Arcane/Alchemy Changes -Core change

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Arcane/Alchemy Changes -Core change

Post by GM_Chris »

Please make note of all of the changes. Also, in editing the effect list there were a couple things that did not look right so might change a liitle (a couple numbers and wording to sure up confusing), but be assured that nothing "core" here will change


Wizard Path: You can pick 4 basic effects, 4 advanced effects, and 4 master effects. An effect is either a spell or a potion. For every basic potion you choose you will be able to brew 2 of that specific potion in between events. For every advanced potion or master potion you choose you will be able to brew 1 of that specific potion between events. Potions brewed between events cost nothing and are picked up at game on. The casting of spells and the brewing of potions can only be done in light armor.



Optional spell and potions for Wizard Path. You must be a Wizard to select these skills:

Master:

Circle of Protection
Control Monster

Power of the Vampire
Cure Wounds 4



Advanced:

Nature's Decay
Rise of the Phoenix

Amnesia
Feral Instinct



Basic:

Mend the Body
Feign Death

Share Power
Phantom Weapon


***


Arcanist Disapline: This discipline may be bought more than once. You may pick 1 basic effect at first level, 1 basic effect at 2nd level, 1 advanced effect at 3rd level and 1 master effect at 4th level. You MAY pick 1 advanced and 1 basic at 4th level instead of picking a master level effect. The discipline works like the Wizard path in that for every basic potion you choose you can brew 2 of that potion between events and for every advanced and master potion you can brew 1 of that potion. All spells and potion brewing can only be done in light armor.

****

Focus Items:
Focus items can be purchased at game on by anyone, but they only work on spells. A focus item to be effective must be wielded in the spellcaster's hand. The spellcaster may combine the advanced and master focus items into the same item. Craftsmen may combine focus items with a weapon, but it must be evident with decorative details, such as runes, on the physrep. The focus item is shatterable even if not a weapon, and if shattered you must spend 1 hour for an advanced and 2 for a master plus the cost and visit NPC camp to receive a new tag. You are only allowed 1 advanced and 1 master focus item in use at 1 time.


Item - Advanced Focus item - Costs 8 Magic components and 1 hour to create, but can be bought at game on. (Can only be used by the person who purchased it.) While wielded in one hand you may spend 1 LP to throw a packet for "6 magic" damage, but must spend 15 seconds to Re-load this ability. If hit by a Disenchant your Focus item is unusable unless you complete a 10 count (active skill). This Item also allows you to change any packet driven spell into a directional spell or a directional spell into a triangulated spell by spending 1 LP. The use of this ability on a packet driven spell create a Cooldown of 20 Minutes. An Advanced Focus Item must be a "Small" or larger sized Tagged and Phys-repped item or weapon that you infuse with magical energy each game.


Item - Master Focus Item -Costs 12 Magic components and 2 Hours to create, can be purchased at game on (may only be used by the person who created it). While wielded in one hand you may spend 1 LP to throw a packet for "9 magic" damage, but must spend 20 seconds to Re-load this ability. If hit by a Disenchant your Focus item is unusable unless you charge for 10 seconds. While the Master Focus Item is in your possession all Cooldown and Re-load times on spells are reduced by half. You may also Destroy your Master Focus Item to counter any Spell that causes a Game Stop. A Master Focus Item must be a "Long" or larger sized Tagged and Phys-repped item or weapon that you infuse with magical energy each game.

***
ALchemy Labs:
The Alchemy lab is an item anyone can purchase at game on. The lab has 3 levels each of which allow you to brew additional potions during the event. These lab's must be phys repped and tagged. When you brew a potion during the game you bring your alchemy tag to NPC camp and get it stamped. Multiple people can utilize the same physrep'd alchemy lab if the owner OK's it, but each person needs their own tag. The alchemy tag must be at the alchemy lab and the brewing of the potions must be done at the lab itself. Once you have brewed your potion you must bring your tag to NPC camp and receive your potion tag.

Destroying a lab: A lab can be destroyed if anyone spends a 1 minute count to do so. A destroyed lab can be repurchased at NPC camp, but this does not yield additional potions

Basic Alchemy Lab:
Cost: Free
Time to brew a basic potion: 5 minutes
Effect: You can brew up to 4 additional basic potions of your choice.

