Magic (Soteria)

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Spell Actions

Attack

Concentration: No

Skills: Arcana, Divine, Primal

Magic attacks are combat checks, and they follow the normal rules for performing a combat check, using the character’s magic skill instead of a combat skill. There are some exceptions, however. When making a magic attack, the character must select one target at short range (but not engaged). The default difficulty of the check is Easy (). The attack deals damage equal to the characteristic linked to the skill used to make the attack (so if the character uses Arcana, they would deal damage equal to their Intellect), plus 1 damage per uncanceled . The attack has no set Critical rating, so you may only inflict a Critical Injury with a .
Before making a magic attack check, choose any number of additional effects listed in Attack Additional Effects. These effects are added to the attack.
Attack Additional Effects
Effects Difficulty Mod
Blast: The attack gains the Blast quality with a rating equal to your character's ranks in the associated Knowledge skill. +
Close Combat: May select a target engaged with your character. +
Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to your character's ranks in the associated Knowledge skill. +
Fire: The attack gains the Burn quality with a rating equal to your character's ranks in the associated Knowledge skill. +
Holy/Unholy (Divine Only): When dealing damage to a target that the GM determines is the antithesis of the character's faith or deity (such as a priest of a god of life attacking an undead zombie), each deals +2 damage, instead of +1. +
Ice: The attack gains the Ensnare quality with a rating equal to your character's ranks in the associated Knowledge skill. +
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to your character's ranks in the associated Knowledge skill. +
Lightning: The attack gains the Stun quality with a rating equal to your character's ranks in the associated Knowledge skill. The attack also gainst the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality as normal.) +
Manipulative (Arcana Only): If the attack hits, you may spend to move the target up to one range band in any direction. +
Non-Lethal (Primal Only): the attack gains the Stun Damage quality. +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the character's ranks in the associated Knowledge skill. +
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of engaged. +
Poisonous: If the attack deals damage, the target must immedately make a Hard () Resilience check or suffer wounds equal to the character's ranks in the associated Knowledge skill and strain equal to the character's ranks in the associated Knowledge skill. This counts as poison. +

Augment

Concentration: Yes

Skills: Divine, Primal, Verse

This is using magic to enhance people. A character selects one target they are engaged with (which can be themself), then makes a Primal or Divine skill check. The default difficulty of the check is Average (). If the check is successful, until the end of your character’s next turn, the target increases the ability of any skill checks they make by one (in effect, this means they add to their checks). A character may not be affected by more than one Augment spell at the same time (so no stacking effects).
Before making an augment check, choose any number of additional effects listed in Augment Additional Effects. These effects are added to the check.
Augment Additional Effects
Effects Difficulty Mod
Divine Health (Divine Only): The target increases their wound threshold by a value equal to the character's ranks in the associated Knowledge skill for the duration of the spell. +
Haste: Targets affected by the spell can always perform a second maneuver during their turn without spending strain (they may still only perform two maneuvers per turn). +
Primal Fury (Primal Only): The target adds damage equal to their ranks in your character's associated Knowledge skill to unarmed combat checks, and their critical rating for unarmed combat checks becomes 3. +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Swift: Targets affected by the spell ignore the effects of difficult terrain and cannot be immobilized. +
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending each time). +
Capricious Fortune (Verse Only): When a target of the spell makes a check, they may reroll one positive die showing no or . +

Barrier

Concentration: Yes

Skills: Arcana, Divine

Both arcane and divine spellcasters have the power to create barriers of magical energy to protect themselves and their allies. The character selects one target they are engaged with (which can be themself), then makes an Arcana or Divine skill check. The default difficulty of the check is Easy (). If the check is successful, until the end of the character’s next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled beyond the first.
Before making a barrier check, choose any number of additional effects listed in Barrier Additional Effects. These effects are added to the check.
Barrier Additional Effects
Effects Difficulty Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending each time). +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Add Defense: Each affected target gainst ranged and melee defense equal to your character's ranks in the associated Knowledge skill. +
Empowered: The barrier reduces damage equal to the number of uncancelled instead of the normal effect. +
Reflection (Arcana Only): If an opponent makes a magic attack against an affected target and generates or on the check, after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack. +
Sanctuary (Divine Only): Opponents the GM determines are the antithesis of the character's faith or deity automatically disengage from affected targets, and may not engage them for the duration of the spell. +

