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6. RESULTADOS

6.1. Parámetros de corte

6.4.3. Diseño del segundo eje (eje 2)

each creature in the area that gets a success on an Agility challenge roll takes half the damage.

The flamethrower explodes when the creature wielding it takes damage from fire or lightning. Flames fill a sphere with a 5-yard radius originating from a point in the creature’s space, dealing 1d6 damage per unexpended use to everything in the area. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.

GRENADES TECHNOMANCY ATTACK 2

Target Up to three points within short range

You throw three grenades, dividing them as you choose among the targets. When a grenade reaches its target, or if it encounters a solid creature or object before then, it explodes. The explosion deals 1d6 + 1 damage from fire to everything in a sphere with a 1-yard radius centered on the target or a point within the creature’s or object’s space. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.

FLYING BLADES TECHNOMANCY ATTACK 3

Target Up to three creatures or objects within medium

range

Five blades fly from your hand, divided as you choose among the targets. For each blade, make an Intellect attack roll against the target’s Defense. On a success, the target takes 2d6 damage.

Attack Roll 20+ The target takes 1d6 extra damage.

MEND TECHNOMANCY UTILITY 3

Target One Size 3 or smaller object that has 1 or more

damage, but is not destroyed, that you can reach You touch the target, removing all damage from it.

POWERED SUIT TECHNOMANCY UTILITY 4

Area A cube, 3 yards on a side, originating from a point you can

reach

Duration Until you complete a rest; see the effect

You concentrate for 1 hour, during which time you construct a powered battle suit, a huge construct, in the area. The

construct remains for the duration or until incapacitated. It cannot use actions or move independently; you must move into its cockpit to control it. While inside, you treat the construct’s Defense and Health scores as your own, move at its Speed, and can use its attack options and actions in place of your own.

MAGIC ITEM TECHNOMANCY UTILITY 5

Target One object you can reach Duration 1 hour

You touch the target, imbuing it with magical power. For the duration, attack rolls or challenge rolls for any task attempted with the target are made with 1 boon. If the object is a weapon, attacks with it deal 1d6 extra damage. If it is a suit of armor, the wearer gains a +1 bonus to Defense.

Permanence If you expend rare ingredients worth 1 gc when

you cast this spell, the effect instead lasts until you complete a rest. If you cast the spell this way on the same target each day for one month, one week, and one day, the effect becomes permanent.

Teleportation

Teleportation magic locates gaps in reality and opens them wide enough to let a traveler pass through to a distant destination.

DISMISS TELEPORTATION UTILITY 0

Target One Size 1 or smaller object you are holding

The target teleports to an open space within medium range.

FETCH TELEPORTATION UTILITY 0

Target One object you could hold in one hand that is

within medium range

The target teleports to your hand, or lands at your feet if your hands are full.

DIVISION TELEPORTATION ATTACK 1

Target One creature you can see within short range

Make an Intellect attack roll against the target’s Strength. On a success, the target takes 3d6 damage. If the target becomes incapacitated by this damage, pieces of its body fly apart, killing it instantly.

Attack Roll 20+ The target takes 1d6 extra damage.

Magic

HOLE OF GLORY TELEPORTATION UTILITY 1

Area Two cubes, each 1 yard on a side, within medium range Duration 1 minute

A 1-foot-wide portal opens in the center of each cube and remains for the duration. The portals have no thickness; anything placed in one instantly comes out the other. When the effect ends, the portals close, possibly severing whatever is in them (as determined by the GM).

SWAP TELEPORTATION UTILITY 1

Target One creature within long range

You and the target teleport to exchange positions. An unwilling target can make a Will challenge roll, negating the effect on a success.

Triggered You can use a triggered action on your turn to cast

this spell. If you do, the target must be within short range.

REMOVE TELEPORTATION ATTACK 2

Target One creature you can reach

Make an Intellect attack roll against the target’s Agility. On a success, you touch the target and it teleports to an open space on a solid surface you can see within medium range.

Attack Roll 20+ The open space is instead within extreme range.

SHORTCUT TELEPORTATION UTILITY 2

You teleport to an open space you can see within long range.

Triggered You can use a triggered action on your turn to cast

this spell. If you do, the open space is instead within medium range.

BOUNDLESS STEP TELEPORTATION UTILITY 3

Duration 1 minute

On each of your turns for the duration, you can use a triggered action to teleport to an open space you can see within medium range.

FUSE TELEPORTATION ATTACK 3

Target One creature within medium range

Make an Intellect attack roll against the target’s Will. On a success, the target teleports to an open space on a solid surface within medium range of you, part of it fusing with the surface. It takes 6d6 damage and becomes immobilized. The only way to remove this affliction is either to destroy the object in which the target is fused or to take an action to saw off an imprisoned limb (dealing damage to the target equal to twice its healing rate).

Attack Roll 20+ The target takes 2d6 extra damage and is

also stunned for 1 round.

