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New Magic Actions

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Does anyone have a listing of new Magic Actions? I have seen some but that is only by digging around through some setting books and the like. 
I am open to links. I belong to the Facebook group. So if you got them? Send them or link me.

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This are the ones i use, most wordings not of my own design.

Augment

  • Camouflage[+2]*: Targets affected by the spell are granted 3 levels of Concealment.

  • Flight[+2]*: Targets affected by the spell gain the ability to fly and hover.

  • Shapechange[+1]*: You can change the target’s physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, they can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual’s features in this way - they are their own individual in each form.

  • Skinwalker[+2]*: When using shapechange, you can replicate an individual’s features. Boost or Setback should be applied based on the caster’s knowledge of the subject they are imitating.

  • Water Breathing[+1]*: targets affected by this spell can breathe underwater.

  • Illusion[-1]*: The effects of Shapechange and Skinwalker are an Illusion.

 

Barrier

  • Spell Shield[+2]*: Opponents who target with a spell at least one character affected by this spell upgrade the difficulty of their Magic check twice.

 

Beguilement (eg. Enchantment)*

Concentration: Yes

Skills: Arcana, Primal

Base Difficulty: Easy(1)

Action

Select a single creature or minion group within Short range. The target is filled with a specific emotion or sensation of your choice, such as anger, attraction, calm, disgust, fear, friendliness, or peace. All social checks the target makes are either upgraded or downgraded once to reflect this altered mental state. After the spell ends, the target is aware that they were feeling or behaving unusally.

Additional Effects

  • Additional Target[+1]: May select additional targets equal to your ranks in Knowledge. May spend ${a}${a} to select additional targets equal to your ranks in Knowledge for each ${a}${a} spent.

  • Easy Feeling[+1]: After the spell’s effects end, the target no longer is suspicious of their emotional state or actions.

  • Terrify[+1]: The target will flee directly away from the spellcaster as long as doing so would not cause knowingly harm itself. The creatures will continue to flee for one round after the concentration has ended or it has left the spells range. May spend ${a} to send the target fleeing an additional range band or round.

  • Suggestion[+2]: Your target takes a suggested action or maneuver associated with the emotion you have instilled in them, such as attacking someone in anger, hitting on someone they are attracted to, calmy taking a rest, disgusted avoiding someone or something, running away from something in fear, offering assistance to someone they feel friendly toward, or attempting a peaceful resolution to a conflict. You may offer a suggestion each round as part of maintaining concentration on the spell.

  • Forgetfulness[+2]: The target has no recollection of what transpired while under the effects of the spell.

  • Minor Charm[+1]: The target will not attack the spellcaster nor their allies unless attacked by them.

  • Major Charm[+3]: The target feels particularly friendly to the caster, or a single target the caster designates, doing anything they would normally do for a dear friend.

  • Dominate[+3]: The target obeys all commands of the caster, even those contrary to its nature. The target may attempt a Discipline vs Discipline check as an action on their turn in order to break free of this mental control, receiving a number of ${S} on their check if your commands have been agaisnt their nature. This cannot be combined with the Additional Target effect.

 

Conjure

  • Illusion[-1]*: The object or creature you summon is an Illusion.

  • Necromancy[-1]*: Use a corpse or skeleton within the range of the spell and raise it as a mindless undead minion instead of conjuring a creature from the aether.

 

Curse

  • Polymorph[+3]*: You can change the target’s physical form into that of another type creature that you have seen of the same silhouette as them. If the creature has the same basic body structure as them, you can choose to reshape their equipment to match their new form. Otherwise, the equipment melds into their new form and is unusable. Your target can move any appendages the creature has but gain none of the other benefits. This may be added multiple times, each time after the first increases or decreases the silhouette by 1. You cannot replicate an individual’s features in this way - they are their own individual in each form.

