Difference between revisions of "RPG/Entropy Spells"
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 1</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 1</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 9 ||'''Cost''': $10 ||'''Difficulty''': 6 ||'''Oppose''': A 8 ||'''Range''': 60' ||'''Targets''': 1 ||'''Damage''': 1d20-5 ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, an orb of snarling purple energy and sporadically fluctuating volume flies from the caster and strikes its target. When struck, the target is damaged by rapid and unpredictable decomposition. |
| + | |||
| + | When this spell deals traumatic damage, it inflicts a piercing and bruising wounds simultaneously. | ||
| + | |||
| + | The result of the damage die cannot be less than 0. | ||
| + | |||
| + | '''Unique Boost: Entropic Rift''' | ||
| + | By increasing the spell's MP and material costs by 66% and the difficulty by 4, the spell can be changed so that the difference by which the target failed the oppose is added to the spell's damage only for trauma consideration. To inflict traumatic damage, the spell must deal at least 1 HP damage. This can be applied to all variants of ''Entropic Blast''. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 2</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 2</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 20 ||'''Cost''': $25 ||'''Difficulty''': 8 ||'''Oppose''': A 10 ||'''Range''': 30' ||'''Targets''': 2 ||'''Damage''': 6cd8-10 ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, two orbs of snarling purple energy fly from the caster to separate targets. |
| + | |||
| + | This spell is functionally identical to ''Entropic Blast 1'' , with the exception of its base targeting . | ||
| + | |||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 3</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 3</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 35 ||'''Cost''': $75 ||'''Difficulty''': 10 ||'''Oppose''': A 12 ||'''Range''': 90' ||'''Targets''': 1 ||'''Damage''': 2x5cd12-10 ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, a prolate spheroid of snarling purple energy flies from the caster to the target. |
| + | This spell is functionally identical to ''Entropic Blast 1'' . The damage of this spell is calculated as (X-10)*2, where X is the result of the total die roll. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 4</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Entropic Blast 4</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 55 ||'''Cost''': $500 ||'''Difficulty''': 12 ||'''Oppose''': A 14 ||'''Range''': 50' ||'''Targets''': 1 ||'''Damage''': Special ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, a random number of entropic blast orbs fly toward and converge at the target. |
| + | |||
| + | The damage of this spell is Xcd20, where X equals 1d12. | ||
| + | |||
| + | When this spell deals traumatic damage, it inflicts piercing and bruising wounds simultaneously. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Impossible Trick</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Impossible Trick</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 15 ||'''Cost''': $20 ||'''Difficulty''': 5 ||'''Oppose''': N/A ||'''Range''': Self ||'''Targets''': 30' Area ||'''Damage''': N/A ||'''Duration''': 2cd4 Rounds |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, the caster emits a subtle pulse of energy that alters chaotic conditions in the area to favor fortune. |
| + | |||
| + | As long as this spell is active, all non-combat, non-spell skill checks made within the spell's area with a difficulty of 10 or greater will have their difficulties reduced by 1d6. | ||
| + | |||
| + | '''Unique Boost: Inconceivable Trick''' | ||
| + | By increasing the spell's MP and material costs by 50% and the difficulty by 2, the spell can be changed so that all non-combat, non-spell skill checks made in the area have their difficulties reduced by a cumulative d6 for every time this boost is applied. This boost can be applied multiple times, but no more times than the difficulty of the skill check divided by 10, rounded up. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Ground Stew</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Ground Stew</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 18 ||'''Cost''': $30 ||'''Difficulty''': 6 ||'''Oppose''': N/A ||'''Range''': 40' ||'''Targets''': 15' Area ||'''Damage''': N/A ||'''Duration''': 1d8 Rounds |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, a maelstrom of entropic energy emanates from a target point on a solid floor. That surface is distorted into a viscous muck. |
| + | |||
| + | For the spell's duration, the target area is considered a quicksand hazard. See the hazard description . An Acc roll is not needed to spot the hazard if the observer can see the target area when the spell is cast. The depth of this hazard is 3 feet. | ||
| + | |||
| + | When this spell ends, the target area is returned to its previous form. If the spell ends while an object or creature is trapped in the area, it will remain trapped in the floor. A creature trapped in this manner can escape by digging if it is able. This requires six hand actions, each requiring the overcome of a Str roll, difficulty 6 (may vary). | ||
| + | |||
| + | This spell can be cast on surfaces other than floors, such as walls and ceilings. However, this spell cannot be cast on a surface that is less than 3 feet deep. If a target surface is magical or has particularly high tensile strength, the GM may declare that the spell fails. This spell cannot target a creature, but it can target an area containing creatures. | ||
| + | |||
| + | '''Unique Boost: Ground Churn''' | ||
| + | By increasing the spell's MP cost to 32, the material cost to $60, and the difficulty to 9, the spell can be changed so that any creature in the quicksand hazard is bombarded by entropic energy. This boost adds a damage value to the spell, equal to 2cd6, which is applied every round to creatures in the generated quicksand. The trauma dealt by this damage is simultaneously piercing and bruising. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Jinx</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Jinx</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 30 ||'''Cost''': $70 ||'''Difficulty''': 5 ||'''Oppose''': P 8 ||'''Range''': 30' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': 1d12 Minutes |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|This spell is a curse that hinders the luck of a creature. When successfully cast, the target creature feels a faint creeping sensation in its mind. |
| + | |||
| + | While affected by this spell, whenever the target fails a skill roll by 5 or more, it is considered a critical failure. This is likely to result in catastrophic consequences. | ||
| + | |||
| + | A target that has the disadvantage ''Bad Luck'' suffers the effect of this spell when failing a skill roll by 2 or more. However, a target with the advantage ''Saved by Chance'' suffers this effect when failing a skill roll by 10 or more. If the target has both Bad Luck and Saved by Chance , it suffers the effect of the spell when failing a skill roll by 8 or more. | ||
| + | |||
| + | '''Unique Boost: Miserable Jinx''' | ||
| + | By increasing the MP cost to 70, the material cost to $600, and the difficulty to 13, the spell can be changed so that the target of the spell has the ''Bad Luck'' disadvantage for the duration of the spell in addition to its normal effects. The duration of the spell changes to base 2cd12 Min. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Turn the Tides</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Turn the Tides</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 70 ||'''Cost''': $850 ||'''Difficulty''': 13 ||'''Oppose''': N/A ||'''Range''': 0' ||'''Targets''': 120' Area ||'''Damage''': Special ||'''Duration''': 1d12 Rounds |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, beams of black and purple snarling energy and rays of white, shimmering light burst from the origin point and sporadically bound about the area. Creatures hit by these beams will be healed and empowered or harmed and hindered according to the caster's whims. |
| + | |||
| + | When this spell is successfully cast, the caster must divide all creatures in the area of the spell into two groups. The differences between current and maximum HP of each individual within a group are summed. The sum of each group is compared. The group with the lesser sum is damaged, then given a -1 bonus to attack and casting rolls for the spell's duration. The group with the greater sum is healed, then given a +1 penalty to attack and casting rolls for the spell's duration. | ||
