Once more with feeling/Custom Spells

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Necromancy[edit]

Shadowlands[edit]

Labyrinth[edit]

Void[edit]

Sorcery[edit]

Terrestrial[edit]

Celestial[edit]

Solar[edit]

Conjuring the Ferocious Storm[edit]

  • Cost: 30m
  • Target: Area
  • This spell proves the Sorcerer's might over the weather. As the sorcerer shapes air and water aspected essence she raises her arms to the sky and great storming clouds appear. Winds grow strong and as the sorcerer casts the spell they hit the area with all its might as an almost torrential downpour drench it.
  • The effects of this is a wind and rain induced enviromental effect that imposes an external penalty of the Sorcerer's (Essence) on all actions done without shelter to the rain. Taking simple shelter reduces the penalty by half, as does being immune to external penalties from rain or wind.
  • Furthermore the storm has any secondary effects a storm of that size would commonly have, such as tearing down trees, blowing away top soil, soaking the area to mud and similar effects to the degree of the Storyteller's considerations.
  • The storm last for Essence Hours and can be directed at the will of the sorcerer. The storm moves with a speed of 10 yards per tick.

Five-Direction Invocation of War[edit]

  • (Created by Plague of Hats)
  • This spell may only be cast under the clear rays of the sun, as the sorcerer invokes compacts of service that bind the five greater gods of war from each direction of Creation. As the sun bathes the sorcerer, motes of light coalesce around her as she raises her arms and chants the Litany of Holy Retribution; for another five ticks after successfully casting this spell, the gathering sunfire solidifies across this framework, completing the spell and forming a fully functional royal warstrider (see Wonders of the Lost Age, p. 137-160).
  • The Bull God, Ahlat, Southern God of War is a spirit of strength and power. Ahlat’s blessing increases the warstrider’s soak to 26, Strength to 18 and decreases its fatigue value to 1.
  • Voharun, the Northern God of War grants the warstrider buoyancy and swiftness, eliminating the normal Mobility Penalty|mobility penalty of a royal warstrider and equipping it with a level-3 Flight System. Voharun is also a precise and exacting observer of his foes, and grants +1 accuracy to all the warstrider’s attacks.
  • Sunipa, Eastern God of War, blesses the war marchine with the ability to conceal itself, allowing the pilot to spend five motes to activate the equivalent of an Essence Cloak System. Sunipa is a master tactician and imparts great guile and intuition to the warstrider and its pilot. When the warstrider faces a coordinated attack, the War rating of the foe’s leader is considered one lower. In Mass Combat, a solo unit of the warstrider or a unit made entirely of warstriders summoned via this spell reduce the effective Magnitude of attacking units by 1 for the purposes of determining bonus successes and penalties.
  • The Western God of War, Siakal, provides the warstrider mastery over water, which is equivalent to a Deep Sea Combat Mobility System that is always active. A god of blood and savagery, Siakal also blesses the warstrider’s attacks with a bonus of +3 damage.
  • Tachi-Kun, Blessed Isle|Central God of War and Exalted Combat, blesses the warstrider with a translucent weapon forged of sun-motes. This artifact warstrider weapon may be any of level-3 or less, chosen by the sorcerer when the spell is cast. The sorcerer may spend motes equal to the attunement cost of a weapon to summon a different one, banishing the warstrider weapon she previously wielded. By committing an extra five motes to this spell, she may instead equip herself with two level-3 or lower weapons, which may both be switched out as described above.
  • The Unconquered Sun’s own blessing makes it painful for the enemies of Creation to approach the warstrider. Those creatures of darkness foolish enough to come within ten yards of the war machine suffer an internal penalty of -1 to all actions unless they have a Valor or Conviction of 5. Touching the machine is much worse, dealing damage to creatures of darkness who do so the equivalent of a Holy bonfire (4A/action, Trauma 3). Finally, all of the warstrider's attacks are considered Holy.
  • After five hours of operation, the warstrider disappears in a burst of golden light, bathing all those around it in righteous power. Any Creatures of Darkness within half a mile immediately suffer ten dice of aggravated damage that can not be dodged. The operational period of the warstrider may be extended by one hour if the sorcerer reflexively spends a number of motes equal to half that necessary to cast the spell.

