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Showing posts from September, 2025

Air Magic

Air Magic ========== Shocking Touch     Full Cost: 6     Casting Roll: Skill. Use Innate Attack to hit.     Components: V, S.     Cost: 1FP     Casting Time: 1sec     Range: Equal to Will     Duration: Instant You sheath your hand in lightning and you use it to strike the enemy. Use any unarmed striking skill to hit, applying normal damage bonuses from skill. Deal single target burning damage. Metal armor counts as DR 1 for this attack. Target must make an HT check -1 per 2 damage inflicted or be stunned. This attack may be defended as a normal melee attack.   Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-30%) ; Requires Skill roll (-10%) Parriable Ranged Spell (-5%). Blockable, -5%, Melee Single Target Spell Damage (-60%), Cost Fatigue 1 (-5%), Lightning Element (+150%) -30-30-10-5-5-60-5+150=5    5+(5*5%)=5.25 ========== ...

Fire Magic

  Fire Magic Ray of Fire     Full Cost: 3     Casting Roll: Skill. Use Innate Attack to hit.     Components: V, S.     Cost: 1FP     Casting Time: 1sec     Range: Equal to Will     Duration: Instant You project a ray of fire at a single target. Use Innate Attack to hit, applying normal range penalties. Deal single target burning damage -1 per die, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!   Natural Attack burn (5),Wizardly Magic (-30%), D&D Magic (-40%) ; Parriable Ranged Spell (-5%). Blockable, -5%, Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%); Lesser Damage I (-30%); 5+(5*-45%)=2.75      -40-30...

Movement Spells

  Movement Spells ============= Minor Haste, Mass     Full Cost: 37 pts +18/level     Casting Roll: Skill.     Components: V, S.     Cost: 2FP     Casting Time: 2Sec     Range: 10 yards.     Duration: 9 sec Select a 4 yard area. Any creatures you select in the area have an increase in their Speed by 1 per level of this spell for 1 minute.   Buff (10pts): (+100 %), Advantage Minor Haste (180%), Wizardly Magic (-30%), D&D Magic (-30%) , Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration, 1/20, (-25%), 2 second cast time (-10%) Advantage: Minor haste [18] (HT [20], magical -10%)   10+(10*265 %)=36.5    100+180-30-30-30-10+100+20-25-10=265 ============= Minor Haste     Full Cost: 21pts +18/level     Casting Roll: Skil...

The Illusion Spell

  The Illusion Spell I was very annoyed that every single version of Illusion magic I've seen for sorcery requires you to keep the spell active instead of having a duration, so I ended up making my own versions. =============== Complex Illusion Keywords: Area (Leveled). Full Cost: 10 points for level 1 + 12/additional level. Range: 10 yards. Time: 2 sec Cost: 2 Duration: 1 hour. You can create an illusion anywhere within 10 yards. The illusion can be of up to 2 yards in size (+1 yard per level). It affects sight and hearing. Targets that can see the illusion roll to resist vs your casting check, if they fail, they notice that something is "off". Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. Even if they disbelieve, the illusion stays blocking line of sight and causing noise. You must concentrate if you want the illusion to behave in an intelligent manner instead of just acting out a...

Equipment Modifiers

  Material Modifiers Steel : The standard material assumed to be used in all metal weapons and armor unless stated otherwise. No Special Effects CF +0 Ironwood: As strong and durable as steel, but takes enchantments like regular wood. No special effects, but counts as wood for the Staff enchantment and other spells. CF +2 Mithril : Strong as steel, but light as a feather, not suitable for crushing weapons. Weapons: +1 per die impaling and piercing damage, -1 to crushing damage, -20% to weight. Armor: Only for mail. Reduces the armor bulk by one category. -20% to weight. Tools: -20% weight. CF +29 Abyssal Scales : Scales of beast from the depths under the sea. Extremely dense metal, makes for great weaponry for superhuman fighters, but it's too heavy to make useful armor. Weapons: Multiply damage bonus and weight by 2.5 Armor: Reduce bulk by one category but double the weight. CF: +1.5 Adamantine : Stronger than steel, but considerably heavi...

Sample Armor

  Sample Armor Some more armor examples using Noschoolgrognard excellent Better Fantasy Armor system. These are all statted so they provide no Bulk penalties to SM 0 characters, except for neck armor. https://noschoolgrognard.blogspot.com/p/better-fantasy-armor.html   Names might be inaccurate, I'm no historian.   Relevant Houserules : Armor that covers the neck is uncomfortable and prevents full movement of the neck. If you have any DX penalties from bulk while wearing neck armor, you lose 1 extra fatigue per fight. If using Last Gasp rules, you lose 1 energy per turn per -1 DX you lose from bulk on the neck.   Name Coverage DR Lbs. $ Padded Shirt Torso 1 3 32 Padded Cloth Torso 3/1 11 96 Leather Jacket Torso 4/2 16 76 Light ...