| + | |||
| + | The damage for the group with the lesser sum is Xcd20, where X equals the greater sum divided by 20, rounded up. | ||
| + | |||
| + | The healing for the group with the greater sum is Ycd20, where Y equals the lesser sum divided by 20, rounded up. | ||
| + | |||
| + | For either group, the maximum value for X or Y is 5 plus 1 for every 5 the casting roll has over the casting difficulty. | ||
| + | |||
| + | In addition, creatures affected by this spell cannot be affected by another casting of this spell until its duration has expired. | ||
| + | |||
| + | When this spell deals traumatic damage, it inflicts piercing and bruising wounds simultaneously. | ||
| + | |||
| + | '''Unique Boost: Turn the Tables''' | ||
| + | By increasing the spell's MP cost to 140, the material cost to $3333, and the difficulty to 20, the spell can be changed so that the values of damage and healing to the appropriate groups are doubled, and the bonus and penalty to attack and casting rolls becomes -2 and +2 to the respective groups. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Breakdown</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Breakdown</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 33 ||'''Cost''': $90 ||'''Difficulty''': 8 ||'''Oppose''': A 10 ||'''Range''': 60' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, a beam of snarling purple energy is fired at the target creature. If successful, one of the pieces of equipment carried by the target may be damaged or destroyed. |
| + | |||
| + | The caster chooses a sub-target for this spell. The sub-target must be a non-magical weapon, shield, or armor wielded or worn by the target. | ||
| + | |||
| + | To determine the success of this spell after it has passed the oppose chance, roll a 1d20 decay roll versus a resistance roll, determined by a damage roll, if the sub-target is a weapon, or a soak roll, if the sub-target is a shield or armor. The sub-target's resistance roll gets a penalty equal to the amount the oppose roll was failed, but it gets a bonus equal to its superior quality levels, if it has any. If the spell's decay roll is greater than or equal to the sub-target's resistance roll, then the sub-target is decayed. | ||
| + | If the decayed sub-target had no superior quality levels, then it is destroyed, disintegrated into its most basic particles, and cannot be recovered. | ||
| + | If the decayed sub-target did have superior quality levels, then it loses all functionality. However, it can be repaired at the cost of half its value. Once an object has been affected by Breakdown in this way, it cannot be affected by it again until it has been repaired. | ||
| + | |||
| + | This spell can only target a creature. An object can only be sub-targeted if it is being wielded as a weapon or worn as a shield or armor. This spell cannot sub-target a magical object; an object is considered magical if it has enchantment(s), gem slot(s), facet access, facet linking, or some other magical property. | ||
| + | |||
| + | '''Unique Boost: Aggressive Breakdown''' | ||
| + | |||
| + | By increasing the spell's MP cost by 50%, the material cost by 100%, and the difficulty by 50%, the spell can be changed so that 5 is added to the decay roll. | ||
| + | |||
| + | '''Unique Boost: Explosive Breakdown''' | ||
| + | |||
| + | By increasing the spell's MP cost by 50%, the material cost by 100%, and the difficulty by 50%, the spell can be changed so that if the decay check is successful, a blast of entropic energy wracks the target creature and all other creatures within 15 feet for an amount of damage equal to the difference by which the decay check was successful times 3. This does not deal traumatic damage. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Stymie</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Stymie</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 38 ||'''Cost''': $80 ||'''Difficulty''': 7 ||'''Oppose''': P 9 ||'''Range''': 80' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': 1d10 Rounds |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|This spell is a curse that hinders the luck of a creature. When successfully cast, the target creature feels inexplicably unlucky. |
| + | |||
| + | For the duration of this spell, the difficulty of any non-combat, non-spell skill roll the target creature attempts is increased by 1d6. This difficulty modification is determined individually for each skill attempt. | ||
| + | |||
| + | '''Unique Boost: Cruel Stymie''' | ||
| + | |||
| + | By increasing the spell's MP and material costs by 50% and the difficulty by 3, the spell can be changed so that a cumulative d6 is added to affected skill checks. This boost can be applied multiple times, up to a maximum of 5cd6. | ||
| + | |||
| + | '''Unique Boost: Wily Stymie''' | ||
| + | By increasing the spell's MP and material costs by 75% and the difficulty by 4, the spell can be changed so that any combat or spell skill checks made by the subject of this spell to target the caster of this spell receive the penalty generated by this spell. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Scramble</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Scramble</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 1 ||'''Cost''': $0 ||'''Difficulty''': 1 ||'''Oppose''': A 5 ||'''Range''': Touch ||'''Targets''': 1 ||'''Damage''': 1d4 ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, the caster and the target both flash with ribbons of entropic energy. If the target fails its oppose, it suffers damage. If the target succeeds its oppose, the caster takes the damage instead. |
| + | |||
| + | To cast this spell, the caster must have at least one hand that is not holding the charge of another spell, such as ''Chill Touch'' . | ||
| + | The damage of this spell cannot be soaked. When this spell deals traumatic damage, it inflicts piercing and bruising wounds simultaneously. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>EMP</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>EMP</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 19 ||'''Cost''': $30 ||'''Difficulty''': 6 ||'''Oppose''': P 7 ||'''Range''': 0' ||'''Targets''': 50' Area ||'''Damage''': 4cd6 ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|This spell causes severe fluctuations in local ambient radiation to generate an electromagnetic pulse that emanates from the target origin point and damages electronics in the area. |
| + | |||
| + | Creatures with electronic components, such as Mecha, cyborgs, and robots, suffer the damage of this spell to their MP unless they are shielded against electromagnetic pulses. This spell will also affect electronic devices. | ||
| + | |||
| + | If this damage is done to a creature, it is allowed an MP soak roll of 1dPer. This soak is independent of the creature's HP soak rolls, but only one MP soak roll is allowed per round. If the affected creature has built-in EMP shielding, it will have additional soak; see the section on '''devices''' for related information. | ||
| + | If an affected creature is installed with a power supply, that supply will not be affected. | ||
| + | If a creature suffers more than 20 MP damage from this spell, it will lose an action randomly determined by a 1d4 (non-exploding roll): | ||
| + | 1) 1 speak action | ||
| + | 2) 1 hand action (chosen randomly or by GM) | ||
| + | 3) 1 full move action | ||
| + | 4) No action lost | ||
| + | |||
| + | If this damage is done to an electronic device, it is allowed a soak roll depending on its electromagnetic shielding. Unshielded devices get 1d4, while shielded devices can soak up to 6cd12 according to the GM's discretion. See the section on '''devices''' for information on EMP shielding. | ||
| + | MP damage to devices will drain an installed power supply. If the device does not have a power supply installed or is powered by an external source, the device will cease functioning for Xd6 rounds for each 5 MP damage. | ||
| + | This spell will not affect power supplies that are not currently in use by a device. | ||
| + | |||
| + | The damage of this spell is also dampened by solid obstructions, such as walls, and coatings of materials resistant to radiation, granting additional soak to affected creatures and devices. The amount of soak depends on the material of the obstruction, as well as its thickness. This is largely up to GM discretion. Ordinary wooden walls may grant 1d4 or 1d6 of extra soak, while concrete walls may grant 1d10 extra soak. A rubber suit may grant 1d6 extra soak, while a Hazmat suit may grant 1d12 extra soak. Lead may block this spell entirely. | ||