Advanced Alchemy lab:
Cost: 4 magic components
Time to brew an advanced potion: 10 minutes
Effect: You can brew up to 3 additional advanced potions of your choice.

Master Alchemy Lab:
Cost: 8 magic components
Time to brew a master potion: 15 minutes
Effect: You can brew up to 2 additional master potions of your choice

*****

Effects

Basic Potions
1. Cure Wounds 2
Type - Instant
Effect - Cures 2 LP of damage. This may not raise your LP above their maximum.

2. Cleansing Potion
Type - Instant
Effect - When imbibed the imbiber is considered to be affected by a "Cleanse" call.

3. Mend the (Insert Race Name Here) Body
Type - Instant
Effect - This potion may only be used on the race it was created for - When given to a body within 1 Minute of an Empath using "Gather Essence" it reduces the Chip draw for resurrection by 1 (Max. 1). Only one of these potions may be given to a target, but it may be combined with Fortify the Dead. You must choose the Race when you Buy/Brew the potion.

4. Powerful Body
Type - Instant
Effect - After imbibing the potion your next attack must be a melee "3 Crush" attack (enhancements on your weapon will stack with this call). "This effect only lasts for one attack".

5. Feign Death
Type - Instant/Poison
Effect - Your heart rate slows and you feel faint. You immediately fall unconscious. You appear dead to anyone who inspects your "corpse" including healers. You will remain in this state for 1 hour. No potion, skill, or ritual that can bring back the dead works. While in this state, all diseases and poisons still affect you and you can be damaged. (The Cleanse call will remove the effects of this potion.)

6. Strength of the Defender
Type - Transmutation
Effect - The recipient of this potion grows bulky muscles and their bone density increases. All incoming crush damage is instead considered normal damage and the recipient gains the press ability. Due to the reduced range of movement and flexibility caused by the large muscles, the "Vorpal" skill may not be used while under the effects of this potion. This lasts until the end of the current Combat/Scene.

7. Toughen Skin
Type - Transmutation
Effect - The imbiber gains 4 Combat Reflexes. This lasts until the end of the current Combat/Scene.

8. Camouflage
Type - Transmutation
Effect - Once Imbibed this potion increases the time it takes to discover someone under the effects of disguise by double the normal time. I.E. a body search must be done for twice as long as normal. This lasts until the end of the current Combat/Scene.( I envision the Juice that the guy had to drink in the Harry Potter movie to fool everyone into thinking he was the one eyed guy

Basic Spells

1. Enchant Weapon
Type - Talisman
Time to cast - 10 seconds
Effect - The target weapon must now append "Magic" to all swings. This spell lasts until the end of combat or until the weapon is dropped by the user, either effect will cause the weapon to immediately break.


2. Share Power -
Type - Talisman
Time to cast - 10 minutes
Effect - This enchantment requires two targets. One target must already have the desired resist skill and the other target can NOT have the resist (ONLY RESISTS CAN BE SHARED). The caster must visibly mark each target with either runes or through some talisman that all can see. Both targets now have the desired resist ability but the Life Point costs are doubled. This effect lasts until the end of the event or until cancelled by the caster which requires 1 Minute with both targets. While under the effects of the Share Power ritual if a target is disenchanted, the talisman is removed, or another enchantment is received the target looses their resist ability (This includes the person with the original Resist skill). They must return to the Caster to remove the Talisman before regaining their original Resist Ability.

3. Spark of the Spirit -
Type - Rite
Time to cast - 1 Minute
Effect - The target must be unconscious or in critical life for this spell to be cast. The caster takes on the target’s current life point total and the target takes on the casters. Neither the target nor the caster's life points may exceed their normal maximum total. If the spell is disrupted, the party with the highest life point total takes on the life point total of the other. If the target is in critical life, they stop bleeding to death when the ritual is started.
Call: "Your life total is now at "X", or your maximum life total is "X" if your maximum is lower than "X” (where X is the caster's current life total).

4. Slick -
Type - Rite (packet)
Time to cast - Instant (1 LP)
Effect - Spend 1 Life Point, Throw a Spell packet and call "Slick"


5. Split Power -
Type - Talisman
Time to cast - 5 minutes
Effect - This Talisman allows to split a channel in two once charged, applying any damage bonuses before splitting (ie charge a 15 then add the elf bonus to 18, then split to two 9s). If you are holding 30 or more points of damage total, you may not move. Packets must stay in the hand they are split into so you are throwing right and left handed once split. Damage is rounded up.

