Incantations: Difference between revisions

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{{spell
{{spell
|flavor=''Roar, spirits of the winter storm!''<br>Summoning the spirits of the frigid winter storm, the caster brings forth a howling torrent of frigid air and snow.
|flavor=''Roar, spirits of the winter storm!''<br>Summoning the spirits of the frigid winter storm, the caster brings forth a howling torrent of frigid air and snow.
|action=Standard Action
|time=Standard Action
|target=2 square burst radius centered on a spot within 12 squares of you
|target=2 square burst radius centered on a spot within 12 squares of you
|description='''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.   
|description='''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.
|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==
==Buster Blast==
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}}
}}


   
==Change Earth==
{{spell
|flavor=''Earth below, heed my command!''
|time=Standard Action
|target=4 square burst radius centered on a spot within 12 squares of you.
|description='''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.
}}


Change Earth
==Energy Blasts==
Earth below, heed my command!
{{spell
Action: Standard Action
|flavor=You blast the target with energy.  This must be learned separately for each damage type (Cold, Electricity, Fire)
Area: 4-square burst radius
|time=Standard Action
Range: 12 squares from the center of the burst
|target=2 square burst radius centered on a spot within 12 squares of you.
Duration: Concentration
|description='''Make a Magery check''' vs the Reflex defense of targets in the areaIf 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 missesYou take 2d6 nonlethal damage when casting this incantation.
Nonlethal to Caster: 3d6
|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.
Magery Check DC: 20
<br>Electricity damage – Functions as Ion Grenade that dealt one-half of the electricity damage as Ion Damage.
This incantation allows the caster to transform the earth (or similar substance) into a related formThat 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.
<br>Fire damage – Targets catch on fire.
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.
}}


   
==Energy Lines==
{{spell
|flavor=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)
|description='''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.
<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.
}}


Energy Blasts – this must be learned separately for each damage type.
==Snipe Shots==
Action: Standard Action
{{spell
Area: 2 square burst radius
|flavor=You accurately fire energy at a target.  This must be learned separately for each damage type (Cold, Electricity, Energy, Fire)
Range: 12 squares from the center of the burst
|time=Standard Action
Duration: Instantaneous
|target=A single target within 24 squares of you.
Possible Damage Types: Fire, Electricity, Cold
|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).   
Nonlethal to Caster: 2d6
|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.
Damage: Xd6 of the selected energy type. (X = Magery Check 15)
<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.
Attack: Magery Check vs. Reflex Defense (SPECIAL AREA ATTACK: Targets on the outer squares take no damage if the attack missesTargets on the inner squares take half damage if the attack misses.)
<br>Electricity damage – Functions as Ion Grenade that dealt one-half of the electricity damage as Ion Damage.
Special Rules:
<br>Fire damage – Targets catch on fire.
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 – this must be learned separately for each damage type.
==Teleport==
Action: Standard Action
{{spell
Area: 6 square line, originating from you (or 12 squares if you double the nonlethal damage you take)
|flavor=You scramble your atoms and send them hurtling across spaceDon't think about the metaphysical implications of this.
Range: 6 squares (or 12 squares if you double the nonlethal damage you take)
|time=1 Minute
Duration: Instantaneous
|target=You, plus all targets and their equipment that are touching you.
Possible Damage Types: Fire, Electricity, Cold, Energy (Restricted to Device Magic)
|description='''Make a Magery check.'''  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.
Nonlethal to Caster: 2d6 (4d6 for a 12-square line)
{| class="wikitable"
Damage: Xd6 of the selected energy type. (X = Magery Check – 15)
|-
Attack: Magery Check vs. Reflex DefenseArea attack, targets missed take half damage.
! Teleport Distance
Special Rules:
! DC
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.
| 100 Miles
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.
| 20
Fire damage – Targets catch on fire.
|-
 
