The Fall of Brekhan
Spell building formatting: Start with the SE level and final point cost, and a name. Then a description. The description should include:
- what the spell does
- specifications. eg. a ranged attack shoud state range, damage, Acc, RoF, Rcl, etc.
- the time limit and whether the spell can be maintained or is a fire and forget spell
- valid targets
- the effects of any and all enhancements and limitations.
In effect, the spell description should give a pretty good idea of what the spell does and what it looks like without ever having to look at the specifics.
The specifics should
- start with the main advantage (innate attack, affliction, or whatever else.)
- list each modifier, followed by it’s +/- % cost change
- list the total % modifier to the spell, followed by the final full point cost.
- note any sub advantages (normally for afflictions), using the rules above.
- state who made the spell. Give yourself credit; you’re a wizard!
[SE 1, 4 points] Piercing Salvo Fires a shimmering salvo of near-invisible, armour-piercing magical missiles at a target out to 100yds. Use the statistics given below.
Innate Attack 2d-1 pi [7 base] (Sorcery -15%; Accurate 2 +10%; Armour Divisor 3 +100%; No ½ D +15%; No Signature +20%; Rapid Fire 7; Nbt -20%) = 280% = 18pts
|Piercing Salvo||2d-1(3) pi||Acc 5||100yd||RoF 7||Rcl 1||No sig, Nbt|
Made by: Declan
[SE 1, 3 points] Break Wards
Touch a subject to attempt a quick contest to dispel their wards as per neutralise. Roll for each type of ward seperately, or use MoS and layers? (GM call).
Neutralise Wards (Sorcery -15%; Interruption – 50%; Targets subject not caster -10%) = -75% = 13pts
[SE 2, 5 points] Ward-Breaking Blows
Enhances a subject other than the caster to have their attacks dispel wards. If the subject hits a target with any non-innate attack, they then contest the caster’s WILL+Talent vs WILL+Talent of the ward-maker for each ward type on the target. For each contest the subject wins, that ward type is dispelled.
Affliction 1 (Sorcery -15%; Ward Breaking +200%; Melee, C -30%; Contact Agent -30%) = +125% = 23pts
Ward Breaking: Neutralise Wards (Magical -10%; Interruption -50%; Follow-up Variant, Universal +50%; Granted by caster -40%; targets subject not caster -10%) = -60% = 20pts = +200%
- Query: 1 level of reduced time on neutralise to allow it to take effect before damage is rolled?
[SE 1, 4 points] In the Zone: Cyrus takes a deep breath and focuses, suffusing his body with magical energy and boosting his combat reaction time to incredible levels. He gains Altered Time Rate 1, but only for combat related actions. This spell taxes Cyrus’ energy deeply, and requires him to pay an additional fp after every three seconds of activity to maintain. Additionally, after he ends the spell, Cyrus becomes exhausted. He reduces his basic speed (and move and dodge) by 1 for the next ten minutes, and [needs another -10%, damn SE 1].
Altered Time Rate 1 [Aspected, combat only, ( -20%); Aftermath, -1 basic speed, (-10%); Reduced Duration, 1/20, (-25%); Sorcery ( -15%)] = 20% (mincap) = 20pts.
Made by: Declan one task specific enough? magic on magic issue?
[SE ?, ? Points] Regrow Limb:
Affliction 1 [Reattach (+ 360%), Increased Duration (Permanent until fixed, + 150%), Fixed Duration (+ 0), Range C (- 30%), Sorcery (- 15%) = 565] (57)
Reattach is: Regrowth [Magical (- 10%) = 90%] (36)
moving to workshop
 Death’s Gaze: Roll innate Attack (Gaze) + Talent to hit your target. they take 1d FP damage per level. The victim then rolls HT to avoid suffering a heart attack. 1/2D 10, Max 100, Acc 3
Link(Innate attack (Fatigue), link +10% = 11; Affliction (Heart Attack), link +10% = 44; 55), Sorcery -15% = 47;
[SE 1, 4 Points] Disguise Self: Change your appearance to that of anything with the same size, weight, posture, body layout, and number of limbs. This can be anything the GM approves, such as a golem, an elf, etcetera. But you can not transform into something that has wings unless you already have wings. This only changes appearance, no abilities are lost or gained.
