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Post by Storyteller Joy on Feb 16, 2015 1:07:36 GMT -8
Sound Magic: Rank 3
(LoS = Line of Sight, AoE= area of Effect, touch= Touch!)
Grants resistance to all sound based magic- no willpower needs to be spent to resist - just a self control roll with a -2 difficulty to the rolls.
Sound magic must be associated with noises made from the throat, with the casters breath, etc. When the sound ends the mages ability to keep the noise going ends. Mute casters are limited in their ability to manipulate sound magic (legendary combo powers get locked completely). Further Sound magic has a very limited effect on those who are deaf.
Sense Sound
Range: Varies Requires: Voice Time: Ends when the noise/voice stops speaking/singing/making music if on an instrument. 5 minutes to scry and gather information- the information is broken if the orb of POWER vanishes/is broken or the scry is lost.
This spell allows the caster to seek out their natural element anywhere it's located in pockets. For those who want to use their powers without line of sight and effect the element in question at a distance this is critical. It allows the caster to effect things from a distance. Sound can carry on the winds, bringing valuable information to the listening caster.
Senses sound within a 20 foot radius Senses sound within a 100 foot radius Senses sound within a 500 foot radius Sound Manipulation
Range: “Line of Sight” (Who can hear) (AOE: Anyone who can hear the soundmage is affected by this power, including allies) Requires: Voice Time: Ends when the noise/voice stops speaking/singing/making music if on an instrument. Damage: varies
This area of the sound power encompasses the sound elementalists ability to control and manipulate their voices and those of around them.
Speech of the World- Those who wander can encounter a new dialect in every area. This Gift allows the sound mage to speak any language he/she encounters, although the speech is slightly accented in any tongue but his own. This spell doesn’t convey literacy, nor is it an encyclopedia of cultural information. Tongues- This allows the user to read or write any human language encountered, no matter how ancient or obscure. A common modern language such as Spanish is difficulty 4. An ancient and obscure tongue such as Etruscan, would be difficulty 10. The number of successes determines the character's fluency with the language. Assimilation- This allows the caster to blend smoothly into any culture, no matter how strange or alien the culture is. This can’t hide racial or visual differences, but behaviors and mannerisms of the natives can be mimicked. This also allows the caster to speak and understand the culture’s language, although it will be forgotten when the spell wears off. The Power of the Inner Voice
Range: “Line of Sight” (Who can hear) (AOE: Anyone who can hear the soundmage is affected by this power, including allies) Requires: Voice Time: Ends when the noise/voice stops speaking/singing/making music if on an instrument. Damage: varies
Awaken- With a word of warning, this power will cause the target to awaken instantly with no penalty. Cannot be used on self. Screech - Damage the hearing of those who would do you harm by making a painful noise- also good for alarms! (Bashing damage to ears) 4-5 successes on roll means target must roll a stamina difficulty 8 check not to have their ears pop and become stunned for 2 rounds due to ear pain. Roar- Summoning up your inner lion (or other powerful beast) you let out a fierce roar (or other call, even if it’s just screaming “YOU LITTLE RAVENOUS SNAIL FOR SPEED IDIOT!”- instilling terror and fear in any who hear it. Contested roll (Wits +Magic diff 7 vs. target(s) The Muses Gifts
Range: “line of Sight” (Who can hear) (AOE: Anyone who can hear the soundmage is affected by this power, including allies) Requires: Voice Time: Ends when the noise/voice stops speaking/singing/making music if on an instrument. Damage: varies
The Muses's gifts are common abilities of the bard. They are taught by the different women (typically all the muses are women) who claim the seat of the muse.
Touch of Euterpe (Muse of Song) This could be used as many things to balance emotion, the most common (and thus, listed use) is the ability to sow discord and disharmony among the enemies of the Sirens. Upon hearing the song, even if just whispers on the air, those who hear it will think that someone is talking crap about them- mocking and teasing, preying about their worst fears. (This can be used to spread many different kinds of messages- not just fear and dischord.) Touch of Clio (Muse of History) Sound elementalists have the ability to bring the history to life, playing it with in sound and the listeners imagination to make it almost come to life. (Partner with a light mage and you're almost sure to have everyone’s attention as the history comes to “life” before them!) They can also recall knowledge kept in scrolls or talk to other sound mages for information on the wind... (Lasts = to successes. Information quality = to successes. ) Touch of Calliope (Muse of Epic Poetry) The Bard, or Siren casting this spell enchants their audience simply with the power of their story. Those within hearing will stop what they are doing to listen. Enchanted targets cannot perform any actions for a number of turns equal to the number of successes rolled. The Audience can spend WP point to overcome the enchanting effects to act freely, 1 point for each of the successes of the sound mage. Personal Sound
Range: Hearing Range (line of sight, sometimes through walls...)
