Magic (Soteria): Difference between revisions
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===Attack=== | ===Attack=== | ||
'''Concentration:''' No | '''Concentration:''' No | ||
'''Skills:''' Arcana, Divine, Primal | '''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 ('''[[Image:D.png]]''')'''. 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 [[Image:S.png]]. The attack has no set Critical rating, so you may only inflict a Critical Injury with a [[Image:TR.png]]. | :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 ('''[[Image:D.png]]''')'''. 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 [[Image:S.png]]. The attack has no set Critical rating, so you may only inflict a Critical Injury with a [[Image:TR.png]]. | ||
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|colspan="1" style="width: 100px; padding-left:10px; padding-right:10px; text-align:center;" | +[[Image:DD.png]] | |colspan="1" style="width: 100px; padding-left:10px; padding-right:10px; text-align:center;" | +[[Image:DD.png]] | ||
|- | |- | ||
|colspan="1" style="padding-left:10px; padding-right:10px; text-align:left;" | '''Doom (Arcana Only):''' After a target makes a check, you may change any one | |colspan="1" style="padding-left:10px; padding-right:10px; text-align:left;" | '''Doom (Arcana Only):''' After a target makes a check, you may change any one die in the pool not displaying a [[Image:TR.png]] or [[Image:DE.png]] to a different face. | ||
|colspan="1" style="width: 100px; padding-left:10px; padding-right:10px; text-align:center;" | +[[Image:DD.png]] | |colspan="1" style="width: 100px; padding-left:10px; padding-right:10px; text-align:center;" | +[[Image:DD.png]] | ||
|- | |- | ||
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'''Skills:''' Primal | '''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 ( | :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 ('''[[Image:DD.png]]''')'''. 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). | :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). | ||
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: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. | :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 | :Before making a transform check, choose any number of additional effects listed in Transform Additional Effects. These effects are added to the check. | ||
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Latest revision as of 04:50, 25 October 2024
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.