Post by logan9a on Aug 14, 2018 21:25:59 GMT
After discussions with Matt, here is what we came up with for the spells and the order. Any spells that have had Matt's name added have been altered in some way from fresh perspective. If someone has given input and their name is not next to a spell, speak up.
Also, disclaimer - if I find a spell too powerful, it can simply stop working and need rewriting or replacing before it can go again and that makes sense within the world. I'm not doing 'grandfather clause'.
Meta (you can only use ONE meta spell per spell)
Name: Voorish Sign (Meta tree) [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.
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.
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.
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.
Name: Time Delay
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.
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.
Name: Triggered Effect [meta tree] [credit: Scott]
Casting time: 12 rounds + cast time of spell being set on the trigger
Range: Self
Duration: Till dawn/sundown
MP cost: 6+ spell being set on the trigger
Description: This allows the caster to make a very simple 'if/then' statement involving the spell being triggered. The trigger cannot take intent, misses, etc into account. Definite things must be specified. Any spell can be used, but an aimed spell will fire off in a randomish direction (GM discretion). Best to stick to "self" spells.
"If I take damage, then heal spell" works but "If I am attacked, then shield spell" - is not a valid thing. Actually the shield would start. Also, it is the first of the effect - the caster can’t choose which.
Only one spell may be set to a triggered effect at a time.
Destabilize Spell (credit: Scott, Matt, Pete)
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.
[Full description of above if needed:
Destabilize Spell
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.]
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.
Mana Trickle [meta tree] (credit: Scott)
Casting time: 1-20 minutes
Range: Self
Duration: Instantaneous
MP cost: 0
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.
---
Mana Recharge [meta tree] (credit: Scott) (NOT IN YET - NEW TREE)
Casting time: 1-20 rounds
Range: Self
Duration: Instantaneous
MP cost: 0
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.
---
Mana Jolt [meta tree] (credit: Scott) (NOT IN YET - NEW TREE)
Casting time: 1 round
Range: Self
Duration: Instantaneous
MP cost: 0
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.
Efficient Spell (credit: Scott)
Casting time: Free action (only as part of casting another spell)
Range: Self
Duration: Instant
MP cost: 0
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.
Also, disclaimer - if I find a spell too powerful, it can simply stop working and need rewriting or replacing before it can go again and that makes sense within the world. I'm not doing 'grandfather clause'.
Meta (you can only use ONE meta spell per spell)
Name: Voorish Sign (Meta tree) [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.
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.
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.
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.
Name: Time Delay
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.
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.
Name: Triggered Effect [meta tree] [credit: Scott]
Casting time: 12 rounds + cast time of spell being set on the trigger
Range: Self
Duration: Till dawn/sundown
MP cost: 6+ spell being set on the trigger
Description: This allows the caster to make a very simple 'if/then' statement involving the spell being triggered. The trigger cannot take intent, misses, etc into account. Definite things must be specified. Any spell can be used, but an aimed spell will fire off in a randomish direction (GM discretion). Best to stick to "self" spells.
"If I take damage, then heal spell" works but "If I am attacked, then shield spell" - is not a valid thing. Actually the shield would start. Also, it is the first of the effect - the caster can’t choose which.
Only one spell may be set to a triggered effect at a time.
Destabilize Spell (credit: Scott, Matt, Pete)
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.
[Full description of above if needed:
Destabilize Spell
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.]
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.
Mana Trickle [meta tree] (credit: Scott)
Casting time: 1-20 minutes
Range: Self
Duration: Instantaneous
MP cost: 0
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.
---
Mana Recharge [meta tree] (credit: Scott) (NOT IN YET - NEW TREE)
Casting time: 1-20 rounds
Range: Self
Duration: Instantaneous
MP cost: 0
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.
---
Mana Jolt [meta tree] (credit: Scott) (NOT IN YET - NEW TREE)
Casting time: 1 round
Range: Self
Duration: Instantaneous
MP cost: 0
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.
Efficient Spell (credit: Scott)
Casting time: Free action (only as part of casting another spell)
Range: Self
Duration: Instant
MP cost: 0
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.