge, whatever) during the round as well.
Fear area
Casting time: 1 round of yelling something scary
Range: 10m
Duration: Up to target’s willpower roll
MP cost: 6mp
Effects up to three targets within a five meter radius. Roll willpower x3 or flee for three rounds. If target rolls a critical on this willpower roll, they are immune to further fear effects for this combat. Note that while under the effects of a flee spell, every round they must spend a full action and roll a sprint roll to proceed at maximum pace away from the caster. If they have more than one action per round, they can do other things (fire arrows at the caster, dodge, whatever) during the round as well.
Rank Six
TBD
Rank Seven
KO
Casting time: 1 round
Range: 10m
Duration: Variable
MP cost: 10mp
Caster attempts to knock out the target for a short amount of time by doing d20 all stun to them with this spell.
Rank Eight
TBD
Rank Nine
TBD
Rank Ten
Name: SEP (somebody else's problem) Field [credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Touch
Duration: Sunrise/sunset
MP cost: 6mp
Description: Causes a single thing (up to 1m cubed) to be ignored. If the person/creature/entity is not searching for it, they are at a -60% to notice it (through whatever skill). If they are actively seeking that thing the negative is only -30%. This can only be used on a single inanimate object though you can put other things (including living beings) inside of it. Example: A PC brings in a box into the enemy fortress and is wandering around. The alarm is sounded - people are looking for him. He has only a couple minutes. He assembles and gets into the box and casts the spell. If the guards are looking for anywhere someone would be hiding, they are at a -30% to find the box and the PC inside. If the guards were not alerted to the fact that intruders were in the base and wandered into the room where there was some strange box sitting, they would be at -60%. Entities (including PC's) who don't notice the object will wander around it, perhaps set their coffee on top of it, sit on it while having a conversation, etc - they just won't attach any importance to it nor wonder what is inside. If the thing moves (or someone inside of it does) then it breaks the spell. Note that this spell only fools some living creatures and only the ones who find things based on sight. It won't fool undead, constructs, wolves, etc. who have other ways of finding strange and new things.
Name: Big SEP (somebody else's problem) Field [credit: Chris, Freddy, Pete, Scott]
Casting time: 1 minute
Range: Touch
Duration: Sunrise/sunset
MP cost: 8mp
Description: Causes a single thing (up to whatever the GM thinks is the size of a minivan) to be ignored. If the person/creature/entity is not searching for it, they are at a -60% to notice it (through whatever skill). If they are actively seeking that thing the negative is only -30%. This can only be used on a single inanimate object though you can put other things (including living beings) inside of it. Example: A PC brings in a box into the enemy fortress and is wandering around. The alarm is sounded - people are looking for him. He has only a couple minutes. He assembles and gets into the box and casts the spell. If the guards are looking for anywhere someone would be hiding, they are at a -30% to find the box and the PC inside. If the guards were not alerted to the fact that intruders were in the base and wandered into the room where there was some strange box sitting, they would be at -60%. Entities (including PC's) who don't notice the object will wander around it, perhaps set their coffee on top of it, sit on it while having a conversation, etc - they just won't attach any importance to it nor wonder what is inside. If the thing moves (or someone inside of it does) then it breaks the spell. Note that this spell only fools some living creatures and only the ones who find things based on sight. It won't fool undead, constructs, wolves, etc. who have other ways of finding strange and new things.