This is the casters personal affinity with sound. As with most sound powers, they are mostly buffing ones and can be used on both self and allies (as the power lists) War Cry - Adds +1 courage to their courage rolls for a scene - can rally others under that cry to all add +1 courage. Persuasion - Charisma +Magic (Diff 6) All social rolls reduced by 1 for remainder of scene Deliberate Misinformation- The caster can slip confusing and contrary information into his target's conversation, making their plans fall apart or otherwise causing them to suffer from a gross breakdown in communications. Opponents in the immediate vicinity of the elementalist mishear each other or misinterpret instructions. The information affected by this spell must be communicated verbally - either in person or through the use of a direct communication device such as a telephone or other transmission device. (This lasts 5 min x successes)
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Post by Storyteller Joy on Feb 16, 2015 1:07:56 GMT -8
Blood Magic: Rank 3 (LoS = Line of Sight, AoE= area of Effect, touch= Touch!) Grants 1/2 Damage any power that affects the blood or bone. (or -3 difficulties from Poisons) Blood magic requires the blood or bones of a living (or dead) creature. They can not use their magic without those elements. The blood and bone can come from other creatures or from the caster. Blood Manipulation Range: Touch Requires: Touch, Blood This power allows the magic user to manipulate blood. Blood users are limited that their power must start from blood or bone before it can be used. This is the passive side of blood (the damaging stuff is under blood and bone tricks.) Antidote - Protects a target from foreign matter or poisons in the bloodstream. Must be activated after poison is in stream- does not get rid of it, but sort of suctions it off to one side and renders it virtually harmless for 5 minutes per success) Secrets of the Blood - with a taste the elementalist can learn all information about the owner of the blood, including element and any foreign objects (poison, disease...etc...) present at the time the blood was taken or spilled. (The blood does not have to be fresh.) Each success gives potentially new information to the caster. Purge Poisons - Summons the blood to reject the poison- depending on how it entered the system is how it will come out. Each success adds to how quickly the poison leaves the system. Sense Blood and BoneThis spell allows the caster to seek out their natural element anywhere it's located in pockets. For those who want to use their powers without line of sight and effect the element in question at a distance this is critical. It allows the caster to effect things from a distance. For the blood mages this typically means finding “meatsacks” wherever they hide, but it also includes bone structures (such as graveyards, burial mounds, and other places where bones lie. Bloodmage’s ability to scry is very limited and is more a “gut instinct” then an actual view or vision of what’s going on around them. Senses blood and bone within a 20 foot radius Senses blood and bone within a 100 foot radius Senses blood and bone within a 500 foot radius Flesh and Bone ManipulationRange: Varies (Rank x 10 feet unless otherwise listed) Requires: Bones / Flesh This power encompasses the minion part of our field trip. The blood calls to memory and the bone calls to life. These powers encompass the ability to affect the living, dead and undecided into acting and existing for the blood mage’s pleasure. The bones of the summoned do not have to be sensed before hand (though it’s a good idea to make sure that there’s a source of death to pull upon.. this power will happily rip the ribs out of your allies to make a shield to protect you.) (Note: if the bones actually do come from the living, they take agg.) Bone Shield – This power creates a “floating” shield of bone (equivalent to a towershield) that can be used to block or defend the caster. This shield is a physical shield and can be broken by physical means. (5 health levels) It does, however, also have a soak roll (stam: 4) and it will “soak” damage as it comes in automatically. It begins working in the round that it’s cast. It will “block” twice in any given round (to block more than twice the player must actively split their dice pool or use the shield to block. If your entire turn is in defense this shield will block up to 6 times.) This power will only ever protect one person (the caster, someone the casters targeting...etc) Only one bone shield may be out at one time. This shield must be created from bone, an ally’s, the enemies, ... the casters... (Bone shields can’t support weight) Call Skeletons - Summons Skeletons of the long dead. These skeletons must be complete and not missing parts to be able to function. (I.e.: no spine, no skeleton. Missing arms/legs okay... they can crawl!) Skeletons summoned do not talk. *There have been exceptions to this rule. Skeletons have a variety of stats (as determined by the st) and operate by simple vocal commands by the blood caster or by their own desires. These skeletons last until told to go back to rest, or take