| + | This spell does not affect creatures affected by the ''Shield'' spell, nor does it affect devices held by such creatures. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Brain Fry</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Brain Fry</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 49 ||'''Cost''': $100 ||'''Difficulty''': 8 ||'''Oppose''': P 10 ||'''Range''': 60' ||'''Targets''': 1 ||'''Damage''': 8d4+3d20 ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, ribbon-like beams of entropic energy fly from the caster's hand and wrap around the target's head. If the target fails its oppose, it suffers MP damage and possible temporary debilitation. |
| + | |||
| + | A creature affected by this spell gets an MP soak roll determined by 1dPer. This soak is independent from the HP soak, but only one MP soak per round is allowed. | ||
| + | For every 5 by which the target failed the oppose, 250 XP worth of M advantages are disabled for 1d6 rounds. The advantages disabled are randomly determined or chosen by the GM. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Muddle Element</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Muddle Element</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 10 ||'''Cost''': $20 ||'''Difficulty''': 6 ||'''Oppose''': P 9 ||'''Range''': 40' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': 2cd4 Rounds |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|The next time a creature affected by this spell casts a spell, that spell will have its base element randomly changed. |
| + | |||
| + | Roll 1d10 (non-exploding). The result determines the affected spell's new element. | ||
| + | 1: Fire; 2: Water; 3: Earth; 4: Wind; 5: Light: 6; Sound; 7: Purity; 8: Entropy; 9: Mind; 10: Body | ||
| + | |||
| + | The change of element applies to the affected spell's damage, even if the damage would be negative. This may alter the traumatic damage that the spell may inflict. | ||
| + | |||
| + | This spell has no sensory component. However, the appearance of the affected spell will change to match its new element. This may make the spell's appearance seem unnatural. | ||
| + | |||
| + | If an affected spell has more than one element, roll to change each one separately. | ||
| + | |||
| + | '''Unique Boost: Muddle Cascade''' | ||
| + | |||
| + | By increasing the MP and material costs by 100% and the difficulty by 2, the spell can be changed so that it will not expire after one spell, affecting any spell cast during this spell's full duration. | ||
| + | |||
| + | '''Unique Boost: Morph Element''' | ||
| + | By increasing the MP and material costs by 75% and the difficulty by 3, the spell can be changed so that when the roll is made to change a spell's element occurs, the roll is made twice and the caster of this spell chooses which roll is used. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Misfire Zone</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Misfire Zone</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 48 ||'''Cost''': $250 ||'''Difficulty''': 8 ||'''Oppose''': N/A ||'''Range''': 60' ||'''Targets''': 90' ||'''Damage''': N/A ||'''Duration''': 1d12 Minutes |
|- | |- | ||
|colspan=8|Spelldescription | |colspan=8|Spelldescription | ||
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|'''MP''': ||'''Cost''': $ ||'''Difficulty''': ||'''Oppose''': ||'''Range''': ||'''Targets''': ||'''Damage''': ||'''Duration''': | |'''MP''': ||'''Cost''': $ ||'''Difficulty''': ||'''Oppose''': ||'''Range''': ||'''Targets''': ||'''Damage''': ||'''Duration''': | ||
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, a sphere of pale, purple light appears from the target point, instantly expands to the end of the spell's area, and vanishes. |
| + | |||
| + | For the duration of this spell, any spells cast within the area of this spell will have their difficulties increased by 1d6. This difficulty modification is determined individually for each spell cast. If anyone inside this area fails to cast a spell by 5 or more, they suffer the MP cost of the spell as MP damage, which allows an MP soak of 1dPer. | ||
| + | |||
| + | Since the effect of this spell is not immediately perceptible, someone within its area may not necessarily realize they are under its effect. If they try to cast a spell, they will immediately realize that the spell is more difficult to cast. | ||
| + | |||
| + | A spell cast into this area from outside of it is not affected. If multiple people are casting a spell together and at least one of them is inside the zone of this spell, that spell will have its difficulty raised only once from this spell. | ||
| + | |||
| + | '''Unique Boost: Backfire Zone''' | ||
| + | By increasing the spell's MP cost to 72, the material cost to $555, and the difficulty to 12, the spell can be changed so that anytime a creature receives MP damage as a result of this spell, it suffers that spell's MP cost as damage to HP. This does not inflict traumatic damage. This boost also changes the difficulty increase of spell castings in the area to 2cd6. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Jam</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Jam</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 12 ||'''Cost''': $15 ||'''Difficulty''': 5 ||'''Oppose''': A 8 ||'''Range''': 50' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': N/A |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, a beam of snarling purple energy is fired at the target creature. If successful, every bow, firearm, and siege weapon touched or carried by the target will be damaged, dirtied, or disordered in some way that prevents it from functioning. |
| + | |||
| + | For each applicable weapon touched or carried by the target, roll 1d4. The result is the number of hand actions required to restore functionality to that weapon. | ||
| + | If the result of that roll is 10 or greater, restoring functionality to the weapon will also require a roll of X/Int (X being a skill to use the weapon), difficulty 7. If that roll fails, an additional 2 hand actions must be applied to make another skill roll to fix the weapon. | ||
| + | |||
| + | A weapon being concealed does not prevent it from being affected by this spell. | ||
| + | If this spell is boosted to include multiple targets, and included targets are touching the same weapon, then a jamming check is required for each target touching the weapon until the jam succeeds. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Wither</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Wither</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 28 ||'''Cost''': $150 ||'''Difficulty''': 13 ||'''Oppose''': D 15 ||'''Range''': Self ||'''Targets''': Self ||'''Damage''': N/A ||'''Duration''': 2cd6 Rounds |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|To cast this spell, the caster must have at least one hand that is not holding the charge of another spell. When this spell is cast, the caster's hand bears a glowing vortex of purplish-black entropy ribbons that distorts local time-space. |
| + | |||
| + | The caster's chosen hand stores 2cd10 charges, minimum 4, of this spell's effect. Any time the caster makes a successful touch, grapple, or Fist attack with the affected hand on a creature, that creature must make an oppose chance and the caster chooses 1 to 4 charges to expend. If the touched creature fails that oppose, it is withered for the number of charges chosen by the caster. If the oppose roll succeeded, the number of charges chosen is lost. If the caster accidentally touches a person, including their self, then 1-4 charges must be chosen and the spell is processed normally. | ||
| + | |||
| + | When this spell discharges on a creature, that creature is magically aged a number of 'age units' equal to the number of charges spent. For every unit aged in this way, the creature's physical stats (Str, Def, Agi) get reduced by 1, and mental stats (Int, Acc, Per), get increased by 1. Each unit of age from this spell is reversed after one hour. Repeated charges of this spell stack and refresh the duration of any remaining age. This spell cannot reduce any stat lower than 2, nor can it increase any stat by an amount higher than the level of the facet used to cast this spell divided by 2 and rounded up. | ||
| + | |||
| + | The sensory effects of the spell's magical aging vary greatly. Creatures aged by this spell feel physically weaker and less mobile, yet also wiser and more mentally mature. The creature may also look, sound, and feel older, but the specifics of this may vary depending on the creature's race. The lifespan category of the creature's race is considered when determining the period of time represented by one age unit. | ||