6. Death Link:

Time to cast 5 minutes
Type: talisman

When this spell is cast you are signing a pact with the wizard and therefore can only be cast on a person who is willing and not under the effects of any charm forcing them to undergo this spell. The wizard marks the person as he she would any talisman. The person gains the press ability and 1 LP, but if the wizard who cast the talisman dies then the person under this talisman will die as well by the end of the event. This does not go the other way. This talisman will deactivate at the end of the event or when the wizard who cast the talisman removes it. A disenchant will not remove this talisman.

7. Lesser Flame storm

Time to cast: 1 minute
Reload time: 1 minute

1 foot must remain planted, but you can then rotate in any direction. You can throw a packet for 1 damage for as long as you have packets.

If you are interrupted you take 1 point of damage.

The wizard may stop this anytime, but when you do then you take 1 LP of damage.

8. Phantom weapon
Type - Rite
Time to cast - 1 Minute
Effect - Creates a Weapon of pure force that acts as a Normal weapon for the Duration of a combat/scene. This weapon must be physrepped. This weapon can be shattered like a normal weapon.

Advanced spells

1. Curse\remove Curse *****We had two different versions and this is probably not the correct one, but must wait on Matt to get back from work to confirm******
Spell: Curse
Time To Cast: This spell takes 10 minutes to cast to create the item or draw the runes.
Special instruction: This spell is cast upon a talisman or runes must be drawn visibly upon a person. The only person who can remove the curse object is the one who put it on. A disenchant will not remove the curse. The curse lasts until the arcane removes it and will travel from event to event
Cost of curse: The arcane is reduced by 1 LP that cannot be healed.
Fatigue Curse: The target of this spell is reduced to half their base life points, rounded down.
Weariness Curse: The target of this spell no longer has any Combat Reflexes.
Consumption Curse: The target of this spell must now spend twice the number of life points to use any of their life point based skills. Times effects are also Double. Required: a Advanced focus item is required to cast this curse.

2. Cry to the Void
Type - Rite
Time to Cast - Instant
Effect - This spell must be cast after a body has been "Mended" by a Healer but before the "Gather Essence" skill has been used. Once this spell has been cast the "Gather Essence" skill must be used on the target within 1 Minute or this spell has no effect. Once all conditions are met the effect of this spell is to reduce the targets Resurrection chip draw by 1 (min 1).(A character may only be affected by this spell once per resurrection).
Cooldown - 10 minute.

3. Nature's Decay
Type - Rite
Time to cast - 5 Minutes
Effect - This spell will cause wood or other natural materials to rapidly decay. Upon completion of the spell, the target material is the consistency of loose packed dirt or sod. The target of this spell can be any door, container, or GM approved item less than two cubic feet in size that is not specified as stone or steel. The caster must stay in contact with the target for the duration of the spell. The caster is slowly breaking apart the essence of the target. This slow magically educed entropy causes the caster great pain and strain. Upon completion, the caster drops to 1 life point. (This spell may not be cast while at 1 LP or lower).

4. Animate Corpse
Type - Rite
Time to cast - 5 Minutes + 1 Minute per LP of Undead (Max 10LP)
Effect - This spell will animate 1 corpse into a semblance of life controlled by you. This spell can only be cast at night and the corpse turns to dust at daybreak, or when told to die by the caster. If Repeled or Banished, the corpse will be reduced to 0 life points. If the corpse is brought below zero life points, they will turn to dust in two minutes (All restrictions on living characters in critical life also apply to the undead created with this spell. See the Critical life section on page ##) The corpse may not be healed, use any of their skills, or speak. The caster may give basic commands such as "stop"; "Follow Me"; "This way"; "attack", etc. This animated corpse can swing for "1 disease" with a claw or weapon physrep. This undead are immune to Mind control effects such as sleep, taunt, fear, and torture.

5. Rise of the Phoenix
Type - Rite
Time to cast - Instant
Effect - When this spell is cast you call "Lash Taunt". As soon as an effect causes you to fall to 0 or less life, or the end of the scene/combat, you immediately call lash damage equal to the life you had when you called “lash taunt”. You then Gain life points equal to the damage you called. If a master focus item is used the lash taunt effect becomes triangulated, but the damage dealt is still lash. This lash effect has a maximum of 5 damage it can do.
Cooldown - 20 Minutes

6. Clairvoyance
Type - talisman
Time to Cast - 10 minutes
Effect - Reduces the scout skill and recall skills to 10 minutes.

