Post by logan9a on Jan 29, 2019 19:19:05 GMT
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Meta (you can only use ONE meta spell per spell)
NOTE ON COMBINING SPELLS:
It’s an all or nothing thing.
To cast a combined spell you first have to declare which all spells you are casting.
You then begin rolling the spell skills.
If you fail one of the spell skills (stop rolling other magic skills), you lose half of ALL of the MP from all of the combined spells.
If you fumble one of the spell skills (stop rolling other magic skills), you lose ALL of the MP from all of the combined spells, draw a fumble card and don’t get to cast all of those spells for the rest of the day.
Example - someone wants to cast ‘remove tracks’ and ‘spell helper’. Those two spells cost a total of 6 MP.
They first roll ‘spell helper’ and fail it. The caster loses a total of 3MP.
Had they instead fumbled ‘spell helper’, the caster loses 6MP and cannot cast ‘remove tracks’ nor ‘spell helper’ again for the day - and they get a fumble card.
Reason: More complicated spells, better effects - more risk. Also, this will be a bit of a balance on some of the combined spells.
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
Name: Spell Helper [Credit: Scott]
Casting time: 1 round
Range: Self
Duration: 1 round
MP cost: 2 MP
Description: Any spells using one round (or less) to cast which are done immediately following this spell receive a +5% chance of succeeding.
Rank Two
Damaging Spell (credit: Scott)
Casting time: part of casting another spell (free action)
Range: Self
Duration: Instant
MP cost: 2
Damaging spells are bumped up one place on the damage track.
Rank Three
Name: Lingering Spell (Credit: Scott, Matt)
Casting time: Free Action (only as part of casting another spell)
Range: Self
Duration: Instant
MP cost: 4 (+ target spell)
Can only be cast on spells that require ongoing concentration. When you stop concentrating on the target spell, the effect does not end immediately. The spell effect continues for an additional 2 rounds as if you were still concentrating on it, but you are now free to take other actions.
If the spell costs X MP per round and you keep it going with this, then it continues to cost those MP. All you get for the 4 MP is you don’t have to concentrate for the next two rounds.
Note that if you don’t have the MP to keep the spell going, this spell may cause you to pass out.
Rank Four
Rapid Spell (credit: Scott)
Casting time: Free action (only as part of casting another spell)
Range: Self
Duration: Instant
MP cost: 6
Decrease the unit of measure of the target spell's CASTING TIME by one place; E.G., hours -> minutes -> rounds -> 1 action (THIS IS THE MINIMUM).
Example: If the spell takes 4 minutes to cast now it takes 4 rounds.
Rank Five
Name: Time Delay (credit: Scott)
Casting time: 2 rounds + spell being delayed
Range: 3m
Duration: Till sunup/sundown
MP cost: 4MP + spell being delayed.
Description: A spell may be cast with this and a 'timer' set upon it. If the spell does not trigger before sunup/sundown then the whole spell collapses, uncast.
The caster may specify how long until the spell triggers. Once the time is set, it may not be altered.
An individual or object may only have one 'time delay' trigger upon them at any one time.
Rank Six
Embiggen Spell (credit: Scott)
Casting time: Free action (only as part of casting another spell)
Range: Self
Duration: Instant
MP cost: 4 (+ target spell)
Double the range OR number of targets of the target spell.
Rank Seven
Destabilize Spell (credit: Scott, Matt, Pete) [Eventually, this will get rewritten more efficiently]
Casting time: 1 round
Range: 30m
MP cost: 6mp
This spell dispels a concentration or duration spell [also spell-like abilities, but not 'Overflow Hero point' powers.], or nullifies the effect of a magic item.
The caster must specify which effect they are targeting.
If the spell effect/item is on an individual roll opposed ESS. If the spell is being cast against an item (no individual holding/touching it) it is a straight ESS roll. (GM determines difficulty.) The PC rolls, whether they are attacking of defending.
If the caster succeeds, the spell ends OR the item stops working for one hour.
If the caster criticals, the spell ends and that spell/ability cannot be used by that character for one hour OR the item is magically 'dead' forever.