| + | Creatures with short lifespans are aged one year per unit. | ||
| + | Creatures with medium lifespans are aged two years per unit. | ||
| + | Creatures with long lifespans are aged four years per unit. | ||
| + | If a creature is aged into a number of years that exceeds its lifespan, it cannot perform move actions until the accrued age expires into within the boundary of its lifespan or until it is cancelled by another magic effect. | ||
| + | The age unit of creatures with eternal lifespans is arbitrary. Eternal creatures appear to become older at the GM's discretion, but they cannot be immobilized by this spell. | ||
| + | |||
| + | This spell can also affect plants. When a plant is touched, it will age a number of years equal to the number of charges spent. The effect this has depends on the specie of plant, the plant's current stage of development, and the plant's current health and environmental conditions. A plant in good growing conditions may be forced into healthy maturity or simply made larger, while a plant in poor growing conditions may be forced to wilt or die. The aging effect this spell has on plants is permanent and largely left to GM interpretation. | ||
| + | |||
| + | When the duration of this spell expires, all charges stored on the caster's hand are lost. | ||
| + | |||
| + | '''Unique Boost: Wither and Despair''' | ||
| + | By increasing the spell's MP cost to 75, the material cost to $1400, and the difficulty to 20, the spell can be changed so that any creature affected by this spell also gets a penalty to a random skill rank for each charge delivered. Skill ranks can be reduced to negative values this way; skills with negative values roll an additional die, taking lowest, per negative rank. This penalty to a skill rank will disappear after 3 rounds, but applying another penalty to the same skill rank will refresh that duration. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Warp Intentions</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Warp Intentions</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 40 ||'''Cost''': $100 ||'''Difficulty''': 10 ||'''Oppose''': N/A ||'''Range''': 0' ||'''Targets''': 70' Area ||'''Damage''': N/A ||'''Duration''': 1d8 Minutes |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|When this spell is cast, everyone within its area will have their emotional expressions skewed by chance. This spell does not affect a person's perceptions, nor does it have a sensory effect, so it may not be obvious that the spell is in effect. This spell makes distraction attempts perceived as different kinds of distractions and can also confuse people in general situations. |
| + | |||
| + | Anytime someone inside the spell's area during its duration makes a specific distraction attempt (Intimidation, Infuriation, or Infatuation), that person must make two rolls. | ||
| + | The first roll is a d3 (non-exploding d6 divided by 2, rounded down). If the result is 1, the distraction is perceived as Intimidation. If 2, Infuriation. If 3, Infatuation. | ||
| + | The second roll determines the target of the attempt. Add the number of characters in the area and assign each character a different number, excluding the character making the distraction attempt. Round the sum to the next highest die type and roll to determine the target, re-rolling if necessary. The GM may exclude any desired character from this roll for the sake of simplicity or any other reason. | ||
| + | The distraction-maker's attempt is calculated as it would be normally made for the intended distraction, but the resistance and effects are calculated as if it were the new type and on the randomly determined target. A distraction-maker cannot make the attempt on their self. Any effects of a distraction made will be treated as the random type and will persist beyond the duration of the spell if it would. | ||
| + | If a character makes a general distraction attempt, its type will not be changed, but its target will still be randomized. | ||
| + | |||
| + | The distraction-maker will not necessarily know that their distraction attempt has been distorted or redirected. This may lead to confusion. | ||
| + | |||
| + | This spell will also raise the difficulty of any roll made to determine the motive or guess the action of another character inside the spell's area by the amount which the caster succeeded the spell's difficulty. This modification also applies as a penalty to any sort of clairvoyance or divination spell or ability used by someone inside the spell's area. A character using such an ability would need to make a Mag/Acc roll or unskilled Acc roll of this spell's difficulty to realize the ability is being disrupted. | ||
| + | The spell's effect is limited to its area, so anyone leaving the area is exempt from its effects, and anyone entering is subject to them. Distraction attempts made from outside toward someone inside are treated normally, while attempts made inside toward someone outside are affected by the spell. | ||
|} | |} | ||
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!colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Jagged Soul</big> | !colspan=8 style="color:#FFFFFF; background:#AE00AE; text-align:left"| <big>Jagged Soul</big> | ||
|-style="background:#E15AE1" | |-style="background:#E15AE1" | ||
| − | |'''MP''': | + | |'''MP''': 30 ||'''Cost''': $75 ||'''Difficulty''': 8 ||'''Oppose''': P 9 ||'''Range''': 30' ||'''Targets''': 1 ||'''Damage''': N/A ||'''Duration''': 2cd12 Rounds |
|- | |- | ||
| − | |colspan=8| | + | |colspan=8|This spell wraps the target in a wildly snarling aura of purple and black ribbons of energy. The target is instilled with a desire to defy conformity, in addition to a potential rush of random other emotions. |
| + | When the target is affected by this spell, roll 1d6 (may not explode) twice. The results of each roll represents a corresponding stat. If the results are equal, then that stat is affected twice. | ||
| + | 1: Str; 2: Def; 3: Agi; 4: Acc; 5: Int; 6: Per | ||
| + | Then, roll 1d6 (may explode) twice again. The first result is subtracted from the first stat. The second result is added to the second stat. These modifications persist until the spell expires. If these modifications would result in a total of zero, the spell continues to persist its thematic components until it expires. | ||
| + | |||
| + | Unlike other soul spells, this spell can be cast on a single target multiple times for mixing effects. Each time this spell is cast on a single target, the bonus and penalty results will be added to those applied to the same stats. However, each instance of this spell will share duration, with the most recent casting always overwriting the previous. For example, if a first cast results in Str+3, Def-3, and 7 rounds, and the second cast results in Str-2, Agi+3, and 5 rounds, the target will have the modifiers of Str+1, Def-3, and Agi+3, with a duration of 5 rounds. | ||
| + | |||
| + | This spell cannot reduce a stat below 2. | ||
| + | |||
| + | This spell overwrites other Soul spells. If the target is affected by Pure Soul , both it and this spell immediately end. | ||
| + | |||
| + | '''Unique Boost: Skewing Soul''' | ||
| + | |||
| + | By increasing the spell's MP cost to 80, the material cost to $300, and the difficulty to 18, the spell gains the following additional effects. | ||
| + | |||
| + | The caster may choose which stats the random modifiers are applied to instead of the distribution being determined randomly. | ||
| + | |||
| + | Once per round, the target may have any roll rerolled, even a roll generated by another character. | ||
| + | |||
| + | Anytime the target deals damage, the its traumatic damage threat increases by 2cd4. | ||
| + | |||
| + | Anytime the target deals traumatic damage and rolls to see where the trauma hit, the target may roll twice and choose one result from the two rolls. | ||
| + | |||
| + | Anytime the target unwillingly fails a spell oppose chance, the caster of that spell loses 2d20-5 MP, minimum 0. | ||
| + | The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted. | ||
|} | |} | ||
{{RPGNavtemp}} | {{RPGNavtemp}} | ||
{{SpellNavtemp}} | {{SpellNavtemp}} | ||
Latest revision as of 23:04, 16 April 2025
| Entropic Blast 1 | |||||||
|---|---|---|---|---|---|---|---|
| MP: 9 | Cost: $10 | Difficulty: 6 | Oppose: A 8 | Range: 60' | Targets: 1 | Damage: 1d20-5 | Duration: N/A |
| When this spell is cast, an orb of snarling purple energy and sporadically fluctuating volume flies from the caster and strikes its target. When struck, the target is damaged by rapid and unpredictable decomposition.
