Spell Effects

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Acid

Elemental Acid is a potent chemical which can devour anything it comes into contact with, dissolving any physical substance which comes into contact with it. Elemental Acid is usually olive green in colour.

  • Elemental Acid reduces the Hardness of all objects which are struck by it, by the Potency of the Effect. Armour Soak, shield Defence, and weapon Damage are all reduced by the same amount.
  • A victim who is struck by Elemental Acid which has eaten through their Armour Soak suffers a number of Wounds equal to the amount of damage remaining, for a number of Rounds equal to the character's Might. These Wounds are Soaked using just the victim's Physical Attribute, at the end of each Round.
  • Elemental Water can negate Elemental Acid, reducing the number of Rounds that the Acid will burn by the Potency of the Water Effect.

Arcane

Arcane Energy is the raw energy of magic. It is usually a deep blue or violet in colour and can be found in liquid and gaseous form in the Realm of Fortuna. Arcane Energy can be used to disrupt the essence of someone who comes in contact with it. Attacks using Arcane Energy are sometimes called Eldritch Bolts or Levin Bolts.

  • Inflicts Secondary Wounds to a target's Essence Trait.
  • Inflicts Secondary Wounds to Faerie and Mythic Creatures, Entities, and Bloodlines.

Blood

Blood Essence can take control of a target's blood, healing them or causing their bodies to erupt in wounds. Control of Blood Essence is a terrible effect, though the benefits can speed a target's healing drastically.

  • Inflicts or Heals Secondary Wounds on living targets. Wounds are not Soaked.
  • Living targets may, at the character's choice, heal or suffer one Wound per Round for a number of Rounds equal to the Might of the character. This Effect occurs at the end of each Round. Wounds are not Soaked.
  • Living targets of this Effect may, at the character's choice, make a Death Save with a Difficulty equal to the Potency of the Effect, or immediately begin to drown. This Effect remains in place for a number of Rounds equal to the character's Might. Each Full Round Action sacrificed by the victim during a Round can reduce the duration of suffocation by one Round, though suffocation damage is still inflicted.

Chaos

Elemental Chaos (or Chaos Energy) is an energy which manifests as a cacophony of sound and colour, and is debilitating and disorienting. It is not inherently evil or infernal, but is disruptive to entities who are inherently connected to Order and can disrupts concentration or ongoing effects.

  • Inflicts Secondary Wounds to Divine Entities and Bloodlines.
  • Reduces the Potency of any effect which requires Concentration or has a Non-Permanent Duration by the Effect Potency. If this reduces the Potency of the effect to zero, the effect is ended immediately. (This includes Abilities, Benefits, Gifts, Merits, and Spells).

Death

Death Energy is a powerful, negative force from the Underworld. Spells or Benefits which use Death Energy heal Undead rather than harm them. It is also possible that the target of Death Energy can contract the Touch of Death affliction. Death Energy looks like a black or indigo energy which draws light from everything near it.

  • Heals Secondary Wounds to Undead targets.
  • Inflicts Secondary Wounds to Living targets.
  • Living targets who are struck by a Death Effect may contract the Touch of Death with a Potency equal to the Potency of the Effect. The victim makes a Physical + Endurance roll is made with a Base Difficulty of 0. Each Success reduces the Potency by one.
  • A Death Save caused by a Spell or Benefit using this Effect causes the Difficulty to be increased by the Effect Potency.

Disease

Elemental Disease is a crippling, devastating Effect which destroys opponents over a period of time. It is usually a sickly green in colour, and can manifest as one of a variety of contagious afflictions.

  • Living targets who are struck by Elemental Disease may contract a disease with a Potency equal to the Potency of the Effect. The victim makes a Spiritual + Endurance roll is made with a Base Difficulty of 0. Each Success reduces the Potency of the disease by one.
  • Disease Traits: Potency (Effect Potency), Onset (Day), Frequency (Hour), Degrade (Day), Vector (Sweat).
  • The Disease targets either the Physical or the Spiritual of the victim. This is decided by the character when they prepare the Effect.
  • Life Energy can negate Elemental Disease, reducing the Potency of the disease by the Potency of the Life Effect.

Divine

This effect cannot be bought normally. It is obtained through the talent Consecrated Arts.