Conjure

Concentration: Yes

Skills: Arcana, Primal

This action represents the ability of a spellcaster to animate objects or create items (or even allies) out of thin air and the aether. The character makes an Arcana or Primal skill check. The default difficulty for the check is Easy (). If the check is successful, the character summons a simple tool with no moving parts (such as a shovel or pickax), a one-handed melee weapon with no moving parts (such as a sword or knife), or a minion no bigger than silhouette 1 (such as an animal, magical creature, elemental spirit, or even undead monstrosity). These appear engaged with the character. The summoned minion or item remains present until the end of the character’s next turn.
If the character summons a creature, the creature behaves in the best approximation of its natural instincts (as determined by the GM). It is not controlled by the character, and may even be hostile to them. In a structured encounter, it takes its turn immediately after the character.
Before making a conjure check, choose any number of additional effects listed in Conjure Additional Effects. These effects are added to the check.
Conjure Additional Effects
Effects Difficulty Mod
Additional Summon: The spell summons one additional item, weapon, or creature. In addition, after casting the spell, you may spend to summon one additional item, weapon, or creature (and may trigger this multiple times, spending each time). +
Medium Summon: the character may summon a more complicated tool with moving parts, a rival no larger than silhouette 1, or a two-handed melee weapon. +
Range: Increase the range of the spell (the distance from the character that the summon item or creature appears) by one range band. This may be added multiple times, increasing the range by one range band each time. +
Summon Ally: The creature the character summons is friendly to them and obeys their commands. The character may spend a maneuver to direct the creature, allowing them to determine its action and maneuver. (If the character summons multiple creatures, the character may spend one maneuver on their turn to direct the turns of all summoned creatures.) +
Grand Summon: The character may summon a rival of up to silhouette 3. +

Curse

Concentration: Yes

Skills: Arcana, Divine, Verse

This action represents the combat use of curse magic. Your character selects one target within short range, then makes an Arcana or Divine skill check. The default difficulty of the check is Average (). If it is successful, until the end of the character’s next turn, the target decreases the ability of any skill checks they make by one (in effect, this means they remove one from their checks).
Before making the curse check, choose any number of additional effects listed in Curse Additional Effects. These effects are added to the check.
Curse Additional Effects
Effects Difficulty Mod
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +
Misfortune: After a target makes a check, you may change one to a face displaying a . +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending each time). +
Despair (Divine Only): The target's strain and wound thresholds are reduced by an ammount equal to twice the characteristic linked to the skill. This effect may not be combined with the additiona target effect. +
Doom (Arcana Only): After a target makes a check, you may change any one die in the pool not displaying a or to a different face. +
Fascinate (Verse Only): After a target makes a check, you may change any one day in the pool not displaying a or to a different face. +
Paralyzed: The target is staggered for the duration of the spell. This affect may not be combined with the additional target effect. +

Dispel

Concentration: No

Skills: Arcana, Verse

The ability to nullify magic is a strange and wondrous art that only certain spellcasters possess. The character selects one target within short range that is under the effects of a spell, then makes an Arcana or Verse skill check. The default difficulty for the check is Hard (). If the check is successful, the effects the target is under immediately end (if the spell affected multiple targets, the other targets remain affected).
Before making a dispel check, choose any number of additional effects listed in Dispel Additional Effects. These effects are added to the check.
Dispel Additional Effects
Effects Difficulty Mod
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending each time). +

Heal

Concentration: No

Skills: Divine, Primal, Verse

Priests and other practitioners of divine magic are often known for their healing abilities. Often, those in touch with nature also possess the capacity to heal wounds and illness. The character can use the Divine, Primal, or Verse magic skill in place of a Medicine check in order to remove dam-age or heal Critical Injuries. When making the check, the character selects one target they are engaged with who is not incapacitated. The default difficulty of the check is Easy (). Upon success, the character heals 1 wound per uncanceled , and 1 strain per uncanceled .
Before making a heal check, choose any number of additional effects listed in Heal Additional Effects. These effects are added to the check.
Heal Additional Effects
Effects Difficulty Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending each time). +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Restoration: Select one ongoing status effect the target is suffering. This status effect immediately ends. +
Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed. +
Revive Incapacitated: The character may select targets who are incapacitated. +
Resurrection: The character may select a target who has died during the encounter. If the check is successful, the target is restored to life, suffering wounds equal to their wound threshold. If the check fails, no character may attempt to resurrect the target again. +