When this spell deals traumatic damage, it inflicts a piercing and bruising wounds simultaneously. The result of the damage die cannot be less than 0. Unique Boost: Entropic Rift By increasing the spell's MP and material costs by 66% and the difficulty by 4, the spell can be changed so that the difference by which the target failed the oppose is added to the spell's damage only for trauma consideration. To inflict traumatic damage, the spell must deal at least 1 HP damage. This can be applied to all variants of Entropic Blast. | |||||||
| Entropic Blast 2 | |||||||
|---|---|---|---|---|---|---|---|
| MP: 20 | Cost: $25 | Difficulty: 8 | Oppose: A 10 | Range: 30' | Targets: 2 | Damage: 6cd8-10 | Duration: N/A |
| When this spell is cast, two orbs of snarling purple energy fly from the caster to separate targets.
This spell is functionally identical to Entropic Blast 1 , with the exception of its base targeting .
| |||||||
| Entropic Blast 3 | |||||||
|---|---|---|---|---|---|---|---|
| MP: 35 | Cost: $75 | Difficulty: 10 | Oppose: A 12 | Range: 90' | Targets: 1 | Damage: 2x5cd12-10 | Duration: N/A |
| When this spell is cast, a prolate spheroid of snarling purple energy flies from the caster to the target.
This spell is functionally identical to Entropic Blast 1 . The damage of this spell is calculated as (X-10)*2, where X is the result of the total die roll. | |||||||
| Entropic Blast 4 | |||||||
|---|---|---|---|---|---|---|---|
| MP: 55 | Cost: $500 | Difficulty: 12 | Oppose: A 14 | Range: 50' | Targets: 1 | Damage: Special | Duration: N/A |
| When this spell is cast, a random number of entropic blast orbs fly toward and converge at the target.
The damage of this spell is Xcd20, where X equals 1d12. When this spell deals traumatic damage, it inflicts piercing and bruising wounds simultaneously. | |||||||
| Impossible Trick | |||||||
|---|---|---|---|---|---|---|---|
| MP: 15 | Cost: $20 | Difficulty: 5 | Oppose: N/A | Range: Self | Targets: 30' Area | Damage: N/A | Duration: 2cd4 Rounds |
| When this spell is cast, the caster emits a subtle pulse of energy that alters chaotic conditions in the area to favor fortune.
As long as this spell is active, all non-combat, non-spell skill checks made within the spell's area with a difficulty of 10 or greater will have their difficulties reduced by 1d6. Unique Boost: Inconceivable Trick By increasing the spell's MP and material costs by 50% and the difficulty by 2, the spell can be changed so that all non-combat, non-spell skill checks made in the area have their difficulties reduced by a cumulative d6 for every time this boost is applied. This boost can be applied multiple times, but no more times than the difficulty of the skill check divided by 10, rounded up. | |||||||
| Ground Stew | |||||||
|---|---|---|---|---|---|---|---|
| MP: 18 | Cost: $30 | Difficulty: 6 | Oppose: N/A | Range: 40' | Targets: 15' Area | Damage: N/A | Duration: 1d8 Rounds |
| When this spell is cast, a maelstrom of entropic energy emanates from a target point on a solid floor. That surface is distorted into a viscous muck.
For the spell's duration, the target area is considered a quicksand hazard. See the hazard description . An Acc roll is not needed to spot the hazard if the observer can see the target area when the spell is cast. The depth of this hazard is 3 feet. When this spell ends, the target area is returned to its previous form. If the spell ends while an object or creature is trapped in the area, it will remain trapped in the floor. A creature trapped in this manner can escape by digging if it is able. This requires six hand actions, each requiring the overcome of a Str roll, difficulty 6 (may vary). This spell can be cast on surfaces other than floors, such as walls and ceilings. However, this spell cannot be cast on a surface that is less than 3 feet deep. If a target surface is magical or has particularly high tensile strength, the GM may declare that the spell fails. This spell cannot target a creature, but it can target an area containing creatures. Unique Boost: Ground Churn By increasing the spell's MP cost to 32, the material cost to $60, and the difficulty to 9, the spell can be changed so that any creature in the quicksand hazard is bombarded by entropic energy. This boost adds a damage value to the spell, equal to 2cd6, which is applied every round to creatures in the generated quicksand. The trauma dealt by this damage is simultaneously piercing and bruising. | |||||||
| Jinx | |||||||
|---|---|---|---|---|---|---|---|
| MP: 30 | Cost: $70 | Difficulty: 5 | Oppose: P 8 | Range: 30' | Targets: 1 | Damage: N/A | Duration: 1d12 Minutes |
| This spell is a curse that hinders the luck of a creature. When successfully cast, the target creature feels a faint creeping sensation in its mind.
