Spell Effects

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Acid

A glowing yellow mist surrounds the caster, corroding anything that comes within it. It smells acrid, and the ground burns beneath the caster’s feet.

  • Manifest: Protection (Acid). The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict (1) Wound per Round of Acid Damage.
  • Effect: Damage inflicted by the Source of this Effect inflicts Permanent acid scars and burns which do not fade with healing. Inanimate objects suffer a Permanent (–Potency) Hardness before any damage is inflicted. Inflict (1) Wound per Round of Acid Damage for (Might) Rounds. All damage inflicted by this Effect ignores Armour and Innate Soak.

Arcane

Azure and Indigo motes of light dance around the caster, fading in and out of existence, mirrored within the caster’s eyes.

  • Manifest: Protection (Sorcery). The sorcerer recovers (Might) Essence at the end of each Scene. The sorcerer gains the Optional ability: Grant (1) Essence per Round to target by touch.
  • Effect: Vulnerable (Fairy and Mythic). The Source of this Effect removes Essence rather than Health. The Effect ignores Natural, Innate, and Armour Soak. Excess damage is ignored.

Blood

Blood runs from the caster’s eyes and palms, staining their clothing and pooling about their feet as the air gains a faint, coppery taste.

  • Manifest: The sorcerer gains the Optional ability: Recover or Heal up to (Might) Health per Scene. The caster must touch the target to be healed, and the target must be living to benefit from healing.
  • Effect: The sorcerer gains the Optional ability to choose whether this Effect is Vulnerable (Living) or Restore (Living) Effect. If the victim is made Vulnerable, this Effect inflicts (1) Wound per Round for (Potency) Rounds due to bleeding. If the target is Restored, they begin Healing instead, at a rate of (1) Wound per Round for (Potency) Rounds.

Chaos

A cacophonic din surrounds the caster, their form and features constantly shifting and changing, following no rhyme or reason.

  • Manifest:Protection (Divine). Once per Round, the sorcerer can cause any one roll to be immediately re-rolled, with the new result kept.
  • Effect: Vulnerable (Divine). If the target of this Effect is in a situation which requires them to make a Concentration Roll, they must immediately do so with Difficulty (Potency).

Death

The air about the caster grows still, while the plants near them wither and die, the ground beneath their feet turning barren.

  • Manifest: Protection (Undead). The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict (1) Wound per Round of Death Damage to living targets, or Heal (1) Wound per Round to Undead targets.
  • Effect: The Effect acts as Restore (Undead) and Vulnerable (Living). If the Source would normally be a healing effect, the caster has the Optional ability to make the effect inflict Wounds instead to any living targets. These Wounds ignore Armour Soak and Innate Soak. If the target is Undead, the spell will heal them as if they were a normal living target.

Disease

A sickly green mist surrounds the caster, as boils break out along their skin. The stench of disease emanates from the sorcerer.

  • Manifest: Protection (Disease). The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict Yellow Fever once per Round with (Might) Potency or Reduce an existing disease by (Might) Potency.
  • Effect: If the target is already diseased, the caster may increase or decrease the Potency of the disease by the Effect Potency. If the Source of the Effect would create or remove a disease, the Difficulty of the source is reduced by the caster’s Might.

Earth

Stones rise from the earth, circling and twirling about the caster, as their skin takes a slate-gray hue, hardening against future assaults.

  • Manifest: Protection (Earth). The Effect can cover a one metre radius around the caster or be a personal effect only. The sorcerer gains (+2) Innate Soak, and gains the Optional ability: Inflict (1) Wound per Round of Earth Damage.
  • Effect: Vulnerable (Ice and Wind). The Effect can be used to Restore (Earth). Damaging sources using this Effect ignore Armour Soak.

Fire

Flames rise up around the caster, creating a shimmering heat. The sorcerer glows with a burning aura.

  • Manifest: Protection (Fire and Heat). The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict (1) Wound per Round of Fire Damage. The sorcerer can instead provide warmth to those within the radius, providing a +2 die bonus to resist cold.
  • Effect: Vulnerable (Ice, Plant, and Water). The Source of this Effect ignores Armour and Innate Soak. Inflict (1) Wound per Round for (Potency) Rounds. Flames produced by this Effect or by the Source of this Effect will not be extinguished for the duration of this Effect, though they do become mundane flames at the end of the duration and can be extinguished normally. Ice and Water Effects will reduce the Potency of this Effect by the Potency of their Effect.

