• No se han encontrado resultados

5. MATERIALES Y MÉTODOS

5.1. Materiales

5.1.3. Materiales para el prototipo

Battle spells awaken and enhance combat capabilities. Armed with these spells, Battle casters can fight with skill rivaling that of the greatest warriors in the land. They move with enhanced speed and dexterity, strike with uncommon precision, and send foes reeling.

The tradition is thought to be young, developed by orcs who displayed some penchant for magic during their interminable service to the emperor. Even though they are now freed from slavery’s yoke, orcs study Battle magic to blend its power with their considerable combat skills. Some scholars believe the tradition has even older roots, originating among faerie folk who resisted human expansion into their realms. Whatever its source, Battle magic finds practitioners among almost every people in the land.

Discovering the tradition typically results from combat training. When one’s mettle is tested and the blood boils in the heat of battle, sometimes a weapon strike carries added magical might.

AUGMENTED ATTACK BATTLE ATTACK 0

As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute.

CELERITY BATTLE UTILITY 0

You move up to twice your Speed. This movement does not trigger free attacks.

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

this spell. If you do so, you instead move up to your Speed without triggering free attacks.

CLOSE WOUNDS BATTLE UTILITY 1

You heal damage equal to your healing rate.

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

this spell. If you do so, you instead heal damage equal to half your healing rate.

MIGHTY ATTACK BATTLE ATTACK 1

As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute. On a success, the target takes 2d6 extra damage.

RESOUNDING ATTACK BATTLE ATTACK 1

As part of casting this spell, you make an attack with a weapon. You make the attack roll with 1 boon and can use Intellect instead of the attack’s normal attribute. On a success, the target takes damage as normal and becomes dazed for 1 round.

ARC OF DEATH BATTLE ATTACK 2

Target Each creature you choose that you can reach

You sweep your melee weapon around you in a deadly arc, dealing 3d6 + 3 damage to each target instead of the weapon’s normal damage. Each target takes half the damage with a success on an Agility challenge roll.

MOUNTAIN FALL BATTLE ATTACK 2

You fly up to twice your Speed, then land. When you land, a shockwave spreads out through the ground in a 4-yard radius from a point within your space. Each creature on the ground must make an Agility challenge roll. On a failure, the creature takes 2d6 damage and falls prone.

Battle Madness

If you know any spells from the Battle tradition, you are at risk of battle madness. Whenever you go mad, you suffer battle madness instead of rolling on the Madness table. While gripped by battle madness, you must take a fast turn each round and use an action to attack the creature nearest to you, making a charge if necessary. You regard all creatures as foes, determining your target randomly if more than one is available. At the end of each round, roll a d6. On a roll of 5 or higher, the battle madness ends.

Magic

BATTLE PROWESS BATTLE UTILITY 3

Duration 1 minute

You bolster your fighting skills. For the duration, whenever you attack with a weapon, you can make the attack roll twice and use the better result. As well, your weapon attacks deal 1d6 extra damage for the duration.

METEORIC ASSAULT BATTLE ATTACK 3

You move up to twice your Speed in a straight line. During this movement, you can make a weapon attack against each creature you can reach, but no more than once per creature. For each attack after the first, you make the attack roll with 1 bane and each attack deals 1d6 extra damage. You can use Intellect instead of the attack’s normal attribute.

WALL OF SWORDS BATTLE ATTACK 4

Area A line, 20 yards long, 5 yards high, and 2 yards wide

originating from a point within long range

Duration 1 hour

A wall of slashing swords forms in the area and remains for the duration. It totally covers everything behind it. When the wall appears, everything in the area takes 5d6 damage. A creature takes half the damage with a success on an Agility challenge roll. Creatures can move through the area, treating it as difficult terrain. When a creature enters the area from outside, or if it is inside the area at the end of the round, it must get a success on an Agility challenge roll or take 3d6 damage.

STRIKE LIKE LIGHTNING BATTLE ATTACK 5

Area A sphere with a radius equal to half your Speed

centered on a point you can reach

You move like a blur, striking furiously as you go. Each creature you choose in the area must make an Agility challenge roll with 1 bane. On a failure, it takes 4d6 + 3 damage. Then move up to half your Speed. This movement does not trigger free attacks.

Celestial

Spells from the Celestial tradition call on the light and energy of the sun and stars to drive back the darkness spreading across the world.

BURNING BEAM CELESTIAL ATTACK 0

Target One creature or object within medium range

A fiery beam leaps from your hand. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage.

Attack Roll 20+ The target also becomes blinded for 1 round.

LIGHT CELESTIAL UTILITY 0

Target One object you can reach Duration 1 hour

You touch the target, and light shines from it in a 5-yard radius for the duration.

FLASH CELESTIAL ATTACK 1

Target One sighted creature within short range

A flash of brilliant light appears before the target. Make a Will attack roll against the target’s Perception. On a success, the target becomes blinded for 1 round.

Attack Roll 20+ The target instead becomes blinded for 1 minute.

PERSISTENT LIGHT CELESTIAL UTILITY 1

Target One object you can reach Duration 8 hours

You touch the target, and light shines from it in a 10-yard radius for the duration.

