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Unverified Commit aa75b131 authored by Malin Freeborn's avatar Malin Freeborn
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add fate, fire, mind, death, and water spells

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\spell{Choke}% Name
{\mFate, \mAir}% Spheres
{Wax}% Action
{}% Enhancements
{Medicine}% Skill
{target gains 1 \glsentrytext{fatigue}}% Description
{
The target feels sickly and possibly retches, but the effects are limited.
They lose only 1 \gls{fatigue}.
}
\spell{Sloth}% Name
{\mFate, \mAir}% Spheres
{Wane}% Action
{}% Enhancements
{Medicine}% Skill
{target ignores all \glsentrytext{fatigue} penalties for \pgls{interval}}% Description
{
This spell preserves someone's natural bodily functions in the face of decay, tiredness, or poison.
The target does not suffer any penalties from \glspl{fatigue} for a full \gls{interval}.
However, they still accumulate \gls{fatigue} as normal, and cannot heal any through rest, or other means.
}
\spell{Torpor}% Name
{\mFate, \mAir}% Spheres
{Warp}% Action
{}% Enhancements
{Medicine}% Skill
{target's gains \glsentrytext{dr} 1}% Description
{
The spell places a target in a state of semi-undeath.
They gain \gls{dr} 1 (or +1 \gls{dr} if they already have armour), as a result of not bleeding, and feeling detatched from their own body.
The spell wears off after \pgls{interval}.
}
......@@ -15,7 +15,7 @@
{Deceit}% Skill
{lose $1D6$ \glspl{fp}}% Description
{
The caster notes the worst of someone's possible futures -- the most unpleasant thing which is reasonably likely.
The caster notes the worst of someone's possible futures -- the most unpleasant thing which is reasonably likely.
}
The target then loses $1D6$~\glspl{fp}.
......
\spell{Furious Flame}% Name
{\mFire}% Spheres
{Wax}% Action
{}% Enhancements
{Wyldcrafting}% Skill
{target fire flares, inflicting \arabic{spelllevel} Damage plus size bonus}% Description
{
A fire-source roars, growing loud, aggressive, and large enough to damage anyone next to it.
Someone carrying a candle would receive just \dmg{spelllevel} Damage, but those with a torch would receive more, and a target standing next to a bonfire could receive $1D6$ Damage.
The caster can specify any target within one step of a fire.
}
\spell{Dous}% Name
{\mFire}% Spheres
{Wane}% Action
{}% Enhancements
{Wyldcrafting}% Skill
{target fire goes out}% Description
{
The target fire flickers, then goes out.
Candles are \tn{6}, torches \tn{7}, hearths \tn{8}, and bonfires demand \tn{9} or more.
}
\spell{Toothless Fire}% Name
{\mFire}% Spheres
{Warp}% Action
{\duplicated}% Enhancements
{Wyldcrafting}% Skill
{target fire stops consuming a certain type of material}% Description
{
This spell changes the basic nature of a fire, so it can no longer burn a certain type of material.
Casters generally use this to stop a fire damaging people, but it could just as easily be used to stop a fire spreading to clothing.
The caster can target up to \spellArea\ steps.
The fire will not stop feeding on whatever allows it to currently burn, so a wood fire will continue burning its wood.
}
\spell{Fascination}% Name
{\mFate, \mWater}% Spheres
{Wax}% Action
{}% Enhancements
{Empathy}% Skill
{target becomes enamoured with their current action, and finds it hard to stop}% Description
{
The target finds sudden joy and fascination with their current task.
The task always takes the form of a single verb -- `blacksmithing', `walking', `singing' -- never something convoluted like `the mission to kidnap the barron', or `finding the right paints for the colour of a Sunrise'.
\Glspl{npc} targeted by the spell can make a Wits + Academics roll, \tn{8}, to break away from the task.
\Glspl{pc} afflicted by the spell cannot gain any further \glspl{xp} for the a full day (four \glspl{interval}), unless they complete the current \gls{interval} without wavering from their task.
Anyone sleeping almost certainly remains asleep, and rolls to wake up suffer a -4 penalty.
}
\spell{Confusion}% Name
{\mFate, \mWater}% Spheres
{Wane}% Action
{}% Enhancements
{Deceit}% Skill
{the target becomes listless and distractable}% Description
{
The target loses their train of thought.
They take a -1 penalty to all actions using Mental Attributes, and a -1 \gls{ap} penalty during combat.
Anyone actively attacking the caster loses their action (but not when attacking others).
}
\spell{Shadow Check}% Name
{\mFate, \mWater}% Spheres
{Witness}% Action
{}% Enhancements
{Empathy}% Skill
{the caster checks if something has a mind}% Description
{
Shadows, statues, or suspicious bushes can all hide all manner of things.
This spell tells the caster if any particular patch (and it has to be a specific patch) contains anything which has a mind.
The spell will not say what kind of mind this is -- whether animal or person.
It reports only `yes/ no', and often has false positives due to mice or insects (1/6 chance in daylight, 2/6 chance at night).
}
\spell{Cold Steam}% Name
{\mWater}% Spheres
{Wane}% Action
{}% Enhancements
{Seafaring}% Skill
{up to a barrel of water turns into mist}% Description
{
Some body of liquid -- up to a barrel's worth -- instantly turns to mist, then quickly coalesces, soaking anything in the area.
Torches struggle to keep aflame as an entire room can become soaked.
When cast on a mostly-liquid creature, such as oozes, this spell deals $1D6$ Damage.
}
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