Force

A faint blue ripple covers the caster, protecting them from harm, turning aside blade and arrow alike.

  • Manifest: The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains (+3) Armour Soak, which can be extended to those within the aura.
  • Effect: Vulnerable (Earth, Ice, Metal). The Source of this Effect ignores Armour Soak. In addition, the sorcerer gains the Optional ability: This Effect creates knockback, throwing the target (Might + Size) metres in the direction of the caster’s choice. The victim rolls (Physical + Endurance + Size) D (Effect Potency) and reduces the distance they are moved by one metre per Success.

Glamour

Rainbow hues ripple across the sorcerer, the air filled with strange scents and sounds as the caster draws upon the essence of Faerie.

  • Manifest: Protection (Faerie). The caster may create simple illusions within one metre of themselves, of no greater than Size 0, and no greater intensity than a shout.
  • Effect: The Source of this Effect ignores both Armour and Innate Soak. The caster gains the Optional ability: Restore or Vulnerable (Faerie).

Ice

A blue-white light surrounds and covers the caster, ice growing across their skin as the ground is coated in frost.

  • Manifest: Protection (Ice and Cold). The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict (1) Wound per Round of Cold Damage. The sorcerer can instead provide cool to those within the radius, providing a +2 die bonus to resist heat. The caster may choose to have +2 Armour Soak by covering themselves in ice.
  • Effect: Vulnerable (Fire, Ice, Metal, and Water). The Source of this Effect ignores Armour and Innate Soak. Inflict (1) Wound per Round for (Potency) Rounds. Targets struck by this Source suffer a (Potency) decrease in Initiative and Speed for the duration of this Effect. Ice produced by the Source and by this Effect will not melt for the duration of this Effect, though they do become mundane ice at the end of duration and melt normally. Fire Effects reduce the duration of this Effect by the Potency of the Fire Effect. While incased in ice, non-living objects become fragile, and suffer a (–Potency) penalty to Soak against physical attacks.

Kismet

The sorcerer’s presence seems more real, as if the world itself bowed and bended to the caster’s will.

  • Manifest: The sorcerer gains the Optional ability: Once per Round, choose one target within view. That target is forced to re-roll one roll they have just made, and must keep the new result. The sorcerer may use this ability upon themselves.
  • Effect: The sorcerer chooses one of the following Effects: The target either gains (Potency) Minimum Successes on their next die roll, or loses (Potency) Successes. If the Source has a duration, this Effect is triggered once per Round for the duration of the Source.

Life

The sorcerer radiates a soft pink glow, causing wounds to heal and leaving a fresh scent of newly tilled earth in the air.

  • Manifest: Protection (Undead) The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict (1) Wound per Round of Life Damage to Undead targets, or Heal (1) Wound per Round to living targets.
  • Effect: The Effect acts as Restore (Living) and Vulnerable (Undead). If the Source would normally be a damaging effect, the caster has the Optional ability to make the effect heal Wounds instead to any living targets. This healing effect will not work on Undead targets.

Light

The sorcerer produces a brilliant white glow about themselves, almost blinding in its intensity.

  • Manifest: Protection (Shadow) The Effect creates a light of (Might) Potency. This light radiates at full brilliance for a number of metres in radius equal to the Potency. Shadow Effects will reduce the Potency by the Potency of the Shadow Effect (and thus reduce the illumination).
  • Effect: The Effect acts as Restore (Plant) and Vulnerable (Infernal, Shadow, and Undead). The target of the Effect produces a glow of (Potency) metres in radius for the duration of the Source. Shadow Effects will reduce the Potency of this Effect by the Potency of the Shadow Effect.

Metal

The sorcerer is surrounded by hundreds of tiny, sharp filaments, spinning in whirling, making unnerving scraping sounds when they brush one another.

  • Manifest: The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains (+2) Armour Soak, and gains the Optional ability: Inflict (1) Wound per Round of Metal Damage.
  • Effect: The Source of this Effect ignores Armour Soak and Innate Soak if the target has less than (Might) Hardness. The sorcerer has the Optional ability: Grant or Remove (Potency) Hardness from a metal object which is subject to this Effect.