enough damage that they crumble to pieces. The number of skeletons is based on the successes on the summoning roll. Summon Zombies- Summons the more recently dead, up to 20 feet away and can be controlled by the user. They speak in small sentences (Mm... Hungry...) and have very little intelligence. *There have been exceptions to this rule. Zombies have a variety of stats (as determined by the st) and operate by simple vocal commands by the blood caster or by their own desires. These zombies last until told to go back to rest, or take enough damage that they crumble to pieces. The number of zombies is based on the successes on the summoning roll. You can also choose to summon one, intelligent zombie with 5+ successes on the roll and that it’s the only zombie to come out of the summoning. This zombie will be able to answer questions (if it knew the question in life) and take more complex demands- in fact, it might even look “human” again! Blood and Bone HealingRange: Touch Time Length: 1 round in combat, virtually instant out of combat. Requires: Touch Healing: Varies Blood and bone healing is the ability to heal massive amounts of damage, including Agg damage in a very short period of time. It is the ability that makes blood healers the most sought after and feared kind. This power not only allows healing at relatively low levels, it can bring about death with a touch. Perhaps the most legendary of all the powers is the ability to bring the recently dead back to life, healing the dead into perfect health. Butterfly Kisses - Heals bashing equal to successes after the first. Blood mage must kiss the target’s wounds with a series of kisses. Mother’s Touch - Heals lethal equal to the successes after the first. Blood mage must physically touch the wound. Grandmother’s Touch - Heals agg every 2 successes - including replacing lost limbs, equal to the successes after the first. To “regrow” a limb there must be 4 successes (can be obtained with additional rolls they can stack.) Blood and Bone TricksRange: Touch Requires: Touch (Phantom Hands is line of sight/ blood sense) This power is the personal affinity with blood. This knowledge of the way blood works allows you to affect yourself (and others) with special abilities. All of these require touch, except Phantom Hands which is line of sight or blood sense in range. Manipulate Blood Type- The ability to adjust or change someone’s blood type- living, dead, containered, bloodstained, etc. This includes imprinting false information in the blood. (Successes = how much can be changed. This is also the target number for later contesting from other blood mages /science! to figure out there has been a manipulation of the blood.) Phantom Hands – Phantom hands touch your target, tugging on their sensual nerve endings. This cannot be used to directly harm someone, but can be used to cause the person to harm themselves. This power itself does not do damage to anyone. The phantom hands are equal in number to successes and last for 15 minutes. The phantom hands are not “real” (they do not show up on any other plane of existence, including the shadow realm) and they do not show or reveal themselves with any illusion defeating power. They can not lift, or operate anything in the physical world. Mock Death - Allows the caster to assume a sort of death that is not real. For all senses and purposes the caster appears dead for a hour + successes. This power can be used on another, but the time period is halved and the difficulty on the roll increases by 2. Blood get an additional Rank 5 because their range is limited. Deal with it.
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Post by Storyteller Joy on Feb 16, 2015 1:08:18 GMT -8
Tech Magic: Rank 3
(LoS = Line of Sight, AoE= Area of Effect, touch= Touch!)
+2 to any challenges in creating, using or destroying things of technology (made in a forge, factory, mine or quarry. (This bonus does apply to Melee when using weapons of this type.)
Sense Technology
Range: Varies Requires: a Mirror Time Length: 5 minutes to scry and gather information- the information is broken if the mirror is blasted, stepped in, broken, tossed upon or if the caster is physically interrupted from looking. (On the bonus side whoever broke it gets 7 years bad luck!)
(For Scrying)The caster pulls out a mirror at least the size of a “compact” mirror (but can be any size larger- just not smaller. The smaller the mirror the less detail can be seen. If the technology is a mirror for scrying (mirror to mirror) it can be used like a “telephone” between the technologist and his/her target. (For Sensing) For sensing great works of technology this is any items, vehicles, weapons of quality, guns, buildings etc. This power can get overwhelmed very, very quickly so a wise caster knows to define what he’s/she’s specifically looking for before casting out his/her senses.
Senses great works of technology within a 20 foot radius Senses great works of technology within a 100 foot radius Senses great works of technology within a 500 foot radius Tech Manipulation
Range: Line of Sight/ Tech Sense Requires: Line of Sight/ Tech Sense, Materials to create or manipulate Damage: varies?