Divine Effect


Earth

Elemental Earth is a direct, powerful force which usually manifests as a blast of stone and earth towards the target of the Effect. It is a powerful, impacting force and binds creatures to the ground.

  • Inflicts Secondary Wounds on Elemental Wind Entities and Bloodlines.
  • Inflicts Secondary Wounds on airborne creatures.
  • A target struck by this Effect is incapable of flight for a number of Rounds equal to the character's Might.
  • The primary Damage from a Spell or Benefit using Elemental Earth ignores armour-based Soak.

Fire

Elemental Fire is hot enough to melt stone and nearly any other physical substance. It usually manifests as deep red and orange flame, though the colour depends on the individual caster. It is a voracious, destroying force that lingers after the Effect has passed. Normal water can not extinguish Elemental Fire.

  • Inflicts Secondary Wounds on Elemental Ice and Water Entities and Bloodlines.
  • Secondary Wounds inflicted for a number of Rounds equal to the Might of the character. These Wounds are inflicted at the end of each Round and are soaked using the victim's Physical Attribute.
  • Elemental Ice and Elemental Water can negate Elemental Fire, reducing the number of Rounds that the Fire will burn by the Potency of the Water Effect.

Force

Force Energy is simple raw, kinetic energy shaped and projected as the character sees fit. It is usually clear, or has a faint, light blue glow to it. Force is particularly effective against brittle or unyielding targets, and can disperse intangible forces quickly.

  • Inflicts Secondary Wounds on Elemental Earth and Ice Entities and Bloodlines.
  • Inflicts Secondary Wounds on Intangible or Incorporeal targets.
  • Damaging Spells using this Effect are not affected by the Incorporeal Power or by the benefits of being intangible. Such targets do not gain Soak against Force Energy.
  • A solid target struck by this Effect rolls Physical + Endurance + Size with a Difficulty equal to the Effect Potency. They are thrown back a number of yards equal to the character's Might + Size, reduced by the number of Successes rolled.

Glamour

Glamour is an Energy drawn from the realm of Faerie, allowing the character to create effects which are not quite real. Glamour usually manifests as a faint rainbow hue barely visible around the source of the Effect.

  • A Damaging Spell or Benefit using a Glamour Effect bypasses the Soak Trait of the target, and can only be resisted by the target's Attribute.
  • All effects, including damage, disappear at the end of the Scene, or at the end of the Scene where the duration of the effect has expired.
  • If the Spell or Benefit which used this Effect caused a Death Save which inflicted death or unconsciousness, the victim is allowed to make a new Death Save. Success awakens the target. If the target fails, and had died from the Spell or Benefit, they remain dead from the shock.

Ice

Elemental Ice is a powerful cold Effect which can freeze nearly anything it encounters. It is blue-white in appearance, spreading over the target of the Effect and encasing it in freezing cold.

  • Inflicts Secondary Wounds on Elemental Fire and Water Entities and Bloodlines.
  • One Wound inflicted for a number of Rounds equal to the Might of the character. This Wound is inflicted at the end of each Round and is soaked using the victim's Physical Attribute.
  • A physical target struck by this Effect rolls Physical + Endurance + Size with a Difficulty equal to the Effect Potency. Their Initiative and Speed Traits are reduced an amount equal to the character's Might + Size, which is reduced by the number of Successes rolled. Successive Elemental Ice attacks accumulate this penalty. The effect remains until the end of the Scene.
  • Striking an object encased in Elemental Ice reduces the Soak of the target by the Effect's Potency, making it more likely to shatter.
  • Elemental Earth and Elemental Fire can negate Elemental Ice, reducing the Initiative and Speed penalties and the duration of the freezing damage by the Potency of either of these Effects.

Kismet

Kismet is the raw Energy of luck, both positive and negative. Kismet does not manifest in any specific visible form, but guides the target of the effect very subtly.

  • The character declares the Effect is Positive before unleashing it. The target gains a number of Additional Successes on the next roll they make equal to the Effect Potency.
  • The character declares the Effect is Negative before unleashing it. The target loses a number of Successes on the next roll they make equal to the Effect Potency.

Life

Life Energy infuses the target with a surge of raw life, healing the target. If used as part of a Spell or Benefit that would inflict Wounds and the target is Undead, the number of Wounds inflicted is doubled after Soak has been used. Life Energy is often a soft blue, green, or lavender in appearance.

