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Showing posts with the label Spells

Invisibility, Self

 Invisibilities! Other versions seem too expensive even when you just want to make yourself invisible. This is the cheap version; works for 1 minute, only affects yourself. ============== Invisibility, Self     Full Cost: 8     Casting Roll: Skill     Cost: 1     Casting Time: 1 sec     Range: Self     Duration: 1 minute You become invisible for the duration or until you attack or cast another spell. Note that if you attempt to carry more than light encumbrance the spell breaks. Invisibility doesn't fool machines or sensors. Invisibility [40]; Can Carry objects, Light (+20%); Cost FP 1 (-10%); Wizardly Magic (-30%); D&D magic (-30%); Requires Skill Roll (-10%); Breaks when you attack (-20%); 40*(1+0.2-0.1-0.3-0.3-0.1-0.2)=8.0 ============== Digital Invisibility, Self     Full Cost: 8     Casting Roll: Skill     Cost...

Couple of spells

New Spells =========== 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 =========== Returning Weapon     Full Cost: 17     Casting Roll: Skill     Components: None     Cost: 1fp     Casting Time: 1sec  ...

Necromancy

Here we have some necromancy at-wills, advantages, and spells based on D&D4e, some based on Diablo 2. I might do the other curses later. Maybe.   Advantages Create Skeleton [1.4 per level] Rather than raising an undead creature out of the bones of a dead body, you use the residual soul remains of a dead body to create an undead servant. Its stats are fixed and not based on the creature used as "fuel". You must have the corpse of a dead creature available. Make a Concentrate, then the corpse is consumed and a humanoid skeleton is formed. You may keep a number of skeletons with a combined point worth equal to 5% of you own points per level up to 25%. Ally, based on 5%, Always x4 [0.8]; Conjured (+100%); Minion with Slave Mentality (+0%); Variable: Similar (+25%); Cosmic: Can be split between multiple allies (+50%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%); Cosmic: Remove 24h to replace limitation (+50%) ...

Healing Magic

Healing Magic ===================== Lay on Hands     Full Cost: 17     Casting Roll: Skill.     Components: V, S, DF.     Cost: 2FP     Casting Time: 1 second     Range: Touch.     Duration: Instantaneous. By making physical contact with a subject that isn't yourself, you may immediately heal him by spending 1 FP per 2hp healed, up to 4. This also automatically stops any bleeding.   You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants.   Your casting roll is at -2 if the subject is unconscious.   In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing.   You may not restore crippled limbs. Alternatively, you may instead of heal injuries, you may attempt to remove diseases or afflictions that have a di...