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Campaign:SUNSHINE AND DECAY/Kris
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===Occult=== '''<span id="spiritdetectingglance" style="Color:rgb(255, 0, 0);">Spirit-Sensing Meditation</span>:''' (Occult 2, Essence 2,) 3m, Reflexive (Step 1) Combo-OK, One Scene. :* Allows the Abyssal to see dematerialized beings. :* Mirror of Spirit-Detecting Glance '''<span id="spiritcuttingattack" style="Color:rgb(255, 0, 0);">Corpus-Rending Blow</span>:''' (Occult 2, Essence 2,) 1m, Supplemental, Combo-OK, Obvious, Instant. :* Allows the Abyssal to hurt dematerialized beings. :* Mirror of Spirit-Cutting Attack '''<span id="ghosteatingtechnique" style="Color:rgb(255, 0, 0);">God-Slaying Torment</span>:''' (Occult 2, Essence 2,) 1m, Reflexive(Step 10), Combo-OK, Obvious, Instant. :* The Abyssal may cast a slain spirit into Oblivion. Unlike it's Solar Mirror, this Charm does not instantly consume it's target. Instead, the slain spirit lingers as a manifested but dematerialized presence for a number of ticks equal to its' Essence rating. During this time, it remains inactive, but aware enough to speak a few final words or futilely beg for help as it fades away to nothingness. :* Mirror of Ghost-Eating Technique *'''Terrestrial Circle Sorcery''' '''<span id="Deathofobisdianbutterflies" style="Color:rgb(255, 0, 0);">Death of Obsidian Butterflies</span>:''' 15m, Range: Cone 30 yards wide, 100 yards long, 10 yards high, starting at the Caster. :* When the spell is released, roll [Perception + Occult] adding [Essence] automatic successes. Everyone in the attack pattern not behind an inch or more of stone or several inches of wood is subjected to attack. Defends against this individually as if it were a hand-to-hand attack. Successes on the Per+Occult roll are set against Defender's DVs, and the butterflies deal +8L damage before soak. Pretty much everything not bolted down has a bunch of razor sharp obsidian cutting through it. '''<span id="demonofthefirstcircle" style="Color:rgb(255, 0, 0);">Demon of the First Circle</span>:''' 20+m, Target: First Circle Demon, Dramatic action that begins at sundown and ends at midnight. Motes spent are committed until the Cast Sorcery Action. :* Calls up a 1st circle demon. When summoned, both the sorcerer and demon enter a contested [Essence + Willpower] roll. For every 5m after the 20m, the demon suffers a -1 internal penalty on their [Essence+Willpower] roll. Continue rolling [Essence+Willpower] until one side accumulates 3 or more successes than the other. Until this happens the demon cannot attack or be attacked. If the Sorcerer wins, this spell exerts Unnatural Mental Influence on the demon, binding it to Servitude, either for a Year and a Day, or until a specific Task is complete. Either way, the demon returns to Malfeas when the agreement concludes. If the Demon wins, the sorcerer may make a reflexive wits+occult roll at Difficulty 3 to banish the demon, if it fails, the demon is free to attack the sorcerer. Without proper tools, the Sorcerer Suffers a -1 external penalty to bind the demon, and a -2 external penalty to banish if they fail to bind it. '''<span id="emeraldcountermagic" style="Color:rgb(255, 0, 0);">Emerald Countermagic</span>:''' 10 or 20m, Target: Caster or Emerald Sorcery Spell. :* This spell has special timing rules, the character can cast it as a Reflexive Shape Sapphire Action that takes 0 ticks. When used on herself, it costs 10m and shatters all Terrestrial Sorcery effects targeting her for One Action. For 20m, she may instead counter a spell in progress within 50 x [Essence] yards. '''<span id="invulnerableskinofbronze" style="Color:rgb(255, 0, 0);">Invulnerable Skin of Bronze</span>:''' 20m uncommitted, Target: Catster. Duration: Until the sun next crosses the horizon. (Cast in the morning, lasts till sunset, cast after sunset, lasts till dawn.) :* Sorcerer becomes a living statue of bronze, adding +6L/+12B soak and hardness, adds 2 to all unarmed attacks and the character weighs an extra 100lbs. Be careful around swamps and rivers. *'''Celestial Circle Sorcery''' '''<span id="demonofthefirstcircle" style="Color:rgb(255, 0, 0);">Demon of the Second Circle</span>:''' 30+m Target: Second Circle Demon. Dramatic action