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Wicked Lessons/Aslan Montgomery
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==Spells== '''Healing Touch (2d10)''' - 5 You can heal yourself or another. *Cost: 8-1=7 points *Duration: Permanent *Range: Touch *Notes: Your target recovers 8 Hit Points. You may heal someone multiple times per wound with this Spell, ignoring the usual restrictions on magical healing (see Healing in the Combat section). Healing Touch does not cure poisons, illness, or disease. '''Mask Self (2d8)''' - 4 You conceal your emission of magical energy, preventing you from being tracked by Spells or abilities. *Cost: 5-1=4 per dead thing raised *Duration: One Scene *Range: Self *Notes: You become immune to Mage Eye. You may also resist any other magical attempt to track you or trap you with your Mask Self + REF. '''Track Prey (2d8)''' - 4 Your senses sharpen, allowing you to track a caster or supernatural being by its residual magical essence. *Cost: 4-1=3 *Duration: One Scene *Range: Line of Sight *Notes: Make an Opposition Roll using Track Prey + REF against your target's Willpower Saving Throw to see their trail. If your target realizes they are being tracked, they may try to obscure their trail, forcing a Track against. Stealth Opposition Roll to stay on them. '''Alter Plant (2d6)''' - 3 You twist a plant into any shape you choose. *Cost: 1 Energy Miser doesn't apply *Duration: Permanent *Range: Touch *Notes: You reshape a plant no taller and wider than 2 yards over the course of a single Action. '''Cold (2d8)''' - 4 You send the temperature plummeting into the negatives. *Cost: 2-1=1 points *Duration: One Scene *Range: Range penalties apply. 10 yards is short range, 30 yards medium range, 60 yards long range *Notes: You decrease the temperature in a 2-yard radius by 25 degrees Fahrenheit. You may expand this radius by 2 yards or lower the temperature another 25 degrees by spending +2 MP each. This maxes out at a 20-yard radius and a temperature of -50 degrees. At -50 degrees, there is a five-minute frostbite risk and hypothermia risk for anyone without proper cold weather gear. Cold can also be used on a person, in which case it follows them wherever they go until the Duration runs out. However, Cold only lowers the ambient temperature and does not snuff out sources of heat. It also doesn't instantly chill peoples' blood, freeze the sap in trees, or anything other than cool the air. Fires can still be kindled inside the radius and warm clothing helps to protect from the Spell's effects. '''Cure Wound (2d8)''' - 4 You restore bodily humors and mend broken limbs. *Cost: 1 point *Duration: Permanent *Range: Touch *Notes: Your target heals 1 Hit Point. You may spend up to +5 MP to heal an additional Hit Point per MP spent. If your target has a broken limb, you may restore it to full functionality for +5 MP. If your target is asleep or unconscious, you may wake them for +1 MP. '''Darkness (2d6)''' - 3 A cloud of oppressive darkness descends on the area. *Cost: 5-1=4 points *Duration: 2d3 Turns *Range: Range penalties apply. 20 yards is short range, 40 yards medium range, 80 yards long range *Notes: You create pitch-black conditions in a 5-yard radius. Anyone using a Spell or ability that lets them see in the dark can make a Tough Observation Skill Test (TN 12) to peer through it with difficulty. You can see in this darkness just fine. Mundane light sources are instantly blotted out and absorbed by the darkness. However, if the Sunlight Spell is cast on the affected area, it triggers an Opposition Roll between the two mages using their Darkness and Light Spells plus relevant Attributes. If the Sunlight Spell's caster wins, the darkness is immediately dispelled. You may extend the Spell's radius to 10 yards for +2 MP or to 20 yards for +4 MP. '''Enlarge Plant (2d6)''' - 3 You force a plant to grow at an accelerated rate, turning trees into towering kudzu. *Cost: 2-1=1 point *Duration: Permanent *Range: Touch *Notes: You grow a plant by 2 yards over the course of a single Action. *For +3 MP, you grow a plant by another 6 yards over the course of a Round. *For +8 MP, you grow a plant by another 12 yards over the course of the next five minutes. *Supernatural plants may attempt to resist this Spell at the GM's discretion, forcing you to make an Opposition Roll. '''Entangling Roots and Branches (2d8)''' - 4 Nearby plant-life explodes into action, winding itself around your foes. *Cost: 4-1=3 points *Duration: 2d3+1 *Range: : Range penalties apply. 5 yards is short range, 10 yards medium range, 25 yards long range *Notes: Make an Opposition Roll using Entangling Roots/Branches + INT or CHR (your choice) +2 against the Strength Saving Throw of every corporeal being within a 3- yard radius. Anyone who fails may no longer spend Actions on Movement until they have hacked their way out of the 10 Hit Points worth of thicket that will have grown up around them. You may enhance your roll with a -1 TN bonus by spending +2 MP, and you may do this multiple times (up to a total of -5 TN). You may also enhance this Spell's radius by +3 yards for every additional +2 MP you spend (up to a total of 12 yards). There must be living plants (even small potted plants) within the Spell's radius for it to work. '''Hardened Skin (2d8)''' - 4 Your skin takes on the color, texture, and durability of cement. Cost: 4-1=3 points Duration: One Scene Range: Self Notes: You gain +3 Protection to all Hit Locations. This effect does not stack with itself or with any other Spell or effect that hardens your skin. You may still wear armor over your Dragon's Skin. '''Lesser Presence (2d8)''' - 4 You fade into the background, becoming just another part of the scenery. Cost: 4-1=3 points Range: Line of Sight Duration: One Scene Notes: Thugs (see the Adversaries section) or NPCs with an Intelligence of 2 or less immediately stop paying attention to you, provided you were not doing something extremely conspicuous (firing a gun, setting a bomb, cursing out their mother) at the time this Spell went off. You can still be seen by NPCs with an Intelligence of 3 or more, and you still show up on electronic security systems. Attacking someone, firing a gun, or taking any other drastic, highly visible action ends Lesser Presence's effects. '''Night Sight (2d8)''' - 4 Your eyes glow as you peer into the dark. Cost: 4-1=3 points Duration: One Scene Range: Touch Notes: You suffer no penalties for peering through mundane darkness. Magical Darkness only imposes a +2 TN penalty on you and restricts your vision to 10 yards. '''Sunlight (2d6)''' - 3 You conjure pure, bright sunlight—even indoors. Cost: 2-1=1 point Duration: One Scene Range: Range penalties apply. 20 yards is short range, 40 yards medium range, 80 yards long range Notes: The sunlight fills a 5-yard radius. You can increase the radius to 10 yards for +1 MP or to 20 yards for +3 MP. If a Darkness Spell is cast on the affected area, it triggers an Opposition Roll between the two mages using their Darkness and Light Spells plus relevant Attributes. If the Darkness Spell's caster wins, the sunlight is immediately snuffed out. '''Stone Shards (2d8)''' - 4 Stone fragments fire like rifle bullets from your palm. Cost:All costs -1, though minimum 1 point 1 point per attack for a 2d4. 2-1=1 points per attack for a 2d6 attack. 3-1=2 points per attack for 2d8 Duration: Instant Range: Range penalties apply. 5 yards is short range, 15 yards medium range, 25 yards long range Notes: You may attack multiple times in a turn with Stone Shards without needing to roll to cast the Spell again. You must still spend an Action and pay the MP cost each time and Multiple Action Penalties are incurred as normal.
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