Difference between revisions of "Finn Sardock Weaves"

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(Created page with "== Blink == ''Spell Effects:'' None. ''Inherent Modifiers:'' None. ''Greater Effects:'' 0 (×1). Avoid an attack by teleporting instantly out of its way and into an open spo...")
 
 
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The following are common Ritual Path Magic Weaves that [[Finn Sardock]] utilizes. This list does not include any rituals already in the Thaumatology: Ritual Path Magic grimoire (such as Minor Healing.)
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== Blink ==
 
== Blink ==
  
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''Inherent Modifiers:'' None.
 
''Inherent Modifiers:'' None.
 
''Greater Effects:'' 0 (×1).
 
''Greater Effects:'' 0 (×1).
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''Player Narrative Notes:'' Utilizes AIR and SPIRIT. This is cast as a conditional ritual and is intended to be used as a Blocking spell.
  
 
Avoid an attack by teleporting instantly out of its way and into an open spot nearby. A spot is not open if someone is standing in it; any lesser obstruction is “open” for the purpose of this spell.
 
Avoid an attack by teleporting instantly out of its way and into an open spot nearby. A spot is not open if someone is standing in it; any lesser obstruction is “open” for the purpose of this spell.
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A critical failure on this spell is treated like a Teleport critical failure, except that the caster rarely goes more than a mile.
 
A critical failure on this spell is treated like a Teleport critical failure, except that the caster rarely goes more than a mile.
  
''This Casting:'' Lesser Create Crossroads (6) + Lesser Control Body (5) + Lesser Control Magic (5) + Subject Weight, 300 lbs. (3). 19 energy (19×1).[[Category:Banestorm]][[Category:RPM Weaves]]
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''This Casting:'' Lesser Create Crossroads (6) + Lesser Control Body (5) + Lesser Control Magic (5) + Subject Weight, 300 lbs. (3). 19 energy (19×1).
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== Borrow Language ==
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''Spell Effects:'' None.
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''Inherent Modifiers:'' None.
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''Greater Effects:'' 0 (×1).
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''Player Narrative Notes:'' Utilizes SPIRIT. This is cast utilizing water as a medium - the caster weaves Spirit into the chalice, has the person whose language is being borrowed drink, then the caster drinks as well, thus absorbing the language for a temporary period of time.
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This ritual bestows the ability to speak a single language on the caster that the subject knows for the designated duration.
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''This Casting:'' Lesser Sense Mind (2) + Lesser Strengthen Mind (3) + Altered Trait (4) + Duration, 6 hours (5). 14 energy (14×1).
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== Deflect Missile ==
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''Spell Effects:'' None.
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''Inherent Modifiers:'' None.
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''Greater Effects:'' 0 (×1).
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''Player Narrative Notes:'' Utilizes AIR and EARTH. This is cast as a conditional ritual and is intended to be used as a Blocking spell.
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Deflects one missile about to hit the subject – including any Missile spell. Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject.
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''This Casting:'' Lesser Control Matter (5) + Lesser Control Magic (5) + Damage, Internal Crushing 1d (0) + Subject Weight, 10 lbs. (0). 10 energy (10×1).
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== Iron Arm ==
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''Spell Effects:'' None.
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''Inherent Modifiers:'' None.
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''Greater Effects:'' 0 (×1).
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''Player Narrative Notes:'' Utilizes EARTH and SPIRIT. This is cast as a conditional ritual and is intended to be used as a Blocking spell.
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Stop a blow with only an arm. If the spell succeeds, the arm becomes harder than iron, momentarily – and automatically parries the attacking weapon without harm to the caster. If the spell fails, the wizard is simply parrying with his arm! This spell can parry no attack that a sword could not parry, and is considered a parry for purposes of combat.
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''This Casting:'' Lesser Control Magic (5) + Lesser Strengthen Body (3) + Damage, Internal Crushing 1d (0). 8 energy (8×1).
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== Purify Water ==
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''Spell Effects:'' None.
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''Inherent Modifiers:'' None.
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''Greater Effects:'' 0 (×1).
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''Player Narrative Notes:'' Utilizes EARTH and WATER.
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Remove all impurities from water by pouring it through any hoop or ring (or, in a pinch, his own fingers) into a container. Only one skill roll is required, as long as the flow continues.
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''This Casting:'' Lesser Restore Matter[4]; Subject Weight: 10 lbs. [0]; Cost: 4
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==Resist Extreme Temperature (Heat)==
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''Spell Effects:'' None.
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''Inherent Modifiers:'' None.
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''Greater Effects:'' 0 (×1).
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''Player Narrative Notes:'' Utilizes AIR and FIRE.
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This weave provides the caster with Temperature Tolerance (Heat) 4 for the listed duration.
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''This Casting:'' Lesser Destroy Energy (5) + Altered Trait (4) + Subject Weight, 300 lbs. (3) + Duration, 12 hours (6). 18 energy (18×1).
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==Sunbolt==
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''Spell Effects:'' None.
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''Inherent Modifiers:'' None.
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''Greater Effects:'' 0 (×1).
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''Player Narrative Notes:'' Utilizes AIR and FIRE tied together with SPIRIT. This is cast as a conditional ritual.
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Shoot a bolt of concentrated sunlight from one fingertip. It has 1/2D 75, Max 150, Acc 2; use the Innate Attack skill. The light burns like laser light and does burning damage. Increase a shield’s DB against this spell by 50%, rounding down, if it is highly polished.
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Whether or not damage gets through armor, a hit to the face blinds the victim unless he makes a HT roll. A hit to the eyes does double damage and blinds the victim unless he makes a HT roll at a penalty equal to the damage suffered. Treat Sunbolt-induced blindness as a crippling injury for recovery purposes (p.B420).
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Any mirror will reflect a Sunbolt; if the GM is uncertain of the exact angle of incidence/reflection (if the Sunbolt hits a hand-held mirror, for instance), determine its new direction randomly. Use the rules for hitting the wrong target (p. B389) to determine if anything along the new path is hit.
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Deliberately reflected shots are a much trickier matter; range penalties will be for the total range to the target, with an additional -2 for each “bounce.” And unless the mirrors are very large and/or stable and/or deliberately placed for the purpose, the GM may simply declare the shot impossible.
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Defending characters holding mirrors may attempt to reflect the bolt back at the caster – treat this as a Block defense at a -2 penalty; also apply the normal range penalties from the defender to the caster. The DB of the mirror (if it is large enough to offer any; GM call) adds to this roll normally. The caster may defend normally, unless totally surprised.
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Sunbolt is not affected by Missile Shield or Reverse Missiles. Force Dome and Deflect Energy do offer protection. Areas of magical Darkness or Blackout resist Sunbolt.
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''This Casting:'' Lesser Create Energy (6) + Lesser Control Energy (5) + Lesser Control Magic (5) + Affliction, 25% to Disadvantage: Blindness, Face Only (5) + Damage, External Burning 3d (0) + Duration, 10 minutes (1). 22 energy (22×1).
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[[Category:Banestorm]][[Category:Banestorm_3_PCs]]

