Incantations: Difference between revisions
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}} | }} | ||
==Snipe Shots== | |||
{{spell | {{spell | ||
|flavor= | |flavor=You accurately fire energy at a target. This must be learned separately for each damage type (Cold, Electricity, Energy, Fire) | ||
|time= | |time=Standard Action | ||
|target= | |target=A single target within 24 squares of you. | ||
|description= | |description='''Make a Ranged Attack as if using a simple weapon vs the target's Reflex Defense.''' You take 2d6 nonlethal damage when casting this incantation. If you hit, the target takes Xd6 damage of the selected energy type (X = Magery Check - 15). | ||
|special= | |special=Cold damage – If the Magery check also beats a target’s Fortitude defense (bonuses against cold apply), the target’s speed is reduced by 2 squares until the end of the next turn. | ||
<br>Energy – If the Magery check also beats a target’s Fortitude defense, the target is moved 1 square away from you in the direction of the line’s travel. | |||
<br>Electricity damage – Functions as Ion Grenade that dealt one-half of the electricity damage as Ion Damage. | |||
<br>Fire damage – Targets catch on fire. | |||
}} | }} | ||
Teleport | Teleport | ||
Revision as of 15:52, 25 January 2023
Notably lacking in the Normal Spells section is such fantasy staples as Fireball. These fall under High Power Magic and follow a slightly altered set of rules. The magics in this category are referred to as Incantations to distinguish them from basic spells. All incantations have verbal components of some sort as a means to focus the power being wielded. If a spellcaster is rendered unable to speak by some means, they are unable to use Incantations.
Nonlethal Damage: The increased power of Incantations comes with a corresponding price. Unlike standard spells, which can be fueled completely by spirits, Incantations require more effort on the part of the caster to control the effects of the spell, and correspondingly deal nonlethal damage to the caster. This damage is halved if the incantation’s Magery DC is beaten by 30.
Overcast: A mage may choose to overcast a spell, at the cost of their own health. The initial grade of Overcasting merely changes the nonlethal damage dealt from casting to lethal damage. Each grade after that adds an additional die of lethal damage (IE: overcasting an Energy Blast to grade 3 deals 3d6 lethal damage to the caster). However, each grade of over Overcast provides a +2 bonus to the Magery check made to cast the spell. This damage is not negated or halved due to a high Magery check result.
Damage Dice Cap: Incantations determine the amount of damage dice they deal through a mathematical calculation involving the Magery Check result and a set DC. The amount of damage dice that an incantation deals cannot exceed the caster’s character level.
Blizzard
Roar, spirits of the winter storm!
Summoning the spirits of the frigid winter storm, the caster brings forth a howling torrent of frigid air and snow.
Time: Standard Action
Target: 2 square burst radius centered on a spot within 12 squares of you
Make a Magery check. If this beats the Reflex Defense of targets in the area, they take Xd6 Cold damage (X = CheckResult-15). You take 2d6 nonlethal damage.
Special: If the Magery check also beats a target’s Fortitude defense (bonuses against cold apply), the target’s speed is reduced by 2 squares until the end of the next turn.
Buster Blast
Burst shot, full power!
Time: Standard Action
Target: 2 square burst radius centered on a spot within 12 squares of you
Make a Magery check. If this beats the Reflex Defense of targets in the area, they take Xd6 Energy damage (X = CheckResult-15). You take 2d6 nonlethal damage. This is a special area attack - the targets on the out squares of the blast area take no damage if the attack misses, and targets on the inner squares of the blast area take half damage if the attack misses.
Special: Any target that takes full damage from this incantation is moved outwards away from the center of the burst 5′ for every 5 points that the Magery Check beats beats a DC of 15.
Change Earth
Earth below, heed my command!
Time: Standard Action
Target: 4 square burst radius centered on a spot within 12 squares of you.
Make a Magery check vs DC 20. If you succeed, transform the earth (or similar substance) into a related form. That is, normal earth may be changed to mud or soft stone. Soft stone might be changed to earth or hardened into granite (or a similar rock). Mud could be transformed into normal earth, etc. Targets caught in the area of effect might become entangled if the ground beneath their feet becomes treacherous (GM’s discretion). A character who might be affected by this is only affected if the Magery check made to cast this Incantation beats their Reflex Defense. If you succeed on casting this spell, take 3d6 nonlethal damage.
Special: This change lasts as long as you concentrate. Maintaining this effect is a standard action and requires a new Magery check each round. You take nonlethal damage each round you maintain this spell.
Energy Blasts
You blast the target with energy. This must be learned separately for each damage type (Cold, Electricity, Fire)
Time: Standard Action
Target: 2 square burst radius centered on a spot within 12 squares of you.
Make a Magery check vs the Reflex defense of targets in the area. If you beat it, they take Xd6 damage (X = Magery Check - 15). This is a special area attack - the targets on the out squares of the blast area take no damage if the attack misses, and targets on the inner squares of the blast area take half damage if the attack misses. You take 2d6 nonlethal damage when casting this incantation.
Special: Cold damage – If the Magery check also beats a target’s Fortitude defense (bonuses against cold apply), the target’s speed is reduced by 2 squares until the end of the next turn.
Electricity damage – Functions as Ion Grenade that dealt one-half of the electricity damage as Ion Damage.
Fire damage – Targets catch on fire.
Energy Lines
You blast a line shaped area with energy. This must be learned separately for each damage type (Cold, Electricity, Energy, Fire)
Time: Standard Action
Target: 6 square line, originating from you (or 12 squares if you double the nonlethal damage you take)
Make a Magery check vs the Reflex defense of targets in the area. If you beat it, they take Xd6 damage (X = Magery Check - 15). This is a special area attack - the targets on the out squares of the blast area take no damage if the attack misses, and targets on the inner squares of the blast area take half damage if the attack misses. You take 2d6 nonlethal damage when casting this incantation or 4d6 when using the 12 square line option.
Special: Cold damage – If the Magery check also beats a target’s Fortitude defense (bonuses against cold apply), the target’s speed is reduced by 2 squares until the end of the next turn.
Energy – If the Magery check also beats a target’s Fortitude defense, the target is moved 1 square away from you in the direction of the line’s travel.
Electricity damage – Functions as Ion Grenade that dealt one-half of the electricity damage as Ion Damage.
Fire damage – Targets catch on fire.
Snipe Shots
You accurately fire energy at a target. This must be learned separately for each damage type (Cold, Electricity, Energy, Fire)
Time: Standard Action
Target: A single target within 24 squares of you.
Make a Ranged Attack as if using a simple weapon vs the target's Reflex Defense. You take 2d6 nonlethal damage when casting this incantation. If you hit, the target takes Xd6 damage of the selected energy type (X = Magery Check - 15).
Special: Cold damage – If the Magery check also beats a target’s Fortitude defense (bonuses against cold apply), the target’s speed is reduced by 2 squares until the end of the next turn.
Energy – If the Magery check also beats a target’s Fortitude defense, the target is moved 1 square away from you in the direction of the line’s travel.
Electricity damage – Functions as Ion Grenade that dealt one-half of the electricity damage as Ion Damage.
Fire damage – Targets catch on fire.
Teleport Action: 1 Minute Nonlethal Damage to Caster: 2d10 Magery Check DC: See Text Range: Touch (all targets must be touching caster) Target: Personal, plus all targets (and their equipment) touching the caster The destination for this spell may be anywhere the caster knows personally or has been given location information for (a picture and map is preferable). Effectively, the targets effected by this spell disappear from one location and appear near-instantaneously at the destination (for the longer distances, lightspeed lag might come into play). The actual visual effects of the spell vary from caster to caster. The Magery check DC depends on the distance to the target destination.
Teleport Distance DC 100 Miles 20 1000 Miles 25 10000 Miles 30 Planetary Orbit 35 (Why is this higher than the DC for 10,000 Miles? Easy, its implied that you’re teleporting to an installation or ship in planetary orbit, and that’s a whole lot more difficult since you have to keep vectors of the target in mind. Simply teleporting 200 miles up? That’s about a DC 21 check.) Earth->Moon (as an example) 40 (extra Standard Action spent in travel) Longer Distances Theoretically Impractical. Unlike Psionics, magic does not surpass the speed of light. It IS doable, but the difficulty places it out of the reach of modern spellcasters (DC depends on distance, you’re talking something like a DC 100 to get from Earth to Mars when they are closest). Not to mention the issue with lightspeed lag. How does 40 minutes in travel sound? On a failure of 5 or less, you arrive within 1d10 miles of your destination. On a failure of more than 5 but less than 10, you arrive within 1d100 miles of your destination. On a failure of more than 10, the GM determines some horrible fate for you, usually involving merging with solid rock, swapping body parts with people, or simply winding up back at your starting point…inside out. Anyone trained in the Magery skill can use the Aid Another action to assist the caster with their Magery check to cast this incantation.
Thunder Fall Fall from the skies, mighty bolts of lightning! Summoning the spirits of the mighty summer thunderstorm, the caster calls forth an eruption of lightning bolts and thunder. Action: Standard Action Area: 2 square burst radius Range: 12 squares from the center of the burst Duration: Instantaneous Damage Type: Electricity and Sonic Nonlethal to Caster: 2d6 Damage: Xd6 (X = Magery Check – 15) Attack: Magery Check vs. Reflex Defense. Half the damage dealt is electricity, and half is sonic. This is an area attack, missed targets take half unless they have evasion. Special Rules: This spell functions as an Ion Grenade that dealt an amount of Ion Damage equal to the amount of Electricity Damage it dealt.
Wide Area Protect Action: 1 minute (standard), 1 standard action (accelerated), Reaction (emergency) Nonlethal Damage to Caster: 2d8 (standard), 4d8 (accelerated), 6d8 (emergency) Magery Check DC: GM Sets, dependent on area being protected. Range: Varies Duration: Concentration + 1 Round How this spell functions varies from caster to caster. For example, during World War Three someone cast this somewhere in the vicinity of New York City, and the spell caused an incoming missile to malfunction and not detonate. Essentially, it creates a large barrier over the area being protected, preventing ‘harm’ from occurring inside the area. This is a very GM-heavy spell in terms of exactly what it does. Nearby characters trained in the Magery skill can use Aid Another to assist the caster with this spell, though in the case of Accelerated and Emergency casting times, they take the nonlethal damage as well.