RAINBOW BURST CELESTIAL ATTACK 1

Target A point in space within medium range

A glowing speck flies in a straight line from your fingertip toward the target. When it reaches that point, or if it

encounters a solid creature or object before then, it explodes in colorful lights. The lights spread through a 1-yard-radius sphere centered on the target or on a point in the creature’s or object’s space. Each sighted creature in the area must succeed on a Perception challenge roll or become dazed for 1 round.

DAWN CELESTIAL UTILITY 2

Area A sphere with a 10-yard radius centered on a point

within long range

Duration 1 hour

Sunlight spreads through the area for the duration, ending magical shadows or darkness in the area created by spells of rank 2 or lower.

Magic

SUNRAYS CELESTIAL ATTACK 2

Target Up to three creatures or objects within medium

range

Three blazing beams fly from your hand, divided as you choose among the targets. For each beam, make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage. If it can see, it also becomes impaired for 1 round.

Attack Roll 20+ The target takes 1d3 extra damage.

RADIATION CELESTIAL ATTACK 3

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

within long range

Duration 1 minute

A dim green glow spreads through the area, turning darkness to shadows for the duration. Everything in the area takes 1d6 damage when you cast the spell and at the end of each round thereafter for the duration. Each creature that takes damage this way must make a Strength challenge roll. On a failure, it becomes fatigued for 1 round and is slowed while fatigued this way. On a success, the creature takes half the damage.

STARFALL CELESTIAL ATTACK 3

Target A point in space within medium range

A mote of white light appears anywhere within range and streaks toward the target. When it reaches that point, or if it encounters a solid creature or object before then, it explodes. Flames spread through a 3-yard-radius sphere centered on the target or on a point in the creature’s or object’s space, dealing 2d6 + 2 damage to everything in the area. Each creature in the area must make a Strength challenge roll. It becomes impaired for 1 round on a failure, or just takes half the damage on a success.

NOVA CELESTIAL ATTACK 4

Area A sphere with an 8-yard radius centered on a point

you can reach

Brilliant light explodes to spread through the area. Each creature in the area other than you takes 2d6 + 2 damage and must make a Strength challenge roll. It becomes blinded for 1

round on a failure, or just takes half the damage on a success.

SUNBEAM CELESTIAL ATTACK 5

Area A line, 25 yards long and 1 yard wide, originating from

a point you can reach

You loose a beam of brilliant, blazing light from your hand, dealing 3d6 + 3 damage to everything in the area. Each creature that takes damage this way must make a Strength challenge roll. It becomes blinded for 1 minute on a failure, or just takes half the damage on a success.

Chaos

Chaos spells draw on destructive magic, making them unpredictable and dangerous.

CHAOS BOON CHAOS UTILITY 0

Duration 1 minute

For the duration, you roll a chaos die (a d6) whenever you make an attack roll or a challenge roll. You apply an odd

number as a penalty to the d20 roll and an even number as a bonus to the roll.

ERRATIC BOLT CHAOS ATTACK 0

Target One creature or object within medium range

A sparkling, fizzing blob of color flies from your hand. Make a Will attack roll against the target’s Agility. On a success, the target takes 1d6 damage. After the attack roll, roll a d6. On a 6, repeat the attack against a different target, friend or foe, within medium range of the previous target. You choose the target if more than one is possible.

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

CAPRICIOUS DEVASTATION CHAOS ATTACK 1

Target One creature or object within medium range

A flickering ball of energy leaps from your hand. Make a Will attack roll against the target’s Agility and roll a d6. You apply an odd number as a penalty to the attack roll and an even number as a bonus to the roll. On a success, the target takes 2d6 damage, plus 2d6 extra damage if you had a penalty on the attack roll from this spell.

Attack Roll 20+ The target also teleports 1d6 yards to an

open space in a direction you choose.

FOLD SPACE CHAOS UTILITY 1

Roll 2d6. You teleport to an open space of your choice within a number of yards equal to the total of the roll.

Triggered You can use a triggered action to cast this spell

on your turn. If you do so, you roll 1d6 instead of 2d6 to determine the distance teleported.

IRIDESCENT SHIELD CHAOS UTILITY 1

Duration 1 hour; see the effect

A shimmering, colorful field springs into existence around you. Roll a d6 and add the number as a bonus to your Defense. Each time a creature makes an attack against your Defense, reduce this bonus by 1 (to a minimum of 0, which ends the effect).

COLOR OF MAGIC CHAOS ATTACK 2

Target A point in space within medium range

A colorful globe speeds from your hand toward the target. When it reaches that point, or if it encounters a solid creature or object before then, it explodes. Chaotic, colorful energy spreads through a 1-yard-radius sphere centered on the target or on a point in the creature’s or object’s space. Everything in the area takes 1d6 + 1 damage. If you rolled an odd number on the damage die, everything in the area takes 3d6 extra damage.

FLICKER CHAOS UTILITY 2

Duration 1d6 minutes

You pop in and out of existence. At the end of each round for the duration, roll a d6. You teleport to an open space within a number of yards equal to the number rolled. If the number was odd, the GM chooses where you appear. If even, you choose.

CHAOTIC LANCE CHAOS ATTACK 3

Area A shapeable line, 15 yards long and 2 yards wide,

originating from a point you can reach

7

Magic