This power covers the Technologists ability to create, repair and destroy objects. The technologists do not need a forge, factory, mine or quarry to create, destroy or repair objects. They do need raw or processed materials that they can convert into new gadgets and gear. Technologists can only create items they have some knowledge of- and can not create flawless works of technology without some trial and error. Things that are delicate in design, such as guns, computers, cars, etc are much higher in difficulty to create and repair but much easier to destroy.
Creates, repairs or destroys an object of simple parts, unmoving and unable to move. Creates, repairs or destroys an object of simple parts, with simple moving parts (up down, left right). Creates, repairs or destroys an object of simple parts, with complex moving parts, rotating freely, free movement, things with gears, etc. (Guns, ovens, stoves, buildings with gates and doors)
*Note long term goals would be to create facilities to harvest the raw materials you will need for more modern technology.
Techno-Kinesis
Range: Line of Sight Requires: Weapons (you can only maneuver weapons that you can see) Damage: Regular Damage for whatever weapons you have. (regular combat rules)
This is the ability to control weapons like they are wielded by you personally. It takes a special mind to control multiple weapons and still be able to function in the now. Every round, when using this power, the technologists must make a check to see if the maintain their influence on the weapon(s) they have under Techno-Kinesis or risk them falling powerless to the ground. (Difficulty starts at 5 and increases by 1 for every weapon held in Techno-Kinesis.) The number of weapons you can control varies by rank and successes on the magic roll. (See individual ranks for details) This power does not extend to bullets, thrown weapons (toward you/your allies) arrows, etc. By the time your power “catches” these items they have already found their target. It is a contested strength roll (Your Strength+Magic to their Strength+Melee) to wrest control of a weapon from the hands of another. There is no contested roll if the weapon is coming out of a sheath or holder. To wrest control from another technologist it’s a straight Wis+magic roll highest successes win (if tie, the weapon(s) contested drops to the ground) Techno-Kinesis weapons stats are equal to their owners. (They can be used just as regular weapons and do “multiple attacks” with their owners after their concentration roll. They do not have specific health levels but can be “destroyed” by appropriate powers (such as pools of lava, snapped in two with a botch...etc. ) All weapons must have been created in a forge or factory. This power takes 1 round to summon the weapon to your side before you can begin to use it in battle.
Up to one additional weapon can be summoned. Dif to keep control is 5. Max time in control before the mind is tired- 2 rounds. Up to 2 weapons can be summoned. Dif to keep control is 6. Max time in control before the mind is tired- 4 rounds. Up to 3 weapons can be summoned. Dif to keep control is 7. Max time in control before the mind is tired- 6 rounds.
* You Can choose to summon less than your total but never more than the total success score / rank total. Refer to difficulty chart of lower ranking as weapons are lost. (It’s easier to control single weapons then multiple) Traps
Range: Must be set by touch, can be left alone there after. Requires: Trap parts Damage: Varies
This is the ability to create traps of various complications from your simple snare n pray to tripwires to pressure traps. Traps can be more subtle than the obvious traps listed, with multiple steps. They can be the better mousetrap in style with multiple things that trigger (Good examples for this come from "Goonies" the movie)
Non-lethal traps meant to raise an alarm, capture, scare, delay, mislead or deter. Damaging, single victim traps like steel traps, pit flaws and so forth. (Potential Damage is limited to 1-3 points of bashing or lethal damage) Damaging, small group traps like larger pits, arrow blasts, collapsing ground from underneath them, purposefully making structural flaws, etc. (Potential Damage is limited to 1-3 lethal or bashing damage to up to 5 people.) Personal Technology
Range: Touch/ with in 7 feet of what you are making. Requires: Touch, Raw materials Damage: None
This power is the personal affinity with Technology and how it affects you as a person. Some of these abilities can be shared (as mentioned) by touch, otherwise they are only personal for you.
Finding a Weak Spot- with a touch, a technologist can find weak spots in armor, weapons, walls, bridges, etc, (5 + 5 feet each success) feet away in each direction of the item being felt. This is only the particular item, object, wall, bridge, etc (and all supports and things that it touches. if it extends past the max footage, then it stops to spare the technologist from overloading.) Personal Augmentation- Can raise 1 physical or mental attribute +2 for 5 rounds/ 15 minutes + 3 rounds/ 15 minutes for each success. Can only have 1 personal augmentation at a time. (This is a “tech” upgrade and would have some “tech” pieces, wires, armors etc, showing near the augmentation. ) (We are the Borg. Resistance is futile. Your techno/logical and biological distinctiveness will serve the collective.) The Gift: This power allows a technology mage to capture, in a bottle, one magic point of another element (or their own). This is a lengthy process that takes 1 hour to complete and coax the element into the bottle for capture. This element can then be put into traps, weapons, and other items to power them for a time. (Darn Fairies!)
