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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