Ttack: Magic Attack Additional Effects

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Magic spells in this system can be used offensively to deal damage or defensively to provide enhancements and barriers. Spells have additional effects that can be added to modify their base functions. Different magic skills like Arcana and Divine can be used to cast spells.

Offensive spells like Concentration and Curse are described, along with enhancing spells like Augment and defensive spells like Barrier. Healing magic is also covered with the Heal spell.

Additional effects include increasing range, adding additional targets, and other modifiers like Blast, Fire, Haste, and Resurrection that modify the base functions of spells.

Attack

Concentration: No
When making a magic attack, the character must select one target at short range (but not engaged). The default difficulty of the check is
Easy ( ). The attack deals damage equal to the characteristic linked to the skill used to make the attack (so if the character uses Arcana,
they would deal damage equal to their Intellect), plus 1 damage per uncanceled . The caster suffers 2 strain. The attack has no set
Critical rating, so you may only inflict a Critical Injury with a .
Magic attack additional effects
effects difficulty mod
Blast: The attack gains the Blast quality with a rating equal to your character’s ranks in Knowledge. +
Close Combat: May select a target engaged with your character. +
Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to the character’s +
ranks in Knowledge.
Fire: The attack gains the Burn quality with a rating equal to your character’s ranks in Knowledge. +
Holy/Unholy: When dealing damage to a target that the GM determines is the antithesis of the character’s faith or deity +
(such as a priest of a god of life attacking an undead zombie), each deals +2 damage, instead of +1.
Ice: The attack gains the Ensnare quality with a rating equal to the character’s ranks in Knowledge. +
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the +
character’s ranks in Knowledge.
Lightning: The attack gains the Stun quality with a rating equal to the character’s ranks in Knowledge. The attack also gains +
the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality as normal.)
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one +
range band each time.
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the charac- +
ter’s ranks in Knowledge.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal +
to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of engaged.

Poisonous: If the attack deals damage, the target must immediately make a Hard ( ) Resilience check or suffer +
wounds equal to the character’s ranks in Knowledge, and strain equal to the character’s ranks in Knowledge. This counts as
a poison.

known spells
augment
Concentration: Yes
This is using magic to enhance people. A character selects one target they are engaged with (which can be themselves), then makes a
Primal or Divine skill check. The default difficulty of the check is Average ( ). If the check is successful, until the end of your charac-
ter’s next turn, the target increases the ability of any skill checks they make by one (in effect, this means they add to their checks). A
character may not be affected by more than one Augment spell at the same time (so no stacking effects). The caster suffers 2 strain.

augment additional effects


effects difficulty mod
Divine Health: The target increases their wound threshold by a value equal to the character’s ranks in Knowledge for the +
duration of the spell.
Haste: Targets affected by the spell can always perform a second maneuver during their turn without spending strain (they +
may still only perform two maneuvers a turn).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one +
range band each time.
Swift: Targets affected by the spell ignore the effects of difficult terrain and cannot be immobilized. +
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you +
may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending
each time).

known spells
Barrier
Concentration: Yes
Both arcane and divine spellcasters have the power to create barriers of magical energy to protect themselves and their allies. The
character selects one target they are engaged with (which can be themselves), then makes an Arcana or Divine skill check. The default
difficulty of the check is Easy ( ). If the check is successful, until the end of the character’s next turn, reduce the damage of all hits the
target suffers by one, and further reduce it by one for every uncanceled beyond the first. The caster suffers 2 strain.

barrier additional effects


effects difficulty mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you +
may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending
each time).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one +
range band each time.
Add Defense: Each affected target gains ranged and melee defense equal to your ranks in Knowledge. +

Empowered: The barrier reduces damage equal to the number of uncanceled instead of the normal effect. +

Sanctuary: Opponents the GM determines are the antithesis of the character’s faith or deity automatically disengage from +
affected targets, and may not engage them for the duration of the spell.

known spells
Curse
Concentration: Yes
This action represents the combat use of curse magic. Your character selects one target within short range, then makes an Arcana or
Divine skill check. The default difficulty of the check is Average ( ). If it is successful, until the end of the character’s next turn, the
target decreases the ability of any skill checks they make by one (in effect, this means they remove one from their checks). The caster
suffers 2 strain.

curse additional effects


effects difficulty mod
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +
Misfortune: After the target makes a check, you may change one to a face displaying a . +
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one +
range band each time.
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you +
may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending
each time).
Despair: The target’s strain and wound thresholds are reduced by an amount equal to the character’s ranks in Knowledge. +
This effect may not be combined with the additional target effect.
Paralyzed: The target is staggered for the duration of the spell. This affect may not be combined with the additional target +
effect.

known spells
Concentration: No
heal
Priests and other practitioners of divine magic are often known for their healing abilities. Often, those in touch with nature also possess
the capacity to heal wounds and illness. The character can use the Divine or Primal magic skill in place of a Medicine check in order
to remove dam-age or heal Critical Injuries. When making the check, the character selects one target they are engaged with who is not
incapacitated. The default difficulty of the check is Easy ( ). Upon success, the character heals 1 wound per uncanceled , and 1 strain
per uncanceled . The caster suffers 2 strain.

heal additional effects


effects difficulty mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you +
may spend to affect one additional target within range of the spell (and may trigger this multiple times, spending
each time).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one +
range band each time.
Restoration: Select one ongoing status effect the target is suffering. This status effect immediately ends. +
Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed. +
Revive Incapacitated: The character may select targets who are incapacitated. +
Resurrection: The character may select a target who has died during this encounter. If the check is successful, the target is +
restored to life, suffering wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect
the target again.

known spells

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