Post by Manah on Jul 7, 2018 15:05:06 GMT -5
NEW ACTIONS
Combat Magic: 8
(Int.bonus)
-Efficient
-Britannian magic spells mostly meant for use in battle. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Death Bolt/Death Wave (A lethal, fearsome attack VS Durability+Magical Defense, dealing 2x damage, Range 4. The Wave version is the same, but as an Area Attack. It is a deadly, unforgiving spell.)
-Mastery of Fire (Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire, Area Effect 3 around point of impact or Area attack.)
-Ice Ball (A Normal and Stun Damage, or Atk VS Durability to freeze solid, Area effect 3 around point of impact Range 4 Force Blast.)
-Poison (Pay for stones of effect, Duration, Range, and/or area. Normal effect is stones VS Durability of damage per panel for a duration in panels, but other effects are possible.)
-Sleep/Awaken (Stones VS Intelligence+Magical Defense; success means the victim falls asleep for 5 minutes per stone of damage. May also pay for Area. Alternately, stones VS resistance to wake sleeping beings.
-Paralyze/Freedom (Stones of effect as an Attack VS Durability+Magical Defense, Range 3, Must pay for area if appropriate; targets are paralyzed for 1 panel/stone of damage. Alternately, stones VS resistance to free paralyzed beings.)
-Repel/Smite Undead (Pay for stones of Effect as an Attack VS Intelligence+Magical Defense of target undead; Range 3, Area attack; instead of damage, the undead who take 'damage' will do their best to escape and get away from the caster to the best of their abilities. Alternately, can be used as a 2x damage, Normal and Stun damage, Area attack, Range 3 blast VS undead only.)
(Int.bonus)
-Efficient
-Britannian magic spells mostly meant for use in battle. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Death Bolt/Death Wave (A lethal, fearsome attack VS Durability+Magical Defense, dealing 2x damage, Range 4. The Wave version is the same, but as an Area Attack. It is a deadly, unforgiving spell.)
-Mastery of Fire (Create/Manipulate, Force Blast [2x damage, Sets flammable objects on fire, Area Effect 3 around point of impact or Area attack.)
-Ice Ball (A Normal and Stun Damage, or Atk VS Durability to freeze solid, Area effect 3 around point of impact Range 4 Force Blast.)
-Poison (Pay for stones of effect, Duration, Range, and/or area. Normal effect is stones VS Durability of damage per panel for a duration in panels, but other effects are possible.)
-Sleep/Awaken (Stones VS Intelligence+Magical Defense; success means the victim falls asleep for 5 minutes per stone of damage. May also pay for Area. Alternately, stones VS resistance to wake sleeping beings.
-Paralyze/Freedom (Stones of effect as an Attack VS Durability+Magical Defense, Range 3, Must pay for area if appropriate; targets are paralyzed for 1 panel/stone of damage. Alternately, stones VS resistance to free paralyzed beings.)
-Repel/Smite Undead (Pay for stones of Effect as an Attack VS Intelligence+Magical Defense of target undead; Range 3, Area attack; instead of damage, the undead who take 'damage' will do their best to escape and get away from the caster to the best of their abilities. Alternately, can be used as a 2x damage, Normal and Stun damage, Area attack, Range 3 blast VS undead only.)
Support Magic: 7
(Int.bonus)
-Efficient
-Britannian Magic spells mostly meant for supporting the user both in combat and non-combat situations. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Healing/Restoration (As Magical Healing, May heal up to 2x AN stones of Health per day. Can also be
-Object Explosion (As Charge Objects, 2x damage, Area 3 around target, Range 5, except the range isn't how far an explosive can be thrown, as opposed to how far an object can be made to explode; adding the object's hardness/actual Weapon Modifier as a Weapon Modifier. The user basically points at a target inanimate, unheld object, and makes it blow up like a bomb from a distance. Devastating for sneak attacks and assassinations. Magical objects or artefacts cannot be used for this effect.)
-Hexes (As Bad Luck, As Attack VS Intelligence+Magical Defense; each stone of 'damage' cause Bad Luck 1 on the user, for a duration of red stones of damage in panels. Must pay for Area if appropriate; Will not target allies in the area unless the caster wills it.)