 

Deception (ie. Obfuscation/Fog)*

  • Concentration: Yes

  • Skills: Arcana, Divine, Primal

  • Base Difficulty: Easy(1)

Action

Create a thick fog, mist or smoke that blankets engaged range. All characters in the fog are treated as having two levels of concealment, imposing ${S}${S} on checks they make, and on Perception checks and attacks made against from outside the fog. Could possibly make a globe of darkness as well, which would have the benefit of allowing characters with Dark Vision to see.

Additional Effects

  • Additional Sense[+1]: An additional Sense is impaired by the fog. (eg. Hearing, Smelling, Dark Vision, Infravision, Ultravision) You may spend ${a}${a} to add an additional sense.

  • Range[+1]: You may create the fog at Short range. It still fills Engaged range. You may use this multiple times.

  • Extend[+1]: The fog now fills an area out to Short range. You may use this multiple times. You may spend ${a}${a} to further extend the filled area.

  • Thicken[+1]: The fog becomes more dense, imposing an additional ${S} on checks. You may spend ${a}${a} to increase this effect.

  • Hinder[+1]: The fog impedes movement, and is treated as difficult terrain. OR this could give the fog Ensnare 2. You may spend ${a}${a} to increase this effect.

  • Burn[+2]: The fog sears the lungs, causing Strain equal to ranks in Knowledge at the start of each character’s turn.

  • Poisonous[+2]: If a target is affected by the obfuscated area, the target must make a Hard (3) 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.

  • Lightning[+1]: The affected area gains the Stun quality with a rating equal to the character’s ranks in Knowledge.

  • Holy/Unholy (Divine only)[+1]: When targets in the area take damage that the GM determines are the antithesis of the character’s faith or deity (such as a priest of a god of life attacking an undead zombie), each success deals +2 damage instead of +1.

  • Manipulative (Arcana only)[+1]: The character may spend a manoeuvre to move the obfuscated area one range band in any direction.

  • Sleep (Primal Only)[+1]: The area gains the Stun quality, and deals strain equal to the character’s ranks in Knowledge

  • One Way[+2]: The shrouded area is transparent from outside, and opaque from inside, or vice versa

  • Illusion[-1]: The fog is an Illusion.

Divination, Clairvoyance*

  • Concentration: Yes

  • Skills: any

Action (#1)

ESP, sixth sense. This ability goes by many names, but the constant theme of greater sight resides in each version. The first iteration of this spell alters the PC’s perception rolls, allowing them to relocate their focal point of perception to anywhere within a short distance, adding ${D} to the roll. The GM may add ${S} if you are focusing your abilities through thick/resistant material, if you are unsure of the exact location you are attempting to remote view from, and the normal setback penalties associated with perception/vigilance.

Additional Effects

  • Range[+1]: 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.

Action (#2)

The second part of Clairvoyance is to gain information from an outside source (eldrich, divine, spirit). The exact nature depends on the setting, but if the player succeeds on a Hard(3) roll, the GM will give the PC a piece of info somehow related to their current scenario or location. You may spend ${s}${s} | ${a}${a}${a} | ${tr} to reveal more information, at GMs discretion.

The GM may add ${S} depending on the amount of time that has passed since the event, or if other major events have occured in the timeline. Generally, forseeing the future is something to be used as a plot device by the GM, and not something the PC’s can automatically do.

Additional Effects

  • Specific Instance[+1]: PC may target a specific, singular, short instance or moment.

  • More Detail/Length[+1]: The PC may target a more complex, lengthy or detailed event/encounter.

Illusion*

  • Concentration: Yes

  • Skills: Arcana, Divine

  • Base Difficulty: Easy(1)

Action

Select up to three targets in short range. The targets either sees a single static image up to a size of silhouette 2, hears a sound ranging from a whisper to a scream emanating from close range, or smells something wafting from close range. Likewise, the spell can cause the target to be unable to see a small, static object with silhouette 1 such as a chest, weapon, door, or shelf.

Additional Effects

  • Additional Illusion[+1]: The spell creates an additional visual illusion. You may spend [AA] to create one additional visual illusion.

