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ArcaneSpellbook PDF

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TABLE Ill.2—5: MAGIC ATTACK ADDITIONAL EFFECTS Holy/Unholy (Divine Only): When dealing damage toa target that the GM determines is the antithesis ofthe character’ faith or deity (suchas priest ofa god of life attacking an undead zombie), each # deals +2 damage instead of +1. © Tee: 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. i Lightning: The attack gains the Stun quality witha rating equal to the character's ranks in Knowledge. The attack also gains the ‘Ao-fire quality. (You must increase the dificlly by one to use the Auto-fie quality a normal) o Manipulative (Arcana Only): Ifthe attack hits, you may spend A to move the target up to one range band in any direction. +o Non-Lethal (Primal Only); The attack gains the Stun Damage quality ry Range: Increase the range of the spellby one range band. This may beaded mpl times increasing therange by one ange g band each time. Destructive: The atack gans the Sunder quality. The attack also gain the Perce quality with rating equal to the characters ranks in Knowledge +00 Empowered: The attack deals damage equal to twice the characteristic linked tothe kill (instead of dealing damage equalto the characteristic) the attack has the Blast quality, affects all characters within short range, instead of engaged oe Poisonous: Ifthe attack deals damage, the target must immediately make a Hard ( 4 @) Resilience check or suffer wounds equal to the character's ranks in Knowledge, and strain equal tothe characte’ ranks in Knowledge. This counts as a poison. +00 ATTACK Concentration: No Skills: Arcana, Divine, Primal ‘Magic attacks are combat checks, and they follow the nor- mal rules for performing a combat check, on page 101, using the character's magic skill instead of a combat skill. ‘There are some exceptions, however, which we detail here. 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 dam- age 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 #f. The attack has no set Critical rating, so you may only inflict a Critical Injury with a @. COMMONLY USED SPELLS Before making a magic attack check, choose any number of additional effects listed on Table III.2-5: Magic Attack Additional Effects. These effects are added to the attack. TABLE Ill.2—-7: BARRIER ADDITIONAL EFFECTS DIFFICULTY MOD Additional Target: The spell fects one atonal target within range ofthe spell. nation afer casting the spel you may spend A to affect one additional target within range ofthe spell and may trigger tis multiple times, spending A 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 © ‘Ada Defense: Each afected target gains ranged and melee defense equal to your ranks in Knowledge. +04 Empowered: The bartier reduces damage equal to the number of uncanceled # instead ofthe normal effet. +00 Reflection Arcana Only: Iran opponent makes a magic attack against an afte target and generates GG Gor onthe gy check, after the check i resolved, they suffer a hit dealing damage equal to the total damage of the attack. Sanctuary (Divine Only): Opponents the GM determines are the antithesis ofthe character’ faith or deity automatically disengage fom affected targets and may not engage them forthe duration of the spel 70o BARRIER Concentration: Yes COMMONLY USED SPELLS Skills: Arcana, Divine 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 themself), 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 # 4% beyond the first. Before making a Barrier check, choose any number of additional effects listed on Table IIT.2-7: Barrier Addi- tional Effects. These effects are added to the check. TABLE Ill.2—8: CONJURE ADDITIONAL EFFECTS aaah ae Additional Summon: Te spell summons one ational tem, weapon, or creature. In ation after casing the spall youmay, |g spend A A to summon one additional item, weapon, or creature (and may trigger this multiple times, spending A A each time). Medium Summon: The character may summon @ more complicated tool with moving parts, a rival no larger than silhouette 1, ‘or atwo-handed mele weapon, a Range: Increase the range of the spel (the distance from the character thatthe summoned item or creature appears) by one xX ‘ange band. This may be added multiple times, increasing the range by one range band each time. ‘Summon Ally: The creature the character sumimons is friendly to them and obeys their commands. The character may spend. ‘a maneuver to diet the creature, allowing them to determine its action and maneuver. (Ifthe character summons multiple 4 ‘creatures, the character may spend one maneuver on thelr turn to direct the turns of all summoned creatures) Grand Summon: the character may summon a rival of up to silhouette 3. +00 CONJURE COMMONLY USED SPELLS Concentration: Yes Skills: Arcana, Primal This action represents the ability of a spellcaster to ani- mate objects or create items (or even allies) out of thin air and the aether. The character makes an Arcana or Primal skill check. The default difficulty for the check is Easy (@). If the check is successful, the character sum- mons a simple tool with no moving parts (such as a shovel or pickax), a one-handed melee weapon with no moving parts (such as a sword or knife), or a minion no bigger than silhouette 1 (such as an animal, magi- cal creature, elemental spirit, or even undead mon- strosity). These appear engaged with the character. The summoned minion or item remains present until the end of the character's next turn, If the character summons a creature, the creature behaves in the best approximation of its natural instincts (as determined by the GM). It is not controlled by the character, and may even be hostile to them. In a structured encounter, it takes its turn immediately after the character.

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