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Post by Storyteller Joy on Feb 16, 2015 1:08:25 GMT -8
Light Magic: Rank 3 (LoS = Line of Sight, AoE= area of Effect, touch= Touch!) Grants 1/2 Damage from Light (& Electric) and Illusion Magic. Most spells assume that if you need light or electricity you create it as a part of the spell. You don’t need to create light/electricity (or have a source nearby) to cast a Light spell. Sometimes the difficulty to cast your magic may be higher if there is less of your element. (For Light, this mostly occurs during the night or in places of darkness and shadow. .) Light Manipulation This power allows the magic user to create and manipulate light. Light users can not extinguish lights (that is their counterpart Shadow's job.) For the most part this side of their powers are more helpful with personal effects than damaging. Glow- a glow can be emitted from any flesh part of the body that is showing: a single finger, a hand, a foot, the whole body, an elbow... etc. The glow can be any color not just white or yellow. Ball of Light - A fist sized orb of pure light, that can be tinted one or another color- cool to the touch, that can be carried, floated above the head or left behind to burn for 1 hour per magic point put into it. Flash - (AOE) A blinding flash of light (can be used to cause 1 flash or a series of flashes up to 20 to create a "strobe" like effect) This effect causes blindness to all in the immediate area unless otherwise protected with previous action or eye protection against bright flashes of light. (Contested Rolls dex+brawl, dex+dodge diff 7 base* ST may call different diff depending on circumstances) Sense Light Range: Varies Time Length: 5 minutes to scry and gather information- the information is broken if the orb of light vanishes/is broken or the scry is lost. (Counter challenge someone douses the light, etc.) This spell allows the caster to seek out their natural element anywhere it's located in pockets. For those who want to use their powers without line of sight and effect the element in question at a distance this is critical. It allows the caster to effect things from a distance. This also allows the caster to use the active light source as a "scry" tool and can see (and sometimes hear) what's going on near the light source itself. Note: This does NOT include electricity, these are sources of light- such as light bulbs (bulb, not power), fire, sunlight etc. Yes Light are one of the more powerful at "scrying" ... deal with it. This power is large and because of the scope of "under the sun" it runs at a higher difficulty. All sense "light" challenges are difficulty 9 to find what you're specifically looking during the day unless otherwise noted by the ST. Senses light within a 20 foot radius Senses light within a 100 foot radius Senses light within a 500 foot radius Lightning / Electric Manipulation Range: Varies (Rank x 10 feet unless otherwise listed) Requires: Line of Sight or Fire Sense Damage: 1 lethal to 3 agg This power covers the Electric specific powers within the light. This power works at various distance and almost always causes stun damage left behind by the attack. All electric powers can potentially be used to destroy delicate circuitry in scientific worlds. (Target must roll a straight stamina roll to see if they are unconscious. Large creatures, such as dragons are -2 difficulty on the roll. Small creatures, like dwarves, are +2 difficulty to resist being stunned. Stam roll to become unstunned) Spark Sparks appear between the fingers and hands of the castor and allow them, with a touch, to stun living creatures. This effect does not do any damage but if successful renders a target unconscious until they make their save roll. Paralyze A bunch of sparks pulled together to make a “field”, will act like a "tazer" when in contact with a person, Line of Sight required. Causes 1 lethal and stun damage. Lightning Balls- Two balls of lightning gather into either palm of the castor. Can be thrown for 1 lethal each and cause stun damage. (Line of Sight) Light Tricks and Illusions Range: Rank of Spell x 5 feet Time Length: varies (1 hour x rank. Legendary lasts until dispelled.) Requires: Line of Sight or Light Sense Light Tricks and Illusions are the powers that involve using light to create or study things that might not otherwise be visible to the eye. Light can not control sound, and thus, all "sound effects" must be put in by a sound mage- cost is the same as your illusion powers. Aura Sight: The ability to see the Auras of others, enabling the user to see if a target is calm or nervous, not necessarily telling the truth. Simple Illusions Simple, moving illusions (A single Knight walking through an area..) (No Sound unless Sound is helping ) can not do damage to people unless they do damage to themselves. (Likewise can’t create the “feeling” of say spider bites- this is just visual processing) Sunlight The area is illuminated