  • Additional Target[+1]: The spell affects three additional targets within range of the spell. In addition, after casting the spell, you may spend ${a} to affect two additional targets within range of the spell (and may trigger this multiple times, spending ${a} each time).

  • Conceal[+1]: Until the beginning of the user’s turn, the target cannot see or sense a chosen person or object of silhouette 1 or smaller. The chosen person or object must remain stationary or the spell fails.

  • Increased Size[+1]: The spell creates an illusion up to silhouette 3 or conceals a static object up to silhouette 2.

  • Movement[+1]: The spell creates an illusion with basic movements and gestures, and can patrol in an area of up to short range. You may spend ${a}${a} to increase the range the illusion can move by one range band.

  • Range[+1]: Increase the range of the spell (the distance from the character the illusion effect appears) by one range band. You may spend ${a}${a} to extend the range band by one (and may trigger this multiple times).

  • Simultaneous Effect[+1]: The spell creates one additional sensory effect that appears in sync with the visual component of the illusion. You may spend ${a}${a} to create one additional visual or sensory effect.

  • Silence[+1]: The spell causes all sound within an area of 20 feet to be inaudible to any creature outside the area.

  • Disguise[+2]: The spell alters the target’s entire appearance, either physically or by adding/subtracting clothing, gear, personal effects, or other. You may spend ${a}${a} to alter how the target sounds or smells. Nothing this spell creates has a physical component, so objects pass through it as normal, and any creature that touches it will feel nothing.

  • Improved Illusion[+2]: The character’s illusions become sharper, more true-to-life. Upgrade the difficulty to disbelieve the illusion twice. You may spend ${a}${a} to upgrade the difficulty to disbelieve the illusion once (and may trigger this multiple times).

  • Massive Size[+2]: The spell creates an illusion up to silhouette 4.

  • Invisibility[+3]: The target is invisible and gains ${tr} on any Stealth checks it makes for as long as concentration is maintained. You may spend ${a}${a} to render all sounds the target makes inaudible.

Manipulation (ie. Telekinesis)*

  • Concentration: Yes

  • Skills: Arcana, Primal

  • Base Difficulty: Easy(1)

Actions

Manipulation magic allows a character to move objects, people, or creatures (silhouette 0), and manipulate items remotely as if they were using their hands within Short range. If the check is successful, the target is moved (or manipulated) as the casting character desires. The effect ends when the target reaches its intended destination, although the caster may continue manipulating the target by using the concentration maneuver. If the target falls, use the rules for Falling Damage on page 112.

Additional Effects

  • Range[+1]: The character may manipulate targets at longer range, or increase the distance a target is moved. This may be added multiple times, increasing the range band by one range band each time.

  • Silhouette[+1]: The character may affect larger objects or creatures. This may be added multiple times, allowing for one larger silhouette to be affected each time.

  • Unwilling Target[+2]: If the target does not want to be moved, this effect applies. This covers not only unwilling living subjects, but also strongly secured inanimate objects (a locked gate, a rooted tree, a sword in an enemy’s hand). Most living creatures who are not allies should be considered unwilling. Unsecured inanimate objects are considered willing.

  • Control/Finesse[+1]: This allows for fine manipulation of objects at range, or allows the character to attempt to seize a carried (but not worn) target item (disarming an enemy of their weapon).

  • Hurl[+1]: The character may fling the target at another target. This is treated as an attack, using the character’s magic skill instead of a combat skill, with the Inaccurate 1 quality. If the silhouette of the hurled target is equal to or greater than the silhouette of the second target, the attack gains the Knockdown quality. The damage of the attack equals the characteristic linked to the caster’s magic skill + the silhouette of the hurled target. If the hurled target is a weapon, use the weapon’s base damage instead of its silhouette.

  • Speed[+1]: Increase a targeted object’s movement speed by one band.