-Mesmerism (As the action; Confuse (Area attack VS Intelligence+Durability+Mental Defense; only targets foes; victims are confused for 1 minute/stone of 'damage' and can only wander about and not attack), Charm (Broadcast; Attack VS Intelligence+Mental Defense; victims will consider the caster - and its allies - a dear friend that they simply must help and protect), Fear (Broadcast; targets only hostiles) and Cause Pain.)
-Stop time (An extremely powerful spell, considered by many loremasters to be the most powerful. This spell allows a user to literally stop time for up to AN panels, paying 2 stones per said panel, and still be able to affect their surroundings without retraint, with the exception of Mental Attacks/effects, as minds of others are also frozen in time an can't be affected. Victims lose Reflexive Dodge to defense in addition to any stones they could have put out as defense, making them very vulnearble. Surprisingly, the Avatar's and his allies spells' aren't kept in stasis either and can take effect during the Time Stop as long as they don't affect minds of individuals.)
-Quickness (As Metamorphosis, to increase Speed, Initiative, Reflexive Dodge, and/or as a 'Fast Strike' modifier to combat actions, as the target can fight much faster with ease. Must pay for area and Duration in panels, too. For each 8 stones in this spell, the targets also gain +1 action per panel.)
-Dispel Field/Negate Magic (Stones VS a Force/Magical Field's effect stones to dispel it; or pay for effect, Duration in panels and area to negate all magic effects and spell of a lower AN than the effect stones from being cast, including the user's.)
-Invisiblity/Reveal (As the Action, but also activates Enhanced Vision at AN [See in Darkness]; Can affect others; alternately, can spend stones of effect +Area to reveal all Invisible creatures and objects in the area with a lower Invisibility AN than the effect stones.)
-Summon insects, Animals or demons (As Summoning, for large swarms of insects, any type of animals and various demons)
-Animate objects (As Summoning, must also pay for Duration on the D&R chart to keep them animated. Allows user to animate objects and grant them the ability to move around, fight and help out in various ways. Animated objects are loyal to the animator unless attacked by them, in which case they turn hostile.)
-Clone (Can be used on self or others; paying for the target's Durability and for a Duration on the D&R chart will create a clone of the target, complete with the same equipment and everything. The clone fights for their original, and if killed, their body remains present even after duration. Can be used in combination with Animate Objects: Animating a given object and cloning it, then 'killing' them both, will leave two identical objects, just a bit battered... essentially duplicating the item at the mere cost of defeating its animated form and its clone in battle.)
-Magical Travel (Blink - As Teleportation, Limited to Line of Sight, Upwards/Downwards Motion - As Phase Shift and Levitation, Restricted to phase up or down a floor, Mark/Recall - Allows teleportation to the shrines and Castle Britannia, and to Eight other 'Marked' areas, using the Eight Virtue Stones, Xit - Teleportation outside a gungeon/keep/fortress)
-Imbuement (Allows user to grant powers and effects to creatures or objects, paying for effect up to AN, and for Duration of 1 hour per stone. The power/effect given can be rendered permanent by sacrificing a Power Level stone of Health for one full day, which won't be healed normally for the duration.)
-Detect/Dispel Magic (As Enhanced Vision (Detect Magic) at up to AN, but paid for as an action, 1 stone per panel to maintain.; may also dispel ongoing spells by beating Effect stones.)
-Create Trap (Pay for effect, Area, Range and/or Duration if appropriate, and difficulty to spot/disarm/dispel if appropriate. Possibilities are multiple and nearly infinite with enough imagination.)
-Transform into Slime (A Range 3, Area attack spell causing an Attack VS Durability+Intelligence+Magical Defense, which if successful leaves the victims transformed into weak, rather helpless slimes for an hour, which can then be easily slaughtered. The victims' equipment, if any, remains behind as the body turns to a slime.)
-Resurrection (Can bring back from death a deceased creature or being with a soul as long as the being wasn't dead for more than AN days. The caster spends stones VS the target's living Durability. Can't resurrect beings burnt to ashs or otherwise fully destroyed, nor undead unless they still have their souls and are willing.)