| 1000 Miles
| 25
 
|-
Snipe Shots – this must be learned separately for each damage type.
| 10000 Miles
Action: Standard Action
| 30
Target: A single target within range.
|-
Range: 24 squares
| Planetary Orbit
Duration: Instantaneous
| 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.)
Possible Damage Types: Fire, Electricity (the only choice for shamans), Cold, Energy (device users only)
|-
Nonlethal to Caster: 2d6
| Earth->Moon (as an example)
Damage: Xd6 of the selected energy type. (X = Magery Check – 15)
| 40 (extra Standard Action spent in travel)
Attack: Ranged Attack vs. Reflex Defense.
|-
Special Rules:
| Longer Distances
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.
| 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?
Electricity damage – Functions as Ion Grenade that dealt one-half of the electricity damage as Ion Damage.
|}
Energy – If the Magery check also beats a target’s Fortitude defense, the target is moved 1 square away from you in a direction of your choice.
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.
The Magery check DC depends on the distance to the target destination.
|special=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 as long as they are within 12 squares of you.
}}


Teleport Distance DC
==Thunder Fall==
100 Miles 20
{{spell
1000 Miles 25
|flavor=''Fall from the skies, mighty bolts of lightning!''<br>Summoning the spirits of the mighty summer thunderstorm, the caster calls forth an eruption of lightning bolts and thunder.
10000 Miles 30
|time=Standard Action
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.)
|target=A 2 square burst radius centered on a point within 12 squares of you.
Earth->Moon (as an example) 40 (extra Standard Action spent in travel)
|description='''Make a Magery check.''' If this beats the Reflex defense of a target within the area, it takes Xd6 damage (X=MageryCheck-15), which is half sonic and half electricityThis is an area attackYou take 2d6 nonlethla damage.
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?
|special=This spell functions as an Ion Grenade that dealt an amount of Ion Damage equal to the amount of Electricity Damage it dealt.
On a failure of 5 or less, you arrive within 1d10 miles of your destinationOn a failure of more than 5 but less than 10, you arrive within 1d100 miles of your destinationOn 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.


==Wide Area Protect==
 
{{spell
Thunder Fall
|flavor=You...do something that protects an area.  With magic!
Fall from the skies, mighty bolts of lightning!
|time=1 minute (standard), 1 standard action (accelerated), Reaction (emergency)
Summoning the spirits of the mighty summer thunderstorm, the caster calls forth an eruption of lightning bolts and thunder.
|target=An area
Action: Standard Action
|description=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 incantation in terms of exactly what it does. Nearby characters trained in the Magery skill can use Aid Another to assist the caster with this incantation, though in the case of Accelerated and Emergency casting times, they take the nonlethal damage as well. You take nonlethal damage dependent on how fast the incantation was cast: 2d8 (standard), 4d8 (accelerated), 6d8 (emergency).  The Magery check DC is set by the GM.  This incantation can be maintained from round to round.
Area: 2 square burst radius
|Special=Seriously, this is Story Magic, not combat stuff.
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.

Latest revision as of 03:43, 26 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

You scramble your atoms and send them hurtling across space. Don't think about the metaphysical implications of this.
Time: 1 Minute
Target: You, plus all targets and their equipment that are touching you.
Make a Magery check. 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. {
Special: 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 as long as they are within 12 squares of you.

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.
Time: Standard Action
Target: A 2 square burst radius centered on a point within 12 squares of you.
Make a Magery check. If this beats the Reflex defense of a target within the area, it takes Xd6 damage (X=MageryCheck-15), which is half sonic and half electricity. This is an area attack. You take 2d6 nonlethla damage.
Special: 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

You...do something that protects an area. With magic!
Time: 1 minute (standard), 1 standard action (accelerated), Reaction (emergency)
Target: An area
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 incantation in terms of exactly what it does. Nearby characters trained in the Magery skill can use Aid Another to assist the caster with this incantation, though in the case of Accelerated and Emergency casting times, they take the nonlethal damage as well. You take nonlethal damage dependent on how fast the incantation was cast: 2d8 (standard), 4d8 (accelerated), 6d8 (emergency). The Magery check DC is set by the GM. This incantation can be maintained from round to round.
Special: