Ttack: Magic Attack Additional Effects
Ttack: Magic Attack Additional Effects
Ttack: Magic Attack Additional Effects
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.
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.
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.
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.
known spells