While affected by this spell, whenever the target fails a skill roll by 5 or more, it is considered a critical failure. This is likely to result in catastrophic consequences. A target that has the disadvantage Bad Luck suffers the effect of this spell when failing a skill roll by 2 or more. However, a target with the advantage Saved by Chance suffers this effect when failing a skill roll by 10 or more. If the target has both Bad Luck and Saved by Chance , it suffers the effect of the spell when failing a skill roll by 8 or more. Unique Boost: Miserable Jinx By increasing the MP cost to 70, the material cost to $600, and the difficulty to 13, the spell can be changed so that the target of the spell has the Bad Luck disadvantage for the duration of the spell in addition to its normal effects. The duration of the spell changes to base 2cd12 Min. | |||||||
| Turn the Tides | |||||||
|---|---|---|---|---|---|---|---|
| MP: 70 | Cost: $850 | Difficulty: 13 | Oppose: N/A | Range: 0' | Targets: 120' Area | Damage: Special | Duration: 1d12 Rounds |
| When this spell is cast, beams of black and purple snarling energy and rays of white, shimmering light burst from the origin point and sporadically bound about the area. Creatures hit by these beams will be healed and empowered or harmed and hindered according to the caster's whims.
When this spell is successfully cast, the caster must divide all creatures in the area of the spell into two groups. The differences between current and maximum HP of each individual within a group are summed. The sum of each group is compared. The group with the lesser sum is damaged, then given a -1 bonus to attack and casting rolls for the spell's duration. The group with the greater sum is healed, then given a +1 penalty to attack and casting rolls for the spell's duration. The damage for the group with the lesser sum is Xcd20, where X equals the greater sum divided by 20, rounded up. The healing for the group with the greater sum is Ycd20, where Y equals the lesser sum divided by 20, rounded up. For either group, the maximum value for X or Y is 5 plus 1 for every 5 the casting roll has over the casting difficulty. In addition, creatures affected by this spell cannot be affected by another casting of this spell until its duration has expired. When this spell deals traumatic damage, it inflicts piercing and bruising wounds simultaneously. Unique Boost: Turn the Tables By increasing the spell's MP cost to 140, the material cost to $3333, and the difficulty to 20, the spell can be changed so that the values of damage and healing to the appropriate groups are doubled, and the bonus and penalty to attack and casting rolls becomes -2 and +2 to the respective groups. | |||||||
| Breakdown | |||||||
|---|---|---|---|---|---|---|---|
| MP: 33 | Cost: $90 | Difficulty: 8 | Oppose: A 10 | Range: 60' | Targets: 1 | Damage: N/A | Duration: N/A |
| When this spell is cast, a beam of snarling purple energy is fired at the target creature. If successful, one of the pieces of equipment carried by the target may be damaged or destroyed.
The caster chooses a sub-target for this spell. The sub-target must be a non-magical weapon, shield, or armor wielded or worn by the target. To determine the success of this spell after it has passed the oppose chance, roll a 1d20 decay roll versus a resistance roll, determined by a damage roll, if the sub-target is a weapon, or a soak roll, if the sub-target is a shield or armor. The sub-target's resistance roll gets a penalty equal to the amount the oppose roll was failed, but it gets a bonus equal to its superior quality levels, if it has any. If the spell's decay roll is greater than or equal to the sub-target's resistance roll, then the sub-target is decayed. If the decayed sub-target had no superior quality levels, then it is destroyed, disintegrated into its most basic particles, and cannot be recovered. If the decayed sub-target did have superior quality levels, then it loses all functionality. However, it can be repaired at the cost of half its value. Once an object has been affected by Breakdown in this way, it cannot be affected by it again until it has been repaired. This spell can only target a creature. An object can only be sub-targeted if it is being wielded as a weapon or worn as a shield or armor. This spell cannot sub-target a magical object; an object is considered magical if it has enchantment(s), gem slot(s), facet access, facet linking, or some other magical property. Unique Boost: Aggressive Breakdown By increasing the spell's MP cost by 50%, the material cost by 100%, and the difficulty by 50%, the spell can be changed so that 5 is added to the decay roll. Unique Boost: Explosive Breakdown By increasing the spell's MP cost by 50%, the material cost by 100%, and the difficulty by 50%, the spell can be changed so that if the decay check is successful, a blast of entropic energy wracks the target creature and all other creatures within 15 feet for an amount of damage equal to the difference by which the decay check was successful times 3. This does not deal traumatic damage. | |||||||
| Stymie | |||||||
|---|---|---|---|---|---|---|---|
| MP: 38 | Cost: $80 | Difficulty: 7 | Oppose: P 9 | Range: 80' | Targets: 1 | Damage: N/A | Duration: 1d10 Rounds |
| This spell is a curse that hinders the luck of a creature. When successfully cast, the target creature feels inexplicably unlucky.
For the duration of this spell, the difficulty of any non-combat, non-spell skill roll the target creature attempts is increased by 1d6. This difficulty modification is determined individually for each skill attempt. Unique Boost: Cruel Stymie By increasing the spell's MP and material costs by 50% and the difficulty by 3, the spell can be changed so that a cumulative d6 is added to affected skill checks. This boost can be applied multiple times, up to a maximum of 5cd6. Unique Boost: Wily Stymie By increasing the spell's MP and material costs by 75% and the difficulty by 4, the spell can be changed so that any combat or spell skill checks made by the subject of this spell to target the caster of this spell receive the penalty generated by this spell. | |||||||
| Scramble | |||||||
|---|---|---|---|---|---|---|---|
| MP: 1 | Cost: $0 | Difficulty: 1 | Oppose: A 5 | Range: Touch | Targets: 1 | Damage: 1d4 | Duration: N/A |
| When this spell is cast, the caster and the target both flash with ribbons of entropic energy. If the target fails its oppose, it suffers damage. If the target succeeds its oppose, the caster takes the damage instead.
To cast this spell, the caster must have at least one hand that is not holding the charge of another spell, such as Chill Touch . The damage of this spell cannot be soaked. When this spell deals traumatic damage, it inflicts piercing and bruising wounds simultaneously. | |||||||
| EMP | |||||||
|---|---|---|---|---|---|---|---|
| MP: 19 | Cost: $30 | Difficulty: 6 | Oppose: P 7 | Range: 0' | Targets: 50' Area | Damage: 4cd6 | Duration: N/A |
| This spell causes severe fluctuations in local ambient radiation to generate an electromagnetic pulse that emanates from the target origin point and damages electronics in the area.