7. Abundance/Plague
Type - Rite
Time to cast: Between events
Effect - Abundance will increase the yield of 2 plots of land between events. You can only increase the yield of food or cloth plots. This spell increases the base number they produce by 1. (This spell may not target the same plot, it must be 2 different plots of land).

Plague has the opposite effect decreasing the yield of 2 plots of land. This decreases the base number the plots produce by 1. (This spell may not target the same plot, it must be 2 different plots of land).

8.Heroic Stand
Type: Rite
Time to cast: Instant 1 LP
Effect - When you activate this spell you become Immune to all Damage and Effects, but are unable to move, use skills, or charge/reload abilities. This effect lasts for 10 seconds.

Advanced potions
1. Cure Wounds 3
Type - Instant
Effect - Cures 3 LP of damage. This may not raise your LP above their maximum.

2. Awaken
Type - Instant
Effect - The imbiber is instantly awakened from any Sleep or KO effect.

3. Poison
Type - Instant/Poison
Effect - You have a vial of poison. This may be slipped into drinks or food and if so the person who imbibes the potion, food or drink is affected by the call "Poison". Each vial contains only 1 dose.

4. Amnesia
Type - Instant/Poison
Effect - Upon Imbibing this potion the imbiber will have no memory of the next 15 minutes of time. At the end of the 15 minutes or when "Cleansed" the imbiber falls asleep for 1 minute.

5. Feral Instinct
Type - Transmutation/Poison
Effect - The Imbiber gains +5 Combat Reflexes and must now swing "2" with any weapon but must have both hands on the weapon. The imbiber must direct all actions (including both offense and defense) towards the last person/creature that attacked them until that person/creature is dead. The imbiber must speak in grunts and growls and only use monosyllabic words. You may not use any skills (except Passive) while under the effects of this potion. This lasts until the end of the current Combat/Scene.

6. Undead Transformation
Type - Transmutation/Poison
Effect - You have 10 LP and 10 Combat reflexes, you may swing "1" with a single weapon or claw Phys-rep, and you are immune to Mind effects (Taunt, Fear, Interrogation, Torture and Charm). Banish does 5 Vorpal to you and Repel acts as Unresistable Fear. While under the effects of this potion you lose all Enhancements, Skills and Item abilities, including armor. You may not drink this potion if your Life points are at 0 (zero) or worse. This lasts until the end of the current Combat/Scene.

7. Strength of the Body
Type - Transmutation
Effect - Your Maximum Life Points are increased by 2. This lasts until the end of the current Combat/Scene.

8. Strength of the Mind
Type - Transmutation
Effect - You gain the skill "Immunity to Taunt" and "resist" any charm effect. This lasts until the end of the current Combat/Scene.

Master spells
1. Meteor Shower
Type: Rite
Time to Cast-1 minute
Effect: Once this spell is cast you can throw packets for "5 magic" for as long as you keep 1 foot planted on the ground. You may pivot around the 1 planted foot. If you are disrupted at any time while casting or using this spell you take "5" damage and must re-load the skill to use it again. The wizard can end this spell at any time at a cost of 5 damage.
Reload: This spell has a 1 minute reload time.

2. Empower
Type - Talisman
Time to cast - 1 Minute
Effect - The Caster may infuse their own Life Essence into the target. Upon doing so the target has their Max Lp raised by an amount equal to the Caster's current Base LP, and the target gains Immunity to Charm. The Caster is at 0 LP and may not be healed beyond that until the Spell is broken. The effect ends at the end of the event or when the Target willingly gives the caster's Essence back, this requires no time but the target must touch the Caster to accomplish this. Disenchant has no effect on this Talisman. If the target of the spell dies, The caster slowly loses his hold on his own essence and dies as well (As soon as he hears about the death of the target). This part could be tricky?

3. Circle of Protection
Type - Rite
Time to Cast - 5 Minutes
Cost - 1 Life Point every 2 Minutes the Circle of Protection is maintained.
Effect -
This spell links the life energy of people into an impenetrable barrier that cannot be crossed. Those who use their life energy in such a way need to link arms either directly or by using some kind of conductive medium. Those linked become infused with the barrier and are unable to move or speak. Those who are inside the barrier can move and speak as normal.

