Last visit was: It is currently Tue Mar 19, 2024 1:09 am


All times are UTC - 5 hours




Post new topic Reply to topic  [ 41 posts ]  Go to page 1, 2, 3, 4, 5  Next
Author Message
 Post subject: Customized Advanced Spells
PostPosted: Fri Dec 06, 2013 9:51 pm 
User avatar

Joined: Fri Sep 27, 2013 10:40 am
Posts: 2046
Area/Range Combinations Guidelines:

Most Restrictive
Self
Melee (Z Targets)
X’ (Z Targets)
X’
Y’ Cone
Y’ Arc
Y’ Radius
Self (Y’ Radius)
0 (Y’ Radius)
X’ (Y’ Radius)
Least Restrictive

----------

Elder Tradition Advanced Spells

----------

Eldritch Tradition Advanced Spells

----------

Primal Tradition Advanced Spells

Curse of the Brine Queen (Advanced) - by Eric Gorman
Category: Advanced
Base Spells: Black Tongue + Diminish Senses
CTN: 21
Speed (Strain): +7 (7)
Range: 30' (1 Target)
Duration: Scene (D)
Defense: Fortitude
Effect: Caustic water from the Brine Queens domain fills the targets lungs and eyes. The target is blinded. Further the caster has trouble breathing much less speaking clearly. Any caster (save psions) has the CTNs of all their spells increased by 6.

Adaptation: Increase the CTN by 3, Speed and Strain by 2 to increase the penalty of the caster’s CTNs by an additional 2.
Adaptation: Increase the CTN by 2 to increase the spell’s range by 30’. This Adaptation may be applied multiple times.
Restriction: Diminish Senses, and advanced spells that contain Diminish Senses, cannot be cast multiple times on the same target by the same caster.
Sources: Primal

----------

Psionic Tradition Advanced Spells

Telekinetic Scream (Advanced) - by Eric Gorman
Category: Advanced
Base Spells: Concussive Wave + Mental Scream
CTN: 21
Speed (Strain): +7 (4)
Range: o’' (5’ Radius)
Duration: Instantaneous
Defense: Avoidance and Discipline
Effect: You augment your telepathic scream with a pulse of telekinetic energy assaulting your foes minds and bodies simultaneously. Make one attack roll and apply the result to all targets. If you surpass the targets avoidance you inflict d6 (Primary) in stamina. If you surpass the targets Discipline you inflict (Primary) damage which ignores natural or worn armor; this part of the spell does not affect spirits, elementals or constructs.

Adaptation: Increase the CTN by 3 and Strain by 1; if you also bypass the targets fortitude you knock them back to the edge of the spell’s radius. Creatures that hit a solid immovable object before reaching the edge of the spell suffer damage as if they had fallen the distance traveled.
Adaptation: Increase the CTN by 3 and Strain by 1 to apply a die bump to damage to the part of the spell that targets avoidance. This adaptation may be applied multiple times.
Adaptation: Increase the CTN by 3 and Strain by 2; if the targets fortitude is surpassed then their clock is pushed by 1d4 ticks.
Adaptation: Increase the CTN by 6 and Speed by 1 to change the range by 30’ (1 target).
Adaptation: Increase the CTN by 2 to increase the range by 30’. This adaptation can be applied multiple times.
Adaptation: Increase the CTN by 4 and Strain by 1 to add a d4 to the part of the spell that attacks discipline. This adaptation may be applied multiple times, each additional time applying a die bump to the damage dice.

----------

Sorcerer-Priest Tradition Advanced Spells

Sarish’s Furnace (Advanced) - by Peter Teismann
Base Spells: Blood Boil + Heat Wave
CTN: 20
Speed (Strain): +6 (3)
Range: 0’ (5’ Radius)
Duration: Instant
Defense: Fortitude
Effect: The heat around you increases to that of a forge, while the victim’s blood starts to boil. Creatures that have not suffered any damage during the scene suffer (Primary) damage, while creatures that have suffered Stamina damage take an additional 2 points of damage. Creatures that have suffered Wound damage take an additional 5 points of damage. All damage dealt by this spell bypasses all AR granted by worn armor.
Additionally any Target you affect loses d4 (Primary) Stamina, with creatures in medium or heavy armor suffering an additional d4.

