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powers [2012/01/27 20:56] – [Spell Conversions] Mike Holmes | powers [2012/01/28 15:10] (current) – [Spell Conversions] Mike Holmes | ||
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- | =====General Power Type Notes==== | + | =====General Power Type Notes===== |
====Carried Powers==== | ====Carried Powers==== | ||
A carried power does damage only if the attack carrying it not only hits, but does damage. For instance, a poison dart has to not only hit it's target, but manage to penetrate armor and hide before the poison can be delivered. | A carried power does damage only if the attack carrying it not only hits, but does damage. For instance, a poison dart has to not only hit it's target, but manage to penetrate armor and hide before the poison can be delivered. | ||
- | =====Spell Conversions===== | + | ====Attack Power Template==== |
- | Most spells have the advantage that there is no need to roll to hit, and the resolution can proceed directly to a damage roll of some sort. Further, few spells are halted by armor or the like, going up against raw defense ratings. | + | Description here. |
+ | * Time: | ||
+ | * Area of Effect: | ||
+ | * Bonus: | ||
+ | * Save: | ||
+ | * Attribute Target: | ||
+ | * Negative Trait: | ||
+ | * Effect: | ||
+ | * Transforming: | ||
+ | * Fatigue: | ||
- | ====Spell | + | ====Starting Pets==== |
+ | Like some roguelike games, a player may begin play with a cat or small dog as a pet. This costs 2 AP. | ||
+ | |||
+ | =====Spells===== | ||
+ | To cast a spell, the Adventurer must make an Spellcraft roll vs a DR based on the spell' | ||
+ | |||
+ | Few spells are halted by armor or the like, going up against raw defense ratings. | ||
+ | |||
+ | ====Spell Conversions==== | ||
+ | |||
+ | |||
+ | ===Spell Familiarity=== | ||
A player may elect to take a familiarity with a spell, as though it were a bit of equipment (using the cost for familiarities if taken during adventurer construction). This should be noted in the stat block of the spell power itself. | A player may elect to take a familiarity with a spell, as though it were a bit of equipment (using the cost for familiarities if taken during adventurer construction). This should be noted in the stat block of the spell power itself. | ||
- | ====School Adherence==== | + | ===School Adherence=== |
An adventurer who takes all spells from the same school gets a reduction in price of one AP for each spell. An adventurer who takes spells from multiple class lists has to pay one extra per spell. | An adventurer who takes all spells from the same school gets a reduction in price of one AP for each spell. An adventurer who takes spells from multiple class lists has to pay one extra per spell. | ||
- | ====Sample Spells==== | + | ===Sample Spells=== |
- | ===Sleep Dust=== | + | ==Sleep Dust== |
- | Sleep Dust spell is an attack vs Will defense that targets | + | Sleep Dust targets two adjacent characters; the caster sprinkles dust on them that is enchanted by the spell to cause sleep. |
+ | * Area of Effect: Two adjacent targets | ||
+ | * Bonus: +10 | ||
+ | * Save: Will | ||
+ | * Attribute Target: Int | ||
+ | * Negative Trait: Sleepy. Sleepy recovers entirely with a full resting period. | ||
+ | * Effect: | ||
+ | * Transforming: | ||
+ | * Fatigue: 1 | ||
+ | |||
+ | AP Cost: 5 | ||
+ | |||
+ | ==Charm Person== | ||
+ | |||
+ | * Area of Effect: One target | ||
+ | * Bonus: +5 | ||
+ | * Save: Will | ||
+ | * Attribute Target: Wisdom | ||
+ | * Negative Trait: Suggestible. Suggestible recovers when the target has been given a good talking to by a good friend. | ||
+ | * Effect: target treats caster as friend, but other attitudes do not change (they won't, for instance, attack anyone who was their ally before the charm spell). | ||
+ | * Transforming: | ||
+ | * Fatigue: 2 | ||
AP Cost: 4 | AP Cost: 4 | ||
+ | |||
+ | ==Magic Missile== | ||
+ | A ball of painful light that automatically hits its target and goes straight to the damage roll (no positional adjustments). | ||
+ | * Area of Effect: One target | ||
+ | * Bonus: +2 | ||
+ | * Save: Fort | ||
+ | * Attribute Target: Con | ||
+ | * Negative Trait: Wound. | ||
+ | * Effect: Damage | ||
+ | * Fatigue: 1 | ||
+ | |||
+ | AP Cost: 3 | ||
+ | |||
+ | ==Fireball== | ||
+ | An explosion of fire fills the room, probably scorching not only the enemies, but friends, treasure, and doors as well. | ||
+ | * Area of Effect: 20' radius | ||
+ | * Bonus: +10 | ||
+ | * Save: Ref | ||
+ | * Attribute Target: Con | ||
+ | * Negative Trait: Burn | ||
+ | * Effect: Damage | ||
+ | * Fatigue: 3 | ||
+ | |||
+ | AP Cost: 10 | ||
+ | |||
+ | ==Knock= | ||
+ | A normal lock opens, no test. | ||
+ | * Fatigue: 1 | ||
+ | |||
+ | AP Cost: 5 | ||
+ | |||
+ | ==Displacement== | ||
+ | * Area of Effect: one target | ||
+ | * Effect: +10 to dodge attacks | ||
+ | * Fatigue: 1/round | ||
+ | |||
+ | AP Cost: 6 | ||
+ | |||
+ | ==Raise Dead== | ||
+ | |||
+ | * Time: 1 Day | ||
+ | * Area of Effect: one dead guy | ||
+ | * Effect: Eliminates the " | ||
+ | * Fatigue: 8 | ||
+ | |||
+ | AP Cost: 20 | ||
+ | |||
+ |