Post by logan9a on Feb 25, 2019 23:35:25 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
Stunning Attack [Credit: Alex, Chris, Pete, Scott]
Casting time: 1rd
Range: Self
Duration: combat
MP cost: 4
Description: All melee damage dealt to the enemy target by you is completely stun for one combat. The range of self refers that you cast it on either your natural weaponry or held weaponry. If you are dumb enough (or fumble) to hit yourself, you do normal damage.
Rank Two
Blind Fighting [credit: Chris, Freddy, Scott]
Casting time: 1 round
Range: Self
Duration: Combat
MP cost: 4 MP
Description: Decreases blindness negative modifier by ten. If it is normally -30%, with this running it is -20%.
Hand Binoculars Also known as Doc Fulton's Binoculars [Credit: Freddy, Pete, Scott]
Casting time: 5 rnds
Range: self
Duration: until you remove both hands from your eyes
MP cost: 4mp
Description: Simply place your fingers around your eyes like so and you can 'zoom and enhance' cliche. Note: must be physrepped.
Rank Three
Body Armor [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Combat
MP cost: 6 MP
You harden your body against attacks. It counts as magical armor. ie it stacks with normal armor, however it does not stack if you are already wearing magical armor. Ie this gives one bump.
Advanced Body Armor [Credit: Chris, Pete, Scott]
Casting time: 1 round
Range: Self
Duration: Sunrise/sunset
MP cost: 10 MP
You harden your body against attacks. It counts as magical armor. ie it stacks with normal armor, however it does not stack if you are already wearing magical armor. Ie this gives one bump.
Rank Four
Stone stance [Credit: Alex, Scott]
Casting time: Instant
Range: Self
Duration: Combat or until used up (1 round)
MP cost: 10 MP
Description: While this spell is active and after you are hit - but before damage is rolled, you may declare to use its effect. Two additional bumps down on the damage track toward any damage that isn't spells or spell effects. Stacks with armor and magic armor. Minimum damage is d3. The effect lasts for the entire round, meaning if you are hit from multiple sources, it applies to each of them. Once this spell is cast - until it is used up - the caster may not move faster than a walk.
Rank Five
Healing Rest [credit: Alex, Pete, Scott]
Casting time: 12 rounds
Range: Self
Duration: 8hrs sleep
MP cost: 2 MP
By focusing your essence on your meridians, you increase your healing rate when you rest. A success will bump the result by one stage, eg if you roll a will x4 for hit point recovery when resting, you will gain the result as if you rolled will x3. This does not turn a Will x6 into a Will x5. If you are disturbed before the full 8 hours, the spell fails.
Rank Six
Instant up (one shot) [Credit: Alex, Chris, Pete]
Casting time: 12 rounds
Range: self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 2
Description: If you are made prone you can pop back up as a free action. This is a once only occurrence.
Name: Instant up (entire combat) [Credit: Alex, Chris, Pete]
Casting time: 12 rounds
Range: self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4 MP
Description: If you are made prone you can pop back up as a free action. This lasts for the entire combat. ie the effect can occur multiple time within one combat.
Name: Instant up (Day) [Credit: Alex, Chris, Pete]
Casting time: 12 rounds
Range: self
Duration: next sunup or sundown - whichever comes first
MP cost: 6 MP
Description: If you are made prone you can pop back up as a free action. This lasts until sunset or sunrise. ie you can use this effect across multiple combats.
Rank Seven
Spiritual Weapon (one Shot) [credit: Alex, Pete]
Casting time: 1 minute (12 rounds)
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. By focusing your essence you enhance your hand and any melee weapon you wield to enable it to damage magic only or ghost or ethereal creatures. This can be stacked with any combat enhancing spells.
Spiritual Weapon (Entire Combat) [credit: Alex, Pete]
Casting time: 1 minute (12 rounds)
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. ie the effect can occur multiple time within one combat. By focusing your essence you enhance your hand and any melee weapon you wield to enable it to damage magic only or ghost or ethereal creatures. This can be stacked with any combat enhancing spells.
Spiritual Weapon (Day) [credit: Alex, Pete]
Casting time: 1 minute (12 rounds)
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this effect across multiple combats. By focusing your essence you enhance your hand and any melee weapon you wield to enable it to damage magic only or ghost or ethereal creatures. This can be stacked with any combat enhancing spells.
Enhanced Spiritual Weapon (one Shot) [credit: Alex, Pete]
Casting time: 1 minute (12 rounds)
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. By focusing your essence you enhance your hand and any melee weapon you wield to enable it to damage magic only or ghost or ethereal creatures and give your attack an additional damage bump to only these sorts of creatures. This can be stacked with any combat enhancing spells.
Enhanced Spiritual Weapon (Entire Combat) [credit: Alex, Pete]
Casting time: 1 minute (12 rounds)
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. ie the effect can occur multiple time within one combat. By focusing your essence you enhance your hand and any melee weapon you wield to enable it to damage magic only or ghost or ethereal creatures and give your attacks an additional damage bump to only these sorts of creatures. This can be stacked with any combat enhancing spells.
