Post by logan9a on May 9, 2019 14:23:46 GMT
Note - your access to some of the spells may have stopped if you don't know the spell below. Example - if you know spells 2-10 but don't have the level one spell, you need to learn that to give yourself access to the rest that you know. Read through the tree carefully.
Gate and time 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
Time Check [Credit: Freddy, Pete]
Casting time: 1 rnd
Range: self
Duration: Instantaneous
MP cost: 2mp
Tells you the era/time period of where you are and what if any willpower multiplier there is for technology use. Note that for some zones, the GM may speak in vagaries, say 'it's complicated' etc.
Full Rules [Credit: Freddy, Pete]
Casting time: 1 rnd
Range: self
Duration: Instantaneous
MP cost: 2mp
Assuming the GM does not believe that it will mess with any plots, they will tell the PC’s the full magic/tech rules of the zone. If there are any other things they don’t wish to disclose, they will let the PC’s know there are other secret things as well.
Rank Two
Slow Time (one Shot) [Credit: Pete]
Casting time: 1 Round
Range: self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. In the round activated, all combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time.
Slow Time (Entire Combat) [Credit: Pete]
Casting time: 1 Round
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. In the round activated and for the rest of that combat, all combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time.
Slow Time (Day) [Credit: Pete]
Casting time: 1 Round
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this across multiple combats. In the round activated and for the rest of the day or night, all combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time. You can deactivate at the end of combat & reactivate the next combat.
Rank Three
Blink
Casting time: 1 round
Range: Self (only)
Duration: 5 rounds
MP cost: 10mp
Every time you try to attack someone, you need to roll a 80% or less - if successful, you can do it normally. If not, you just miss. (No crit or fumble).
If anyone attempts to attack you, they need to roll a 50% or less. If successful, they can do their to hit and damage roll normally. If not, they just miss. (No crit or fumble). Certain creatures may be immune to the effects of this spell or suffer only a mild penalty to their attack roll rather than getting an automatic failure percentage.
The big disadvantage of this spell is that every round you are disappearing from one place and reappearing close by like a cat on crack. This may not be a good place. Narrow bridges, next to lava, etc are stupid places to cast this spell as the GM will then require luck rolls (possibly at a stiff negative) to not appear in a really horrible spot. Good news though, you won’t teleport into walls or furniture. You may appear right above something like lava, a pit, etc - only cast this in a large open flat place as you stay on the same plane. If there is no where safe to teleport, you keep teleporting into the same spot thus negating the spell.
If the attack is an area of effect (or cone, etc) that attack will hit normally as you reappear when you disappear hence you are always somewhere. This spell does not help against falling damage - pick up ‘feather fall’ or a nice parachute.
This is a desperation spell and may only ever be cast on one’s self.
Rank Four
Set Bind Point
Casting time: 10 rounds
Range: Self
Duration: Permanent
MP cost: 6mp
You can have one bind point per ‘zone’. If you set a new bind point, the old one goes away. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Set Bind Point (other)
Casting time: 10 rounds
Range: 1m
Duration: Permanent
MP cost: 6mp
Allows you to set the bind point of a willing target. They can have one bind point per ‘zone’. If they get a new bind point, the old one goes away. If the target is unwilling (though other magic or drugs may have made them willing) the spell fails. Problem is, the caster doesn’t know if the spell fails as they still pay full cost. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Rank Five
Brief Freeze [Credit: Pete]
Casting time: 1 round
Range: 10m
Duration: 1 round
MP cost: 4 MP
Description: Target must roll a Willpower x3 roll or lose their next full action.
Lasting Freeze [Credit: Freddy, Pete]
Casting time: 1 round
Range: 10m
Duration: Concentration - up to 3 rounds
MP cost: 6 MP
Description: For the next three rounds, the target must roll a Willpower x3 roll or lose a full action. If they succeed in one of the Willpower rolls, the spell is broken and ceases to function.
Rank Six
Identify Gate (made by Pete)
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Tells you where the gate goes to, how to open it and MP cost - if any. If a special object is needed to bind or unbind a key, this may also be identified. You need an active gate to cast this.