-Anju Sermani (May resurrect someone even though their body was disintegrated; must sacrifice another's life to do so. As Resurrection, but requires said sacrifice and a ten minutes ritual.)
-Mass Death (Viciously damages the caster and close-by allies, to create a devastating killing spell that kills all hostile foes around. Will lower the caster's and all allies within Area 4 to 1 Health, adding 3x the number of Health stones lost to this action's stones as a 3x damage, Area Effect 6, Attack VS Durability, Only targets hostiles targets attack which usually wipes out all foes at once at the cost of severly hurting all allies.)
-Help (This extremely powerful spell is nonetheless rarely used, for it tends to make its user feel like a coward. If faced with a hopeless situation, it can be casted to resurrect all party members as Resurrection, Heal all wounded as per Magical Healing, and teleport the whole team to a safe place, headquarters, or Castle Britannia if within the current Universe. They say a good spellcaster should not find themselves in a situation where it is necessary to cast it, and as such, good casters thrive not to make use of it if they can avoid it.)
(Int.bonus)
-Efficient
-Britannian Magic spells mostly meant for supporting the user both in combat and non-combat situations. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Healing/Restoration (As Magical Healing, May heal up to 2x AN stones of Health per day. Can also be
-Object Explosion (As Charge Objects, 2x damage, Area 3 around target, Range 5, except the range isn't how far an explosive can be thrown, as opposed to how far an object can be made to explode; adding the object's hardness/actual Weapon Modifier as a Weapon Modifier. The user basically points at a target inanimate, unheld object, and makes it blow up like a bomb from a distance. Devastating for sneak attacks and assassinations. Magical objects or artefacts cannot be used for this effect.)
-Hexes (As Bad Luck, As Attack VS Intelligence+Magical Defense; each stone of 'damage' cause Bad Luck 1 on the user, for a duration of red stones of damage in panels. Must pay for Area if appropriate; Will not target allies in the area unless the caster wills it.)
-Mesmerism (As the action; Confuse (Area attack VS Intelligence+Durability+Mental Defense; only targets foes; victims are confused for 1 minute/stone of 'damage' and can only wander about and not attack), Charm (Broadcast; Attack VS Intelligence+Mental Defense; victims will consider the caster - and its allies - a dear friend that they simply must help and protect), Fear (Broadcast; targets only hostiles) and Cause Pain.)
-Stop time (An extremely powerful spell, considered by many loremasters to be the most powerful. This spell allows a user to literally stop time for up to AN panels, paying 2 stones per said panel, and still be able to affect their surroundings without retraint, with the exception of Mental Attacks/effects, as minds of others are also frozen in time an can't be affected. Victims lose Reflexive Dodge to defense in addition to any stones they could have put out as defense, making them very vulnearble. Surprisingly, the Avatar's and his allies spells' aren't kept in stasis either and can take effect during the Time Stop as long as they don't affect minds of individuals.)
-Quickness (As Metamorphosis, to increase Speed, Initiative, Reflexive Dodge, and/or as a 'Fast Strike' modifier to combat actions, as the target can fight much faster with ease. Must pay for area and Duration in panels, too. For each 8 stones in this spell, the targets also gain +1 action per panel.)
-Dispel Field/Negate Magic (Stones VS a Force/Magical Field's effect stones to dispel it; or pay for effect, Duration in panels and area to negate all magic effects and spell of a lower AN than the effect stones from being cast, including the user's.)
-Invisiblity/Reveal (As the Action, but also activates Enhanced Vision at AN [See in Darkness]; Can affect others; alternately, can spend stones of effect +Area to reveal all Invisible creatures and objects in the area with a lower Invisibility AN than the effect stones.)
-Summon insects, Animals or demons (As Summoning, for large swarms of insects, any type of animals and various demons)
-Animate objects (As Summoning, must also pay for Duration on the D&R chart to keep them animated. Allows user to animate objects and grant them the ability to move around, fight and help out in various ways. Animated objects are loyal to the animator unless attacked by them, in which case they turn hostile.)
