PRIMERA PARTE: BASES CONCEPTUALES Y TEÓRICAS
1.1. LA COMUNICACIÓN
1.1.3. Las Teorías de la Comunicación
Barrier, Cost: 10, Shield Blur Touched, Trade Specific:
Wizard.
Description: Similar to the Shield magic, the Barrier allows your Character to form a more formidable field, this time shimmering with energy and force, capable of protecting from all damage types including elemental attacks and the massive force of a weapon like a ballista.
(Willpower DR Moderate, Armor +5d vs. All Damage, Duration: 1d6 rounds)
Chary, Cost: 10, Blur Touched, Trade Specific: Wizard.
Description: With Chary active, the magic user instantly moves out of the way of danger one time.
(Willpower, DR Moderate, While Chary is active, the magic user may avoid falling into pits, getting hit by a trap, etc., for a single use, unless re-activated again, Duration:
1d Hours)
Darken, Cost: 10, Illuminate, Blur Touched, Trade Specific: Wizard.
Description: Your Character can darken the brightest of areas despite the even the sunlight for a limited period.
(Willpower DR Moderate, Causes darkness, 50m radius, Duration: 3d6 rounds)
Dilettante, Cost: 10, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can glean basic and superficial knowledge of unknown topics easily.
(+3d to any Intellect Skill currently not trained or owned, if an Intellect Skill is known then this bonus does not apply, even if only 1d)
Fly, Cost: 10, Levitate, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can fly or cause a target to fly in any direction at great speeds. This is the best way to travel when trying to avoid roads and ambushes by an enemy.
(Willpower DR Moderate, Fly: Move Self or Target (up to 100kg) +50, Duration: 1d6 rounds)
Hubrous, Cost: 10, Blur Touched, Trade Specific:
Description: Your Character, or a target, may take double the normal actions in a combat round.
(Willpower DR Easy, Doubles Number of Actions, Duration: 1 round)
Spell Expansion, Cost: 5, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can expand a magic effect from 1 person or target up to 6 people or targets. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Expansion only works with Blast. Spell Expansion may be taken multiple times to use it with multiple magical effects, i.e. once for levitation, once for fly, once for shield, etc.
(Expands a single magical effect from one person up to 6 people, Duration: Immediate)
Spell Extension, Cost: 5, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can extend the length of a magic effect by doubling the period. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Extension only works with Shield. Spell Extension may be taken multiple times to use it with multiple magical effects, i.e. once for Levitation, once for Fly, once for Spell Storm, etc.
(Doubles a single time period or duration of a magical effect, Duration: Doubled)
Spell Triggering, Cost: 5, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can create a conditional trigger for a magic effect to occur that will stay in place for up to six days or until the Character removes it. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Trigger only works with Blast. Spell Triggering may be taken multiple times to use it with multiple magical effects, i.e. once for arrow, once for blast, once for shield, etc. If not removed, the Spell Trigger automatically releases the magic effect at the end of the duration.
(Creates a spell trigger for a single magical effect, Duration:
Trigger lasts 1d6 days)
(Willpower DR Heroic, Rips open a gate to another Character enters the Slip Realm, they appear to disappear into ashes. When the Character returns to Reality, they are temporarily disoriented and must Search to reorient to the new location.
(Willpower DR Easy, Instantly step into the Slip Realm for 2d6 rounds, x2 Move while in Slip Realm, returning to Reality forces a Search roll, DR Moderate to reorient or be stunned for a round)
Slow, Cost: 10, Speed, Blur Touched, Trade Specific:
Wizard.
Description: Your Character or a target may take half the normal actions in a combat round.
(Willpower DR Easy, Halves Number of Actions, Duration: 1 round)
Spellbind, Cost: 10, Purify, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can enthrall and Spellbind a target into service, causing that target to do the bidding of your Character as you see fit.
(Willpower DR Target’s Resist, Inflicts a Spellbinding on a target, Target’s Willpower to resist, Duration: Permanent until Purified)
Stricken, Cost: 10, Heal, Blur Touched, Trade Specific:
Wizard.
Description: On a successful Brawl or Grapple, the Character inflicts pain and injuries, poison, disease, plague, or magical illness on a target.