Under certain circumstances the nature of the key and/or the special item required to bind/unbind a key may be obfuscated and require other means to determine.
Rank Seven
Timelock [Credit: Freddy, Pete, Scott]
Casting time: 3 rounds
Range: 3m
Duration: until sunset/sunrise
MP cost: 4MP
Seals a door. Door cannot be opened until the spell ends. Note - the door can still be based down or otherwise bypassed.
Lv 2: The caster can put a condition on who can open the door such as "Opens between 3PM to 4PM only" or "Only may be opened by women" or "May only be opened by someone who says 'swordfish' while attempting to open it."
Lv 3: The caster may put up to two conditions on the opening such as "May only be opened by someone with brown hair OR between 3PM to 4PM only".
Lv 4: By casting this on an already open door, that door may not be closed until the spell duration ends.
Alt lv 2: May seal any door sized (human door sized on down) portal provided it has a covering - example, a window with shutters.
Alt lv 3: Above, may put one condition on who can open the portal (etc).
Alt lv 4: The portal (human sized door on down) cannot be closed until the spell duration ends.
Seals a door. Door can be set to be able to be opened during precise times eg 2pm to 5pm or certain conditions, eg when it is night or when the moon light shines upon the door handle or can only be opened by those of the blood of Amber.
Rank Eight
Phase
Casting time: 12 rounds
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
You can only have one of these active on yourself at a time. The next time you’re attacked, you may choose to phase rather than taking the attack. You can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Phase (other)
Casting time: 12 rounds
Range: 1m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
The target can only have one of these active at a time. (Means all phase spells - you can’t have phase and phase other both on you.) The next time they’re attacked, they may choose to phase rather than taking the attack. They can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Rank Nine
Teleport
Casting time: 5 rounds
Range: Self
Duration: Instantaneous
MP cost: 6mp
Takes the character to their previously set bind point if it is within the same ‘zone’ they are. If no bind point has been set, either nothing happens (other than MP loss) or the GM can (if they want) move them to whatever messed up place they desire. Or fragment their body throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.
Group Teleport
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 6mp per person including the caster
Takes the caster and any persons they specify (and have MP for) within 3m with him/her to the caster’s bind point. No other ‘teleportee’ may say ‘let’s go to my bind point instead’. Example: The caster and two of their friends go for a total of 18mp. If no bind point has been set, either nothing happens (other than the caster losing a lot of MP) or the GM can (if they want) move the group to whatever messed up place they desire. Or fragment their bodies throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.
Rank Ten
Reorient Gate (made by Pete)
Casting time: 24 rounds
Range: 3m
Duration: Sunup/sundown
MP cost: 16mp
Allows caster to change where the gate is going to. Note, the caster must have already been to where the gate will go and know it well (’climatized’). The gate is re-oriented until duration ends.
Gate and time 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
Time Check [Credit: Freddy, Pete]
Casting time: 1 rnd
Range: self
Duration: Instantaneous
MP cost: 2mp
Tells you the era/time period of where you are and what if any willpower multiplier there is for technology use. Note that for some zones, the GM may speak in vagaries, say 'it's complicated' etc.
Full Rules [Credit: Freddy, Pete]
Casting time: 1 rnd
Range: self
Duration: Instantaneous
MP cost: 2mp
Assuming the GM does not believe that it will mess with any plots, they will tell the PC’s the full magic/tech rules of the zone. If there are any other things they don’t wish to disclose, they will let the PC’s know there are other secret things as well.
Rank Two
Slow Time (one Shot) [Credit: Pete]
Casting time: 1 Round
Range: self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 4
Description: This is a once only occurrence. In the round activated, all combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time.
Slow Time (Entire Combat) [Credit: Pete]
Casting time: 1 Round
Range: 20m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6
Description: This lasts for the entire combat. In the round activated and for the rest of that combat, all combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time.