-Clone (Can be used on self or others; paying for the target's Durability and for a Duration on the D&R chart will create a clone of the target, complete with the same equipment and everything. The clone fights for their original, and if killed, their body remains present even after duration. Can be used in combination with Animate Objects: Animating a given object and cloning it, then 'killing' them both, will leave two identical objects, just a bit battered... essentially duplicating the item at the mere cost of defeating its animated form and its clone in battle.)
-Magical Travel (Blink - As Teleportation, Limited to Line of Sight, Upwards/Downwards Motion - As Phase Shift and Levitation, Restricted to phase up or down a floor, Mark/Recall - Allows teleportation to the shrines and Castle Britannia, and to Eight other 'Marked' areas, using the Eight Virtue Stones, Xit - Teleportation outside a gungeon/keep/fortress)
-Imbuement (Allows user to grant powers and effects to creatures or objects, paying for effect up to AN, and for Duration of 1 hour per stone. The power/effect given can be rendered permanent by sacrificing a Power Level stone of Health for one full day, which won't be healed normally for the duration.)
-Detect/Dispel Magic (As Enhanced Vision (Detect Magic) at up to AN, but paid for as an action, 1 stone per panel to maintain.; may also dispel ongoing spells by beating Effect stones.)
-Create Trap (Pay for effect, Area, Range and/or Duration if appropriate, and difficulty to spot/disarm/dispel if appropriate. Possibilities are multiple and nearly infinite with enough imagination.)
-Transform into Slime (A Range 3, Area attack spell causing an Attack VS Durability+Intelligence+Magical Defense, which if successful leaves the victims transformed into weak, rather helpless slimes for an hour, which can then be easily slaughtered. The victims' equipment, if any, remains behind as the body turns to a slime.)
-Resurrection (Can bring back from death a deceased creature or being with a soul as long as the being wasn't dead for more than AN days. The caster spends stones VS the target's living Durability. Can't resurrect beings burnt to ashs or otherwise fully destroyed, nor undead unless they still have their souls and are willing.)
-Anju Sermani (May resurrect someone even though their body was disintegrated; must sacrifice another's life to do so. As Resurrection, but requires said sacrifice and a ten minutes ritual.)
-Mass Death (Viciously damages the caster and close-by allies, to create a devastating killing spell that kills all hostile foes around. Will lower the caster's and all allies within Area 4 to 1 Health, adding 3x the number of Health stones lost to this action's stones as a 3x damage, Area Effect 6, Attack VS Durability, Only targets hostiles targets attack which usually wipes out all foes at once at the cost of severly hurting all allies.)
-Help (This extremely powerful spell is nonetheless rarely used, for it tends to make its user feel like a coward. If faced with a hopeless situation, it can be casted to resurrect all party members as Resurrection, Heal all wounded as per Magical Healing, and teleport the whole team to a safe place, headquarters, or Castle Britannia if within the current Universe. They say a good spellcaster should not find themselves in a situation where it is necessary to cast it, and as such, good casters thrive not to make use of it if they can avoid it.)
Utilitary Magic: 7
(Int.bonus)
-Efficient
-Britannian magic mostly meant for effects which have little to nothing to do with combat. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Replicate (Creates a perfect duplicate of an object, by paying for Weight and Hardness. Nothing magical or too valuable. For such items, read the Clone spell.)
-Lock/Unlock magic (Stones of Effect to lock a given door, container, etc magically. Can only be opened via an Unlock spell or a similar power or magic. Alternately, stones VS resistance to unlock any door or container, even closed magically, for exampke with a Lock spell. A single casting will affect all locks at once if several exist, for example unlocking a physical lock while also removing a magical one.)
-Pickpocket (As the Thieving Specialty, but via magical means.)
-Detect/Disarm traps (As Enhanced Vision (Detect traps) at AN, 1 stone per panel to maintain.; may also be used VS resistance to disarm known traps.)
-Vanish/Reappear (As Hammerspace; Can store away items and retrieve them , by paying stones for Weight and Size to put them away, and 1 to retrieve them.)
-Clairvoyance (As the Action, May only witness events in the present or the Future, and/or from a Distance)
-X-Ray vision (As Enhanced Vision (X-Ray Vision) up to AN, but paid as an action. 1 stone per panel to maintain.)