When you are attempting to completely protect a building the people who are linked must stand about 15 feet apart from one another and be touching the structure. If there are doors then you must have people stand in the doorways as the door creates a gap in the magic.
This spell makes everyone within its effect immune to all damage and effects. You can activate this spell on a doorway, a building, or a within a few feet around the caster. To activate the effect in a doorway the wizard needs to have a person stand in the door to represent the barrier. To activate in a small area, every person must link hands in a circle. Anyone used as a physrep may not move until the effect is cancelled by the Caster. To activate on a building then a game stop must be called to inform everyone that a barrier has been brought up around the building, you must place a physrep at every point of entry. When this spell ends by either the wizard releasing the spell or hitting 0 life a game stop must be called to tell everyone the barrier has dropped. The wizard nor the physreps may speak while this spell is active. (This may be very hard to manage and will have to think more on this).
Cooldown - 1 Hour

4. Attack of the Elements
Type - Rite (directional)
Time to cast - Instant
Effect - Call a Game Stop - Hold out your arms (without physreps) and walk in a straight line, anyone within that line takes 15 damage.
Cooldown - 20 Min.

5. Displace Time
Type - Rite (triangulated)
Time to Cast - 1 Minute
Effect - At the end of the 1 minute charge up time, the caster must spend 1 LP and call a Game Stop, Throws two packets and everyone within the area of these packets is now trapped in time. Any character trapped in time cannot move or be moved and is immune to damage. This effect lasts for 5 Minutes. (You can resist magic to get out of this effect).
Cooldown - 20 Min.

6. Arctic Blast
Type - Rite (triangulated)
Time to cast - Instant
Effect - The caster calls a Game Stop and throws two packets. Anyone within the triangle created by the packets and the caster takes 2 vorpal and Takes a PRESS effect that pushed them to the ground. It takes a 10 count to get back up.

Cool Down -20 Minutes

7. Control Monster

Add NPC only call: Dominate

Cost: 1 LP
TIme to cast: instant
This spell will only work against certain types of monsters, usually those with little to no intelligence like undead. Throw the packet and call out dominate. You then Can give the monster any command.

Once cast you are unable to cast any other spells or perform any other action as you concentrate to maintain control. This spell end once the creature is dead. You can command the creature to die at which point, dead or not the spell is broken.

Cool down: 10 minutes

8. Dispel Magic
Cost: 10 seconds to charge
Effect: you may throw a packet for disenchant. This spell and the witch hunter disenchant are not compatible.

Master Potions

1. Cure Wounds 4
Type - Instant
Effect - Cures 4 LP of damage. This may not raise your LP above their maximum.

2. Free the Beast
Type - Transmutation/Poison
Effect - The recipient of this potion transforms into a hulking man beast. Their forehead extends, their muscles rapidly grow bulky, hair sprouts all over their body and they grow razor sharp claws. You may not wear armor (and any armor worn is reduced to 0 (zero) and must be repaired after the potion as expired) or use any Items, Enhancements or Skills (this includes passive skills). You may not talk, only grunt and growl. You have 30 Combat Reflexes and 1 Life Point. All crush damage done to you is considered normal damage. You may swing 2 with a short claw in each hand. You are also immune to press. (This potion will not work if the target is at zero or worse life). This lasts until the end of the current Combat/Scene.

3. Power of the Vampire
Type - Transmutation/Poison
Effect - You take upon the likeness and powers of the vampiric undead. You may not use any Skills (this includes Passive skills), Items (this includes armor) or Enhancements. You cannot be healed and Banish drops you immediately to 0 (zero). Repel has no effect on you. You have 5 Life Points and 5 Combat Reflexes, you are Immune to Sleep, Knockout, Taunt, Fear, Torture, Interrogation, and Charm. You are also Immune to all "Normal" damage from the front (I.E. any damage that is only a number). This lasts until the end of the current Combat/Scene. If you fall below 0 life this potion will drop in 30 seconds and you must subtract 10 from your life total. Example: You are at 0 life and you take 1 point of damage you would be at -11.