Creatures with electronic components, such as Mecha, cyborgs, and robots, suffer the damage of this spell to their MP unless they are shielded against electromagnetic pulses. This spell will also affect electronic devices. If this damage is done to a creature, it is allowed an MP soak roll of 1dPer. This soak is independent of the creature's HP soak rolls, but only one MP soak roll is allowed per round. If the affected creature has built-in EMP shielding, it will have additional soak; see the section on devices for related information. If an affected creature is installed with a power supply, that supply will not be affected. If a creature suffers more than 20 MP damage from this spell, it will lose an action randomly determined by a 1d4 (non-exploding roll): 1) 1 speak action 2) 1 hand action (chosen randomly or by GM) 3) 1 full move action 4) No action lost If this damage is done to an electronic device, it is allowed a soak roll depending on its electromagnetic shielding. Unshielded devices get 1d4, while shielded devices can soak up to 6cd12 according to the GM's discretion. See the section on devices for information on EMP shielding. MP damage to devices will drain an installed power supply. If the device does not have a power supply installed or is powered by an external source, the device will cease functioning for Xd6 rounds for each 5 MP damage. This spell will not affect power supplies that are not currently in use by a device. The damage of this spell is also dampened by solid obstructions, such as walls, and coatings of materials resistant to radiation, granting additional soak to affected creatures and devices. The amount of soak depends on the material of the obstruction, as well as its thickness. This is largely up to GM discretion. Ordinary wooden walls may grant 1d4 or 1d6 of extra soak, while concrete walls may grant 1d10 extra soak. A rubber suit may grant 1d6 extra soak, while a Hazmat suit may grant 1d12 extra soak. Lead may block this spell entirely. This spell does not affect creatures affected by the Shield spell, nor does it affect devices held by such creatures. | |||||||
| Brain Fry | |||||||
|---|---|---|---|---|---|---|---|
| MP: 49 | Cost: $100 | Difficulty: 8 | Oppose: P 10 | Range: 60' | Targets: 1 | Damage: 8d4+3d20 | Duration: N/A |
| When this spell is cast, ribbon-like beams of entropic energy fly from the caster's hand and wrap around the target's head. If the target fails its oppose, it suffers MP damage and possible temporary debilitation.
A creature affected by this spell gets an MP soak roll determined by 1dPer. This soak is independent from the HP soak, but only one MP soak per round is allowed. For every 5 by which the target failed the oppose, 250 XP worth of M advantages are disabled for 1d6 rounds. The advantages disabled are randomly determined or chosen by the GM. | |||||||
| Muddle Element | |||||||
|---|---|---|---|---|---|---|---|
| MP: 10 | Cost: $20 | Difficulty: 6 | Oppose: P 9 | Range: 40' | Targets: 1 | Damage: N/A | Duration: 2cd4 Rounds |
| The next time a creature affected by this spell casts a spell, that spell will have its base element randomly changed.
Roll 1d10 (non-exploding). The result determines the affected spell's new element. 1: Fire; 2: Water; 3: Earth; 4: Wind; 5: Light: 6; Sound; 7: Purity; 8: Entropy; 9: Mind; 10: Body The change of element applies to the affected spell's damage, even if the damage would be negative. This may alter the traumatic damage that the spell may inflict. This spell has no sensory component. However, the appearance of the affected spell will change to match its new element. This may make the spell's appearance seem unnatural. If an affected spell has more than one element, roll to change each one separately. Unique Boost: Muddle Cascade By increasing the MP and material costs by 100% and the difficulty by 2, the spell can be changed so that it will not expire after one spell, affecting any spell cast during this spell's full duration. Unique Boost: Morph Element By increasing the MP and material costs by 75% and the difficulty by 3, the spell can be changed so that when the roll is made to change a spell's element occurs, the roll is made twice and the caster of this spell chooses which roll is used. | |||||||
| Misfire Zone | |||||||
|---|---|---|---|---|---|---|---|
| MP: 48 | Cost: $250 | Difficulty: 8 | Oppose: N/A | Range: 60' | Targets: 90' | Damage: N/A | Duration: 1d12 Minutes |
| Spelldescription | |||||||
| Entropic Zone | |||||||
|---|---|---|---|---|---|---|---|
| MP: | Cost: $ | Difficulty: | Oppose: | Range: | Targets: | Damage: | Duration: |
| When this spell is cast, a sphere of pale, purple light appears from the target point, instantly expands to the end of the spell's area, and vanishes.
For the duration of this spell, any spells cast within the area of this spell will have their difficulties increased by 1d6. This difficulty modification is determined individually for each spell cast. If anyone inside this area fails to cast a spell by 5 or more, they suffer the MP cost of the spell as MP damage, which allows an MP soak of 1dPer. Since the effect of this spell is not immediately perceptible, someone within its area may not necessarily realize they are under its effect. If they try to cast a spell, they will immediately realize that the spell is more difficult to cast. A spell cast into this area from outside of it is not affected. If multiple people are casting a spell together and at least one of them is inside the zone of this spell, that spell will have its difficulty raised only once from this spell. Unique Boost: Backfire Zone By increasing the spell's MP cost to 72, the material cost to $555, and the difficulty to 12, the spell can be changed so that anytime a creature receives MP damage as a result of this spell, it suffers that spell's MP cost as damage to HP. This does not inflict traumatic damage. This boost also changes the difficulty increase of spell castings in the area to 2cd6. | |||||||
| Jam | |||||||
|---|---|---|---|---|---|---|---|
| MP: 12 | Cost: $15 | Difficulty: 5 | Oppose: A 8 | Range: 50' | Targets: 1 | Damage: N/A | Duration: N/A |
| When this spell is cast, a beam of snarling purple energy is fired at the target creature. If successful, every bow, firearm, and siege weapon touched or carried by the target will be damaged, dirtied, or disordered in some way that prevents it from functioning.
For each applicable weapon touched or carried by the target, roll 1d4. The result is the number of hand actions required to restore functionality to that weapon. If the result of that roll is 10 or greater, restoring functionality to the weapon will also require a roll of X/Int (X being a skill to use the weapon), difficulty 7. If that roll fails, an additional 2 hand actions must be applied to make another skill roll to fix the weapon. A weapon being concealed does not prevent it from being affected by this spell. If this spell is boosted to include multiple targets, and included targets are touching the same weapon, then a jamming check is required for each target touching the weapon until the jam succeeds. | |||||||
| Wither | |||||||
|---|---|---|---|---|---|---|---|
| MP: 28 | Cost: $150 | Difficulty: 13 | Oppose: D 15 | Range: Self | Targets: Self | Damage: N/A | Duration: 2cd6 Rounds |
| To cast this spell, the caster must have at least one hand that is not holding the charge of another spell. When this spell is cast, the caster's hand bears a glowing vortex of purplish-black entropy ribbons that distorts local time-space.