Slow Time (Day) [Credit: Pete]
Casting time: 1 Round
Range: 20m
Duration: next sunup or sundown - whichever comes first
MP cost: 8
Description: This lasts until sunset or sunrise. ie you can use this across multiple combats. In the round activated and for the rest of the day or night, all combat skills are at +10% because hey - time is slowed. Dodge, to hit, etc. This bonus stacks but only with other spells that do not affect time. You can deactivate at the end of combat & reactivate the next combat.
Rank Three
Blink
Casting time: 1 round
Range: Self (only)
Duration: 5 rounds
MP cost: 10mp
Every time you try to attack someone, you need to roll a 80% or less - if successful, you can do it normally. If not, you just miss. (No crit or fumble).
If anyone attempts to attack you, they need to roll a 50% or less. If successful, they can do their to hit and damage roll normally. If not, they just miss. (No crit or fumble). Certain creatures may be immune to the effects of this spell or suffer only a mild penalty to their attack roll rather than getting an automatic failure percentage.
The big disadvantage of this spell is that every round you are disappearing from one place and reappearing close by like a cat on crack. This may not be a good place. Narrow bridges, next to lava, etc are stupid places to cast this spell as the GM will then require luck rolls (possibly at a stiff negative) to not appear in a really horrible spot. Good news though, you won’t teleport into walls or furniture. You may appear right above something like lava, a pit, etc - only cast this in a large open flat place as you stay on the same plane. If there is no where safe to teleport, you keep teleporting into the same spot thus negating the spell.
If the attack is an area of effect (or cone, etc) that attack will hit normally as you reappear when you disappear hence you are always somewhere. This spell does not help against falling damage - pick up ‘feather fall’ or a nice parachute.
This is a desperation spell and may only ever be cast on one’s self.
Rank Four
Set Bind Point
Casting time: 10 rounds
Range: Self
Duration: Permanent
MP cost: 6mp
You can have one bind point per ‘zone’. If you set a new bind point, the old one goes away. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Set Bind Point (other)
Casting time: 10 rounds
Range: 1m
Duration: Permanent
MP cost: 6mp
Allows you to set the bind point of a willing target. They can have one bind point per ‘zone’. If they get a new bind point, the old one goes away. If the target is unwilling (though other magic or drugs may have made them willing) the spell fails. Problem is, the caster doesn’t know if the spell fails as they still pay full cost. If you die, this is where you end up so choose wisely where to make this spot. Can’t be counter spelled. Note, if your bind point is put somewhere that is destroyed - or where you cannot survive, upon respawning there (or teleporting there) you die again then are bound to a different spot (GM choice) and come back there. It is best to think before you bind.
Rank Five
Brief Freeze [Credit: Pete]
Casting time: 1 round
Range: 10m
Duration: 1 round
MP cost: 4 MP
Description: Target must roll a Willpower x3 roll or lose their next full action.
Lasting Freeze [Credit: Freddy, Pete]
Casting time: 1 round
Range: 10m
Duration: Concentration - up to 3 rounds
MP cost: 6 MP
Description: For the next three rounds, the target must roll a Willpower x3 roll or lose a full action. If they succeed in one of the Willpower rolls, the spell is broken and ceases to function.
Rank Six
Identify Gate (made by Pete)
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 2mp
Tells you where the gate goes to, how to open it and MP cost - if any. If a special object is needed to bind or unbind a key, this may also be identified. You need an active gate to cast this.
Under certain circumstances the nature of the key and/or the special item required to bind/unbind a key may be obfuscated and require other means to determine.
Rank Seven
Timelock [Credit: Freddy, Pete, Scott]
Casting time: 3 rounds
Range: 3m
Duration: until sunset/sunrise
MP cost: 4MP
Seals a door. Door cannot be opened until the spell ends. Note - the door can still be based down or otherwise bypassed.
Lv 2: The caster can put a condition on who can open the door such as "Opens between 3PM to 4PM only" or "Only may be opened by women" or "May only be opened by someone who says 'swordfish' while attempting to open it."
Lv 3: The caster may put up to two conditions on the opening such as "May only be opened by someone with brown hair OR between 3PM to 4PM only".
Lv 4: By casting this on an already open door, that door may not be closed until the spell duration ends.
Alt lv 2: May seal any door sized (human door sized on down) portal provided it has a covering - example, a window with shutters.
