Posts

Showing posts with the label Spells

Couple of spells

New Spells =========== Fire Install     Full Cost: 2     Casting Roll: Skill.     Components: V, S.     Cost: 1FP     Casting Time: 1sec     Range: Equal to Will     Duration: 1 minute Your weapon or hand burst into flames that only hurt enemies. Deal +1d6 burn damage on all attacks for the duration.   Self Buff (10pts) (-50%): Advantage Fire Install (65%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 1 (-5%) Touch Spell (-55%), Reduced Duration, 1/20, (-25%) Fire Install is Burning Attack 1d [5] (Follow-Up, universal +50%; Magical, -10%; Visible, -10%)   [6.5]. -50+65-30-30-5-55-25=-130 10*(1-0.8)=2.0 =========== Returning Weapon     Full Cost: 17     Casting Roll: Skill     Components: None     Cost: 1fp     Casting Time: 1sec  ...

Necromancy

Here we have some necromancy at-wills, advantages, and spells based on D&D4e, some based on Diablo 2. I might do the other curses later. Maybe.   Advantages Create Skeleton [1.4 per level] Rather than raising an undead creature out of the bones of a dead body, you use the residual soul remains of a dead body to create an undead servant. Its stats are fixed and not based on the creature used as "fuel". You must have the corpse of a dead creature available. Make a Concentrate, then the corpse is consumed and a humanoid skeleton is formed. You may keep a number of skeletons with a combined point worth equal to 5% of you own points per level up to 25%. Ally, based on 5%, Always x4 [0.8]; Conjured (+100%); Minion with Slave Mentality (+0%); Variable: Similar (+25%); Cosmic: Can be split between multiple allies (+50%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%); Cosmic: Remove 24h to replace limitation (+50%) ...

Healing Magic

Healing Magic ===================== Lay on Hands     Full Cost: 17     Casting Roll: Skill.     Components: V, S, DF.     Cost: 2FP     Casting Time: 1 second     Range: Touch.     Duration: Instantaneous. By making physical contact with a subject that isn't yourself, you may immediately heal him by spending 1 FP per 2hp healed, up to 4. This also automatically stops any bleeding.   You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants.   Your casting roll is at -2 if the subject is unconscious.   In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing.   You may not restore crippled limbs. Alternatively, you may instead of heal injuries, you may attempt to remove diseases or afflictions that have a di...