in full daylight – even underground! The area extends skyward, stopping only when it hits some sort of ceiling. If cast in a cave, the area is a huge shaft of light extending upward to the rock. If cast on a cloudy day outdoors, the light appears to break through the clouds above. If cast at night, the light appears to come from an overhead star which brightens to sun level for those inside the area. Will last for 30 minutes (+30 minutes each additional 1 MP put in) Personal Light Range: Touch Requires: Touch Damage: None / Stun damage This power is the personal affinity with light and how it affects you as a person (some of lights can be expanded to your party.) Some of these abilities can be shared (as mentioned) by touch, otherwise they are only personal for you. Spectral Sight Allows a light user to see invisible people, shadow users or other creatures who can blend into their surroundings using light and blending colors to their advantage. Affects only the caster. Vanish Bending the light away from the Elementalist, effectively making them not there. Obscure Trail Using light to "remember" to hide a trail, passageway or road, giving a +4 difficulty for anyone trying to track or find where the caster (and any who were with him/her) for every 1 hour (+1 hour for each success)
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Post by Storyteller Joy on Feb 16, 2015 1:08:40 GMT -8
Shadow Magic: Rank 3
(LoS = Line of Sight, AoE= area of Effect, touch= Touch!)
Grants 1/2 Damage from Shadow Magic.
Shadow users do not consider thieving from people not of shadow a sin. They also get a -2 difficulty on killing people in cold blood due to the nature of their power. This by no means makes them immune to humanity loss, but that their way of life hardens them from a very young age.
All shadow magic is double damaged by Fire and Light Magic. (This includes anytime a fire mage is lit on fire or recieves burns)
Shadow users can also naturally completely vanish into shadows and darkness large enough to cover their forms. They can not move the shadows unnaturally that hide them without using magic. All shadow users must have a source of darkness or shadow to use their magic. Unlike other types of users the only time they can create their own shadows is when they are using personal magic at legendary levels. Sometimes the difficulty to cast your magic may be higher if there is less of your element. (For Shadow, this typically in the day when the shadows will be less than say night!.)
Shadow Manipulation
Shadows can not be made or destroyed they can only be changed. A powerful shadow user can persist shadows and darken them to his or her needs regardless of any blasts of radiance of light in his or her presence. (LoS = Line of Sight, AoE= area of Effect, touch= Touch!)
Blending Shadows -3 to difficulties to Stealth while in the shadows or darkness Touch: Unlock- Using the shadows to determine the exact positioning of bolts, will cause any door to unlock. (Time Duration depends on quality, age and craftsmanship of the lock, but no lock is "safe" *yet*...hehe)AoE: Obscure Trail- Using shadows to "remember" to hide a trail, passageway or road, giving a +4 difficulty for anyone trying to track or find where the caster (and any who were with him/her) for every 1 hour (+1 hour for each success) Sense Shadow
Range: Varies Time Length: 5 minutes to scry and gather information- the information is broken if the shadow pool is blasted, stepped in, light ball tossed upon or if the caster is physically interrupted from looking.
This spell allows the caster to seek out their natural element anywhere it's located in pockets. For those who want to use their powers without line of sight and effect the element in question at a distance this is critical. It allows the caster to effect things from a distance. This also allows the caster to use the shadows source as a "scry" tool and can see (and sometimes hear) what's going on near the shadows source themselves. This power is large and because of the scope of "under the sun" it runs at a higher difficulty. All sense shadow challenges are difficulty 9 to find what you're specifically looking during the night unless otherwise noted by the ST.
Senses shadow and illusion within a 20 (10) foot radius Senses shadow and illusion within a 100 (50) foot radius Senses shadow and illusion within a 500 (250) foot radius Shadow Play
Range: Rank of Spell x 10 feet Requires: Line of Sight or Shadow Sense and shadows/darkness Damage: varies between bashing and lethal Time: Varies, everything takes 1 round to cast, and shadows react following round.
The caster can create and manipulate (control to a particular target with in the line of sight) the very shadows themselves- including pools of darkness in no light conditions. These shadows can become condense enough to do damage, hold, and otherwise be a weapon for the shadow caster. Casters can move and shift while the summoned shadows are outstanding.
