Post by logan9a on Sept 2, 2018 17:58:53 GMT
Scott - durations, MP cost, even some descriptions - all changed around a bit. Please read them close. This is now the 'done official version'. Yeah, some of them suck more but I did specify 'low powered magic system'. They are also appearing 'in order' here.
STONE METAL WOOD TREE - EACH TREE IS COMPLETELY SEPARATE!
Detect Stone/Wood/Metal (credit: Scott)
Casting time: 1 round
Range: 30m
Duration: Concentration
MP cost: 2mp
If any stone/wood/metal in range is hidden by magic, it is automatically revealed to you. Otherwise, you get +10 to spot/feel/smell Stone/Wood/Metal things. For example, secret compartments/passages in Stone/Wood/Metal architecture or spotting concealed Stone/Wood/Metal weapons (vs CCH).
Mend Stone/Wood/Metal [credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instantaneous
MP cost: 2mp
One broken/damaged Stone/Wood/Metal object up to 10kg is "minorly repaired". (GM discretion applies as to how it is repaired and what qualifies as "too far gone".) Whatever it is, it probably works a bit better now, but the "patch" (or whatever) is fairly obvious.
Work Stone/Wood/Metal (credit: Scott)
Casting time: 1 minute
Range: Self
Duration: 1 minute
MP cost: 2mp
You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object OR your next Mining/Lumberjacking/Metallurgy roll. You can only have one 'skill increase' spell up at a time.
Stone/Wood/Metal Snare [Credit: Scott, Pete]
Casting time: 1 round
Range: 10m
Duration: 1 minute
MP cost: 4mp
Each round the creature is in contact with the surface (stone, wood, metal) that the spell was cast on, they get a free Dexterity roll to avoid being captured. Should they fail their free Dexterity roll, they then get a free Strength roll to break free. If both rolls are failed, they are weakly stuck to the area. While stuck, all combat skills (and any other physical skills the GM deems) are at a -30%. They can do other things but their feet stay there that round. They may try one free Strength roll to break free each round. After they do, the spell effect ends. Should they fail their free Dexterity roll then their free Strength roll each round, the maximum number of rounds they can be trapped for is twelve, the duration of the spell.
This is a 'super weak pin spell'.
Slick Stone/Wood/Metal (Credit: Scott, Pete)
Casting time: 1 round
Range: 20m
Duration: 1 minute
MP cost: 4mp
This spell causes a Stone/Wood/Metal object OR a 2mx2m square of an existing Stone/Wood/Metal surface (usually a floor) to become temporarily slippery. If an object is targeted instead, not dropping that object requires a free Dex roll. A targeted surface may be crossed safely if the creature does does so as their full action (using maneuver to walk across it), or the creature may go around it if there is room (this spell is most effective in hallways or badly lit areas). If they do so as their simple action or with a sprint action, they have to make a dexterity roll or fall down. Dexterity may be at a penalty depending on conditions such as incline, stairs, etc (up to GM discretion). When the spell ends, the object/surface goes back to normal.
While under the effects of this spell, the floor appears wet. This gives a free spot roll (negatives for bad lighting, etc) and the person seeing the effect may not know why the area of floor is wet. Most intelligent creatures may seek to avoid it if possible.
Meld with Stone/Wood/Metal (credit: Scott, Matt)
Casting time: 6 rounds
Range: Self
Duration: Till sunup/sundown or you exit where you are at.
MP cost: 8mp
This spell enables you to meld your body and up to 50kg of non-living possessions into solid stone/wood/metal. You burrow through the stone/wood/metal at contortions speed. If the stone/wood/metal is large enough to accommodate your body in all three dimensions you can hide there. It takes an additional (to the casting time) 6 rounds of burrowing to completely enter/exit any surface. You can be hurt while burrowing in. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you and breathe normally. You take two shifts down on the damage table of any physical damage to the stone/wood/metal. The stone/wood/metal’s complete destruction slays you instantly. You can be spotted by various magical means (true sight, magical seeing, etc) but if the opponents don't have this, it's not a bad way to hang out and listen. Note, you may not swim through the substance to 'find a better spot' - it's crawl in like a tick and stay there. Exactly where you go in is exactly where you come out. If the object is not big enough to 'hold you' entirely, it must be big enough to post a life sized portrait of you upon. You are then considered '2d' and if the object is attacked, you have no damage resistance. Also, anyone with a successful sixth sense/danger sense roll will feel uneasy around you or in the room you are secreted.