Adaptation: Increase the CTN by 3, Speed and Strain by 2 to increase the spell's radius to 10’ Radius.
Adaptation: Increase the CTN by 4, and Strain by 1 to add a d4 damage die. This Adaptation may be applied multiple times, each time applying a Die Bump to the damage die.
Adaptation: Increase the CTN by 3, Speed by 2, and Strain by 4 to change the spell into a Sustained spell with a Sustain Speed of 3. The Sustained Effect remains the same as the spell’s primary effect.
Adaptation: Increase the CTN by 2, Speed and Strain by 2 to change the Range to Cone 15’.

----------

Battlefield Control

Sarish Binds You (Advanced) - by Peter Teismann
Sources: Elder, Eldritch, Sorcerer-Priests
Base Spells: Black Ice + Entangling Webs
CTN: 21
Speed (Strain): +7 (4)
Range: 20' (5' Radius)
Duration: Scene (D)
Defense: Special (See Effect)
Effect: All targets become entangled in a web, and at the same time the surface in the area becomes blanketed in black ice.
All Targets within the spell’s Radius must perform an Athletics (Feat of Strength) (Mi) Action Skill Roll against your Passive Arcanum Value as a Simple skill action to move one half their Pace. Alternatively, an affected Target can hack his way out of the webs with an edged weapon, allowing him to move up to one third his pace as a Complex skill action. But - upon their action, any creature standing within the spell’s radius must perform an Acrobatics or Athletics (Balance) (Qu) Action Skill Roll against your Passive Arcanum Value or fall Prone. If a creature within the spell’s radius uses a Demanding skill action to stand or move through the affected area, they gain a +6 bonus to that Action Skill Roll to not fall prone.
You may only have one area of black ice active at a time. If you create another patch, the previous one dissipates into fine mist and reforms in the new designated area.
Any fire damage instantly destroys all of the webs in the area and deals d4 damage to anyone within the webs. Also, any fire spell with an area of effect and an attack roll surpassing your passive Arcanum value instantly dissipates the patch of black ice in its entirety.

Adaptation: Increase the CTN by 2 to increase the spell’s range by 30’. This Adaptation may be applied multiple times
Adaptation: Increase the CTN by 4 and Speed by 1 to increase the radius to 10’.

----------

Buffing (Helpful) Advanced Spells

----------

Debuffing (Harmful) Advanced Spells

Marksman’s Feast (Advanced) - by Eric Gorman
Sources: Elder, Psionic
Base Spells: Delusions of Grandeur + Halt
CTN: 21
Speed (Strain): +6 (3)
Range: 30' (1 Target)
Duration: Scene (D)
Defense: Discipline
Effect: Your thoughts infiltrate that of your foe, disrupting their ability to focus, or even for a time, to move. For the remainder of the scene your target becomes Distracted and suffer a -1 penalty to all Defenses. Further, starting on the Target’s next action, they may not move for 6 Ticks. If a Target is subject to this power twice within the same Scene, or if remaining still will intrinsically cause him bodily harm (such as under a falling rock), he may perform an Athletics (Re) Action Skill Roll against your Passive Arcanum Value to perform a move action, breaking this component of the spell.

Adaptation: Increase the CTN by 2 and the Strain by 1 to increase the spell’s range by 10’
Adaptation: Increase the CTN by 3 and Strain by 1 to increase the penalty granted by this spell by 1. This Adaptation may be applied multiple times to a penalty of -3.

----------

Doggerel of the Dizzying Strike (Advanced, Tier II) - by John Bellando
Sources: Eldritch
Base Spells: Far Strike + Disorient
CTN: 25
Speed (Strain): Weapon+5 (+7)
Range: 15' Cone
Duration: Instant (D)
Defense: Avoidance/Discipline
Effect: Perform a Melee: Any (Primary) Attack Roll against each Target within range. If successful, you deal Weapon Damage as if you had struck each one with your weapon and any affected Targets have their Clocks pushed d4 and have their Avoidance reduced by 2 for the next 3 Ticks. The Strain takes effect after the recovery time of the attack.
Constructs and creatures who do not see are immune to this spell.

Adaptation: Increase the CTN by 6 and Strain by 2 to also cause all Targets to fall Prone.
Adaptation: Increase the CTN by 9 and Strain by 4; if you also bypass your Targets’ Fortitude, they are Blinded and Stunned for 3 Ticks instead of Pushed.
Adaptation: Increase the CTN by 6, and Speed by 2 to change the range to 10’ Arc.