4. Stone to Flesh/Flesh to Stone
Type - Transmutation/Poison
Effect - Flesh to Stone - Once Imbibed or affected by this potion the targets body slowly turns to stone over the next 5 minutes. Once the 5 minutes is up the target is pure stone, and is considered dead. If affected by "Cleanse" during the 5 minutes the effects are cancelled. Once turned to stone only a Stone to Flesh potion will restore your body to flesh. The Stone body may be destroyed in an uninterrupted 10 minutes, or by 1 shot from a Heavy siege weapon or 2 shots from a light siege weapon.
Stone to Flesh - May only be used on a target that has been affected by a Flesh to Stone potion within the last 24 hours, it takes 5 Minutes for the body to return to Flesh. The body is dead and is to be considered dead for 4 hours (regardless of actual time).

5. Regrow Limb
Type - Instant
Effect - This potion causes a missing limb to regrow...most of the time. This potion MUST be administered by someone with the healer's Surgery skill. The potion is applied to the stump of the missing limb. It takes one minute after application to work. During that minute, the target is in extreme pain. After the minute is up, the target must draw 1 chip if the limb to be regrown is a small appendage (such as a finger, toe, ear, nose, etc) and two chips if the limb to be regrown is a major appendage (An arm, leg, tail, etc). If a red chip is drawn, the stump is damaged beyond repair and the limb can never be regrown. Internal organs and a head can not be regrown.

6. Fortify the Dead
Type - Instant
Effect - When given to a dead body within 1 Minute of being the target of an Empath using the "Gather Essence" skill, it reduces the Resurrection chip draw of that person by 1 (min 1).

7. Purify the Body
Type - Instant
Effect - This potent mixture cures the Imbiber of any Poison and/or Disease currently afflicting them. The downside is that for the 1 Hour their Life Points may not be healed.

8. Skill Mastery
Type - Transmutation
Effect - This potion lets you realize your true potential. While imbibed its effects you reduce the time it takes to use any Charge Skill by 5 seconds (to a minimum of 2 seconds). It also lets you Reduce the time it takes to use a Timed skill by 1 Minute (to a minimum of 1 Minute).This lasts until the end of the current Combat/Scene.
Last edited by GM_Chris on Thu Apr 08, 2010 4:33 pm, edited 1 time in total.
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Post by GM_Chris »

UPDATE: The armor restriction for this path did not get in. The casting of spells or the brewing of potions is only possible in light armor.
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Post by Onimaster »

Change: Attack of the Elements
Type - Rite (directional)
Time to cast – 30 seconds, and you must hold both your hands above your head while you cast.
Effect - Call a Game Stop - Hold out your arms (without physreps) and walk in a straight line, anyone within that line takes 10 damage.
Cooldown - 20 Min.
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Post by Onimaster »

Change:
4. Powerful Body
Type - Instant
Effect - After imbibing the potion your next attack must be a melee "8 Crush" attack (enhancements on your weapon will stack with this call). After making the attack you suffer a 10 second Cooldown, and this effect only lasts for one attack.
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Post by Onimaster »

Advanced Focus item change: If a focus item is used to change the effect of a spell then you mus add magic to the call. For example the slick spell would become magic slick. Arctic blast become magic press 2 magic.
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Post by Onimaster »

1) Spell Curse. This spell is cast by the wizard going to NPC camp and telling the GM's who they are cursing. The GM's will then later tell the player he/she is cursed and how. The curse can only be removed by the wizard or by killing the wizard. disclaimer: this spell might evolve over time as we see it played

2) Heroic ground: Change it so when this spell is cast you become immune to all damage and effects. This spell will drain 1 LP every 10 seconds until you reach 1 LP at which point the spell ends. This spell cannot be cast if you are currently at 1 LP.

3) Remove dispell magic and put in counter spell. Counter Spell, If a game stop is called for a spell effect you may spend 1 LP durring the game stop to counter the effect. This spell has a 20 minute cooldown.
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Post by GM_Chris »

Update: Clarified this spell


Rise of the Phoenix
Type - Rite
Time to cast - Instant
Effect - When this spell is cast you call "Lash Taunt". As soon as an effect causes you to fall to 0 or less life, or the end of the scene/combat, you immediately call lash damage equal to the life you had when you called “lash taunt”. You then Gain life points equal to the damage you called. If a master focus item is used the lash taunt effect becomes triangulated, but the damage dealt is still lash. This lash effect has a maximum of 5 damage it can do.
Cooldown - 20 Minutes
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