Morph[Cosmetic(-50%), Retains Shape (-20%), Sorcery(-15%) = -85% || -80%] (20)
[SE 1, 3 Points] TortoMorph: Transform into a sapient turtle for a minute. I like turtles.
Alternate Form (Turtle) [Sorcery(-15%)] (13)
Sapient Turtle [ -2 ]:
Attributes: Basic Move 3 [-10 ], Water Move 8 [ 25 ]
Advantages: Extra Legs (4, Cannot Kick) [ 3 ], Amphibious [ 10 ], Damage Reduction 5 (Turtle Shell) [ 25 ]
Disadvantages: Horizontal [-10 ], Cannot Speak [-15 ], No Fine Manipulators [-30 ]
[SE 1, 3 Points] Mach Mount: The caster creates a dragon-like creature to move around at the speed of sound.
Ally (Always Present, 25% points [ 4 ]) [Minion (+ 0), Summonable (+ 100%), Extended Duration (Permanent*) (+ 150%), Accessibility (Must be outdoors)(- 30%), Sympathy (- 5%), Sorcery (- 15%) = 300%] (12)
Mach Mount [ 25 ]:
Primary Attributes: ST 20 [ 80 ], IQ 0 [-200 ]
Tertiary Attributes: Air Move 24 [ 28 ]
Advantages: Teeth (Fangs) [ 2 ], Spines [ 3 ], Extra legs (4) [ 5 ], Striker (Tail) [ 5 ], Long Talons[ 11 ], Doesn’t Eat or Drink [ 10 ], Unfazeable [ 15 ], Doesn’t Sleep [ 20 ], Extra Attack [ 25 ], Winged Flight [ 30 ], Damage Reduction 10 (Force Field, Cannot Wear Armour) [ 40 ], Enhanced Move 4 (Air Speed 384) [ 80 ]
Perks: Accessory (Saddle) [ 1 ], Sanitized Metabolism [ 1 ]
Skills: Mount [ 24 ] (16), Aerobatics [ 28 ] (16), Brawling [ 20 ] (16)
Disadvantages: Foot Manipulators [-6 ], Frightens Animals [-10 ], Mute [-25], Dependency (Very Common (Caster), Constantly) [-25 ], Cannot Learn [-30 ], Total Unhealing [-30 ], Quadruped [-35 ], Unnatural [-50 ]
Features: Neither has nor spends fatigue points.
[SE 1, 3 points] Phantom Steed: After making an additional concentrate maneuver, caster summons an insubstantial mount for the caster that remains until the caster dismounts, takes any damage or makes any hostile action, or the mount takes damage.
Level 2 [FC 26, SE 2, 6 points]: Basic Move 7, Enhanced Move 3 (Ground Speed 56)
Level 3 [FC 39, SE 3, 8 points]: Basic Move 8, Enhanced Move 4 (Ground Speed 128)
Level 4 [FC 65, SE 6, 13 points]: Basic Move 9, Enhanced Move 5 (Ground Speed 288)
Ally (Always Present, 25% points) [Minion (+ 0%), Summonable (+ 100%), Extended Duration (Permanent*) (+ 150%), Sympathy (- 10%), Sorcery (- 15%) = 325%] (13)
Phantom Steed [-25 ]:
Primary Attributes: ST 20 [ 90 ], IQ 0 [-200 ]
Secondary Attributes: HP 1 [-34 ], Basic Move 6 [ 5 ]
Advantages: Hooves [ 3 ], Doesn’t Breathe [ 20 ], Doesn’t Eat or Drink [ 10 ], Doesn’t Sleep [ 20 ], Enhanced Move 2 (Ground Speed 24) [ 40 ], Insubstantiality (Affects Substantial +100% Can Carry Objects (Heavy Encumbrance) +100%, Always On – 50%) [ 200 ]
Perks: Accessory (Saddle) [ 1 ]
Disadvantages: Cannot Speak [-15], Dependency (Very Common (Caster), Constantly) [-25 ], Frightens Animals [-10 ], Quadruped [-35 ], Total Nonviolence [-30 ], Total Unhealing [-30 ], Fragile (Unnatural) [-50 ]
Features: Neither has nor spends fatigue points.