Necromancy*

  • Concentration: No

  • Skills: Arcana, Divine

  • Base Difficulty: Easy(1)

Action

This is magic for raising the dead as unholy servants. Select one corpse of Silhouette 1 or less within Short range. That corpse rises as a zombie minion under your control until the end of the encounter. You may spend a maneuver on your turn to direct any undead raised with this spell.

Additional Effects

  • Additional Summon[+1]: The spell summons one additional rival . You may spend ${a}${a} or 1 Wound to summon one additional rival (multiple times).

  • Additional Minions[+1]: Increase the number of minions animated by ranks in Knowledge. May spend ${a}${a} to increase the number of corpses animated by ranks in Knowledge.

  • Range[+1]: Increase the range of the spell (the distance from the character that the creature appears) by one range band. This may be added multiple times, increasing the range by one range band each time.

  • Medium Summon[+1]: The character may summon a rival no larger than silhouette 1.

  • Grand Summon[+2]: The character may summon a rival of up to silhouette 3.

  • Bolster Undead[+1]: Undead you raise add damage to their attacks equal to your ranks in Knowledge, and improve their Crit rating by 1, to a minimum of 1. Affects one target of the spell. You may pay ${a}${a} or 1 Wound to affect an additional target up to the number of raised undead, or your Wound threshold.

  • Enhance[+1]: Corpses animated gain +1 to Brawn, which also increases their Soak and Wounds. May spend ${a}${a}${a} or ${tr} to reduce their crit rating.

  • Haste[+2]: Animated corpses can always perform a second maneuver during their turn without spending strain (they may still only perform two maneuvers a turn).

  • Armored (Arcana Only)[+2]: Animated corpses gain melee and ranged defense equal to your ranks in Knowledge.

  • Vigor (Divine Only)[+2]: Animated corpses heal a number of wounds at the start of their turn equal to your ranks in Knowledge.

  • Undead Champion[+3]: May animate a corpse of up to Silhouette 2 as a rival. May increase the silhouette by 1 for ${a}${a}.

  • Drain Life[+2]: If you select this Additional Effect when casting Necromancy, you first suffer 2 strain, and make an attack against a living creature at Short or Engaged range. If the check is successful, it deals damage equal to your casting characteristic plus any uncancelled ${s}. You may treat the damage dealt after soak as Wounds for the purpose of paying for the basic spell and any additional effects of the spell.

Phasing*

  • Concentration: Yes.

  • Skills: any

  • Difficulty: varies

Actions

Performing a Average(2) spell-casting check the spell-caster may gaze into the Border Ethereal at Short Range until the casters next turn. Perception checks regarding the Border Ethereal are upgraded once. Perceiving the gazing target(s) from the Ethereal does not add any penalty to the perception check.

Performing a Hard(3) spell-casting check the target(s) may phase into the Ethereal until the casters next turn. Target(s) may be Self or Engaged. Perceiving the Material from the Ethereal adds ${S}${S} to the perception check. Physical perception cannot detect the target(s) and the targets cannot effect the Material (and vice-versa) in any other way than movement or magic. The target(s) may move normally as in the Material and in addition may cross certain physical hinderances such as traps, wooden doors, clefts, holes, iron gates and groups of adversaries spending an additional maneuver (at half movement rate), but not solid walls nor magical barriers.

Additional Effects

  • Additional Target[+1]: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend ${a}${a} to affect one additional target within range of the spell (and may trigger this multiple times).

  • Range[+1]: Increase the range of the spell by one range band. You may spend ${a}${a} to extend the range band by one (and may trigger this multiple times).

  • Vertical Movement[+1]: The target(s) may move in the vertical at half speed.

  • Accelerated Movement[+1]: The target(s) may move at double normal speed. You may spend ${a}${a} to extend the movement further by one movement rate (and may trigger this multiple times).

  • Liquid Crossing[+1]: The target(s) can move across/ontop of liquid matter (eg. water) at half speed.

  • Unrefined Solid Crossing[+1]: The target(s) can move across unrefined solid matter (eg. earth/stone) at half speed.