Mask

Concentration: Yes

Skills: Arcana, Verse

This is using magic to create an illusion, or to disguise a character's appearance. The character makes an Arcana skill check. The default difficulty for the check is Easy (). If the check is successful, the character creates an illusion of a creature of object that is silhouette 1 or smaller. The illusion appears within short range of the character. Alternatively, the illusion changes the appearance of the caster or one silhouette 1 (or smaller) target they are engaged with. The illusion cannot obscure the basic size and shape of the target. Illusions can generate light or sound, but they cannot cause harm or interact with their environment in any way. Illusions can be animated and can move, as long as they remain within the range of the spell. A keen observer can attempt to spot the false nature of the illusion by making an Average () Vigilance check (or Average () Perception check if the observer suspects that their senses may be fooled). Success means the observer recognizes the object's illusory nature.
Before making a mask check, choose any number of additional effects listed in Mask Additional Effects. These effects are added to the check.
Mask Additional Effects
Effects Difficulty Mod
Blur: If the spell targets a character, it blurs and obscures their form. Until the spell ends, add to the results of combat checks targeting the character. (This applies even if the attacker realizes the effect is an illusion.) +
Mirror Image: If the spell targets a character, it creates multiple images that move with the target and distract opponents. Until the spell ends, the character may spend or from any combat check targeting them to cause the attack to harmlessly hit a mirror image rather than the character. (This applies even if the attacker realizes the effect is an illusion.) +
Additional Illusion: The spell creates one additional illusion or disguises one additional character. In addition, after casting the spell, you may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending each time). +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +
Size: Increase the silhouette of the illusion by one, or disguise the appearance of a target one silhouette larger. This may be added multiple times, increasing the silhouette of the illusion created or target disguised by one each time. +
Realism: Increase the difficulty of checks to determine that the illusion is fake by one. In addition, after casting the spell, you may spend to increase the difficulty of the check to determine if the spell is fake by one. (You may trigger this multiple times, spending each time.) The illusion can also fool additional senses such as smell, taste, or touch. +
Terror: The illusion terrifies those who behold it. When any character who does not know the illusion is fake spots it, they must make a Hard () Discipline check. They suffer 2 strain per and, if they fail, are unable to approach an illusion. +
Invisibility: If the spell targets a character, it renders them invisible to sight instead of changing their appearance. +

Predict

Concentration: No

Skills: Arcana, Divine

This is using magic to attempt to predict the future. The character makes an Arcana or Divine skill check, then asks one question about events that will unfold within the next 24 hours. The default difficulty of the check is Average (). If the check is successful, your GM must provide the character with a truthful answer, but that answer could be on that can be interpreted multiple ways or is somewhat enigmatic. Whether the check succeeds or fails, the character may not make another predict check to ask about the same events for the remainder of the session.
Before making a predict check, choose any number of additional effects listed in Predict Additional Effects. These effects are added to the check.
Predict Additional Effects
Effects Difficulty Mod
Quicksilver Reflexes: Instead of asking a question about events, the character adds to the result of any checks they make to determine Initiative during the next structured encounter they participate in. -
Scry: Instead of asking a question about events, the character may learn the location of silhouette 0 items within long range. They must know what the item they are looking for is before they cast the spell, and the spell does not reveal how to get through any obstacles such as locked doors, hidden passages, or traps. +
Empowered: The character may ask a question about events that will unfold within the next month. +
Additional Questions: The character may ask one additional question about events. In addition, after casting the spell, you may spend to ask another additional question. (You may trigger this effect multiple times, spending each time.) +
Flash of Precognition: In addition to asking a question, once before the end of the current encounter, the character may add to the results of one of their checks. Also, once before the end of the current encounter, the character may add to the results of a check targeting them. In addition, after the character casts the spell, you may spend to add to the results of one of their checks, and add ff to the results of a check targeting them, instead of this effect's normal benefits. +
Cheat Death: In addition to asking a question, the character foresees a possible doom from themselves in the next 24 hours. Once before the end of the current session, when the character would otherwise be incapacitated or kill, you may spend a Story Point to have them suffer wounds and strain until they reach (but do not exceed) their wound thresholds instead. Their survival should be described narratively, taking into account that they "saw" their potential death coming. +

Transform

Concentration: Yes

Skills: Primal

This is using magic to tap into primal forces and shift into the form of a wild creature. The character makes a Primal skill check. The default difficulty of the check is Average (). If the check is successful, until the end of the spellcaster's next turn, the character transforms into a silhouette 0 animal. The animal must be a natural create, and is subject to GM approval.
While transformed, the spellcaster adopts the physical appearance of the animal and gains the animal's characteristics, soak, wound threshold, and defense. The spellcaster also gains any of the animal's abilities and equipment (including natural weapons).
The character retains their own skills, talents, and strain threshold. They drop any gear or clothing they were carrying or wearing when they transformed.
If the character is incapacitated while transformed, they revert back to their normal form. When a character revets back to their normal form, they heal all wounds suffered while transformed but do not heal any strain or Critical Injuries they suffered while transformed. If they were incapacitated due to exceeding their wound threshold, they are no longer incapacitated.
Before making a transform check, choose any number of additional effects listed in Transform Additional Effects. These effects are added to the check.
Transform Additional Effects
Effects Difficulty Mod
Silhouette Increase: The character may transform into an animal that is one silhouette larger. (This may be added multiple times, increasing the silhouette by one ach time.) +
Characteristic Retention: When transformed, the character retains their own Intellect and Willpower, rather than the Intellect and Willpower of the creature they are transformed into. +
Transform Gear: When the character is transformed, their worn gear and wielded items change into natural markings on the animals's skin, fur, or scales (but confer no benefit to the character). When the character reverts back to normal, they are wearing and carrying their gear and items. +
Dire Form: When the character transforms, they adopt a dire form of the chosen animal. Increase the damage of the animal's weapons by three, its soak by one, its wound threshold by six, and its silhouette by one. +
Curse of the Wild: Instead of transforming themself, the character may transform one target within short range into a silhouette 0 animal of the character's choice following all the rules for transformation. +