Alt lv 3: Above, may put one condition on who can open the portal (etc).
Alt lv 4: The portal (human sized door on down) cannot be closed until the spell duration ends.
Seals a door. Door can be set to be able to be opened during precise times eg 2pm to 5pm or certain conditions, eg when it is night or when the moon light shines upon the door handle or can only be opened by those of the blood of Amber.
Rank Eight
Phase
Casting time: 12 rounds
Range: Self
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
You can only have one of these active on yourself at a time. The next time you’re attacked, you may choose to phase rather than taking the attack. You can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Phase (other)
Casting time: 12 rounds
Range: 1m
Duration: Till used or next sunup or sundown - whichever comes first
MP cost: 6mp
The target can only have one of these active at a time. (Means all phase spells - you can’t have phase and phase other both on you.) The next time they’re attacked, they may choose to phase rather than taking the attack. They can only know if it hits or not, not how much damage is done before choosing whether is ‘phased’ or not. Basically it is a ‘smart’ one shot defense.
This is great if you are attacked from a single explosive. Note that even in the case of being able to ‘phase’ an explosive, you may still suffer secondary damage from the ceiling collapsing onto you, poison gas released by the device, etc. Also, certain sorts of explosions (pretty much anything larger than an mortar shell) will completely overwhelm this simple spell. While this may keep you from getting pasted due to a small amount of plastic explosive or simple bomb, it will completely collapse ineffectually if more damage is done to it. Note - this spell can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Note that certain attacks (falling into a bunch of spikes, having a ceiling collapse on you) will actually do more damage if you were to phase them then reappear with them inside of you. Using this ‘smart defense’ in that way is not recommended.
Example: A big bolder falls to where you are standing and makes you go squish. If you were to phase it and then reappear within the boulder you would be dead. Better in that case to suck it up, take the damage and hope your buddies can move the boulder off of you. If in doubt, ask the GM.
Rank Nine
Teleport
Casting time: 5 rounds
Range: Self
Duration: Instantaneous
MP cost: 6mp
Takes the character to their previously set bind point if it is within the same ‘zone’ they are. If no bind point has been set, either nothing happens (other than MP loss) or the GM can (if they want) move them to whatever messed up place they desire. Or fragment their body throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.
Group Teleport
Casting time: 5 rounds
Range: 3m
Duration: Instantaneous
MP cost: 6mp per person including the caster
Takes the caster and any persons they specify (and have MP for) within 3m with him/her to the caster’s bind point. No other ‘teleportee’ may say ‘let’s go to my bind point instead’. Example: The caster and two of their friends go for a total of 18mp. If no bind point has been set, either nothing happens (other than the caster losing a lot of MP) or the GM can (if they want) move the group to whatever messed up place they desire. Or fragment their bodies throughout the zone causing them to lose all of their gear and resurrect. Whatever. Note that this only takes the person with their gear. Although you could take a corpse (some people have strange gear) other living beings may not be taken.
Upon arrival at the destination, any traps in the area will be set off, injuring or killing the caster. Also, any physical objects in the destination space of the caster causes up to 2d8 damage (GM call) and forces the caster to instantly return to their starting point.
Note: as a well-known spell, beings often place random objects about a room (aka “room decor”) to inconvenience unwelcome visitors. If someone knows what they’re doing, they can easily get the maximum of 2d8 damage. Even well placed cloth streamers can be lethal to someone materializing within them. (”So now you have cloth in your brain.”)
Note2: the spells “phase” and “ghost form” work well to avoid some of the pitfalls with this spell (if the caster has the MP to cast those spells then keep them going long enough to arrive at their destination).
Note3: It is best to keep the location of your bind point flat, open and secret. Someone placing a large table in the midst to cut everyone in half and force them to return from their starting point is a great gag.
Rank Ten
Reorient Gate (made by Pete)
Casting time: 24 rounds
Range: 3m
Duration: Sunup/sundown
MP cost: 16mp
Allows caster to change where the gate is going to. Note, the caster must have already been to where the gate will go and know it well (’climatized’). The gate is re-oriented until duration ends.