The caster's chosen hand stores 2cd10 charges, minimum 4, of this spell's effect. Any time the caster makes a successful touch, grapple, or Fist attack with the affected hand on a creature, that creature must make an oppose chance and the caster chooses 1 to 4 charges to expend. If the touched creature fails that oppose, it is withered for the number of charges chosen by the caster. If the oppose roll succeeded, the number of charges chosen is lost. If the caster accidentally touches a person, including their self, then 1-4 charges must be chosen and the spell is processed normally. When this spell discharges on a creature, that creature is magically aged a number of 'age units' equal to the number of charges spent. For every unit aged in this way, the creature's physical stats (Str, Def, Agi) get reduced by 1, and mental stats (Int, Acc, Per), get increased by 1. Each unit of age from this spell is reversed after one hour. Repeated charges of this spell stack and refresh the duration of any remaining age. This spell cannot reduce any stat lower than 2, nor can it increase any stat by an amount higher than the level of the facet used to cast this spell divided by 2 and rounded up. The sensory effects of the spell's magical aging vary greatly. Creatures aged by this spell feel physically weaker and less mobile, yet also wiser and more mentally mature. The creature may also look, sound, and feel older, but the specifics of this may vary depending on the creature's race. The lifespan category of the creature's race is considered when determining the period of time represented by one age unit. Creatures with short lifespans are aged one year per unit. Creatures with medium lifespans are aged two years per unit. Creatures with long lifespans are aged four years per unit. If a creature is aged into a number of years that exceeds its lifespan, it cannot perform move actions until the accrued age expires into within the boundary of its lifespan or until it is cancelled by another magic effect. The age unit of creatures with eternal lifespans is arbitrary. Eternal creatures appear to become older at the GM's discretion, but they cannot be immobilized by this spell. This spell can also affect plants. When a plant is touched, it will age a number of years equal to the number of charges spent. The effect this has depends on the specie of plant, the plant's current stage of development, and the plant's current health and environmental conditions. A plant in good growing conditions may be forced into healthy maturity or simply made larger, while a plant in poor growing conditions may be forced to wilt or die. The aging effect this spell has on plants is permanent and largely left to GM interpretation. When the duration of this spell expires, all charges stored on the caster's hand are lost. Unique Boost: Wither and Despair By increasing the spell's MP cost to 75, the material cost to $1400, and the difficulty to 20, the spell can be changed so that any creature affected by this spell also gets a penalty to a random skill rank for each charge delivered. Skill ranks can be reduced to negative values this way; skills with negative values roll an additional die, taking lowest, per negative rank. This penalty to a skill rank will disappear after 3 rounds, but applying another penalty to the same skill rank will refresh that duration. | |||||||
| Warp Intentions | |||||||
|---|---|---|---|---|---|---|---|
| MP: 40 | Cost: $100 | Difficulty: 10 | Oppose: N/A | Range: 0' | Targets: 70' Area | Damage: N/A | Duration: 1d8 Minutes |
| When this spell is cast, everyone within its area will have their emotional expressions skewed by chance. This spell does not affect a person's perceptions, nor does it have a sensory effect, so it may not be obvious that the spell is in effect. This spell makes distraction attempts perceived as different kinds of distractions and can also confuse people in general situations.
Anytime someone inside the spell's area during its duration makes a specific distraction attempt (Intimidation, Infuriation, or Infatuation), that person must make two rolls. The first roll is a d3 (non-exploding d6 divided by 2, rounded down). If the result is 1, the distraction is perceived as Intimidation. If 2, Infuriation. If 3, Infatuation. The second roll determines the target of the attempt. Add the number of characters in the area and assign each character a different number, excluding the character making the distraction attempt. Round the sum to the next highest die type and roll to determine the target, re-rolling if necessary. The GM may exclude any desired character from this roll for the sake of simplicity or any other reason. The distraction-maker's attempt is calculated as it would be normally made for the intended distraction, but the resistance and effects are calculated as if it were the new type and on the randomly determined target. A distraction-maker cannot make the attempt on their self. Any effects of a distraction made will be treated as the random type and will persist beyond the duration of the spell if it would. If a character makes a general distraction attempt, its type will not be changed, but its target will still be randomized. The distraction-maker will not necessarily know that their distraction attempt has been distorted or redirected. This may lead to confusion. This spell will also raise the difficulty of any roll made to determine the motive or guess the action of another character inside the spell's area by the amount which the caster succeeded the spell's difficulty. This modification also applies as a penalty to any sort of clairvoyance or divination spell or ability used by someone inside the spell's area. A character using such an ability would need to make a Mag/Acc roll or unskilled Acc roll of this spell's difficulty to realize the ability is being disrupted. The spell's effect is limited to its area, so anyone leaving the area is exempt from its effects, and anyone entering is subject to them. Distraction attempts made from outside toward someone inside are treated normally, while attempts made inside toward someone outside are affected by the spell. | |||||||
| Jagged Soul | |||||||
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| MP: 30 | Cost: $75 | Difficulty: 8 | Oppose: P 9 | Range: 30' | Targets: 1 | Damage: N/A | Duration: 2cd12 Rounds |
| This spell wraps the target in a wildly snarling aura of purple and black ribbons of energy. The target is instilled with a desire to defy conformity, in addition to a potential rush of random other emotions.
When the target is affected by this spell, roll 1d6 (may not explode) twice. The results of each roll represents a corresponding stat. If the results are equal, then that stat is affected twice. 1: Str; 2: Def; 3: Agi; 4: Acc; 5: Int; 6: Per Then, roll 1d6 (may explode) twice again. The first result is subtracted from the first stat. The second result is added to the second stat. These modifications persist until the spell expires. If these modifications would result in a total of zero, the spell continues to persist its thematic components until it expires. Unlike other soul spells, this spell can be cast on a single target multiple times for mixing effects. Each time this spell is cast on a single target, the bonus and penalty results will be added to those applied to the same stats. However, each instance of this spell will share duration, with the most recent casting always overwriting the previous. For example, if a first cast results in Str+3, Def-3, and 7 rounds, and the second cast results in Str-2, Agi+3, and 5 rounds, the target will have the modifiers of Str+1, Def-3, and Agi+3, with a duration of 5 rounds. This spell cannot reduce a stat below 2. This spell overwrites other Soul spells. If the target is affected by Pure Soul , both it and this spell immediately end. Unique Boost: Skewing Soul By increasing the spell's MP cost to 80, the material cost to $300, and the difficulty to 18, the spell gains the following additional effects. The caster may choose which stats the random modifiers are applied to instead of the distribution being determined randomly. Once per round, the target may have any roll rerolled, even a roll generated by another character. Anytime the target deals damage, the its traumatic damage threat increases by 2cd4. Anytime the target deals traumatic damage and rolls to see where the trauma hit, the target may roll twice and choose one result from the two rolls. Anytime the target unwillingly fails a spell oppose chance, the caster of that spell loses 2d20-5 MP, minimum 0. The effects of this uniquely boosted spell will be negated if the target is affected by an instance of this spell that is not uniquely boosted. | |||||||
| MSF High RPG | ||
|---|---|---|
| Characters | Character Creation • Races • Facets(Special • Galactic • Other) • Skills and Stats • Advantages • Disadvantages • Dispositions | |
| Items | Weapons • Magical Clothing • Shields • Spellbooks • Concoctions • Item Enhancements • Crafting • Mundane Items • Legion-Exclusive | |
| Rules | Combat • Trauma • Rolling • Animals • Vehicles • Other Rules | |
| Magic | Spells (Fire • Water • Earth • Wind • Light • Sound • Purity • Entropy • Mind • Body) | Summoning • Boosting Magic | |
| Magic | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Elements | |||||||||
| Fire • Water • Earth • Wind • Light • Sound • Purity • Entropy • Mind • Body | |||||||||
| Other | |||||||||
| Summoning • Boosting Magic | |||||||||