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== MAGIC == [[File:IK.Spellcaster.jpg|400px|right]]Magic is common within the Iron Kingdoms often mixing with the steam technology of the day. Spells often have common names (or Trappings) in Iron Kingdom. See individual Power Lists for common names. NOTE that for any '''''Arcane Background: Divine''''' any POWER with a Range listed as Smarts uses Spirits instead. <u>'''MODIFIED SPELLS'''</u> The '''Boost/Lower Trait''' and '''Slow/Speed''' Powers automatically have the Aspect limitation on them (i.e. they must be purchased as seperate powers but cost 1 less PP to activate). '''Summon Ally''' This spell is heavily changed in the Iron Kingdoms setting. First it is dangerous to cast this spell and any Failure to cast it causes the caster a level of Fatigue and the full Power Point cost. Second a critical failure causes a Wound to the caster along with the other normal effects and costs them the full Power Point cost. Casters can only summon specific types of creatures -- Arcane Wizards (and sorcerers) can only summon Elementals, Divine Clerics Angelic beings or Infurnals and Divine Druids animals and beasts. How this works is Arcane Wizards must be Veteran level to summon an Elemental (SWAE pg. 182) and can only add the Mind Rider (+1) Modifier. Divine Clerics must be Heroic in order to summon a divine Sentiel (SWAE pg. 169) with any Modifier, while Divine Druids can summon animal types at Novice level+ with the Mind Reader Modifier (+1). :Some examples of Animals that can be summoned by rank (found in the Beastiary SWAE pg. 180)... ::'''Novice''': Cat, Constrictor Snake, Dog/Wolf, Horse, Raptor (Birds of Prey), Swarm (Small) ::'''Seasoned''': Alligator/Crocodile, Bull, Dire Wolfs (include IK Argus), Giant Spider (mild posion), Shark, Swarm (Medium), Venomous Snake, War Horse ::'''Veteran''': Bear, Great-White Shark, Lion, Swarm (Large) ::'''Heroic''': Drake, Giant Worm, Werewolf (advanced versions call the Warp Wolf) :: * ''Note'' that these are only basic ones. Additional Iron Kingdom beasts can be called. Ask the GM for stats. <u>'''TRAPPINGS'''</u> Many Powers listed under each caster type included notes on Elemental Trapping. These are required to take for these Powers and each has a different game effect when the Power is used. : * '''Acid''' – a raise on a hostile spell casting check damages the target’s armor worn, reducing it by one Armor Point in the location where the spell struck (torso by default). If any of the damage dice Ace the target will suffer 1d4 acid damage per Ace on the following round. If used on a Barrier or such (Wall of Acid, etc.) it deals 2d6 damaged to any melee attacker against the wall. : * '''Cold''' – a raise on s hostile spell casting check causes the target to treat all movement as Difficult (2” per 1” moved) for one round per raise. If any of the damage dice Ace the target requires a Vigor check (-1 per extra damage die that Aced) or suffer a level of Fatigue. This recovers after one hour of rest. If used on a Barrier (such as Wall of Ice) add +1 to the hardness and targets that make melee attacks against it require a Vigor check or suffer a level of Fatigue (this fatigue recovers with 5 minutes of rest). : * '''Electrical/Lightning''' – metal armor counts as two Armor Point less verse electrical damage. With a raise on a hostile spell casting check the target is Distracted and Vulnerable until the end of its next turn. If used as a Barrier (such as Wall of Lighting) cause 2d6 damage to any melee attack against it with the metal armor restriction to this damage. : * '''Fire''' – a raise on a hostile spell casting check catches the target on fire. A target on fire is Distracted and takes 2d6 fire damage each round at the beginning of its turn. To put itself out requires a Agility roll (-2 due to the Distracting effect of being one fire) and an Action. Rolling on the ground adds +2 to this check and immersion in water automatically extinguishes the fire. If used as a Barrier (Wall of Fire) it deals 2d6 damage to any melee attacker against it. : * '''Light/Sunlight''' – a raise on a hostile spell casting check cause a dazzle affect in the target whom suffers a -2 to all checks that require sight until the end of its next turn. If any of the damage dice also Aced the target requires a Vigor check (-1 per extra dice that Aces) or be Blind (-4 to all visual based checks and Vulnerable) until the end of its next turn. Certain creatures are extra vulnerable to light powers. : * '''Sonic/Sound''' – a raise on a hostile spell casting check causes the target to be deafened (can’t hear) which makes the target Distracted and Vulnerable until the end of its next turn. If used as a Barrier (as Wall of Sound) any melee attack must make a Vigor check or be Distracted and Vulnerable until the end of its next round. : * '''Necrotic/Death''' - a raise a hostile the spell casting check causes