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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''': 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 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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== Teleport (●●●●) ==
 
== Teleport (●●●●) ==

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