PORTALS TELEPORTATION UTILITY 4

Area Two cubes, each 2 yards on a side, one originating

from a point you can reach and the other originating from a point within extreme range

Duration 1 minute

A portal opens in the center of each cube and remains for the duration. Each portal is 1 yard wide and 2 yards tall, but has no thickness. A portal has a front and a back, and it can have any orientation. Anything entering the front of one portal

instantly exits into an open space from the back of the other, and vice versa.

TRAVEL TELEPORTATION UTILITY 5

Target Up to five willing creatures you can reach

You touch each target and name one destination. Make an Intellect challenge roll. The GM might impose one or more banes on the roll, based on your familiarity with the destination. If you name a place that does not exist, the spell fails and the casting is wasted.

On a success, the targets teleport to the destination. On a failure, each target teleports separately to a location within 1d20 miles of the destination, as chosen by the GM. If the total of the roll is 0 or less, each target also takes 10d6 damage and gains 1 Insanity from the spell going horribly wrong. If the destination space is not large enough to accommodate a target, the target takes 5d6 damage, gains 1 Insanity, and returns to the space it left. A creature incapacitated by this damage is slain on arrival, reduced to a heap of blood, bone, and tissue. If the destination space is not open—such as inside a wall—the target fuses with the material filling the destination and dies instantly.

Theurgy

Theurgy magic relies on faith to work. A student of Theurgy must be pious at all times and display constant devotion to the gods he or she serves. Such acts give the caster the means to produce miracles, proof of the gods’ existence.

The Theurgy tradition is most strongly associated with the Cult of the New God, and its greatest practitioners wield power and influence within the cult. Priests use Theurgy magic as a weapon in their ongoing crusade to stamp out cults, eradicate demons and the undead, and safeguard the world from the looming annihilation. Members of this faith believe their power comes directly from the New God or from its greatest prophet, Astrid.

Members of other religions might adopt this tradition, discovering it through their commitment to a cause or belief. When you cast a Theurgy spell, a brief manifestation of the divine occurs somewhere in your presence. Examples include a tongue of fire burning in the air above your head, a trembling in the ground, or flaming scripture appearing on the target, a surface, or in the air. Such manifestations last only a moment, but might impress the dubious and skeptical with the clear sign of divine favor.

CREATE HOLY SYMBOL THEURGY UTILITY 0

Duration 1 minute; see the effect

A gleaming holy symbol appears in your hand and remains for the duration or until you drop it. The holy symbol grants 1 boon to your attack rolls with Theurgy spells.

DENOUNCE THEURGY ATTACK 0

Target One creature within short range that can see and

hear you

You present your holy symbol at the target. Make a Will attack roll against the target’s Will. On a success, the target becomes frightened for 1 round.

Attack Roll 20+ The target also falls prone.

Magic

BLESSING THEURGY UTILITY 1

Target Any number of creatures you can reach Duration 1 minute

You touch each target and bestow your blessing. For the duration, the target makes attack rolls and challenge rolls with 1 boon and cannot be frightened.

CENSURE THEURGY ATTACK 1

Area A sphere with a 5-yard radius centered on a point you

can reach

You present your holy symbol, a bit of scripture, or some other physical representation of your faith and release a wave of holy power that spreads through the area. Each demon, devil, faerie, spirit, and undead in the area must make a Will challenge roll. On a failure, it becomes frightened for 1 minute.

HALLOWED GROUND THEURGY UTILITY 1

Area A hemisphere with a 3-yard radius centered on a

point on the ground within short range

Duration Concentration, up to 1 minute; see the effect

A transparent, immobile dome shimmers into existence for the duration. Nothing outside the dome can pass through it, and the area within the dome is excluded from the areas of spell effects. Creatures and objects inside the dome are hidden from everyone outside it except you. A creature inside the dome can freely leave, but once it does so it cannot reenter. The effect ends immediately if a creature inside the dome makes an attack.

GOD HAMMER THEURGY ATTACK 2

Target A point in space within medium range Duration 1 minute

A glowing golden hammer appears at the target and hovers there. For the duration, you can use a triggered action on your turn to move the hammer up to 10 yards and attack one creature within 1 yard of it. Make a Will attack with 1 boon against the target’s Defense. On a success, the target takes 2d6 damage.

Attack Roll 20+ The target takes 2d6 extra damage.

REVELATION THEURGY UTILITY 2

Target One creature you can reach Duration 1 minute; see the effect

You touch the target, granting it seven revelations that last for the duration or until it expends the last one. When the target makes an attack roll or challenge roll, it can expend any number of revelations up to the number it has remaining. For each revelation expended, the target makes the roll with 2 boons.

DIVINE AID THEURGY UTILITY 3

Target Each creature you choose within short range Duration 1 hour

Each target has a +15 bonus to Health for the duration.

WRATH OF GOD THEURGY ATTACK 3

Target A point on the ground within medium range

A bolt of lightning strikes the target and deals 2d6 + 2 damage to each creature within 1d6 yards of that point. A creature that takes damage this way must make an Agility

challenge roll. It becomes dazed for 1 round on a failure, or just takes half the damage on a success.