Shun Stone/Wood/Metal (credit: Scott, Matt)
Casting time: 1 rnd
Range: Self
Duration: 3 ROUNDS
MP cost: 4mp (all)
Attacks by weapons mostly made (or with 'significant' amounts - see GM) of stone/wood/metal components are at -10 to hit you. If you are carrying any objects with Stone/Wood/Metal components, they automatically fall away from you (and will skitter away if you try to chase them down) as soon as this spell is cast. (In other words, if you are casting 'Shun Metal' and wanting to keep your metal sword/armor you are doing the wrong damned spell.)
Become Stone (credit: Scott, Pete, Matt)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 6mp
Your skin hardens, gaining resistance to blows, cuts, stabs, slashes, etc. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. This provides one place of magical armor and increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (water). You may not "become" more than 1 element at a time.
Become Wood (credit: Scott, Pete, Matt)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 6mp
Your body toughens, yet remains pliable. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. You are able to parry/dodge 1 extra time at full skill each round. This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (fire). You may not "become" more than 1 element at a time.
Become Metal (credit: Scott, Pete, Matt)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 6mp
You transform into living metal. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (electricity). You may not "become" more than 1 element at a time.
Stone/Wood/Metal Port (credit: Scott)
Casting time: 5 rounds
Range: Self
Duration: Instant
MP cost: 6mp
Only castable while melded with Stone/Wood/Metal. This spell allows the caster to wormhole from where they are melded to any Stone/Wood/Metal that they have previously melded with up to 1km away. The amount of time to traverse from the starting to the ending spot is one round per meter traveled (and counts against the Meld with Stone/Wood/Metal duration.) Once you arrive, anyone in the vicinity with a successful Sixth Sense/Danger Sense roll will feel uneasy.
Smash Stone/Wood/Metal (credit: Scott, Matt)
Casting time: 1 round
Range: 10m
Duration: Instantaneous
MP cost: 4mp
One Stone/Wood/Metal object up to 10kg breaks. (How is up to the GM. It may snap, shatter, crack, etc.) Whatever it was, it doesn't work now. If the object is attended they roll opposed ESS against the caster to negate the effect.
This is intended as a replacement for the "d6 damage to an object spell". It should be easier to use since Logan doesn't have to figure out how many HP all of the inanimate objects have.
Objects that are not currently magic only. (In other words for killing a magical sword you would need to first temporarily kill the magic with a different spell then cast this upon it.)
STONE METAL WOOD TREE - EACH TREE IS COMPLETELY SEPARATE!
Detect Stone/Wood/Metal (credit: Scott)
Casting time: 1 round
Range: 30m
Duration: Concentration
MP cost: 2mp
If any stone/wood/metal in range is hidden by magic, it is automatically revealed to you. Otherwise, you get +10 to spot/feel/smell Stone/Wood/Metal things. For example, secret compartments/passages in Stone/Wood/Metal architecture or spotting concealed Stone/Wood/Metal weapons (vs CCH).
Mend Stone/Wood/Metal [credit: Scott]
Casting time: 1 round
Range: 10m
Duration: Instantaneous
MP cost: 2mp
One broken/damaged Stone/Wood/Metal object up to 10kg is "minorly repaired". (GM discretion applies as to how it is repaired and what qualifies as "too far gone".) Whatever it is, it probably works a bit better now, but the "patch" (or whatever) is fairly obvious.
Work Stone/Wood/Metal (credit: Scott)
Casting time: 1 minute
Range: Self
Duration: 1 minute
MP cost: 2mp
You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object OR your next Mining/Lumberjacking/Metallurgy roll. You can only have one 'skill increase' spell up at a time.
Stone/Wood/Metal Snare [Credit: Scott, Pete]
Casting time: 1 round
Range: 10m
Duration: 1 minute
MP cost: 4mp
Each round the creature is in contact with the surface (stone, wood, metal) that the spell was cast on, they get a free Dexterity roll to avoid being captured. Should they fail their free Dexterity roll, they then get a free Strength roll to break free. If both rolls are failed, they are weakly stuck to the area. While stuck, all combat skills (and any other physical skills the GM deems) are at a -30%. They can do other things but their feet stay there that round. They may try one free Strength roll to break free each round. After they do, the spell effect ends. Should they fail their free Dexterity roll then their free Strength roll each round, the maximum number of rounds they can be trapped for is twelve, the duration of the spell.
This is a 'super weak pin spell'.