any targets to suffer one level of Fatigue also (recover in one hour). The spell caster can spend an +2 PP (after the attack is resolved) to regain a Wound or level of Fatigue if the hostile spell caused either (the PP only 'heals' the caster one or the other but he can spend 4 PP to regain a level of each). Cannot be used as a Barrier. : * '''Stone/Earth''' – a raise on a hostile spell casting check knocks the target prone. Targets require an Agility or Strength check (-1 per Ace on any damage dice) or drop any held objects in the hands that require an Action to pick back up. If used on a Barrier (Wall of Stone, etc.) it adds +3 to the barriers rating automatically. : *'''Water''' – a raise on a hostile spell casting check knocks the target prone. Targets require an Agility or Strength check (-1 per Ace on any damage dice) or drop any held objects in the hands that require an Action to pick back up. If used on a Barrier (as Wall of Water) will automatically extinguish any fire or neutralize any acid it touches and within 1” of its effects. : *'''Wind''' – a raise on a hostile spell casting check knocks the target prone. Targets require an Agility or Strength check (-1 per Ace on any damage dice) or drop any held objects in the hands that require an Action to pick back up. If used on a Barrier (as Wall of Wind) will automatically dispense any air born toxins or smokes within ½ the casters Smarts die in game” from the barrier. Targets making melee attacks the wall must also make a Agility or Strength check or be knocked prone. <u>'''NEW POWERS'''</u> '''Analyze Foe''' *'''Rank''': Novice *'''Power Points''': 1 – 2 *'''Range''': Smarts x 2 *'''Duration''': 5 rounds *'''Trappings''': Mystical sense, spiritual advice, gestalt knowledge. ''Analyze Foe'' grants insight into your foe. Knowledge is power. Being able to judge the strength of a foe before engaging him in combat can be highly advantageous. The character makes an arcane skill roll opposed by the target’s Spirit. On a success, he gains a +1 bonus to Trait rolls to directly affect the target, and the target suffers a –1 penalty to Trait rolls to directly affect the caster. With a raise, the effect is increased to +2 and –2 for both. In addition, for 2 Power Points, a success allows the caster to learn of a single Immunity, Invulnerability, or Weakness of the target (if one exists), and a raise allows the knowledge of two. '''Legerdemain''' *'''Rank''': Novice *'''Power Points''': 1 *'''Range''': Smarts *'''Duration''': Instant *'''Trappings''': Mimicking action, briefly summoned spirit, astral bi-location. ''Legerdemain'' allows the character to perform a single action at range he would normally be capable of doing in person. If the action would require a Trait roll, then the caster rolls the lower of that Trait or his arcane skill to both activate the power and determine the results of the action. If the action does not require a Trait roll, then his arcane skill is used normally. Casting legerdemain is a normal action, but the action performed through the use of it is considered a free action (existing free actions like speaking are unchanged). However the caster is still limited to not duplicating the same action in a round, so it is impossible to cast another spell via legerdemain. The power does not create or duplicate the effects of any gear or magical effects upon the caster, but in all other ways, the action is treated exactly as if the caster were performing the action himself at the location. i.e. a Fighting attack does his normal unarmed Strength damage, even if the caster is holding a dagger with smite on it. '''Remote Viewing''' *'''Rank''': Veteran *'''Power Points''': 2 *'''Range''': Special *'''Duration''': 5 rounds *'''Trappings''': Astral projection, clairvoyance, clairaudience, crystal ball. ''Remote Viewing'' allows the user to able to gather sensory information they would not normally have access to. Typically this includes sight and sound, but may incorporate any two senses depending on the power's trappings. The hero need only make a Spellcasting check to gather data from any point within one mile as though he were standing at that point. Once an observation point is chosen, the character can concentrate to maintain and move it on their turn, imposing a multi-action penalty. :'''Additional Effects''': for each additional +1 power point, the power triple the range of the power (3 miles, 9 miles, 27 miles, etc.) '''Suggestion''' *'''Rank''': Novice *'''Power Points''': 2 *'''Range''': Smarts *'''Duration''': Instant *'''Trappings:''' Mind Trick, Foolishness ''Suggestion'' allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Power skill use vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Power skill test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Target gets a Notice (-2 if you scored a raise) to avoid surprised.
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