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Post by sirbrad on Oct 9, 2021 8:12:27 GMT
working on some less Left handed spells for Sages and BotCS, got two candidates for Counterspell, one for Lightning Hand and one for Levitation, I'm trying to do one "Lesser" spell per Brotherhood spell for use by Sages, BotCS and possibly Adepts.
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Post by sirbrad on Nov 10, 2021 10:46:42 GMT
Play testing has kind of got in the way of posting, they where too complicated and in some ways too powerful and in others not powerful enough. but hear is the latest draft of
Protective Ward (Counterspell) Can be cast as a Reaction to protect against an incoming spell, or the Ward may be inscribed on an object or being, the Ward persist until activated or if inscribed on a living being until a month passes (which ever comes first).
A Protective Ward gives a one time (per Casting) gives a bonus to magical saving throws equal to the caster Int Bonuses, for bonuses of +1 - +5 there is no cost, Bonuses +6-+10 the cost is 1 Endurance or Willpower, for bonuses +11-+15 the cost is 2 Endurance or Willpower and so on, to reduce or elimate the costs to cast the Ward can be cast at a lesser strength if so desired.
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Post by sirbrad on Nov 15, 2021 10:42:46 GMT
Elemental Ward (Lightning Hand)
Can be cast as a Reaction to protect against an incoming spell, or the Ward may be inscribed on an object or being, the Ward persist until activated or if inscribed on a living being until a month passes (which ever comes first).
An Elemental Ward gives a one time (per Casting) bestows Elemental Distance to the target, for Resistances of 1-5 there is no cost, Resistances +6-+10 the cost is 1 Endurance or Willpower, for Resistances 11-15 the cost is 2 Endurance or Willpower and so on, to reduce or eliminate the costs to cast the Ward can be cast at a lesser strength if so desired.
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Post by sirbrad on Mar 30, 2022 3:20:33 GMT
Telekinesis (Levitation)
The Caster can lift move and manipulate an object that they can "See" with a strength and dexterity equal to their own Intelligence bonus out to a range of 50ft, they can lift a light load at no cost a Medium load at the cost of 1 endurance or willpower per round or a Heavy load for two.
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Post by sirbrad on Apr 28, 2022 7:20:40 GMT
Wash Away the Wound (Mend)
The caster uses water freshly taken from a clean free flowing source to literally wash away an open wound closing it to prevent further blood loss and the introduction of new infections, this spell dose not heal any endurance but it dose stabilize the wounded. if water from a flowing source holy water or water from a blessed or healing spring can substitute. Blesed & Healing spring water is known to loses it's potency over time depending on how powerful the original source is or simple vagaries of the blessing.
Members of the Brotherhood of the Cristal star who his spell are sometimes known to be able to substitute Holy Water (or Blessed or healing Spring Waters) for a flowing river or stream when casting the first tier of Mend and some masters can do so for all tiers of the spell.
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Post by sirbrad on Apr 28, 2022 9:02:43 GMT
Stillness of Arua (Silence)
Just as Left Handed Wizards can can quite themselves physically they can also do so psychically by making their Arua "Still", this allows them to gain a bonus to any saves Vs. S crying, Divination and Detection Magics for as many minutes as their Inelegance modifier, they can extend the duration by the same amount by making a Concentration roll. For bonuses of +1 - +5 there is no cost, Bonuses +6-+10 the cost is 1 Endurance or Willpower, for bonuses +11-+15 the cost is 2 Endurance or Willpower and so on, to reduce or eliminate the costs to cast the Ward can be cast at a lesser strength if so desired. this cost must be paid for each duration.
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Post by sirbrad on May 2, 2022 12:05:09 GMT
Sword of the Craft (Vigor)
This spell need not be cast on a Sword, ingact it can be cast on any Melee weapon or even the Wizards own Body rendering any Melee attack Magical for the purposes of overcoming Resistances for casters with an Int Modifier of +1-+5, Casters with Int Modifiers of +6-+10 May choose to add a Bonus of +1 To Hit and +1 Damage or Add an Elemental Effect they are able to generation by other Magical or Spell Effect means, This Bonus costs them one Endurance or Willpower for the duration of the Spell, for every Additional +5 Int Modifier the Caster can add an additional Bonus at additional cost. this spell has a duration in rounds equal to the Casters Int Modifier, it can be extended for the same duration again with a Concentration roll, the cost for any Bonuses must be paid again every time the spell is extended.
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