Destabilize Spell; Full description of above if needed
Casting time: 1 round
Range: 30m
MP cost: 4mp
This spell is used to either nullify an active spell on an individual (concentration or on a duration timer) or a specific item within the possession of the defender. [Effects normal spells as well as special abilities given to Servitors though not 'Overflow Hero point' powers.]
The caster must specify generally which effect they are going after so that the GM knows. 'Just anything' or 'I don't know' means the spell fails automatically.
As the player will be the one rolling (whether attacking or defending) it is their result which determines the effects. If attacking, a success or critical success. If defending a fail or fumble.
If the spell effect/item is on an individual use ESS vs ESS. If they are casting the spell against an item (no individual holding/touching it) the target number is the casters ESS times 1 to times 5 at GM whim (you don't get to know till after you cast it).
Success/Fail: Spell stops working. Item stops working for one hour.
Critical/Fumble: Spell stops working and that effect cannot be used on that character again for one hour. Item is magically 'dead' forever.
Example: PC casting the spell on an NPC or the wand an NPC is holding. ESS vs ESS is rolled. PC ESS is 14, NPC is 16. Two points difference = 10% in favor of the bad guy leaving the PC with 40%. Hence, if the PC rolls a 40% or less, the wand stops working for an hour. If the PC rolls a 4% or less, the PC has 'killed' the wand. It is now a short poking stick.
Example: PC finds the GM's 'magic wall of fuck off'. They cast the disruption spell on that. The GM tells them they must roll ESS x1. PC ESS is still 14, hence 14% or less a critical on 1% or less.
Example: NPC decides to blast away PC 'sword of coolness'. NPC ESS is 18, PC ESS still 14. Difference of 4 points = 20% in favor of NPC, hence PC has 30%. That means if they fail their roll (31% to 92%) their magic 'sword of coolness' stops working for an hour. If they roll a 93% or higher (30% chance of success means fumble on 93% or higher) then the 'sword of coolness' is now either an ordinary sword, crumbles to dust, releases the demon that was trapped inside of it giving it the magic power, etc.]
Rank Eight
Ready Spell (credit: Scott, Matt)
Casting time: Free action (only as part of casting another spell)
Range: Self
Duration: Until sunup/sundown
MP cost: 8
The target spell is cast, but doesn't take effect until you say the magic word. (Pick a word.) Note that the spell will go off unintentionally if you say the word accidentally. "That was OOC" is not an excuse. You can only have one Ready Spell cast at a time. The ready spell is 1 round to cast.
Rank Nine
Mana Trickle [meta tree] (credit: Scott)
Casting time: 1-20 minutes
Range: Self
Duration: Instantaneous
MP cost: 4
By casting this spell AND making a successful meditation roll while in a calm, quiet place the caster may regain MP at the rate of one per minute for as many minutes as they like or until their MP are full. If they are distracted or attempt to do something other than meditate (including walking) the spell immediately ends and the caster stops gaining further MP. Note - this spell may only effect a player once per day.
Rank Ten
Efficient Spell (credit: Scott)
Casting time: Free action (only as part of casting another spell)
Range: Self
Duration: Instant
MP cost: 2 if failed.
Decrease the target spell's MP cost by 2 (to a minimum of 2) by doubling the casting time. Does not work on free action/instant cast spells.
Spells for another branch some day:
Mana Recharge [meta tree] (credit: Scott) (NOT IN YET - NEW TREE)
Casting time: 1-20 rounds
Range: Self
Duration: Instantaneous
MP cost: ?
By casting this spell AND making a successful meditation roll while the caster may regain MP at the rate of one per round for as many rounds as they like or until their MP are full. If they take damage or attempt to do something other than meditate (including walking) the casting immediately ends and the caster stops gaining further MP. Note - this spell may only effect a player once per day.
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Mana Jolt [meta tree] (credit: Scott) (NOT IN YET - NEW TREE)
Casting time: 1 round
Range: Self
Duration: Instantaneous
MP cost: ?
By casting this spell AND making a successful meditation roll the caster may refill their MP. This jolt hurts your brain. You lose d4 sanity but MP all back the next round. Note - this spell may only effect a player once per day.