-Create food and drinks (For each 2 stones, creates a good quality meal and a good beverage to go with it for one person. The food is real, healthy and good to the taste.)
-Communicate with the dead (As Enhanced Vision (See/hear the dead) up to AN but paid as an action, with 1 additional stone to be able to talk back to them. 1 stone per panel to maintain.)
-Create Gold (Casting on anything made of lead will turn it into gold, by simply paying for the weight in stones. Doing so can add stones of Wealth according to the GM.)
-Cause Eclipse (By spending 10 stones for the effect and more for Duration - up to half AN rounded up - the caster creates a real, honest-to-God Eclipse, making the sun go dark and people go blind if they look directly at it (which most people won't if they can help it, because they are very superstitious and scared of such events.)
-Armageddon (This terrible, forbidden - and thankfully unknown by most - spell destroys all life in the world with the exception of the caster, leaving behind a barren wasteland. It is essentially an Attack VS Durability which kills the targets if it inflicts any damage, Area Effect of 20 - the entire Universe - and targets all life forms, be it creatures, vegetation or anything alive in whatever way, but the caster, and kills them, leaving an empty wasteland behind. It is unknown why anyone, short of sheer madness and insanity, would want to cast such a horrible spell, and as such, the Avatar and her companions have kept that secret to themselves.)
(Int.bonus)
-Efficient
-Britannian magic mostly meant for effects which have little to nothing to do with combat. Requires use of words of power, a spellbook and reagents, which are normally consumed after use of the spell... however, as they are both manifested at will thanks to Marcia's Copycat power, she can basically cast any, basically at will, rendering her far more powerful and versatile than normal mages.
-Replicate (Creates a perfect duplicate of an object, by paying for Weight and Hardness. Nothing magical or too valuable. For such items, read the Clone spell.)
-Lock/Unlock magic (Stones of Effect to lock a given door, container, etc magically. Can only be opened via an Unlock spell or a similar power or magic. Alternately, stones VS resistance to unlock any door or container, even closed magically, for exampke with a Lock spell. A single casting will affect all locks at once if several exist, for example unlocking a physical lock while also removing a magical one.)
-Pickpocket (As the Thieving Specialty, but via magical means.)
-Detect/Disarm traps (As Enhanced Vision (Detect traps) at AN, 1 stone per panel to maintain.; may also be used VS resistance to disarm known traps.)
-Vanish/Reappear (As Hammerspace; Can store away items and retrieve them , by paying stones for Weight and Size to put them away, and 1 to retrieve them.)
-Clairvoyance (As the Action, May only witness events in the present or the Future, and/or from a Distance)
-X-Ray vision (As Enhanced Vision (X-Ray Vision) up to AN, but paid as an action. 1 stone per panel to maintain.)
-Create food and drinks (For each 2 stones, creates a good quality meal and a good beverage to go with it for one person. The food is real, healthy and good to the taste.)
-Communicate with the dead (As Enhanced Vision (See/hear the dead) up to AN but paid as an action, with 1 additional stone to be able to talk back to them. 1 stone per panel to maintain.)
-Create Gold (Casting on anything made of lead will turn it into gold, by simply paying for the weight in stones. Doing so can add stones of Wealth according to the GM.)
-Cause Eclipse (By spending 10 stones for the effect and more for Duration - up to half AN rounded up - the caster creates a real, honest-to-God Eclipse, making the sun go dark and people go blind if they look directly at it (which most people won't if they can help it, because they are very superstitious and scared of such events.)
-Armageddon (This terrible, forbidden - and thankfully unknown by most - spell destroys all life in the world with the exception of the caster, leaving behind a barren wasteland. It is essentially an Attack VS Durability which kills the targets if it inflicts any damage, Area Effect of 20 - the entire Universe - and targets all life forms, be it creatures, vegetation or anything alive in whatever way, but the caster, and kills them, leaving an empty wasteland behind. It is unknown why anyone, short of sheer madness and insanity, would want to cast such a horrible spell, and as such, the Avatar and her companions have kept that secret to themselves.)