that begins at sundown and ends at midnight. Motes spent are committed until the Cast Sorcery Action. :* Works like Summon 1st circle, Can Only be cast on the night of a new moon or during Calibration. Cost to reduce the demon's Dice pool is 10m, not 5m. '''<span id="bodyarsenal" style="Color:rgb(255, 0, 0);">Incomparable Body Arsenal</span>:''' 30m, Target: Caster :* For [Essence] Hours, the Sorcerer is granted +10L/+10B Soak and Hardness, and can manifest a crapload of weapons. Their Strength and Stamina increases by 2, even above 5, and their unarmed martial arts attacks have +1 accuracy and deal Strength+8L damage clinching, or regular attacks at Strength+6L damage up to [Essence] yards away. This effect is compatible w/ martial arts charms. '''<span id="sapphirecountermagic" style="Color:rgb(255, 0, 0);">Sapphire Countermagic</span>:''' 15 or 20m :* This spell has special timing rules, the character can cast it as a Reflexive Shape Sapphire Action that takes 0 ticks. When used on herself, it costs 15m and shatters all Sapphire Sorcery effects targeting her for One Action. For 20m, she may instead counter a spell in progress within 50 x [Essence] yards. This spell can also work on Terrestrial Circle Effects '''<span id="travelwithoutdistance" style="Color:rgb(255, 0, 0);">Travel Without Distance</span>:''' 25m :* Lets the Sorcerer travel up to anywhere they've seen with their own eyes, or magic, and within [Essence x10] miles of their current position. Has safety functions. Interrupting the sorcery action at exist inflicts a -2 internal penalty on the sorcerer for [8-stamina] hours. *'''Shadowland Circle Circle Necromancy''' '''<span id="ironcountermagic" style="Color:rgb(255, 0, 0);">Iron Counter Magic</span>:''' 10 or 20m, Target: Caster or nearby Shadowlands Circle Necromancy Spell. :* This spell has special timing rules, the character can cast it as a Reflexive Shape Necromancy Action that takes 0 ticks. When used on herself, it costs 10m and shatters all Shadowland Necromancy effects targeting her for One Action. For 20m, she may instead counter a spell in progress within 50 x [Essence] yards. '''<span id="raisetheskeletalhorde" style="Color:rgb(255, 0, 0);">Raise The Skeletal Horde</span>:''' 10 or 20m, Target: Caster or nearby Shadowlands Circle Necromancy Spell. 10m+1m per zombie '''<span id="walkingwarmachine" style="Color:rgb(255, 0, 0);">Walking War Machine</span>:''' Varies '''<span id="seatofdeadlysplendors" style="Color:rgb(255, 0, 0);">Seat of Deadly Splendors</span>:''' 15m *'''Labyrinth Circle Circle Necromancy''' '''<span id="risenlegion" style="Color:rgb(255, 0, 0);">Risen Legion</span>:''' 30m, Target: Corpses within 100 yards. *: Every corpse within 100 yards bursts through the ground under the Necromancer's control, joining battle if applicable. This horde lasts until the scene ends if during the day, or until dawn if at night. '''<span id="callthegreaterservitor" style="Color:rgb(255, 0, 0);">Call the Greater Servitor</span>:''' 6m per zombie, Target: A corpse within 10 yards. *: Raises zombies with Intelligence 2 and Melee 2, and can follow moderately complex instructions. '''<span id="ivoryrazorforest" style="Color:rgb(255, 0, 0);">Ivory Razor Forest</span>:''' 25m, Target: Area :* A Forest of ivory spikes shoot up from the ground, shredding everything, structures and people if caught in the event. The forest is [Charisma+Occult x10] square yards, and can be ordered in any way the caster desires. This forest lasts for 4 days. Being caught in the forest deals 8L damage that can only be dodged if you are within Move distance of the forest edge. Climbing out is a Dexterity+Athletics Action, difficulty 3. Failure inflicts 8L damage that can't be dodged or parried. Soak works just fine. '''<span id="reapingthefallen" style="Color:rgb(255, 0, 0);">Reaping The Fallen</span>:''' 25m, Target: Caster :* For the rest of the scene, the sorcerer regains 1m for every mortal that dies within a league of her. In settings of ongoing Mass Carnage, such as a battle, the Storyteller assigns a mote value based on the lowest magnitude unit involved in battle. If two armies are fighting, one mag 7 and the other mag 8, the Necromancer gains 7m per action.
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