(Willpower DR after touch, bypasses non-magical Armor (Brawl or Grapple): Effortless: +1 Damage, Easy: +3 Damage, Moderate: +1d6 Damage or Inflict a Disease, Hard: +2d6 Damage or Inflict a Poison or Plague, Very Difficult: +3d6 Damage or Inflict an Incurable or Magical Wizard.
Description: A selected target feels great confidence and arrogance on the battlefield, temporarily increasing their fighting technique.
(Willpower, DR Difficult, a single, willing target receives +2d to 1 attack per round for the duration of the combat, Duration: total length of combat)
Mercurial, Cost: 10, Blur Touched, Trade Specific:
Wizard.
Description: You can bestow great awareness on a target, significantly increasing their reaction time in Combat.
(Willpower, DR Moderate, +4d Initiative to a single, willing target, Duration 1d Rounds)
Mollify, Cost: 10, Blur Touched, Trade Specific: Wizard.
Description: Even in the most harsh or dramatic conditions, you can calm anyone nearby through a magical aura.
(Willpower, DR Moderate, Any Characters within a ten (10) unit distance of the Character receive a +2d bonus to a single roll due to magic included calm they receive from Mollify, the magic user does not get this bonus, Duration:
Immediate)
Ofvgar’s Confoundabulator, Cost: 10, Blur-Touched, Trade Specific: Wizard.
Description: Through an intensely bright and quickly blinking light emanating from the eyes of magic user, onlookers may experience temporary bewilderment, sometimes resulting in short term memory loss.
(A bright flashing light emanates from the magic user’s eyes, any onlookers experience nausea, and are instantly stunned for 1d Rounds, resisting this effect requires Willpower, DR Difficult, any onlookers who fail the resist roll with a DR Easy or less experience memory loss of 1d hours, Activation: Immediate, Duration: 1 Round) Rupture, Cost: 10, Breach, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can open and keep open a gateway between realms for an indeterminate amount of time. This magic is very old and powerful and attracts the attention of the most powerful of beings, careful when using it.
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(Willpower DR Difficult, +2d to all Allies rolls, 500m radius, Duration: 1d6 rounds)
Reality Peak, Cost: 15, Side Step, Blur Touched, Trade Specific: Wizard.
While a Character is in the Slip Realm, the Character may peer through into Reality before re-entering it, thus avoiding disorientation.
(Permanent, With a successful Search roll, DR Difficult, the Character may effectively peak into Reality before re-entry to avoid surprises)
Repel, Cost: 15, Spellbind, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can create a field that causes most creatures and undead to avoid the Character for a period.
(Willpower DR Moderate, Repels most creatures and undead, 500m radius, Duration: 1d6 days)
Sanguine, Cost: 15, Blur Touched, Trade Specific:
Wizard.
Description: A target or group of targets suddenly experience an uncontrollable sense of cheer and laughter, distracting them temporarily.
(Willpower, DR Very Difficult, 1d determines maximum targets, the targets are effectively sent into a temporary euphoria, requiring a Willpower, DR Difficult, to take any actions, including defending themselves or dodging, Duration: 1d Rounds)
Spell Bleed, Cost: 15, Blur Touched, Trade Specific:
Wizard.
Description: Your Character causes magic to bleed into the surrounding world, which causes random magical effects to occur nearby the Character each time any magical effect is used. If a Character can immediately capture that magical bleed, by making at least a Very Difficult DR roll as part of the desired magic effect, up to one (1) Cinema Point returns to the Character following the initial magical effect. The random magical effect that follows, typically is blatant, such as every chair in a tavern suddenly levitating except where the caster is sitting, etc.
(Spells cause a blatant aftereffect both drawing attention to and rejuvenating the caster, Duration: Permanent) Illness, Epic: +4d6 Damage, Duration: Immediate)
Summon, Cost: 10, Conjure Element, Blur Touched, Trade Specific: Wizard.
Description: Your Character can bridge the divide between this realm and the Elemental realms, capable of bringing forth a powerful Elemental being whose very nature and incarnation is destructive and chaotic. An Elemental cannot be controlled by any means and is treated as a neutral character in combat, typically striking out at whoever is closest. The Elementals return to the Elemental realms within eighteen rounds after summoning, or if significantly damaged. See the Elementals in the Flora and Fauna section for stats.