Latest revision as of 03:18, 6 August 2018

The following are common Ritual Path Magic Weaves that Finn Sardock utilizes. This list does not include any rituals already in the Thaumatology: Ritual Path Magic grimoire (such as Minor Healing.)

Blink

Spell Effects: None. Inherent Modifiers: None. Greater Effects: 0 (×1). Player Narrative Notes: Utilizes AIR and SPIRIT. This is cast as a conditional ritual and is intended to be used as a Blocking spell.

Avoid an attack by teleporting instantly out of its way and into an open spot nearby. A spot is not open if someone is standing in it; any lesser obstruction is “open” for the purpose of this spell.

The caster may Blink to any unoccupied spot within 3 yards, in any direction. The caster’s facing remains unchanged. The caster must roll against his Body Sense skill to act on his next turn (p. B181). If there are no open spots within 3 yards, the spell will fail.

For combat purposes, the “blink” is treated as a dodge that succeeds automatically if the spell roll is made.

A critical failure on this spell is treated like a Teleport critical failure, except that the caster rarely goes more than a mile.

This Casting: Lesser Create Crossroads (6) + Lesser Control Body (5) + Lesser Control Magic (5) + Subject Weight, 300 lbs. (3). 19 energy (19×1).

Borrow Language

Spell Effects: None. Inherent Modifiers: None. Greater Effects: 0 (×1). Player Narrative Notes: Utilizes SPIRIT. This is cast utilizing water as a medium - the caster weaves Spirit into the chalice, has the person whose language is being borrowed drink, then the caster drinks as well, thus absorbing the language for a temporary period of time.

This ritual bestows the ability to speak a single language on the caster that the subject knows for the designated duration.