Damaging Advanced Spells

Spell: Elemental Lightning Bolt (Advanced) - by John Bellando
Sources: Elder, Eldritch, Sorcerer-Priest
Base Spells: Arc of Lightning (30' Range Adaptation) + Elemental Bolt
CTN: 23
Speed (String): +6 (4)
Range: 30' (1 Target)
Duration: Instant
Defense: Avoidance
Effect: Choose an element (Earth, Air, Fire or Water). Arc of Elemental Energy deals d6 (Primary) damage of the chosen elemental type and d6+2 Electrical damage. Targets wearing armor of 50% metal take an additional 2 points of damage.

Adaptation: Increase the CTN by 3 and Strain by 2 to affect an additional Target. The Targets affected must be in squares adjacent to you or each other. This Adaptation may be applied twice, to a maximum of three Targets.
Adaptation: Increase the CTN by 3 and Strain by 1 to apply a Die Bump to the Electrical damage die. This Adaptation may be applied multiple times.
Adaptation: Increase the CTN by 6, Speed by 2 and Strain by 4 to change the range to 30’ (10’ Radius).
Adaptation: Increase the CTN by 2 to increase the spell’s range by 30’. This Adaptation may be applied multiple times
Adaptation: Increase the CTN by 3 and Strain by 1 to apply a Die Bump to the Elemental damage die. This Adaptation may be applied multiple times.

----------

Healing Advanced Spells

----------

_________________
- John Bellando

Kelb'Bakari Masalio, Dark-kin Altherian Corsair, Gentleman Archaeologist, and Wandering Bard
"The highest compliment an Altherian can pay you is to shoot you with his flintlock. It means you were worth the expense."


Last edited by Harliquinn on Mon Apr 06, 2015 7:02 am, edited 11 times in total.

Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Fri Dec 06, 2013 10:28 pm 
User avatar

Joined: Fri Sep 27, 2013 10:40 am
Posts: 2046
Reserved

_________________
- John Bellando

Kelb'Bakari Masalio, Dark-kin Altherian Corsair, Gentleman Archaeologist, and Wandering Bard
"The highest compliment an Altherian can pay you is to shoot you with his flintlock. It means you were worth the expense."


Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Thu Feb 27, 2014 4:38 pm 

Joined: Fri Sep 27, 2013 8:36 am
Posts: 1554
Marksman's Feast, cant be made :(

delusions of grandeur is already an advanced spell, unless I've missed something

_________________
--Josh Elliott
Oswald val'Inares V, The Seeker of the Val'Inares
Harvester Lord of the Eastern Fields of Iowa


Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Thu Feb 27, 2014 7:54 pm 
User avatar

Joined: Fri Sep 27, 2013 1:06 am
Posts: 2109
Location: Portland OR
SamhainIA wrote:
Marksman's Feast, cant be made :(

delusions of grandeur is already an advanced spell, unless I've missed something


Hunh??? [sounds of pages turned hurriedly in books] D'oh!!!! Those Altherian cheaters! No wonder Semar has never fallen. :oops:

_________________
Eric Gorman

AKA Ambassador Tukufu, man of letters, tomb raider and Master Sword Sage
. . . and Sir Szymon val'Holryn, Order of the Phoenix
Formerly Sir Jaeger val'Holryn. Weilder of the Holy Avenger: Thonanos. Gave his soul to help free King Noen


Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Thu Feb 27, 2014 8:34 pm 
User avatar

Joined: Fri Sep 27, 2013 10:40 am
Posts: 2046
I'll likely get the huge influx of spells by Josh updated after the weekend :)

_________________
- John Bellando

Kelb'Bakari Masalio, Dark-kin Altherian Corsair, Gentleman Archaeologist, and Wandering Bard
"The highest compliment an Altherian can pay you is to shoot you with his flintlock. It means you were worth the expense."


Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Thu Feb 27, 2014 9:50 pm 

Joined: Fri Sep 27, 2013 8:36 am
Posts: 1554
lol sorry john I was doing some work for lindsay's shaman, its the good kind of work tho right

_________________
--Josh Elliott
Oswald val'Inares V, The Seeker of the Val'Inares
Harvester Lord of the Eastern Fields of Iowa


Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Thu Feb 27, 2014 10:03 pm 
User avatar

Joined: Fri Sep 27, 2013 10:40 am
Posts: 2046
SamhainIA wrote:
lol sorry john I was doing some work for lindsay's shaman, its the good kind of work tho right


Definitely! Just kinda swamped with everything else I'm getting ready for ArcaniCon.

