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[[NWoD_Fantasy:Main_Page|Back to Main Page.]]<br>
 
[[NWoD_Fantasy:Main_Page|Back to Main Page.]]<br>
 
[[NWoD_Fantasy:arcane_order|Back to The Arcane Order.]]
 
[[NWoD_Fantasy:arcane_order|Back to The Arcane Order.]]
<p align="right">[[NWoD_Fantasy:arcane_order_merits|To Arcane Order Merits]]</p>
 
  
 
===Arcane Order Spell-List===
 
===Arcane Order Spell-List===
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'''Duration''': Arcane dots x 6 hrs<br>
 
'''Duration''': Arcane dots x 6 hrs<br>
 
'''Cooldown''': Scene (P)<br>
 
'''Cooldown''': Scene (P)<br>
'''Effect''': Someone protected by endure elements suffers no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. Any equipment carried is likewise protected.
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'''Effect''': Someone protected by endure elements suffers no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit. Any equipment carried is likewise protected.  
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== Ghost Hand (●) ==
 
== Ghost Hand (●) ==
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'''Cooldown''': At will<br>
 
'''Cooldown''': At will<br>
 
'''Effect''': Touched object shines like a torch, emanating light for 20 yards and providing shadowy illumination for up to 40 yards.
 
'''Effect''': Touched object shines like a torch, emanating light for 20 yards and providing shadowy illumination for up to 40 yards.
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== Magic Mark (●) ==
 
== Magic Mark (●) ==
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'''Casting time''': Instant<br>
 
'''Casting time''': Instant<br>
 
'''Range''': Personal<br>
 
'''Range''': Personal<br>
'''Duration''': 4 hours; Concentration<br>
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'''Duration''': 4 hours<br>
 
'''Cooldown''': At will<br>
 
'''Cooldown''': At will<br>
'''Effect''': Meditation is one of the most elementary of the Arcane Order spells. Meditation causes the mage enter a dreamless slumber, allowing her to spend half the time of normal to regain her strength and stamina from sleeping (4 hours). If the mage is disturbed during her meditation, she must make an activation check to stay in the meditative state or awake instantly and lose all her progress on that meditation, forcing her to start all over again.
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'''Effect''': Meditation is one of the most elementary of the order's spells. Meditation lets the mage enter a dreamless slumber allowing her to spend half the time normally required to regain her strength and stamina.
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== Message (●) ==
 
== Message (●) ==
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'''Casting time''': Instant<br>
 
'''Casting time''': Instant<br>
 
'''Range''': Touch<br>
 
'''Range''': Touch<br>
'''Duration''': Arcane dots x5 mins<br>
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'''Duration''': Arcane dots x5mins<br>
 
'''Cooldown''': Scene (P)<br>
 
'''Cooldown''': Scene (P)<br>
'''Effect''': The creature or object touched becomes invisible, vanishing from sight. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Any characters not actively searching for the invisible creature are completely unaware of their presence. If the creature is actively being searched for, the invisible creature can make a activation roll or stealth + dexterity roll VS the searcher's wits + composure roll. If the Invisible creatures location is determined, it can be attack, albeit at a -2 penalty. Attacking an invisible creature also effectively functions as fighting blind.
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'''Effect''': The creature or object touched becomes invisible, vanishing from sight. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature.  
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== Jump (●●●) ==
 
== Jump (●●●) ==
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'''Duration''': Instant<br>
 