[SE 1, 1.2 Points/level] [ DEPRECATED ] Lightning Bolt: Roll Innate Attack (beam) + Talent to hit your target. They take 1d damage per level. The victim then rolls HT at -1 per 2 damage dealt to avoid being stunned.
Acc 5, 1/2d 10, max 100
Innate attack (Burning) with Side effect (stunning) +50%, Accurate (2) +10%, Sorcery -15%, Nuisance effect (can be grounded) -25% = 6
[SE 2, 6 points] Dominate Person: The caster laces his words with subtle magicks. One target of the same race who can hear and understand him must win a quick contest of WP vs the caster’s IQ+4 or be mind controlled. Upon mind controlling his subject, the caster transfers his bodily focus to that target, losing all feeling in his own body. The subject is then under the caster’s complete control, as per the basic set advantage, but the caster can only ever control one subject at a time and may not claim a bonus for prior concentration. Additionally, the control only lasts for 3 seconds after concentration is broken. If the attempted control fails, the subject feels no mental hostility from the caster.
Mind Control [Long Ranged ( +50%); No Signature ( +20%); Reliable 4 ( +20%); Fixed Duration ( +0%); Reduced Duration, 1/60 ( -35%); Racial ( -20%); Hearing Based ( -20%); Must Share Language ( -10%); Temporary Numbness ( -20%); One Subject Only ( -5%); No Preconcentration ( -5%); Sorcery ( -15%)] = 60% = 30pts
Made by: Declan reliable on resisted spells seems wrong?
[SE 2, 6 points] Regenerate: Roll Innate attack – subject’s DR. Subject recovers 1HP every 12 hours until attacked or fully healed. While this effect persists, whenever Subject rolls to recover lost HP or to see if they can get over a crippling injury, they get +5 to your effective HT.
Affliction 1 [Gives Advantage, regeneration, ( +100%); Extended Duration, permanent* ( +150%); Limited Use, 4 uses, ( -20%); Range C ( -30%); Sorcery ( -15%)] = 185% = 29pts
Made by: . Needs cleaning
- Rapid Fire cannot combine with area of effect or fragmentation. Buy linked single shots for that
[SE 1, 4 points] Piercing Shards Fires a spray of tiny, near-invisible, armour-piercing magical missiles at a target out to 100yds. Upon impact, each missile explodes into magically enhanced fragments. If a missile penetrates a target, it fragments internally; this deals damage only to the target but bypasses all external DR. At the caster’s option, this spell may not fragment, may only fire a single shot, may not be stealthy, or any combination of these.
Innate Attack 2d pi- [6 base] (Sorcery -15%; Accurate 2 +10%; Armour Divisor 3 +100%; No ½ D +15%; Fragmentation 2d +30%; No Signature +20%; Rapid Fire 7 +70%; Selectivity +10%; Nbt -20%) = +220% = 20pts
Piercing Shards: 2d(3) pi-, [2d cut] | Acc 5 | Range 100yd | Rcl 1 | Rof 7 | No signature |
A spell that can render a door/lock/wall or something insubstantial in order to be walked through. Or to be afflicted upon armour, making it useless.
A spell that afflicts insubstantiability on the victim for 1 second, causing all their clothing and equipment to fall to the ground before they rematerialise. Also renders them physically inert for that second.
A spell that encompasses an enemy in a force bubble, preventing interaction with the outside world. Including no magic through it preferably.
A one way missile wall spell.