_________________
- John Bellando

Kelb'Bakari Masalio, Dark-kin Altherian Corsair, Gentleman Archaeologist, and Wandering Bard
"The highest compliment an Altherian can pay you is to shoot you with his flintlock. It means you were worth the expense."


Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Sun Jul 13, 2014 5:57 pm 

Joined: Sat Sep 28, 2013 6:45 pm
Posts: 639
Winter's Blast - Elder Version

Winter's Blast
Spell 1 Elem Bolt CTN 18 30' 5(1) Instant Avoid d6(Primary)
Spell 2 Gail Wind 1 target CTN 21 30' 5(1) Instant Avoid d6(Primary)
New Spell CTN 24 30' 7(2) Instant Avoid d6(Primary)
Extend Range CTN 26 60' 7(2) Instant Avoid d6(Primary)
Extra Extend Range CTN 28 90' 7(2) Instant Avoid d6(Primary)

Effect: Target suffers d6(Primary) elemental damage and is shoved to the edge of the spells range. Target must make an Athletic's (Qi) vs. caster's passive arcanum or fall prone. If the target encounters a solid surface prior to the end of the shoved movement, target suffers 1d6 falling damage per 10' traveled. IF the target travels 60' impact with a solid object he must make a Athletics (Vi) Action Skill Roll TN:20+5 per 10' over 60'. Failure results in the loss of 1d4 wounds. If target "Falls" 100 ft or more then he suffers two wounds automatically. These last two wounds are in addition to those incurred from failing an Athlectics (Vi) Check.

Note: This is an Elder Spell.. The Eldrich and Primal version is Speed 6, Strain 3.

EDIT tried to clear up some formatting issues.

_________________
---
Eric Hughes

There once was a gnome called Oozy,
Who kissed a Yaricite floozy.
But rather than wed,
She drowned him instead,
Now he is a Yaricite toosey!


Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Fri May 15, 2015 9:49 am 
User avatar

Joined: Thu Oct 17, 2013 7:56 pm
Posts: 83
Location: Sierra Vista, AZ
Here is one my players like to use.

The Lazarus Effect
Category: Advanced
Base Spells: A Pound of Flesh + Castigate
CTN: 24
Speed (Strain): 5 (+8)
Range: 30’ (1 Target)
Duration: Instant
Defense: Discipline, Avoidance
As the spiritual authority of your deity, you may show the unfaithful and the infidels the error of their ways. You inflict wracking anguish and soulful pain upon them, as if barbed wire has been wrapped around their soul, judged unworthy in the eyes of the gods, as you reach into their life force any living, ripping it from them and infusing it into an ally within range.
Effect: Your Target suffers (Primary) damage +2 you instantly heal an ally of your choice by the same amount. The damage dealt by this spell bypasses the Target’s AR.
Restriction: May not be used on a priest of a Tier greater than or equal to the caster.
Special (Priests of Nier): Priests of Nier also Push their Target’s Clock by 2 as befits the Judge of the Gods.
Adaptation: Increase the CTN by 4 and Speed by 1 to change the spell’s range to 30’ (10’ radius), affecting multiple Targets.
Adaptation: Increase the CTN by 4, and Strain by 1 to add a d4 damage die. This Adaptation may be applied multiple times, each time applying a Die Bump to the damage die.

Note:
PCIHenry wrote:
Now if this is a home game, no problem. That's your call.

If it's for the Organized Play game, then no...another player cannot teach you a spell. If that was the case, we would have written lessons from another Hero.

So if you're looking for an official ruling, then this is an illegal combo in the Legends of Arcanis campaign.

_________________
Chris "Wisper" Collins
Primary Character: Vardish val'Borda (Expert/Templar/Seasoned Veteran)


Last edited by wisper on Sun Jun 07, 2015 12:21 pm, edited 3 times in total.

Top
Offline Profile  
 
 Post subject: Re: Customized Advanced Spells
PostPosted: Fri May 15, 2015 9:53 am 

Joined: Sat Oct 05, 2013 12:46 pm
Posts: 1353
wisper wrote:
Here is one my players like to use.

The Lazarus Effect
<snip>


Interesting spell. Do they use the Rapid Spell adaptation to ensure they can get the spell off? The CTN of 22 isn't a big deal, but the 6 (+6) is pretty hefty.

With a sweep of his hat,

Paul


Top
Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 41 posts ]  Moderators: james.zwiers, PCI Eric Go to page 1, 2, 3, 4, 5  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Theme created StylerBB.net & kodeki