'''Duration''': Instant<br>
 
'''Cooldown''': 3 rounds<br>
 
'''Cooldown''': 3 rounds<br>
'''Effect''': The mage magically teleports a short distance in only a moment. The mage may appear anywhere in range which is twice her speed in yards. You may also bring one additional willing size 5 or smaller creature per Arcane dot. Alternatively, if the mage spends an instant action instead of a move action for the jump she may travel a distance equal to her Arcane dots x 50 + 150 yards, but may take no other action till her next turn. Jumping in this fashion has no cooldown (At will). If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1 point of lethal damage and are shunted to a random open space on a suitable surface within 40 yards of the intended location. If there is no free space within 40 yards, you and each creature traveling with you take an additional 1 point of lethal damage and are shunted to a free space within 400 yards. If there is no free space within 400 yards, you and each creature traveling with you take an additional 2 points of lethal damage and the spell simply fails.  
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'''Effect''': The mage magically teleports a short distance in only a moment. The mage may appear anywhere in range which is twice her speed in yards. You may also bring one additional willing size 5 or smaller creature per Arcane dot. Alternatively, if the mage spends an instant action instead of a move action for the jump she may travel a distance equal to her Arcane dots x 50 + 150 yards, but may take no other action till her next turn. Jumping in this fashion has no cooldown (At will). If you arrive in a place that is already occupied by a solid body, youand each creature traveling with you take 1 point of lethal damage and are shunted to a random open space on a suitable surface within 40 yards of the intended location. If there is no free space within 40 yards, you and each creature traveling with you take an additional 1 point of lethal damage and are shunted to a free space within 400 yards. If there is no free space within 400 yards, you and each creature traveling with you take an additional 2 points of lethal damage and the spell simply fails.  
  
  
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'''Duration''': Concentration<br>
 
'''Duration''': Concentration<br>
 
'''Cooldown''': At-will<br>
 
'''Cooldown''': At-will<br>
'''Effect''': The mage uses telekinesis to magically lift, move, or throw objects through the air. Objects up to the mage's size are easily lifted or 'controlled'. Larger objects require an activation roll, every success allowing the mage to lift an object 1 size larger. A controlled object can be moved around within the range of the spell at a speed of 10 yards +1 per arcane dot. A controlled object can also be hurled at great speed at a target within range. The range for hurling objects is equal to 100 yards - the object's size x 2, double range for aerodynamic objects. The damage pool for a thrown object is equal to the mages Intelligence + Athletics + Arcane dots + the objects size in lethal crushing damage, the target's defense applies to such an attack. This spell can also be used to lift a creature of appropriate size, doing so is a contested activation roll VS the target's dexterity. If controlled, the mage may move the target using the same methods mentioned above. A controlled creature may also be hurled, if hurled into the air, falling damage is taken as if the creature fell that distance normally. If the creature is hurled into a solid object, the creature is dealt damage as if a object of equal size was hurled into it, however, defense  nor armor apply to this sort of attack. The range for hurling a creature is the same as hurling an object of equal size. Telekinesis can also be used to directly deal damage or even grapple an opponent. Direct attacks deal bashing damage equal to the mages activation + athletics roll. Grappling using telekinesis is the same as grappling directly except the mage uses her activation roll in place of strength + brawl checks. The mage may also choose to break off the grapple at any time she wishes by simply canceling the spell. This spell cannot be used to fly, but the mage can stand and move around on a controlled object, doing so emulates the spell 'levitate'. This spell can also be used to perform minor feats like pushing a carriage or boat at low speeds.
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'''Effect''': The mage uses telekinesis to magically lift, move, or throw objects through the air. Objects up to the mage's size are easily lifted or 'controlled'. Larger objects require an activation roll, every success allowing the mage to lift an object 1 size larger. A controlled object can be moved around within the range of the spell at a speed of 10 yards +1 per arcane dot. A controlled object can also be hurled at great speed at a target within range. The range for hurling an object is the object's size x 2 + 50 yards, double for aerodynamic objects. The damage pool for such an attack in equal to the mages Intelligence + Athletics + Arcane dots + objects size in lethal crushing damage, the target's defense applies to such an attack. This spell can also be used to lift a creature of appropriate size, doing so is a contested activation roll VS the target's dexterity. If controlled, the mage may move the target using the same methods mentioned above. A controlled creature may also be hurled, if hurled into the air, falling damage is taken as if the creature fell that distance normally. If the creature is hurled into a solid object, the creature is dealt damage as if a object of equal size was hurled into it, however, defense  nor armor apply to this sort of attack. The range for hurling a creature is the same as hurling an object of equal size. Telekinesis can also be used to directly deal damage or even grapple an opponent. Direct attacks deal bashing damage equal to the mages activation + athletics roll. Grappling usingtelekinesis is the same as grappling directly except the mage uses her activation roll in place of strength + brawl checks. The mage may also choose to break off the grapple at any time she wishes by simply canceling the spell. This spell cannot be used to fly, but the mage can stand and move around on a controlled object, doing so emulates the spell 'levitate'. This spell can also be used to perform minor feats like pushing a carriage or boat at low speeds.
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== Teleport (●●●●) ==
 