Order

The sorcerer glows with a uniform white light, while a soothing tone echoes about them.

  • Manifest: Protection (Faerie and Infernal) The sorcerer gains the Optional ability: Gain 1 Minimum Success on a single roll per Round. If the roll does not produce any natural Successes, the roll still fails.
  • Effect: Vulnerable (Infernal). The target of this Effect, on any roll made for (Potency) Rounds, can only use their raw Attribute and Skill values, ignoring any influences on the roll from any other sources.

Plant

A green nimbus surrounds the sorcerer, plants erupting from about their fleet as the smell of heather fills the air.

  • Manifest: Protection (Plant and Poison). The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Heal (1) Health per Round of contact if the target is a plant.
  • Effect: Vulnerable (Earth). The sorcerer has the Optional ability: The victim is engulfed in vines and ivy, suffering a (Potency) penalty to Initiative and Speed for (Potency) Rounds. The subject, at the sorcerer’s discretion, suffers (1) Wound per Round of plant damage for the duration. Fire and Ice Effects will reduce the Potency of this Effect by the Potency of their Effect.

Poison

The sorcerer is surrounded in a black haze, the air filled with a choking, noxious smell, while the caster’s eyes shift to a sickly green hue.

  • Manifest: Protection (Poison) The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict the poison Red Agony once per Round with (Might) Potency or Reduce an existing disease by (Might) Potency.
  • Effect: If the target is already poisoned, the caster may increase or decrease the Potency of the poison by the Effect Potency. If the Source of the Effect would create or remove a poison, the Difficulty of the source is reduced by the caster’s Might.

Profane

Unholy energy rises about the sorcerer, fouling the air with a noxious smell as the caster’s skin turns dark and their features turn malevolent.

  • Manifest: Protection (Divine) The Effect manifests in a five metre radius, and adds (+Might) Difficulty to any miracle being performed from within the radius, or against anyone within the radius.
  • Effect: The Effect acts as a Restore (Infernal), and Vulnerable (Divine). The target of the Effect can not perform miracles (including Abilities which use miracles), or be subject to miracles, for (Potency) Rounds. If the Source of this Effect is used as a beneficial effect, the target also gains Protection (Divine) for the same duration. Sacred Effects will reduce the Potency of this Effect by the Potency of the Sacred Effect.

Sacred

A radiant, silver glow envelops the sorcerer, infusing those nearby with a sense of awe and wonder.

  • Manifest: Protection (Infernal) The Effect manifests in a five metre radius, and adds (+Might) Additional Successes to any miracle being performed from within the radius that is aligned with the sorcerer’s faith.
  • Effect: The Effect acts as a Restore (Divine), and Vulnerable (Infernal). The target of this Effect is divested of all infernal abilities (including from benefits, merits or Powers) for (Potency) Rounds. If the Source of this Effect is used as a beneficial effect, the target also gains Protection (Infernal) for the same duration. Profane Effects will reduce the Potency of this Effect by the Potency of the Profane Effect.

Sound

A harmony emanates from the sorcerer, the caster’s words filled with music with the air seems to beat with a steady rhythm.

  • Manifest: The sorcerer can produce simply sounds or harmonics, which can be heard up to (Might + Size) metres away. In addition, the sorcerer gains the Optional ability: Can cancel any sound entering the radius of this effect, silencing the sound. This can protect against spoken attacks including the use of some Powers which require a vocal component to work.
  • Effect: The Effect releases a sound wave which emanates from the target of the Source effect. This shock wave emanates (Potency + Size) metres. Anyone caught in the area suffers Vulnerability to this attack, while physical objects subtract their Hardness from the number of Wounds taken. Those struck are deafened for (Potency) minutes, and must make a (Physical + Endurance) D (Might) roll. Each Success reduces the Potency by one.

Shadow

Around the sorcerer, light seems to fade, the caster’s features shadowed as dark tendrils crawl up their form.

