Movement Spells
Movement Spells
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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
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Minor Haste
Full Cost: 21pts +18/level
Casting Roll: Skill.
Components: V, S.
Cost: 1FP
Casting Time: 1Sec
Range: 10 yards.
Duration: 9 sec
You increase the
subject’s 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 1 (-5%), Reduced Duration, 1/20, (-25%), Touch Spell (-55%),
Advantage: Minor haste [18] (HT [20], magical -10%)
10+(10*105 %)=20.5
100+180-30-30-30-5-25-55=105
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Minor Haste, Self
Full Cost: 9pts +18/level
Casting Roll: Skill.
Components: V, S.
Cost: 1FP
Casting Time: 1Sec
Range: Touch.
Duration: 9 sec
You have an increase
in your Speed by 1 per level of this spell for 1 minute.
Self Buff (10pts) (-50%): Advantage Minor Haste (180%), Wizardly Magic (-30%), D&D Magic (-30%); Cost Fatigue 1 (-5%) Touch Spell (-55%), Reduced Duration, 1/20, (-25%)
Advantage: Minor haste [18] (Speed [20], magical -10%)
10+(10*-15%)=8.5
180-30-30-5-50-55-25=-15
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Haste, Self
Full Cost: 31 pts
Casting Roll: Skill.
Components: V, S.
Cost: 5FP
Casting Time: 1Sec
Range: Touch.
Duration: 9 sec
As part of casting this spell, you must take an all-out Concentrate maneuver. You take one additional maneuver on your turn in combat. At the end of the spell effect, make an HT check. Failure deals 1 point of damage as the overexertion damages your body. Critical failure deals 1d, and causes a random limb to be crippled.
Self Buff (10pts) (-50%): Advantage Haste (450%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 5 (-25%) Touch Spell (-55%), Reduced Duration (-25%) for 1/20 duration - 9 sec!, All-Out (-25%),
Advantage: Haste [45] (Altered Time Rate [100], Unsupported -25%, magical -10%, Aspected - Combat (-20%))
10+(10*210%)=31
-50+450-30-30-25-55-25-25=210
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Haste
Full Cost: 49pts
Casting Roll: Skill.
Components: V, S.
Cost: 5FP
Casting Time: 1Sec
Range: 10 yards.
Duration: 9 sec
As part of casting
this spell, you must take an all-out Concentrate maneuver. The subject takes
one additional maneuver every turn in combat. At the end of the spell effect,
He must make an HT check. Failure deals 1 point of damage as the overexertion
damages your body. Critical failure deals 1d, and causes a random limb to be
crippled.
Buff (10pts): (+100%), Advantage Haste (450%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 5 (-25%), Reduced Duration, 1/20, (-25%), All-Out (-25%),
Advantage: Haste [45] (Altered Time Rate [100], Unsupported -25%, magical -10%, Aspected - Combat (-20%))
10+(10*385 %)=48.5
100+450-30-30-30-25-25-25=385
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Fey Step
Full Cost: 30
Casting Roll: Skill.
Components: V, S.
Cost: 2FP
Casting Time: Instant.
Range: 10 yards.
Duration: Instant
You teleport up to 10 yards to any location you can see, instantly. You can only equipment take up to your basic lift with you. You may use this spell as a defense. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge.
Warp (100pts), Range Limit 10y (-50%), Reliable 8 (+40%); Wizardly Magic (-30%), D&D Magic (-30%)
100+(100*-70%)=30
-50+40-30-30=-70
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Fey Step - As a Racial Ability [20]
Once per scene, you teleport up to 10 yards, instantly. Make an IQ or Thaumatology roll, whichever is better. If you succeed, you teleport instantly to a location you can see. You can only equipment take up to your basic lift with you. You may use this spell as a defense. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge.
To use this ability you must have both hands free, spend 3FP, and be able to speak.
Warp (100pts), Range Limit 10y (-50%), Reliable 7 (+35%), Real Time, once per scene (-20%), D&D Magic (-30%), Required Disadvantage: Sense of Duty: Nature (-15%).
100+(100*-80%)=20
-50+35-20-30-15=-80
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