  • Refined Solid Crossing[+2]: The target(s) can move across refined/crafted solid matter (eg. crystal, metals, concrete) at half speed.

  • Time Dilation[+2]: The target(s) phased out are subject to time dilation of half/double rate. You may spend ${a}${a} to further half/double time dilation (and may trigger this multiple times).

Shroud*

  • Concentration: Yes

  • Skills: Arcana, Primal, Verse, Divine

  • Difficulty: Easy(1)

Actions

The character selects one silhouette 0 target they are engaged with, then makes an Magic Skill check. If the check is successful, until the end of the character’s next turn, increase the difficulty of any check made to see the selected object by one, and further increase the difficulty by one for every uncancelled ${s}${s} after the first. Additionally, increase the ability of any Stealth checks made by the target by one, and further increase the ability by one for every uncancelled ${s}${s}. The target of the base spell may not be the caster, even if the caster is silhouette 0.

Additional Effects

  • Additional Target[+1]: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend ${a}${a} to affect one additional target within range of the spell (and may trigger this multiple times).

  • Range[+1]: Increase the range of the spell by one range band. You may spend ${a}${a} to extend the range band by one (and may trigger this multiple times).

  • Silhouette[+1]: The character may affect larger objects or creatures. This may be added multiple times, allowing for one larger silhouette to be affected each time.

  • Displacement (Primal Only)[+2]: The spell refracts light surrounding the target, making the target appear not quite where it actually is. The target gains melee and ranged defense equal to 1, and further increases this source of melee and ranged defense by one for every uncancelled ${s}${s}.

  • After Image (Verse Only)[+2]: You leave an phantasmal after-image of the target in the position where it was when the spell was cast. The after-image remains as long as the spell is active. As long as the target moves to at least short range from it, add ${S} all Perception checks made to locate the target. Add an additional ${S} to the check for each uncancelled ${s}${s}.

  • Empowered[+2]: The spell increases the difficulty of any check made to see the selected object by one per uncancelled ${s} rather than the normal effect. Additionally, it increases the ability of any stealth check made by the target by one per uncancelled ${s} rather than the normal effect.

  • Grand Shroud (Divine-Only)[+2]: The spell may affect an object or creature up to silhouette 4.

  • Intangibility (Arcana Only)[+3]: The spell grants limited intangibility. The target is able to pass through objects no greater than silhouette 0 and creatures no greater than silhouette 2 as if they were not there. The target cannot interact with physical objects, attack an opponent, or be attacked while intangible. If the target attempts to pass through a wall or other barrier up to six inches thick, the caster must make an Easy(+1) Discipline check to maintain concentration. The difficulty of this check is increased by one for each additional six inches of thickness.

  • True Invisibility[+3]: The spell grants true invisibility to the target. The target may not be detected visually by any mundane means. If a target who is not the caster performs any attack action, the caster must make a Discipline check to maintain their concentration. The difficulty of this check is equal to the target’s attack skill and associated characteristic (e.g.: if the target makes a Brawl attack with Brawn 4, Brawl 3, the caster must make a Daunting (${C}${C}${C}${D}) Discipline check to maintain concentration). If the target is the caster, an attack action performed by the target breaks concentration, causing the effects to end immediately.

Telepathy*

  • Concentration: Yes

Hearing the thoughts and manipulating the emotional state of others is, and should be treated as, a rare gift. This spell comes with four base abilities, focusing on detecting the surface level thoughts of a person, and then shaping their minds to your will. Each iteration of the spell has a default Short Range, and its potency or complications all depending on rolling multiples of Success, Advantage, Triumphs, Threats and Dispairs.

Mind Reader

The difficulty is determined by the targets Discipline or Willpower (whichever is higher). If successful, the PC knows the target’s current thoughts or emotional state. Greater amounts of success, advantage or triumph may extend this to deeper,

Mind Shaper

The difficulty is determined by the targets Vigilance or Presence (whichever is higher) plus ${D}. If successful, the target adopts an emotional state of the user’s choice for one minute/round.

