Couple of spells

New Spells

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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

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Returning Weapon

    Full Cost: 17
    Casting Roll: Skill

    Components: None

    Cost: 1fp

    Casting Time: 1sec

    Range: Touch

    Duration: 3 minutes.

Any single projectile or throwing weapon is returned to your hands/quiver/etc. If the weapon has a RoF larger than 1, only the first projectile returns. This only brings back the projectile itself, not the propellant and thus doesn't work for firearms.

Affliction [10], Returning Weapon (+100%), Wizardly Magic (-30%); D&D Magic (-30%)Touch Spell (-55%)Cost Fatigue 1 (-5%); Buff (+100%); fixed duration - 3 minutes (+0%);

Returning Weapon is: Returning Weapon at DX level [9]; + Unusual Training [1]; Magic (-10%); Reduced Fatigue Cost -1 (+10%); [10]

90-30-30-55-5+100=70

10*1.7=17 

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Blessing of the Wind

    Full Cost: 7
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP/10 seconds

    Casting Time: 1s

    Range: Touch

    Duration: Up to 1 minute.

By asking the spirits of wind to bless you in combat, your movements become much lighter and faster. You gain +1 to all DX-Based skills and +1 to basic move while in combat.

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Dancing Light

    Full Cost: 5 points.

    Casting Roll: Skill. Use Innate Attack (Gaze) to aim.

    Components: V, S.

    Cost: 1 FP.

    Casting Time: 1 second.

    Range: 100 yards.

    Duration: One minute.

 

    You can summon a spherical light equivalent to full daylight anywhere within range. The light is bright enough to eliminate all darkness penalties in a 10-yard radius. By concentrating, you can move this light at Move 1. This spell requires no maintenance, it is a “fire and forget” spell, so you can have multiple dancing lights active and move them individually by concentrating.

    Statistics: Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for one minute, -40%; Magical, -10%; Mobile 1, +40%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%)Wizardly Magic (-30%) [5].

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