(Willpower DR Moderate, Summons an Elemental being, Duration: 3d6 rounds)
Adept Spells
Alchemical Conjuration, Cost: 15, Summon, Blur Touched, Trade Specific: Wizard.
Description: Capable of focusing on conjuring water, and imbuing it with a magical effect, your Character can create potions for storing magical properties. This is a simple way to create large numbers of Healing potions, each Healing potion has the effect of the Healing roll made when creating the potion. Potions can become very complex quickly, sometimes imbuing archaic and amazing powers on a drinker.
(Willpower DR Difficult, Conjure a potion magically with imbued effects, Duration: Permanent until consumed) Desiccate, Cost: 15, Blur Touched, Trade Specific:
Wizard.
Description: This ability quickly dehydrates a target, causing extreme pain in the process.
(Willpower to Hit, Damage: Willpower + 15, Range:
Within a five (5) unit distance, after the initial attack, the target is completely dehydrated and has lost all water in 2d Rounds, Duration: 2d Rounds or until the target exits from the five (5) unit range)
Inspire, Cost: 15, Spellbind, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can Inspire all allies in an area, providing a great advantage with a battle.
Description: Your Character can bridge the divide between realms, summon a creature to the present realm, and instantly spellbind it in one foul swoop. The creature summoned is capable of resisting the Spellbinding after summoning.
(Willpower DR Difficult, Summons and Spellbinds a random creature, Willpower DR Difficult to resist, , Duration: Summoning Permanent, Spellbinding Permanent until Purified)
Dust Lord, Cost: 20, Reality Peak, Blur Touched, Trade Specific: Wizard.
While a Character is in the Slip Realm, the Character can move with fantastic speed and strength, thus when they re-appear in Reality it appears they have crossed vast distances in the blink of an eye.
(Willpower DR Moderate, While in the Slip Realm: x10 Move, x5 Move for Climbing, Jumping, and Swimming) Effusive, Cost: 45, Blur Touched, Trade Specific:
Wizard.
Description: A single target, will begin bleeding profusely, and without medical attention or immediate healing, will die.
(Willpower, DR Heroic, Range: 100/200/300, the target begins bleeding, suffering 3d direct damage to Hit Points (no soak), each round until dead or Heal or Medicine is used, DR Very Difficult, to stop it, Duration:
Immediate)
Inimical, Cost: 40, Blur Touched, Trade Specific:
Wizard.
Description: By devastating the Fabric locally around a target, the disruption between Azamar and the Blur delivers immense damage. (Willpower to Hit, Tear Damage: Willpower+24/21/18, Tear Radius: 1/2/3, Range: 5/10/15, Duration: Immediate)
Revulsion, Cost: 20, Inspire, Blur Touched, Trade Specific: Wizard.
Description: Your Character can cause all Allies in a given area to invoke fear in their enemies, making them appear overwhelming and difficult opponents, dramatically affecting the morale of the enemy.
(Willpower DR Difficult, +4d to all Allies Intimidation Traverse, Cost: 15, Fly, Blur Touched, Trade Specific:
Wizard.
Description: Your Character can employ the most powerful of traveling magic, providing the capability to teleport vast distances in the blink of an eye. There is no greater luxury than teleporting from one place to the next.
(Willpower DR Difficult, Teleport: Limited to line of sight of extremely familiar locations, Move Self or Target (up to 100kg) +500,000, Duration: Immediate)
Vapidity, Cost: 15, Blur Touched, Trade Specific:
Wizard.
Description: Through a tear in the Fabric, the Magic User can slow time the passage of time and perception in a small area for a period, causing the surrounding world to pass by more quickly. This is especially useful when little air is available, etc.
(Willpower, DR Difficult, Time is slowed for a designated period by creating a slight tear in the Fabric. It lasts as long as the magic user desires however, the longer left open, the larger the tear grows. For each month the tear remains open, the tear grows by 2 (x2); in six months, the tear is large enough for most Fiends to come through it.
Time passes at one-hundredth (1/100) the speed of time outside the bubble. Area of effect: ten by ten (10 x 10) unit distance, Duration: Immediate)