Version: 0.9 (2023-10-18)
Lore of Heaven (Celestial)
The Lore
of the Heavens is the magic of the sky and stars, of portents, fate, and the
movement of heavenly bodies. More commonly known as Astromancy, it is based on manipulating
Azyr, the Blue Wind of Magic.
Magisters
of this lore are known as Celestial Wizards, famed oracles, diviners, and
masters of the skies and stars.
Lore
Skill: Academic
Knowledge (Astronomy)
MR1
Aethyric Whispers (Omen)
MR: 1
CT: 1 minute
Difficulty: Normal
(+0), Simple (+10) if you can see the stars
Components: An arcane almanac (+5)
or the liver of a small animal (+10)*
Range: Self
Target: You
Duration: Instantaneous
Description: Consider a course of
action.
If the spell is successfully cast, the GM will make a
hidden Int test. If successful, the GM will truthfully—but vaguely—reply if the
course of action is favorable or not.
The difficulty of the Int test is Normal (+0) if the
action is straightforward and to be taken in the immediate future. More
convoluted and distant actions have higher difficulties.
Clear Skies
MR: 1
CT: Full
Difficulty: Simple (+10)
Components: Eagle’s feather (+5)*
Range: Sight
Target: Clouds
Duration: Instantaneous
Description: Clear the sky of
clouds in a diameter of MRx100 yards. Depending on the wind and cloud cover,
this could provide clear skies for a while or just a fleeting moment. The spell
will also (temporarily) stop precipitation in the affected area.
First Portent of Amul
MR: 1
CT: Half
Difficulty: Normal
(+0). Every subsequent time you cast this spell without taking a Long rest (a good
night’s sleep) first, the difficulty is cumulatively increased by 1.
Components: A piece of glass (+5)*
Range: Self
Target: You
Duration: Instantaneous
Description: You gain 1 Fortune
point that must be spent during the next round. After that, you cannot spend Fortune
points until you take a Short rest.
MR2
Lightning Bolt
MR: 2
CT: Half
Difficulty: Normal
(+0) at Close/Short, Challenging (-10) at Medium
Components: A silver tuning fork
(+5) or a piece of wood struck by lightning (+10)*
Range: Medium
Target: 1 creature
Duration: Instantaneous
Description: Conjure a magic
missile that does MRx2+3 damage and has AP 4 vs. metal armor (typically
medium and heavy armor). On a critical success, the target gains Stunned 1.
Second Portent of Amul
MR: 2
CT: Full
Difficulty: Challenging
(-10). This spell cannot be cast again without taking a Long rest first.
Components: A piece of stained
glass (+10)*
Range: Self
Target: You
Duration: Instantaneous
Description: You gain 2 Fortune
points that must be spent within the next hour or before daybreak, whatever
comes first.
After that, you cannot spend Fortune points until you take
a Long rest.
Wind Blast
MR: 2
CT: Half
Difficulty: Normal (+0)
at Close-Medium, Challenging (-10) at Long
Components: An animal bladder
(+10)*
Range: Long
Target: Large AoE
Duration: MR rounds
Description: Anyone in the AoE is knocked
down and gains the Prone condition unless they make a Successful Ag test. Large
targets and targets with more than 2 legs gain a bonus, and fliers get a
penalty (and could be knocked out of the sky if they are flying very low).
Movement in the affected area is halved, and missile
attacks out of/through the area suffer a -20 penalty.
MR3
Curse of the Heavens
MR: 3
CT: Half
Difficulty: Challenging
(-10)
Components: Pieces of a broken
mirror (+10)*
Range: Close
Target: 1 creature
Duration: MR hours
Description: Target suffers a -10
penalty on all tests, and all attacks against it do +1 damage.
The spell does not stack.
Third Portent of Amul
MR: 3
CT: Full + Half
Difficulty: Challenging
(-10)
Components: A perfectly ground
crystal (+10)*
Range: Self
Target: You
Duration: 1 minute (6 rounds)
Description: You may reroll the next Critical Hit you score; you may choose either
result.
Wings of Heaven
MR: 3
CT: Full
Difficulty: Challenging
(-10)
Components: A stone figurine of a
flying creature (+5) or pair of dove’s wings (+10)*
Range: Self
Target: You
Duration: MR minutes
Description: You are carried by
heavenly winds and can fly at Speed 8 (about as fast as a horse) for MR minutes.
Flying in this manner requires concentration, and you
must land if you wish to attack, cast spells, or do anything other than move.
If you attack as you land, this counts as a charge
attack (+10 WS).
MR4
Astral Projection
MR: 4
CT: 2 Full
Difficulty: Difficult (-20)
Components: An object from
another dimension (+10) or a drop of divine blood (+15)*
Range: Self
Target: You
Duration: MR hours
Description: Your spirit slips
free from your body. While in spirit form, you are invisible but can see and
hear normally.
While you
can go anywhere you like, you are still limited by the laws of the mortal
world. Thus, you cannot fly or move through walls or doors, and you cannot
manipulate solid objects because you are bodiless. You can will yourself to
move through openings that you could ordinarily slip through, such as an open window
or slipping in behind a guard when he opens a door, for example.
Before the
spell ends, you must re-enter your body. If you are somehow prevented from
doing so, your consciousness returns to your body, but you gain 1 Insanity Point.
You may not cast this spell on others.
Chain Lighting
MR: 4
CT: Full
Difficulty: Difficult
(-20)
Components: A silver tuning fork
(+5) or a piece of wood struck by lightning (+10)*
Range: Long
Target: Up to MR creatures within the Large AOE
Duration: Instantaneous
Effect: As the Lightning Bolt spell, but you may strike
up to MR targets, all of whom must be within the area of the Large AoE
template.
Starshine
MR: 4
CT: Full + Half
Difficulty: Difficult
(-20)
Components: A star chart (+10)
Range: Long
Target: Large AoE
Duration: MR minutes
Description: You call down the
light of the stars. The starlight reveals all that is hidden. Darkness (both magical
and mundane) is banished, the invisible is made visible, hidden or disguised
characters are exposed, and secret areas (doors, chambers, etc.) are revealed.
MR5
Fate of Doom
MR: 5
CT: 1 minute
Difficulty: Hard (-40) if you have
a drop of blood from the target, Impossible (-100) if you do not.
Components: The noose of a hanged
man (+15)*
Range: Sight
Target: 1 creature
Duration: 1 day
Description: You reveal the character’s
Dooming, and twist the strands of fate in such a way as to expedite the
character’s demise.
Unless the target succeeds at Hard (-40) WP test, the
world will conspire to kill him before his time. How this plays out is entirely
up to the GM.
While affected by this spell, the target cannot make
any rerolls (not from any sources, talents, fortune, whatever).
The spell ends if the target is still alive at the end
of 24 hours, and the target can never again be the target of this spell.
If cast on a creature with Fate Points, that creature
may choose to burn 1 Fate to avoid the spell's effect.
Lightning Storm
MR: 5
CT: Full
Difficulty: Hard (-40)
Components: A silver tuning fork
(+5) or a piece of wood struck by lightning (+10)*
Range: Long
Target: Large AoE
Duration: Instantaneous
Description: You summon an Aethyric
lightning storm from the Realm of Chaos. It may appear anywhere, from the
deepest sewer to the wildest heath.
It works like the Chain Lightning spell, but there is
no limit to the number of targets that can be hit.
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