Post by logan9a on May 9, 2019 12:41:59 GMT
Only two spells left to go here - this is what we have thus far:
Movement spells
Tireless -> untrackable -> instant up ->
TIRELESS
Casting time: 1 round
Range: Self
Duration: Sunup/sundown
MP cost: 4MP
The character will not fatigue through travel. If they can make a ‘long distance running’ roll, they can travel at a ground eating pace which doubles their daily travel rate. If they can’t make the ‘long distance running’ roll, they simply feel less tired when traveling.
UNTRACKABLE
Casting time: 1 round
Range: 1m
Duration: sunup/sundown
MP cost: 2MP
You can’t be tracked by sight. You can be tracked by smell.
INAUDIBLE MOVEMENT
Casting time: 1 round
Range: Self
Duration: 1 hour
MP cost: 2MP
This doesn’t replace stealth skill unless the player is already invisible. Then, all they have to worry about is getting rid of their smell. And tracks they leave. And any DNA they shed.
UNIMPAIRED MOVEMENT [Credit: Pete, Scott]
Casting time: 1 round
Range: Self
Duration: 1 Combat or 10 minutes if not in combat
MP cost: 4 MP
Negates any negatives to dice rolls due to terrain effects (e.g., slippery ice, covered in marbles, etc.)
COMBAT RUN
Casting time: Instant
Range: Self
Duration: One round
MP cost: 2MP
Gives the character a simple action of ten meters.
WALL RUNNING
Casting time: Instant
Range: Self
Duration: 1 round
MP cost: 4MP
The character must succeed in a sprint roll (otherwise they fall on their backside and take a d6 or more damage) and this allows them to run up the wall and be on top of a one or two story building provided they start next to it.
Flank Speed [Credit: Pete, Scott]
Casting time: 1 round
Range: Self
Duration: 1 combat or 10 minutes
MP cost: 6 MP
Allows the caster to simple action 6m or sprint 20m.
Name: Haste [credit: Freddy, Pete]
Casting time: 1 minute
Range: Self
Duration: 1 round or till sunup/sundown, whichever comes first.
MP cost: 6 mp
Description: This stackable spell (you can cast it more than once upon yourself) allows you to have a modified haste effect. Though it will not allow you to go first, it will allow you a 'haste' effect on your round. The MP from this spell does not come back until the spell is used though you can have more than one of these effects 'loaded' at a time. Example: Someone who regenerates 1MP per round and has 20 MP normally puts three of these on themselves. Their total MP is stuck at 2 until they use an effect (or sunup/sundown happens) at which point they begin to regenerate MP. If they only used one of the effects, then their maximum MP is now 8. Cards, matrix powers etc will not get around this. The MP is gone until used or lost. Note this effect cannot be used in a round where the caster (or target for the higher level version) experiences a haste effect from any other source.
Elfwalk (Credit: Freddy, Pete, Scott) <<Movement tree>>
Casting time: 1 minute
Range: 3 m
Duration: 8 hours
MP cost: 8
Allows up to 3 people OR one vehicle (be it tech such as a car or organic such as a horse) to travel on the top of loose solids (eg snow, sand, mud) as if traveling on solid ground. If the target was already within the substance (eg waist deep in snow), it will rise to the surface. The vehicle may not be any larger than a wagon or standard four door car.
Movement spells
Tireless -> untrackable -> instant up ->
TIRELESS
Casting time: 1 round
Range: Self
Duration: Sunup/sundown
MP cost: 4MP
The character will not fatigue through travel. If they can make a ‘long distance running’ roll, they can travel at a ground eating pace which doubles their daily travel rate. If they can’t make the ‘long distance running’ roll, they simply feel less tired when traveling.
UNTRACKABLE
Casting time: 1 round
Range: 1m
Duration: sunup/sundown
MP cost: 2MP
You can’t be tracked by sight. You can be tracked by smell.
INAUDIBLE MOVEMENT
Casting time: 1 round
Range: Self
Duration: 1 hour
MP cost: 2MP
This doesn’t replace stealth skill unless the player is already invisible. Then, all they have to worry about is getting rid of their smell. And tracks they leave. And any DNA they shed.
UNIMPAIRED MOVEMENT [Credit: Pete, Scott]
Casting time: 1 round
Range: Self
Duration: 1 Combat or 10 minutes if not in combat
MP cost: 4 MP
Negates any negatives to dice rolls due to terrain effects (e.g., slippery ice, covered in marbles, etc.)
COMBAT RUN
Casting time: Instant
Range: Self
Duration: One round
MP cost: 2MP
Gives the character a simple action of ten meters.
WALL RUNNING
Casting time: Instant
Range: Self
Duration: 1 round
MP cost: 4MP
The character must succeed in a sprint roll (otherwise they fall on their backside and take a d6 or more damage) and this allows them to run up the wall and be on top of a one or two story building provided they start next to it.
Flank Speed [Credit: Pete, Scott]
Casting time: 1 round
Range: Self
Duration: 1 combat or 10 minutes
MP cost: 6 MP
Allows the caster to simple action 6m or sprint 20m.
Name: Haste [credit: Freddy, Pete]
Casting time: 1 minute
Range: Self
Duration: 1 round or till sunup/sundown, whichever comes first.
MP cost: 6 mp
Description: This stackable spell (you can cast it more than once upon yourself) allows you to have a modified haste effect. Though it will not allow you to go first, it will allow you a 'haste' effect on your round. The MP from this spell does not come back until the spell is used though you can have more than one of these effects 'loaded' at a time. Example: Someone who regenerates 1MP per round and has 20 MP normally puts three of these on themselves. Their total MP is stuck at 2 until they use an effect (or sunup/sundown happens) at which point they begin to regenerate MP. If they only used one of the effects, then their maximum MP is now 8. Cards, matrix powers etc will not get around this. The MP is gone until used or lost. Note this effect cannot be used in a round where the caster (or target for the higher level version) experiences a haste effect from any other source.
Elfwalk (Credit: Freddy, Pete, Scott) <<Movement tree>>
Casting time: 1 minute
Range: 3 m
Duration: 8 hours
MP cost: 8
Allows up to 3 people OR one vehicle (be it tech such as a car or organic such as a horse) to travel on the top of loose solids (eg snow, sand, mud) as if traveling on solid ground. If the target was already within the substance (eg waist deep in snow), it will rise to the surface. The vehicle may not be any larger than a wagon or standard four door car.