Enhanced Spiritual Weapon (Day) [credit: Alex, Pete]
Casting time: 1 minute (12 rounds)
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this effect across multiple combats. By focusing your essence you enhance your hand and any melee weapon you wield to enable it to damage magic only or ghost or ethereal creatures and give your attacks an additional damage bump to only these sorts of creatures. This can be stacked with any combat enhancing spells.
Rank Eight
Elemental Attunement (one Shot) [credit: Chris, Pete]
Casting time: 1 minute
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Your melee attack takes on the elemental flavor of your choice. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Note that in order to attune to an element, the character must have at least the second spell of that elemental tree.
Elemental Attunement (Entire Combat) [credit: Chris, Pete]
Casting time: 1 minute
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Your melee attack takes on the elemental flavor of your choice. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Note that in order to attune to an element, the character must have at least the second spell of that elemental tree.
Elemental Attunement (Day) [credit: Chris, Pete]
Casting time: 1 minute
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Your melee attack takes on the elemental flavor of your choice. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Note that in order to attune to an element, the character must have at least the second spell of that elemental tree.
Enhanced Elemental Attunement (one Shot) [credit: Chris, Pete]
Casting time: 1 minute
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. Your melee attack takes on the elemental flavor of your choice and is bumped up by one on the damage track. If the target has a weakness to the element, the damage is bumped up again (total of two bumps for this spell) on the damage track. If the target has a resistance to the element, the damage is not modified at all by this spell. Note that in order to attune to an element, the character must have at least the second spell of that elemental tree.
Enhanced Elemental Attunement (Entire Combat) [credit: Chris, Pete]
Casting time: 1 minute
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This is a once only occurrence. Your melee attack takes on the elemental flavor of your choice and is bumped up by one on the damage track. If the target has a weakness to the element, the damage is bumped up again (total of two bumps for this spell) on the damage track. If the target has a resistance to the element, the damage is not modified at all by this spell. Note that in order to attune to an element, the character must have at least the second spell of that elemental tree.
Enhanced Elemental Attunement (Day) [credit: Chris, Pete]
Casting time: 1 minute
Range: Self
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This is a once only occurrence. Your melee attack takes on the elemental flavor of your choice and is bumped up by one on the damage track. If the target has a weakness to the element, the damage is bumped up again (total of two bumps for this spell) on the damage track. If the target has a resistance to the element, the damage is not modified at all by this spell. Note that in order to attune to an element, the character must have at least the second spell of that elemental tree.
Rank Nine
See Magic [credit: Scott, Chris, Alex]
Casting time: 1 round
Range: Self
Duration: Concentration
MP cost: 4 MP
Description: The caster must also make a 'skill: meditation' roll. If successful, they can see magic as long as they remain totally calm and immobile. This would then allow them to make 'analyze magic' rolls.
Name: Fasting [credit: Freddy, Scott]
Casting time: 1 minute
Range: Self
Duration: Sunrise/sunset
MP cost: 2mp
Description: You don't need to eat today though your body will burn off any fat it can get. The ultimate in dieting! While you may still die from thirst, you can go until sunrise/sunset without dropping dead. Note that you will need to cast this spell on yourself twice per day (4MP total) in order to not be hungry or suddenly die. After reaching civilization, a large meal or few will be in order. After a month, you will still die unless you can get something that is 'real food' but you won't feel hungry so long as this spell is active on you.
Note: IRL, you can generally go about 2 weeks without food before any permanent effect begin...if you are mostly sedentary. The game assumes after several days or a week of wandering the wastes the PC's will probably start dying off. The average PC burns LOTS of calories and - as we know from Bear Grylls (well, and various military survival courses) it's all about the calories.
Essentially this spell allows people who aren't sedentary - and are spending loads of time hiking through the world usually expecting ambush (or saying they are) and sometimes in life or death struggles to go 4x as long before dying.
Endure Environment [Credit: Freddy, Scott]
Casting time: 1 minute
Range: self
Duration: sunrise/sunset
MP cost: 4mp
Description: From the burning desert to the arctic wasteland that is Canada, you are able to withstand the effects of extreme temperatures. If someone throws a cold spell at you or you fall into liquid hot magma, you take every bit of the damage but can laugh as you die horribly. If the GM is giving damage due to environment only (failed survival roll, wearing the wrong sort of clothing), you can ignore it.
Rank Ten
Flesh Ward [credit: Chris, Pete] <Body spell tree>
Casting time: 1 min
Range: self
Duration: sunrise/sunset or HP used up.
MP cost: 2mp = 1d3hp (every +2mp that goes into the spell bumps one up on the dmg track)
Cast a spell that gives the caster extra Hp on top of their max. Before casting, the caster must declare how many MP they are using on this spell (even number). If the caster takes damage, these HP are consumed first. However, magical attacks and magic weapons ignore the 'flesh ward' HP and go for the HP of the caster as per normal. Also, there may be other special attacks which bypass the magical HP. This spell does not stack with any other spell that grants temporary or magical HP. In those cases, only the one which gives the most HP sticks around.