AVATAR THEURGY UTILITY 4

Duration 1 minute

Divine power flows into you. For the duration, you take half damage from all sources, make attack rolls with 1 boon, and deal 2d6 extra damage with weapon attacks.

FIRE FROM HEAVEN THEURGY ATTACK 5

Area A vertical cylinder, 25 yards tall with a 5-yard radius,

centered on a point on the ground within extreme range Flames spread through the area and deal 7d6 damage to each creature in it. A creature that gets a success on a Will challenge roll takes half the damage. Any creature incapacitated by this damage disappears, erased from the fabric of reality.

Time

Time magic controls the rate at which time passes. Meddling with Time spells can upset or snarl your time line and cause strange phenomena to affect you. You might, for example, flicker in and out of existence while you sleep, or your apparent age could increase or decrease from one day to the next.

DELAY TIME ATTACK 0

Target One creature you can see within short range

Make an Intellect attack roll against the target’s Will. On a success, the target becomes slowed for 1 minute.

Attack Roll 20+ The target also becomes impaired while

slowed this way.

SWIFTNESS TIME UTILITY 0

Target One creature that is not fatigued that you can reach Duration 1 minute

You touch the target, which gains a +10 bonus to Speed for the duration. When the effect ends, the target becomes fatigued for 1 minute.

MINOR PARADOX TIME ATTACK 1

Target One creature you can see within short range

Make an Intellect attack roll against the target’s Intellect. On a success, the target ceases to exist for 1 round. It reappears in its former space or in the nearest open space to it if it is occupied.

Attack Roll 20+ You also regain the casting of this spell.

REWRITE MOMENT TIME UTILITY 1

Duration 1 minute

Once per round for the duration, when you roll a die, you can discard the number and roll the die again. You must use the second number rolled.

SLOW TIME ATTACK 1

Target Up to five creatures within medium range

Each target must make a Will challenge roll. On a failure, it becomes slowed for 1 minute.

Magic

PRECOGNITION TIME UTILITY 2

Duration 1 minute

For the duration, attack rolls against you are made with 1 bane. As well, you make challenge rolls to resist attacks with 1 boon.

TIME JUMP TIME UTILITY 2

Duration 1 minute

You jump forward in time, disappearing from your space. At any time during the duration, you can reappear in the space you left or in the nearest open space to it if it is occupied. Otherwise, you reappear at the end of the round when the effect ends.

ACCELERATE TIME UTILITY 3

Target One creature you can reach Duration 1 minute

You touch the target. For the duration, it can take both a fast turn and a slow turn each round. When the effect ends, the target becomes fatigued for 1d6 minutes.

DECELERATE TIME ATTACK 3

Area A sphere with a 3-yard radius centered on a point

within medium range

Each creature in the area must get a success on a Will challenge roll or become slowed for 1 minute. While slowed in this way, when the creature takes a slow turn, it can use an action or move, but not both.

TWAIN SELF TIME UTILITY 4

Area A cube, large enough to hold a creature of your Size,

originating from a point within a number of yards equal to your Speed

Duration 1 minute; see the effect

Your future self appears in the area. For the duration, you and your future self take a turn each round, though the paradox

causes you both to make attack rolls and challenge rolls with 1 bane.

You and your future self are the same creature and have identical attributes, characteristics, and abilities. Any damage taken by either version applies to the same damage total. If either of you becomes incapacitated, the other does as well. If you die, your

future self disappears.

When the effect ends, you and your future self disappear. You reappear 1 minute later, in the space your

future self occupied or in the nearest open space to it if it is occupied.

TIME TRAVEL TIME UTILITY 5

Choose a moment in time up to 100 years in the future. You disappear from existence. When time in the game catches up to the time you chose, you immediately reappear in the space you left or in the nearest open space to it if it is occupied.

Transformation

Transformation magic enables practitioners to assume different forms.

Over time, exposure to Transformation magic affects your physical form somewhat, causing you to change a bit after each rest. Your hair, skin, or eyes might become a different color, or distinctive features could appear or disappear. You might grow or shrink by an inch, or gain or lose weight while you sleep. You never look exactly as you did the day before.

FLOWING FORM TRANSFORMATION UTILITY 0

Duration 1 minute

For the duration, you can move through spaces occupied by other creatures regardless of their Size.

MASK TRANSFORMATION UTILITY 0

Duration 1 hour; see the effect

You alter your body’s appearance so that you look like someone else for the duration or until you become unconscious. You can increase or decrease your height by up to 12 inches, increase or decrease your weight by up to 25 percent, and make any other cosmetic changes you like. None of your attributes, characteristics, and other abilities change, and you cannot take on a different ancestry.

ANIMAL SHAPE TRANSFORMATION UTILITY 1

Duration 1 minute

You assume the form of a medium animal, small animal, or tiny animal for the duration. If you assume the form of a tiny

animal, you can gain one of the following traits: climber, flier, or swimmer.

Magic