Mind Breaker

The difficulty is determined by the targets Resilience or Intellect (whichever is higher) plus ${D}. If successful, the target suffers 1 strain, and an additional strain for every 2 successes, 3 advantage or Triumph.

Implant Thoughts

The difficulty is determined by the targets Vigilance or Presence (whichever is higher) plus ${D}${D}. If the user is successful, they may place a focused, singular idea into the target’s mind for one minute/round. Greater successes, Advantages or Triumphs may increase the duration of this effect, or the complexity of the idea.

Additional Effects

  • Additional Target[+1]: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend ${a}${a} to affect one additional target within range of the spell (and may trigger this multiple times).

  • Range[+1]: Increase the range of the spell by one range band. You may spend ${a}${a} to extend the range band by one (and may trigger this multiple times).

  • Duration[+1]: Increase the duration of the spell by one minute. You may spend ${a}${a} to extend the duration by one more minute (and may trigger this multiple times).

Transformation (eg. Shapeshift, Wildshape)*

  • Concentration: Yes

  • Skills: Arcana, Primal

  • Resisting(unwilling): Resiliance

  • Difficulty: Easy(1)

Actions

The character transforms into a land animal no greater than silhouette 1, and they gain a natural attack (either bite or claw) that adds +2 Damage to any Brawl combat checks they make. Their Brawl combat checks also gain the Vicious 1 quality and reduce the Critical rating by 1 (to a minimum of 1). Any equipment carried or worn is shed on the ground. You may spend ${a} to remain additional minutes in the chosen shape without requiring concentration.

Additional Effects

  • Aquatic[+1]: The spell can turn the caster into an aquatic or amphibious animal. They are able to breath underwater and do not count water as difficult terrain.

  • Feral Within[+1]: Forgo turning completely into a beast. The caster takes on aspects chosen, but only body parts affected by the spell are transformed into claws, fur, wings or gills.

  • Flying[+1]: The spell turns the caster into an animal that can fly.

  • Hide of the Beast[+1]: Increase the Soak of the target by 1. Maybe applied multiple times, up to the caster’s ranks in Knowledge.

  • Decrease Silhouette[+1]: Decreases the targets silhouette by 1 (assumedly down to 0).

  • Increase Silhouette[+1]: Increases the allowed silhouette by 1. Increase Brawn by 1. May be added multiple times, up to a Brawn of 6.

  • Predator[+1]: The target increases its ranks in Coordination and Stealth by the character’s ranks in Knowledge (to a maximum of 5).

  • Thick Hide[+1]: Increase wound threshold of the target by ranks in knowledge.

  • Tank[+2]: Increase ranks in Durable by ranks in Knowledge. If a Critical is reduced to 0 then ignore it.

  • Keen Senses[+1]: Gain the senses of the animal the character has turned into. Increase the ranks in Perception and Survival by the caster’s ranks in Knowledge.

  • Mastery of Form[+1]: Transform equipment carried and clothing worn as well, but it remains unusable as long as the caster remains in animal form.

  • Fury of the Wild (Primal only)[+2]: Concentrating on the spell is an incidental action.

  • Polymorph Other (Arcana only) [+2]: Turn someone else into an animal.

  • Dark/Night Vision[+1]: Gains the Darkvision capability without transforming the targets outer shape.

  • Amphibious[+2]: Gains the Aquatic capability without transforming the targets outer shape.

  • Wings[+2]: Gains the Flying capability without transforming the target into an animal but just sprouting wings.

  • Improved Form[+1]: Add 1 to the rank of a general skill (Athletics, Coordination, Perception, Resilience, Stealth). You may spend ${a}${a} to add an additional rank.

  • Improved Form[+2]: Add 1 rank to a combat skill. You may spend ${a}${a} to add an additional rank.

  • Improved Form[+3]: Add 1 rank to either Brawn or Agility. You may spend ${a}${a} to add an additional rank.