  • Inflicts Secondary Wounds on Undead.
  • Heals Secondary Wounds on Living targets.
  • At the character's choice, a Spell or Benefit which inflicts Wounds but uses this Effect can heal a living target instead of injuring the target.

Light

Elemental Light is a brilliant Effect which manifests as a cold light that radiates in a brilliant flash. It is often white or pale yellow in appearance when it is used.

  • Inflicts Secondary Wounds on Infernal, Undead and Shadow Entities and Bloodlines.
  • Heals Secondary Wounds on Plant Entities.
  • Illuminates a radius of Potency yards in light for the duration of the Spell or Benefit.
  • Elemental Shadow can negate Elemental Light, reducing the radius of illumination by the Potency of the Shadow Effect.

Metal

Elemental Metal usually manifests as a swirling flurry of metal, appropriate to the desires of the character. This Effect does not mirror mystical materials, but can manifest as any mundane metal.

  • Elemental Metal reduces the Hardness of all objects which are struck by it, by the Potency of the Effect. Armour Soak, shield Defence, and weapon Damage are all reduced by the same amount.
  • Damage inflicted by a Spell or Benefit using this Effect reduce the Soak of the target by the Potency of the Effect.

Order

Elemental Order (or Order Energy) is an energy which manifests as a uniform white light and tone which feels somewhat stifling even as it is soothing. It is not inherently good or divine, but is disruptive to entities who are inherently connected to Chaos and can enhance concentration or ongoing effects.

  • Inflicts Secondary Wounds to Faerie and Mythic Entities or Bloodlines. If this causes a Death Save to such targets, the Difficulty is increased by the Effect Potency.
  • The duration of a Spell or Benefit that is more than 'Concentration' has the duration increased by the Potency of this Effect.

Plant

Drawn from a vibrant Realm, this Effect manifests as an eruption of plant matter which engulfs the area of the Spell or Benefit. The character can decide what manner of plants manifest.

  • Inflicts Secondary Wounds on Elemental Earth Entities and Bloodlines.
  • May constrict physical targets, inflicting one Wound each Round for a number of Rounds equal to the Might of the character. This Wound is inflicted at the end of each Round and is soaked using the victim's Physical Attribute.
  • A physical target struck by this Effect rolls Physical + Endurance + Size with a Difficulty equal to the Effect Potency. Their Initiative and Speed Traits are reduced an amount equal to the character's Might + Size, which is reduced by the number of Successes rolled. Successive Plant attacks accumulate this penalty. The effect remains until the end of the Scene.
  • Elemental Fire and Elemental Ice can negate Plant Effects, reducing the Initiative and Speed penalties and the duration of the constriction damage by the Potency of either of these Effects.

Poison

Elemental Poison is a ferocious, debilitating Effect which destroys an opponent over a short of time. It is usually a sickly green in colour, and can manifest as one of a variety of afflictions.

  • Living targets who are struck by Elemental Poison may contract a poison with a Potency equal to the Potency of the Effect. The victim makes a Spiritual + Endurance roll is made with a Base Difficulty of 0. Each Success reduces the Potency of the poison by one.
  • Poison Traits: Potency (Effect Potency), Pain (Painful), Onset (Round), Frequency (Round), Degrade (Minute)
  • Life Energy can negate Elemental Poison, reducing the Potency of the poison by Potency the Life Effect.

Profane

Profane Energy is unholy energy which comes from the darkest Realms. It usually manifests as a sickly, black or green energy which weakens the divine and a person's connection to the divine.

  • Inflicts Secondary Wounds on Divine Entities and Bloodlines.
  • Heals Secondary Wounds on Infernal Entities and Bloodlines.
  • A target struck by Profane Energy has the Difficulty of all Miracles increased by the Potency of the Effect for a number of Rounds equal to the character's Might.
  • A Divine source struck by this Effect has the Difficulty increased on all actions by the Potency of this Effect. This remains for a number of Rounds equal to the character's Might.
  • Sacred Energy can negate Profane Energy, reducing the duration of the increased Difficulty by the Potency of the Sacred Effect.

Sacred

Sacred Energy is a holy energy which comes from the brightest Realms. It manifests as a silver or white energy which strengthens a person's connection to the divine and weakens infernal opponents.

