SPSP:Spells
Level 1 loitsut maksavat 500 nyeniä kappale. Leveling 2 2000 ja niin pois päin.
Sisällysluettelo
Spellcasting
Level 1
Magic missile: long range, single target, no damage to non-living, CD1, SC+WP/2 vs WP - each success is a wound.
Mage armor: : short range, single target, CD3, SC+WP/2 - Target gains 3 soak dice vs physical damsge for 3 rounds.
Level 2
Fireball: long range, small AOE, CD3, SC+RC/2 vs dodge - each additional success adds damage to default of 10. Target in dead center forfeits first dodge success.
Manaball: long range, small AOE, CD3, SC+WP/2 vs WP, no damage to non-living - each success is a wound
Mage armor II: : short range, single target, CD3, SC+WP/2 - Target gains 6 soak dice vs physical damsge for 3 rounds.
Level 3
Hellball: long range, medium AOE, CD5, SC+RC/2 vs dodge - each additional success adds damage to default of 20. Target in dead center forfeits first dodge success.
PWS: long range, single target, CD3, SC+WP/2 vs WP - each additional success adds a round of stun to 1. Successful casting always results in 1 round of stun, regardless of WP resistance.
Taikaviitta: self only, CD3, SC+WP/2 - for 3 rounds, first 3d6 levels of spells cast at you do not affect you.
Mage armor III: : short range, single target, CD3, SC+WP/2 - Target gains 9 soak dice vs physical damsge for 3 rounds.
Level 4
PWK: long range, single target, CD1, no damage to non-living, SC+WP/2 vs WP - Even a single success kills target immediately.
Niefel flames: extreme range, huge AOE, CD10, SC+RC/2 vs dodge - Cold death of 50 dice worth. Target in dead center forfeits first and second dodge success. AOE begins when ray strikes something physical which may cause premature detonation with fatal effects for the mage.
Mage armor IV: : short range, single target, CD3, SC+WP/2 - Target gains 12 soak dice vs physical damsge for 3 rounds.
Viimeinen sielunmessu: Self only, ridiculous AOE, no damage to non-living, CD20, SC+WP/2 vs WP - Even a single success kills target.
Blood
Bowl of blood, Blood - finds recent areas where blood magic has been used.
Gates of hell, short range, single target, no damage to non-living, CD66, Blood - Target is sent to hell. Can not be resisted.
Chi
Kaikki loitsut self only.
Level 1
Armor - kuin mage armor, mutta self only
Killing hands, always active - Jokainen unarmed damage tekeekin kaksi vahinkoa
Magic resistance, always active - +3 noppaa WP rolleihin kun resistoi magiaa
Sprint, CD3 - Kolmen rundin ajan tuplaliikenopeus
Level 2
Armor II- kuin mage armor II, mutta self only
Magic resistance II, always active - +6 noppaa WP rolleihin kun resistoi magiaa
Flurry, CD1, may choose to cast as you attack - success gives an additional attack
Level 3
Armor III - kuin mage armor III, mutta self only
Magic resistance III, always active - +9 noppaa WP rolleihin kun resistoi magiaa
Great Flurry, CD1, may choose to cast as you attack - successes give additional attacks, up to 2.
Level 4
Armor IV- kuin mage armor IV, mutta self only
Magic resistance IV, always active - +12 noppaa WP rolleihin kun resistoi magiaa
Epic Flurry, CD1, may choose to cast as you attack - successes give 2 additional attacks each without cap.
Conjuring
Level 1
Heal: short range, single target, CD3, Con - Target is healed of one wound per success, starting with lightest wounds. Cas rolls can not be healed. Can not heal wounds that were present when an earlier heal was cast.
Imbue spirit: short range, single target, CD3, Con - Target gains 3 attack dice for 3 rounds.
Helping hand: short range, single target, CD3, Con - Target gains 3 dodge dice for 3 rounds.
Haste: short range, single target, CD3, Con - Target gains an immediate bonus action.
Level 2
Heal II: short range, single target, CD3, Con - Target is healed of two wounds per success, starting with lightest wounds. Cas rolls can not be healed. Can not heal wounds that were present when an earlier heal was cast.
Imbue spirit II: short range, single target, CD3, Con - Target gains 6 attack dice for 3 rounds.
Helping hand II: short range, single target, CD3, Con - Target gains 6 dodge dice for 3 rounds.
Haste II: short range, single target, CD3, Con - Target gains an immediate bonus action now and another on his next turn and another on casters next turn. Caster skips her next turn. Does not stack with other haste spells.
Level 3
Heal III: short range, single target, CD3, Con - Target is healed of two wounds per success, starting with heaviest wounds. Cas rolls can not be healed. Can not heal wounds that were present when an earlier heal was cast.
Imbue spirit III: short range, single target, CD3, Con - Target gains 9 attack dice for 3 rounds.
Helping hand III: short range, single target, CD3, Con - Target gains 9 dodge dice for 3 rounds.
Haste III: short range, single target, CD3, Con - Target gains an immediate bonus action now and another on his next turn and another on casters next turn. Does not stack with other haste spells.
Cure: short range, single target, CD10, Con - target is healed of any poisoning or parasites
Level 4
Heal IV: short range, single target, CD10, Con - Target is healed for up to three wounds per success. Caster decides which. Cas rolls (including death)can be healed if do so at earliest opporturnity. Can not heal wounds that were present when an earlier heal was cast.
Imbue spirit IV: short range, single target, CD3, Con - Target gains 12 attack dice for 3 rounds.
Helping hand IV: short range, single target, CD3, Con - Target gains 12 dodge dice for 3 rounds.
Haste IV: short range, single target, CD3, Con - Target gains two immediate bonus actions now and another on his next turn and another on casters next turn. Does not stack with other haste spells.