== Teleport (●●●●) ==
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'''Cooldown''': Scene<br>
 
'''Cooldown''': Scene<br>
 
'''Effect''': This spell turns the mage into a force of the arcane, a physical avatar of magic. While transformed, the mage cannot use any magic until returning to her original form. When cast, the mage chooses her avatar: The Knight, The Archer, or, The Barbarian. The benefits are as follows:
 
'''Effect''': This spell turns the mage into a force of the arcane, a physical avatar of magic. While transformed, the mage cannot use any magic until returning to her original form. When cast, the mage chooses her avatar: The Knight, The Archer, or, The Barbarian. The benefits are as follows:
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The Knight: The mage's melee weaponry and strength dots are set at 5. A magic sword, shield, and suit of armor appear on the mage, the gear replaces her own if any. The sword has a +5 damage bonus and the armor is rated at 4/4, the shield at +5. The mage also suffers a -4 defense penalty.
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The Archer: The mage's ranged weaponry and dexterity dots are set at 5. A magic bow, armor, and set of boots appear on the mage, the gear replaces her own, if any. The bow has a +5 damage bonus and range of 100/200/300 yards. The armor is rated 2/2. The boots provide a +5 bonus to the mage's speed.
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The barbarian: The mage's
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melee weaponry and strength dots are set at 5. A magic axe and armor appear on the mage, the gear replaces her own if any. The axe has a +5 damage bonus and the 9 again trait. The armor has a 2/2 rating. The mage also gains 1 damage absorption in this form.
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At the end of the spell the mage returns to her original form, stats return to normal and the gear fades away.
  
<i>The Knight</i>: The mage's melee weaponry and strength dots are set at 5. A magic sword, shield, and suit of armor appear on the mage, the gear replaces her own if any. The sword has a +5 damage bonus and the armor is rated at 4/4, the shield at +5. The mage also suffers a -4 defense penalty.
 
 
<i>The Archer</i>: The mage's ranged weaponry and dexterity dots are set at 5. A magic bow, armor, and set of boots appear on the mage, the gear replaces her own, if any. The bow has a +5 damage bonus and range of 100/200/300 yards. The armor is rated 2/2. The boots provide a +5 bonus to the mage's speed.
 
 
<i>The barbarian</i>: The mage's melee weaponry and strength dots are set at 5. A magic axe and armor appear on the mage, the gear replaces her own if any. The axe has a +5 damage bonus and the 9 again trait. The armor has a 2/2 rating. The mage also gains 1 damage absorption in this form.
 
 
At the end of the spell the mage returns to her original form, stats return to normal and the gear fades away.
 
  
 
== Trap (●●●●) ==
 
== Trap (●●●●) ==
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'''Duration''': 1 day<br>
 
'''Duration''': 1 day<br>
 
'''Cooldown''': Day<br>
 
'''Cooldown''': Day<br>
'''Effect''': Creates an animate warrior of the mages design to fight by her side. The automaton shares the mages stats and skills with the exception of it's melee weaponry, strength and stamina which are all set at 5. The guardian has an enchanted weapon which has a lethal damage bonus of 3. The automaton is controlled completely by the mages thoughts and commands are issued instantaneously and followed immediately. The mage can only have one active guardian at any time. Guardian's cannot share or cast spells.
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'''Effect''': Creates an animate warrior of the mages design to fight by her side. The automaton shares the mages stats and skills except for its melee weaponry, strength and stamina which are all set at 5. The guardian has an enchanted weapon which has a lethal damage bonus of 3. The automaton is controlled completely by the mages thoughts and commands are issued instantaneously and followed immediately. The mage can only have one active guardian at any time. Guardian's cannot and do not share or cast spells.
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== Control Weather (●●●●●) ==
 