Shadow Play This power allows the shadow user to manipulate and play with shadows. They can not pick up anything or manipulate locks, open doors etc. They can help cloak the caster in shadow (+1 to Stealth checks) or be used to freak people out. They can give +1 to intimidation if used to insight fear. Shadow Hands These shadowed hands can pick up, up to 25 pounds in weight with "hands" of shadow. Usually this is "shown" because the User (at this level) must use "hand motions" to give the shadows direction on what he/she requires. These manipulations can happen as long as the shadow user can see the actual shadows moving. They can give 1 bashing damage per landed blow if used in violence. (they can not begin moving in combat until 1 round after summoned. A caster can summon a total of two oversized hands at a time. The shadows hands last until unsummoned, take 3 levels of lethal damage or are blasted apart by fire or light (1 lethal of damage) - each hand. Shadow Tentacles- These shadow tentacles reach out from pools of darkness or shadow (and must have those present for this power to work.) and can constrict foes (Strength +1) lethal damage per turn. Breaking the grasp of the tentacle requires the victim to win a resisted strength roll against the tentacle (diff 6 for each). Tentacles can not be used to move, or manipulate objects. Tentacles can come from multiple sources of shadows so long as there is enough shadows elsewhere. After the tentacles are summoned the caster is free to use actions normally. The number of successes on the roll determines how many tentacles were summoned. Each tentacle is six feet (2 meters) long and possesses strength and dexterity equal to it’s caster. Each tentacle has 4 levels of health and takes double damage from fire and light. Casters can unsummon tentacles at will before the time limit is up. (See “Arms of the Abyss” for reference material) (They have brawl of 3 static) Aura of Darkness
Range: Area of effect in a circle from the caster, highest rank x 10. Time Length: varies (15 minutes x rank. Legendary lasts until dispelled.) Requires: Shadows/Darkness Damage: Varies
The Aura of Darkness is the ability of a shadow user to invoke ancient fears of the darkness and the own knowledge of the Dark to invoke different feelings with in the victims of it’s powers. This emanates out as an aura or presence from the shadow user (seen or unseen!) in a circle. The “AOE” is not based on the rank of the power, but on the caster’s highest rank. (Ie: a rank 1 spell has the area effect of a rank 5 spell if that’s the highest rank in shadow the caster has.)
Aura of Calm: This is the dusk the soothing sensation of being protected and watched over in the night by someone who cares. It can just be a false sense of security that steals over the victims in the area. (+2 on all difficulties sensing danger, alertness challenges, figuring out that soothing feeling is false, etc.) Affects everyone in the target area except the caster. Aura of Truth: This aura passes over all who are in range, and doesn’t compel the truth in voice, but the truth in sight. All illusions that are touched under this aura are broken and revealed to all who can see. In action it looks like a power flicker - the lights get dim and when they come back the illusions gone completely. (Shadow users are strongly disliked by the light for this very power!) This power oozes out over the course of 3 rounds to it’s maximum size and then vanishes. Aura of Delirium This aura causes the shadows and darkness areas to flicker and change, playing through the light to cause a dizzying sensation (can invoke migraines) and can cause that “somethings just at the corner of your eye” sensation but when you look nothings there. (+2 on all visual checks while the aura is active.) Lasts 15 minutes (5 rounds) or until the caster turns it off/ gets knocked unconscious or the person moves out of the area affected. Personal Shadows
Range: Touch Requires: Touch, Shadows/ Darkness Damage: None
This power is the personal affinity with shadow and how it affects you as a person. Some of these abilities can be shared (as mentioned) by touch, otherwise they are only personal for you.
Cat’s Eyes -2 difficulty to seeing things from a distance and invisible/hard to see people/objects and darkness. Lasts 30 minutes or 15 rounds in combat. Shadowstep Shadow users can “step” into a pool of shadows or darkness big enough to cloak them as a person and step (within 50 feet/ line of sight) into a different pool of properly sized shadows. This is a very brief “shadow realm” jump. Shadow users can take two people (one in each hand) and shadow step with them. Shadow Form The caster becomes of the shadows him/herself. This form of shadows is impervious to physical attack- but takes double damage of light and fire magic. When in shadow form the caster can slither through cracks and crevices and use their shadow magic normally. They have no physical form and can not pick up or interact with any locks, doors, or other objects. They can appear to be a cloud or simply an amoeboid patch of shadow that can move. They can operate outside of “natural” shadow as well. The caster can envelop and ooze over others, affecting them in the same manner of the Shroud of Unnatural Night (courage roll for people under 3 if they aren’t used to such nonsense from a shadow user.) [See Tenebrous Form for reference material]
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Post by Storyteller Joy on Feb 16, 2015 1:08:51 GMT -8
(LoS = Line of Sight, AoE= area of Effect, touch= Touch!)
