These spells are not final but should give a good indication of how the system will work.
Foci with a * are consumed by the casting, and those without * are not.
Aethyric Omens
MR: 1+
CT: 1 minute
Difficulty: Normal (+0),
Simple (+10) if you can see the stars
Foci: Arcane almanac (+5) or liver of a small animal
(+10*)
Description: Consider a course of
action and cast this spell. If successful, the GM will make a hidden Int test,
that if successful will truthfully—but vaguely—reply if the course of action is
favourable or not. The difficulty of the Int test is Normal (+0) is the action
is straightforward and to be taken in the immediate future. More convoluted and
distant actions have higher difficulties.
Note: It’s a fun little spell
but don’t expect too much in the way of details.
First Portent of Amul
MR: 1+
CT: Half
Difficulty: Normal (+0).
Every subsequent time you cast this spell without taking a Long rest first, the
difficulty is cumulatively increased by 1.
Foci: Aethyric crystal (+5) or piece of glass (+10*)
Description: You gain 1 Fortune
point that must be spent during the next round. You cannot spend Fortune points
other than those granted by spells until after you have taken a Short rest.
Note: Extra Fortune is super strong,
so there have to be some checks and balances.
Lightning Bolt
MR: 2+
CT: Half
Difficulty: Normal (+0)
at Close/Short, Challenging (-10) at Medium
Foci: Silver tuning fork (+5) or piece of wood struck
by lightning (+10*)
Description: Conjure 1 bolt of lightning.
This is a magic missile with Medium range, MRx2+3 damage, AP 4 vs metal armour
(typically medium and heavy armour) and the Shocking (MR) quality.
Note: Very useful now, especially
against armour, plus has the ability stun in some cases. Damage scales steeply
with MR.
Second Portent of Amul
MR: 2+
CT: Full
Difficulty: Challenging
(-10). This spell cannot be cast again without taking a Long rest first.
Foci: Aethyric gemstone (+5) or piece of stained glass
(+10*)
Description: You gain 2 Fortune
points that must be spent within the next hour or before daybreak, whatever
comes first. You cannot spend Fortune points other than those granted by spells
until after you have taken a Long rest.
Note: Extra Fortune is super strong,
so there have to be some checks and balances.
Wind Blast
MR: 2+
CT: Half
Difficulty: Normal (+0)
at Close-Medium, Challenging (-10) at Long, opposed by target’s Strength
Foci: Aethyric gemstone (+5) or piece of stained glass
(+10*)
Description: Target a point at up
to Long range. Anyone at Short range of that point are knocked down and gains
the Prone condition unless they successfully oppose the spell’s effect. Large
targets and targets with more than 2 legs gain a bonus, fliers get a penalty (and
could be knocked out of the sky if they are flying very low). The winds persist
until the beginning of your next turn. Movement in the affected area is halved
and missile attack out of/through the area suffer a -20% penalty.
Note: Repeat to keep enemies knocked
down, unable to move fast, and trouble using missiles.
Curse of the Heavens
MR: 3+
CT: Half
Difficulty: Normal (+0),
opposed by target’s WP.
Foci: Silver mirror (+5) or pieces of a broken mirror
(+10*)
Description: Choose a target at up
to Short range. Target suffers a -10 penalty on ALL tests and all attacks
against it do +1 damage. The duration is equal to 8 hours times SL.
Note: Basically a debuff for bosses
and other powerful opponents.
Wings of Heaven
MR: 3+
CT: Full
Difficulty: Challenging
(-10)
Foci: Stone figurine of a flying creature (+5) or pair
of dove’s wings (+10*)
Description: You gain the ability to
fly at Speed 8 (about as fast as a horse) for MR minutes.
Note: Speed was increased a bit (from
6 to 8).
No comments:
Post a Comment