  • Manifest: Protection (Faerie and Mythic) The Effect creates a region of darkness of (Might) Potency. This darkness extinguishes all sources of light for a number of metres in radius equal to the Potency. Light Effects will reduce the Potency by the Potency of the Light Effect (and thus reduce the region of darkness).
  • Effect: Restore (Shadow), Vulnerable (Faerie and Mythic). The target of the Effect produces a region of darkness of (Potency) metres in radius for the duration of the Source. Light Effects will reduce the Potency of this Effect by the Potency of the Light Effect.

Spirit

A silvery mist rises around the sorcerer, creating fleeting images of faces and shapes within the coils of ether.

  • Manifest: Protection (Entities) The Effect creates a region (Growth) metres in radius. Any Entity with a Growth less than that of the sorcerer’s can not enter this region.
  • Effect: The Source of this Effect ignores Armour and Innate Soak. The sorcerer gains these Optional abilities: The Source and Effect can be either be a Restore or Vulnerable effect to any Entity.

Temporal

The sorcerer’s eyes glow midnight blue as the air warps and bends around them. Their movements seem to become erratic, as if speeding forward, slowing, or moving backwards.

  • Manifest: The sorcerer gains one additional Action each Round. This Action is automatically Held at the beginning of the Round. At any time in the Round, the sorcerer may use the Action in response to any declared action, before that action has come to pass, thus responding to the action even though it has not happened yet.
  • Effect: The sorcerer gains the following Optional abilities: Restore (Any) or Vulnerable (Any). The victim ages a number of years equal to the Wounds inflicted from being Vulnerable, or grows younger a number of years equal to the amount of Health restored. Objects that age lose one Hardness for every (Hardness) years it ages.

Thunder

The air around the sorcerer crackles with power, lightning playing over their form as their eyes glow electric blue.

  • Manifest: The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict (1) Wound per Round of Lightning Damage. This Effect ignores Armour Soak.
  • Effect: Vulnerable (Plant, Water, Wind). This Effect ignores Armour Soak. Those within (Might) metres of the target of this Effect are deafened for (Potency) minutes and are knocked back (Potency + Size) metres. They may make a (Physical + Endurance) D (Potency) roll. Each Success reduces the Potency of this Effect by one.

Vermin

The ground churns around the sorcerer’s feet, as beetles and worms break through the surface. The air smells of rot as the buzz of flies begins to fill the air.

  • Manifest: Protection (Poison) The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: Inflict (1) Wound per Round. This damage is considered both disease and poison. If the character is immune to both disease and to poison, this Effect does no harm. This Effect manifests as vermin swarming the target affected.
  • Effect: Vulnerable (Living). The Effect does (1) Wound per Round for (Potency) Rounds. This damage is considered both disease and poison damage, as per Manifest, above, and ignores Armour Soak. Any Effect which causes damage will reduce the Potency of this Effect by the Potency of the damaging Effect. A target damaged by this Effect contracts yellow fever and blessed oblivion at (Potency) strength. The victim may roll (Physical + Endurance) D (Potency), reducing the Potency of the disease and poison by the Successes rolled.

Water

Water forms around the caster, swirling and spinning, pooling around the sorcerer’s feet and making the air grow humid.

  • Manifest: The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: The caster and anyone touched or within the area of effect can breathe underwater and gains Protection (Fire and Water). Those protected do not suffer from dehydration or heat.
  • Effect: Vulnerable (Fire, Lightning, and Thunder). Restore (Ice). The Effect slams the target and does (1) Wound per Round of Water Damage for (Potency) Rounds. The sorcerer gains the Optional ability: The target is engulfed for the duration and risks suffocation, or is slammed. Slammed targets suffer knockback, thrown (Might + Size) metres in the direction of the caster’s choice. The victim rolls (Physical + Endurance + Size) D (Effect Potency) and reduces the distance they are moved by one metre per Success.

Wind

The wind picks up, howling around the caster, picking up and blowing debris, the sorcerer’s robes fluttering.

  • Manifest: Protection (Air or Wind) The Effect can manifest as touch only, or can cover a one metre radius around the caster. The sorcerer gains the Optional ability: The caster and anyone touched or within the area of effect do not suffer from suffocation.
  • Effect: Vulnerable (Earth and Flying Targets). The target suffers knockback, thrown (Might + Size) x 10 metres in the direction of the caster’s choice. The victim rolls (Physical + Endurance + Size) D (Effect Potency) and reduces the distance they are moved by ten metres per Success.

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