This Casting: Lesser Sense Mind (2) + Lesser Strengthen Mind (3) + Altered Trait (4) + Duration, 6 hours (5). 14 energy (14×1).

Deflect Missile

Spell Effects: None. Inherent Modifiers: None. Greater Effects: 0 (×1). Player Narrative Notes: Utilizes AIR and EARTH. This is cast as a conditional ritual and is intended to be used as a Blocking spell.

Deflects one missile about to hit the subject – including any Missile spell. Counts as a parry for combat purposes. If the caster is not the subject, apply distance modifiers as for a Regular spell. Deflected attacks may still hit a target beyond the subject.

This Casting: Lesser Control Matter (5) + Lesser Control Magic (5) + Damage, Internal Crushing 1d (0) + Subject Weight, 10 lbs. (0). 10 energy (10×1).

Iron Arm

Spell Effects: None. Inherent Modifiers: None. Greater Effects: 0 (×1). Player Narrative Notes: Utilizes EARTH and SPIRIT. This is cast as a conditional ritual and is intended to be used as a Blocking spell.

Stop a blow with only an arm. If the spell succeeds, the arm becomes harder than iron, momentarily – and automatically parries the attacking weapon without harm to the caster. If the spell fails, the wizard is simply parrying with his arm! This spell can parry no attack that a sword could not parry, and is considered a parry for purposes of combat.

This Casting: Lesser Control Magic (5) + Lesser Strengthen Body (3) + Damage, Internal Crushing 1d (0). 8 energy (8×1).

Purify Water

Spell Effects: None. Inherent Modifiers: None. Greater Effects: 0 (×1). Player Narrative Notes: Utilizes EARTH and WATER.

Remove all impurities from water by pouring it through any hoop or ring (or, in a pinch, his own fingers) into a container. Only one skill roll is required, as long as the flow continues.

This Casting: Lesser Restore Matter[4]; Subject Weight: 10 lbs. [0]; Cost: 4

Resist Extreme Temperature (Heat)

Spell Effects: None. Inherent Modifiers: None. Greater Effects: 0 (×1). Player Narrative Notes: Utilizes AIR and FIRE.

This weave provides the caster with Temperature Tolerance (Heat) 4 for the listed duration.

This Casting: Lesser Destroy Energy (5) + Altered Trait (4) + Subject Weight, 300 lbs. (3) + Duration, 12 hours (6). 18 energy (18×1).

Sunbolt

Spell Effects: None. Inherent Modifiers: None. Greater Effects: 0 (×1). Player Narrative Notes: Utilizes AIR and FIRE tied together with SPIRIT. This is cast as a conditional ritual.

Shoot a bolt of concentrated sunlight from one fingertip. It has 1/2D 75, Max 150, Acc 2; use the Innate Attack skill. The light burns like laser light and does burning damage. Increase a shield’s DB against this spell by 50%, rounding down, if it is highly polished.

Whether or not damage gets through armor, a hit to the face blinds the victim unless he makes a HT roll. A hit to the eyes does double damage and blinds the victim unless he makes a HT roll at a penalty equal to the damage suffered. Treat Sunbolt-induced blindness as a crippling injury for recovery purposes (p.B420).

Any mirror will reflect a Sunbolt; if the GM is uncertain of the exact angle of incidence/reflection (if the Sunbolt hits a hand-held mirror, for instance), determine its new direction randomly. Use the rules for hitting the wrong target (p. B389) to determine if anything along the new path is hit.

Deliberately reflected shots are a much trickier matter; range penalties will be for the total range to the target, with an additional -2 for each “bounce.” And unless the mirrors are very large and/or stable and/or deliberately placed for the purpose, the GM may simply declare the shot impossible.

Defending characters holding mirrors may attempt to reflect the bolt back at the caster – treat this as a Block defense at a -2 penalty; also apply the normal range penalties from the defender to the caster. The DB of the mirror (if it is large enough to offer any; GM call) adds to this roll normally. The caster may defend normally, unless totally surprised.

Sunbolt is not affected by Missile Shield or Reverse Missiles. Force Dome and Deflect Energy do offer protection. Areas of magical Darkness or Blackout resist Sunbolt.

This Casting: Lesser Create Energy (6) + Lesser Control Energy (5) + Lesser Control Magic (5) + Affliction, 25% to Disadvantage: Blindness, Face Only (5) + Damage, External Burning 3d (0) + Duration, 10 minutes (1). 22 energy (22×1).