Slick Stone/Wood/Metal (Credit: Scott, Pete)
Casting time: 1 round
Range: 20m
Duration: 1 minute
MP cost: 4mp
This spell causes a Stone/Wood/Metal object OR a 2mx2m square of an existing Stone/Wood/Metal surface (usually a floor) to become temporarily slippery. If an object is targeted instead, not dropping that object requires a free Dex roll. A targeted surface may be crossed safely if the creature does does so as their full action (using maneuver to walk across it), or the creature may go around it if there is room (this spell is most effective in hallways or badly lit areas). If they do so as their simple action or with a sprint action, they have to make a dexterity roll or fall down. Dexterity may be at a penalty depending on conditions such as incline, stairs, etc (up to GM discretion). When the spell ends, the object/surface goes back to normal.
While under the effects of this spell, the floor appears wet. This gives a free spot roll (negatives for bad lighting, etc) and the person seeing the effect may not know why the area of floor is wet. Most intelligent creatures may seek to avoid it if possible.
Meld with Stone/Wood/Metal (credit: Scott, Matt)
Casting time: 6 rounds
Range: Self
Duration: Till sunup/sundown or you exit where you are at.
MP cost: 8mp
This spell enables you to meld your body and up to 50kg of non-living possessions into solid stone/wood/metal. You burrow through the stone/wood/metal at contortions speed. If the stone/wood/metal is large enough to accommodate your body in all three dimensions you can hide there. It takes an additional (to the casting time) 6 rounds of burrowing to completely enter/exit any surface. You can be hurt while burrowing in. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you and breathe normally. You take two shifts down on the damage table of any physical damage to the stone/wood/metal. The stone/wood/metal’s complete destruction slays you instantly. You can be spotted by various magical means (true sight, magical seeing, etc) but if the opponents don't have this, it's not a bad way to hang out and listen. Note, you may not swim through the substance to 'find a better spot' - it's crawl in like a tick and stay there. Exactly where you go in is exactly where you come out. If the object is not big enough to 'hold you' entirely, it must be big enough to post a life sized portrait of you upon. You are then considered '2d' and if the object is attacked, you have no damage resistance. Also, anyone with a successful sixth sense/danger sense roll will feel uneasy around you or in the room you are secreted.
Shun Stone/Wood/Metal (credit: Scott, Matt)
Casting time: 1 rnd
Range: Self
Duration: 3 ROUNDS
MP cost: 4mp (all)
Attacks by weapons mostly made (or with 'significant' amounts - see GM) of stone/wood/metal components are at -10 to hit you. If you are carrying any objects with Stone/Wood/Metal components, they automatically fall away from you (and will skitter away if you try to chase them down) as soon as this spell is cast. (In other words, if you are casting 'Shun Metal' and wanting to keep your metal sword/armor you are doing the wrong damned spell.)
Become Stone (credit: Scott, Pete, Matt)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 6mp
Your skin hardens, gaining resistance to blows, cuts, stabs, slashes, etc. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. This provides one place of magical armor and increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (water). You may not "become" more than 1 element at a time.
Become Wood (credit: Scott, Pete, Matt)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 6mp
Your body toughens, yet remains pliable. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. You are able to parry/dodge 1 extra time at full skill each round. This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (fire). You may not "become" more than 1 element at a time.
Become Metal (credit: Scott, Pete, Matt)
Casting time: 1 round
Range: Self
Duration: 2 minutes
MP cost: 6mp
You transform into living metal. You are immune all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this transformation is in effect. All magical and/or energy (fire, etc) damage is reduced by half (round up). This also increases unarmed damage by one place, but your movement speed is halved and you take +2 shifts of damage from attacks of the opposing element (electricity). You may not "become" more than 1 element at a time.
Stone/Wood/Metal Port (credit: Scott)
Casting time: 5 rounds
Range: Self
Duration: Instant
MP cost: 6mp
Only castable while melded with Stone/Wood/Metal. This spell allows the caster to wormhole from where they are melded to any Stone/Wood/Metal that they have previously melded with up to 1km away. The amount of time to traverse from the starting to the ending spot is one round per meter traveled (and counts against the Meld with Stone/Wood/Metal duration.) Once you arrive, anyone in the vicinity with a successful Sixth Sense/Danger Sense roll will feel uneasy.
Smash Stone/Wood/Metal (credit: Scott, Matt)
Casting time: 1 round
Range: 10m
Duration: Instantaneous
MP cost: 4mp
One Stone/Wood/Metal object up to 10kg breaks. (How is up to the GM. It may snap, shatter, crack, etc.) Whatever it was, it doesn't work now. If the object is attended they roll opposed ESS against the caster to negate the effect.
This is intended as a replacement for the "d6 damage to an object spell". It should be easier to use since Logan doesn't have to figure out how many HP all of the inanimate objects have.
Objects that are not currently magic only. (In other words for killing a magical sword you would need to first temporarily kill the magic with a different spell then cast this upon it.)