- Grants the ability to learn basic and intermediate levels of some of the other elements (listed) - Grants the natural ability to combine magic with other elemental users. (Note they will not have the spells they can combine with you on their lists.)
Weather is very different from other elements in that it has personal limited power, and great power when combined with other powers. Of all the elements, it is the only one to have “combination” powers at lower levels than five. Thus, Weather is set up differently than the other elements (like Shadow, World Walking and Time.) Hime is awesome.
Sense Weather
Range: Varies Time Length: 5 minutes to scry and gather information- the information is broken if the cloud is blasted, stepped in, ripped apart, or if the caster is physically interrupted from looking.
This spell allows the caster to seek out weather patterns in the heavens and the ability to manipulate what’s going on up there to do things on the surface.
Senses weather patterns within a 20 (10) foot radius Senses weather patterns within a 100 (50) foot radius Senses weather patterns within a 500 (250) foot radius Basics of Weather
Range: Rank of Spell x 5 feet Requires: Line of Sight or Weather Sense and clouds Damage: varies between bashing and lethal Time: Varies, everything takes 1 round to cast, and clouds react following round.
These powers are “borrowed” from other elements and are learned at their following respective levels for the weathercasters.
Umbrella – In light precipitation of any kind, the mage is left as dry as they were before walking into the precipitation (NrN, activates on will and spent MP.) Air Vision- See clearly through smoke, fog, dust, sand, etc. Eliminating any Vision penalties caused by the condition of the air around him. (Every success adds 10 feet (starts at 10) ) Spark Sparks appear between the fingers and hands of the castor and allow them, with a touch, to stun living creatures. This effect does not do any damage but if successful renders a target unconscious until they make their save roll.(Target must roll a straight stamina roll to see if they are unconscious. Large creatures, such as dragons are -2 difficulty on the roll. Small creatures, like dwarves, are +2 difficulty to resist being stunned. Stam roll to become unstunned. All About Clouds
Obscuring Mists- fog surrounds you giving a +3 to all stealth checks. Fog Cloud- Fog surrounds a large area (AOE: successes x 20) visibility is reduced to everyone but the weather mage (and potentially air mages)- to only about a foot in front of your face. Solid Fog : blocks vision and slows movement (movement of people in the fog are half, and failures end in trips and stumbles. (Successes determine range of solid fog (successes x20 Advanced Weather
Range: Rank of Spell x 10 miles Requires: Line of Sight or Weather Sense Damage: varies between bashing and lethal Time: Varies
While many aspects of weather tie into other elements helping these are some that are unique to weather and while they may “piggyback” on other elements, are unique to Weather’s particular talents.
Cloud Vaulting – Use the clouds like catapults to launch yourself great distances in few physical steps. 50 feet x successes maximum traveling. Roll of Thunder - A peal of thunder heralds in the coming storm, shaking windows and vibrating the very air- potentially knocking people off their feet. (Dex+Athletics diff 6) If someone falls they take 2 bashing (can soak) Ice storm Hail deals 4 lethal in an AOE Hampers Vision (1/2 normal range) and movement (-2 movement a round to stay upright unless catlike balance in which case the target is exempt. Personal Weather
Range: 10 miles x rank Requires: Weather Sense
This power is the personal affinity with weather and how it affects you as a person. Some of these abilities can be shared (as mentioned) by touch, otherwise they are only personal for you.
Warm and Cold Fronts – Creates a warm or cold front for the weather to balance against. Whispering Wind- sends a short message 1 mile in distance at max. Wind Wall- deflects arrows, smaller creatures and gases.This shield rebuffs all flying missiles toward it and sends them spinning back toward their maker at a +2 difficulty to hit. The shields dice pool is based on their castors dice pool. Can layer with other shields. The barrier has a 5 (+successes) health levels before it breaks. Vanishes on it’s own completely after after 1 hour (+1 hour for each success.) This wall is a wall, not a circle and it does not extend all the way up, just a foot over the casters head. (An advantage for dragon form if one has it.) Harmful gases can not penetrate the wall. Weather can add any magic to their own to create different spells and effects. each is leveled based on the points put in, the skill of each person and so forth. these combination magics start at level 2 and go up in power. Most of this is all experimentational so no promises on what you get if you cast them!
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