Glorious Avatar of Creation[edit]

  • Cost: 45m
  • Target: Sorcerer
  • The Sorcerer shapes the essence around himself and transform into a huge monster-like creature shining with the essence of the Unconquered Sun, Luna, the Five Maidens and the Terrestrial Dragons. There is no way of concealing the spell's magical nature. The Sorcerer gains the form for the rest of the scene, until she dismisses it or it is dispelled. As long as she is in it she gains the following bonuses:
    • 5 temporary -0 health levels
    • 5 to Strength and Stamina
    • Can buy Attribute dots for 2m per dot up to (Essence+Occult) dots. Max (Essence/2) dots in one attribute.
    • Soak Lethal with full Stamina
    • +10L/+10B natural soak
    • Can buy Extra soak for 1m per 1L/1B up to (Essence+Occult).
    • Can improve Natural Attacks as per Imbue Amalgam
    • Can have Natural Ranged Attacks as per Imbue Amalgam, but needs no ammunition, instead it costs 1m to activate per 10m spent on the attack. The Natural attack can have the Flame type for 1m, but this halves range. Due to the attack's magical nature it is fired with Occult.

The Spell can also grant mutations that do not grant soak, natural attacks or size modifications at a price of 1m/mutation dot. Furthermore for the duration of the spell all arcane links to the sorcerer are broken and the sorcerer is immune to all Celestial and Terrestial Circle spells. The sorcerer takes no Environmental Damage from Fire, Water, Earth, Air and Wood based effects and is immune to all natural poisons. The sorcerer is also considered to be Holy as are all her attacks.

Spear of Sol Invictus[edit]

  • Cost: 50m
  • Target: One Enemy
  • Shaping the essence of the sun into her hands the sorcerer forms a large spear which she hurls with great force towards the enemies of Creation.

This is a perfect attack that deals 50 dice of Lethal Damage. The spell ignores non-magical armor and is piercing. This spell deals Aggravated damage to Creatures of Darkness as a Holy effect.

  • Furthermore, no matter if it hits or not it deals Essence health levels of damage to all creatures of darkness within (Essence x2) yards of where it impacts.

The Sun Risen From The Earth[edit]

  • (Created by Plague of Hats)
  • Cost: 50, 70, or 90m
  • Target: One Demense or Manse
  • As is proper, the Solar Exalted could commandeer even the blood of the Elemental Dragons that flows through the soil of Creation. From sunup to noon the sorcerer walks the perimeter of the targeted manse or demesne, offering prayers loud or silent to the Unconquered Sun, benedictions to appease Gaia and the Elemental Dragons, and proclamations of her own power and need. At the end of this ritual the spell is cast and the world's Essence is changed.
  • When this spell is cast the target demesne or manse becomes aspected to the caster's Essence and the caster is attuned to it despite any objection from others currently attuned to the location. Any extant hearthstones from a targeted manse become (caster's Essence)-aspected gems of a comparable level, but their specific powers are randomly determined by the Storyteller, though they should be appropriate to present architecture. By paying fifty motes when she casts this spell the sorcerer simply forces the location to take on her aspect and attunes her to it; by paying seventy motes she also severs the attunement of anyone else not currently carrying the hearthstone of a targeted manse; and for ninety motes she severs even the connection of those with a hearthstone. Used in this last way, the spell causes errant hearthstones to shatter in an impressive but harmless explosion; meanwhile the manse will produce a brand new hearthstone over the course of (Manse rating) hours.
  • If this spell is not used to destroy existing hearthstones when it is cast, the hearthstone acts as an arcane link to the sorcerer anywhere she is for a week, and for a month afterward if she is in the manse at the time the arcane link is needed. The larger fragments of a hearthstone destroyed by this spell (of which three to five usually remain) can also act as an arcane link to the sorcerer who cast it, but this association fades after a week.
  • This spell can not target manses or demesnes in the Underworld.