== Control Weather (●●●●●) ==
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'''Duration''': Concentration<br>
 
'''Duration''': Concentration<br>
 
'''Cooldown''': Scene<br>
 
'''Cooldown''': Scene<br>
'''Effect''': The mage calls down fiery boulders from the sky. Each round the mage deals lethal fire damage to all targets within a 30 yard diameter circle equal to the mage's activation roll + 1. While the mage maintains the spell, any damage dealt to her may end the spell, additionally, she loses all defense bonuses while casting. The mage may maintain the storm for a number of rounds equal to her intelligence dots.
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'''Effect''': The mage calls down fiery boulders from the sky. Each round the mage deals lethal fire damage to all targets within a 30 yard diameter circle equal to the mage's activation roll + 1. While the mage maintains the spell any damage dealt may end the spell, additionally, she loses all defense bonuses. The mage may maintain the storm for a number of rounds equal to her intelligence dots.
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== Precognition (●●●●●) ==
 
== Precognition (●●●●●) ==
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'''Duration''': Instant <br>
 
'''Duration''': Instant <br>
 
'''Cooldown''': At-will <br>
 
'''Cooldown''': At-will <br>
'''Effect''': Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. The mage can only see a limited time into the future, depending on her activation roll. However, the actual content of the visions or information gleaned may be unreliable, and are entirely dependent on the ST. Mundane information like the result of a tournament may be easy to see, while more significant prophecies, like a cataclysmic disaster or the result of a war, are much more difficult to decipher.
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'''Effect''': Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. Depending on the mages activation roll she can see a certain amount of time into the future. The actual content of the visions or information gleaned is entirely dependent on the ST. How far the mage can reach into the future depending on her roll is displayed below.
 
<TABLE WIDTH="131" BORDER="1" BORDERCOLOR="#000000" CELLPADDING="0" CELLSPACING="0">
 
<TABLE WIDTH="131" BORDER="1" BORDERCOLOR="#000000" CELLPADDING="0" CELLSPACING="0">
 
   <TR VALIGN="TOP">
 
   <TR VALIGN="TOP">
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   </TR>
 
   </TR>
 
</TABLE>
 
</TABLE>
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== Spell Armor (●●●●●) ==
 
== Spell Armor (●●●●●) ==
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'''Duration''': 10 rounds<br>
 
'''Duration''': 10 rounds<br>
 
'''Cooldown''': Scene<br>
 
'''Cooldown''': Scene<br>
'''Effect''': While the armor is active, hostile casters must roll opposed activation checks in order to cast their spells upon the mage.
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'''Effect''': While the armor is active, hostile casters must make an opposed activation roll in order to cast their spells upon the enchanted mage.
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== Teleport, Greater (●●●●●) ==
 
== Teleport, Greater (●●●●●) ==
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'''Cooldown''': At-will<br>
 
'''Cooldown''': At-will<br>
 
'''Effect''': Wish is the mightiest spell a mage can cast. By simply speaking aloud, you can alter reality to better suit you. The spell itself is very powerful and any outcome should be regulated by the ST alone. However, some standard effects a wish may elicit are as follows:
 
'''Effect''': Wish is the mightiest spell a mage can cast. By simply speaking aloud, you can alter reality to better suit you. The spell itself is very powerful and any outcome should be regulated by the ST alone. However, some standard effects a wish may elicit are as follows:
 
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Create a non magical item of up to 25,000 gp in value.  
* Create a non magical item of up to 25,000 gp in value.  
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Create a magic item, or add to the powers of an existing magic item.  
* Create a magic item, or add to the powers of an existing magic item.  
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Remove injuries and afflictions  
* Remove injuries and afflictions
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Revive the dead
* Revive the dead
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Undo misfortune  
* Undo misfortune  
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Duplicate most spells or effects
* Duplicate most spells or effects
 
 
 
 
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
 
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

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