Teleportation*

  • Concentration: No

  • Skills: any

  • Difficulty: varies

Actions

Teleportation spells allow characters to move instantly across space. Perhaps a character opens a portal through another dimension or warps space to take a single step across a vast distance. Or they may simply move faster than the eye can see from one location to another. Powerful users can cross vast distances, though it is dangerous; gone wrong, teleportation can rip a body apart or trap a person’s legs inside the floor. Of course, a skilled user knows these dangers can be turned against an opponent as well.

In unstructured encounters, teleportation is straightforward – your character (or another they are engaged with) moves instantly from one space to another. Moving two range bands is an Easy(1) check. Against an unwilling target, it should be an opposed check against the target’s Discipline or Resilience. Teleporting a group or across a greater distance is more difficult.

Additional Effects

  • Line of Sight[-1]: The target(s) cannot be teleported beyond the spell-casters line of sight.

  • No Intervening Physical Barriers[-1]: The target(s) cannot be teleported across physical barriers.

  • Additional Target[+1]: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend ${a}${a} to affect one additional target within range of the spell (and may trigger this multiple times).

  • Range[+1]: Increase the range of the spell by one range band. You may spend ${a}${a} to extend the range band by one (and may trigger this multiple times).

  • Distance[+1]: Increase the distance travelled by one range band. You may spend ${a}${a} to extend the range band by one (and may trigger this multiple times).

  • Baleful Transposition[+2]: The character may target an unwilling creature and teleport them to a dangerous location (such as over a chasm or pool of acid). Alternatively, the character may teleport the creature partially into a floor or wall, making the target Immobilized until they choose to take damage equal to the character’s ranks in the Knowledge skill.

  • Burst[+1]: Deal damage equal to the character’s ranks in the „Power“ skill to all engaged creatures at either the start or arrival point of the teleportation. You may spend ${a}${a} to deal damage at both points.

  • Group Teleport[+3]: Teleports a Group of [Knowledge] targets plus optionally the spell-caster.

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Well, I can only think of an action that replicates the Magus powers from DnD. That is, summoning magical weapons or imbuing them with special qualities. It could be a part of the augment action but probably a separate action would be better. 

On the other hand, what about Turn Undead?  Does it deserve a different action? 

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19 hours ago, SavageBob said:

I notice the only action you allow for Verse is Shroud. Is this intentional? Or should Verse be included more frequently?

i mostly ignore this having "Magical/Mystical/Divine Traditions" that have their own set of allowances.

for example -- the modifier is the number of up- or downgrades required to use the magic action:

The Elemental College (Tradition)

(-1) Attack
(+1) Augment
(-0) Barrier
(-1) Conjure
(+1) Dispel 
(+2) Divination, Clairvoyance
(-1) Manipulation (ie. Telekinesis)
(+0) Phasing
(-1) Teleportation
 

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On 4/20/2019 at 5:13 PM, Erahard said:

Well, I can only think of an action that replicates the Magus powers from DnD. That is, summoning magical weapons or imbuing them with special qualities. It could be a part of the augment action but probably a separate action would be better. 

On the other hand, what about Turn Undead?  Does it deserve a different action? 

Summoning Items is clearly "Conjure"

Imbuing existing Items with temporary abilities would be "Augment"

Turn/Compel Undead is primarely "Barrier", but it could be:

  • "Dispel" ( Hurting/Destroy Undead, eg harming the magical connection between Body and Spirit )
  • "Necromancy" ( working within the necromantic realm directly )
  • or "Manipulation" ( Compel Undead for non-mindless or controlled Undead )

This is all considering Spell Actions.

I would not create another action for this as Barrier is the best concept for this, and Dispel and Necromancy closely follow.

Remember that in DnD Turn Undead was not the only magic to keep Undead at bay
(Protection from Undead/Evil/Unholy, Sanctuary, Dispel Undead/Evil/Unholy, Circle of Protection, etc, etc)

The old Great Net Spellbook/Prayerbook, Tome of Spells, Skyrim, Rifts/Palladium etc etc contain some good alternatives (and ideas) of keeping not only undead from harming the adventuring party.

PS: also "Channel Divine Energy" from 4E comes to mind.

--
T

Edited by Terefang

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7 hours ago, Terefang said:

i mostly ignore this having "Magical/Mystical/Divine Traditions" that have their own set of allowances.

for example -- the modifier is the number of up- or downgrades required to use the magic action:

The Elemental College (Tradition)

(-1) Attack
(+1) Augment
(-0) Barrier
(-1) Conjure
(+1) Dispel 
(+2) Divination, Clairvoyance
(-1) Manipulation (ie. Telekinesis)
(+0) Phasing
(-1) Teleportation
 

I mean Verse as a skill. Which of your new magical actions can you accomplish with Verse?

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since i have no Verse casters in my party i have not thought about it, but if you ask me about a GMs decision i would do:

The Bardic College (Tradition)

(-1) Augment
(-1) Curse
(-1) Dispel
(+0) Heal
(+1) Beguilement (eg. Enchantment)
(+2) Illusion

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On 4/20/2019 at 5:13 PM, Erahard said:

Well, I can only think of an action that replicates the Magus powers from DnD. That is, summoning magical weapons or imbuing them with special qualities. It could be a part of the augment action but probably a separate action would be better. 

On the other hand, what about Turn Undead?  Does it deserve a different action? 

for a Magus using the RAW magic rules 

The first would be conjure it works great but would be limiting on a magus class

First it would cost 2 strain to cast the weapon 
and they would need to concentrate on it sacrificing a maneuver to imbue with abilities

These abilities would mimic what would be sorta available in a rune weapon attachment 
so i think its kinda harsh. 

I do not know the 5ed version of magus but in pathfinder a magus fought with melee weapons and could 
cast limited spells through them usually touch spells. 

There are several ways you could express that class in genesys. Here are 3 suggestions on how to do it. 

First the Scepter implement or weapon attachment 

uc?id=1hdiqDmQSfDRF4_pNh8yqiOGbQ-PgGEGM

So my suggestion would be that a Magus is a talent that you purchase gives you a magic bond to a weapon of choice
that weapon becomes your implement and gains the effects of the scepter. 

Now narrative you could describe attack spells with the close combat effect as a strike with the weapon i think you are
looking for a way to make your magus be able to buff your weapon in some way. One suggestion would be to let the talent also 
grant the ability to enhance a bonded weapon with the conjure effect in the same way a druid circlet is so the effect remains
summoned until the end of the encounter without your character having to use the concentrate maneuver. Make sure it only works for effects and not creatures summoned. 

Now this will create a talent should prob be tier 2 that gives the player the magus talent access to Magus magic and prob a knowledge skill kinda like the Bard talent ROT p. 87

The talent allows you to create a bonded weapon that combine the magic scepter and some of the effects of druid circlet.
Still feel it needs abit more balance. Remember that you are not able to combine the casting with other implements. So maybe limit the magus to only be able to use their bonded weapon as 
an implement ? 

Anyways that my 2 coppers for bonded weapons. 

Second suggestion would to not use the magic system at all but create specific talents for your magus. 
Like spend 2 strain and gain the burn effect for the rest of the encounter and so on and so forth for the rest of the qualities or effects you want.

Third suggestion you could roll the attack spell into the melee attack. Like a special ability or talent for a magus that allows you to:

spend 2 strain to increase the difficulty of your next melee attack by x (x being the difficulty of the spell) -2 (for the base melee difficulty)
if successful may add the effects of the attack-spell but all damage is resolved like a normal melee attack. All defense for a melee attack would work against this attack. So parry, dodge etc. applies.  
Basically would let you add the normal 1 difficulty effects for the cost of 2 strain. If this need abit more balance use the suggested threat table for magic use for this combined check GCRB p 211 


Hope some of these can be used good luck with the project

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