  • Inflicts Secondary Wounds on Infernal Entities and Bloodlines.
  • Heals Secondary Wounds on Divine Entities and Bloodlines.
  • A target struck by Sacred Energy is protected from Infernal influence. Any attack made on the victim of this Effect from an Infernal source (including Entities, Bloodlines, or Path of Screams Spells) has the Difficulty increased by the Potency of this Effect. This remains for a number of Rounds equal to the character's Might.
  • An Infernal source struck by this Effect has the Difficulty increased on all actions by the Potency of this Effect. This remains for a number of Rounds equal to the character's Might.
  • Profane Energy can negate Sacred Energy, reducing the duration of the increased Difficulty by the Potency of the Sacred Effect.

Sound

Sound Energy is a powerful sonic vibration which shatters objects struck. It usually manifests as a powerful wave, rippling out from the point of impact.

  • Inflicts Secondary Wounds to all targets in a (Might + Size) foot radius beyond the Area of Effect.
  • Solid objects suffer Secondary Wounds, but subtract their Hardness from the number of Wounds taken.
  • Anyone within this area of effect must make a Physical + Endurance roll with a Difficulty equal to the Potency of the Effect, or become deaf for a number of minutes equal to the character's Might.

Shadow

Elemental Shadow is a primeval darkness which engulfs everything and is opposed by the Light Effect. It usually manifests as an extinguishing darkness which engulfs an area and smothers all light there.

  • Inflicts Secondary Wounds on Faerie and Mythic Entities and their Bloodlines.
  • Heals Secondary Wounds on Shadow Entities.
  • Creates a sphere of darkness with a radius of Potency yards for the duration of the Spell or Benefit.
  • Elemental Light can negate Elemental Shadow, reducing the radius of darkness by the Potency of the Light Effect.

Spirit

Spirit Energy is the essence of the Spirit World. It is uniquely tied to those who are not of Creation, and can mend or rend those entities it strikes. Spirit energy normally manifests as a silvery white mist, though it can also manifest as lavender in colour.

  • Heals or Inflicts Secondary Wounds on Incorporeal targets and Divine, Faerie, and Infernal Entities and Bloodlines, chosen by the character when the Spell or Benefit is being prepared.
  • Targets of an effect using Spirit Energy always resist using their Resistance Trait.

Temporal

Temporal Energy, also known as Elemental Time, manifests as a navy blue or black energy that swirls and pulses as it engulfs a target. The very essence of time can cause a target to grow younger or older.

  • Heals or Inflicts Secondary Wounds on targets. Each Wound inflicted ages the target one year, while each Wound healed makes the target one year younger. This is chosen by the character when the Spell or Benefit is prepared. If the Spell or Benefit has a duration, this Effect occurs at the end of each Round.

Thunder

Elemental Thunder is a powerful blast of light, sound, and electricity which can be an overwhelming experience to those who feel it. It usually manifests as a blue-white light and the crack of thunder can knock opponents off their feet.

  • Inflicts Secondary Wounds on Plant, Water and Wind Entities and Bloodlines, as well as those wearing Plate Armour.
  • Anyone within this area of effect must make a Physical + Endurance roll with a Difficulty equal to the Potency of the Effect, or become deaf for a number of minutes equal to the character's Might.
  • Anyone within this area of effect must make a Physical + Endurance roll with a Difficulty equal to the Potency of the Effect, or become blinded for a number of minutes equal to the character's Might.
  • A solid target struck by this Effect rolls Physical + Endurance + Size with a Difficulty equal to the Effect Potency. They are thrown back a number of yards equal to the character's Might + Size, reduced by the number of Successes rolled.

Vermin

A Vermin Effect causes biting, stinging insects to swarm around the target of the Effect. These vermin could erupt from wounds, crawl from the ground, or otherwise manifest. Their stings and bites are toxic.

  • Inflicts Secondary Wounds on Living targets.
  • One Wound inflicted for a number of Rounds equal to the Might of the character. This Wound is inflicted at the end of each Round and is soaked using the victim's Physical Attribute.
  • Any Elemental Effect can negate a Vermin Effect, reducing the duration of the increased Difficulty by the Potency of the Elemental Effect.
  • Living targets who are struck by a Vermin Effect may contract a poison with a Potency equal to the Potency of the Effect. The victim makes a Physical + Endurance roll is made with a Base Difficulty of 0. Each Success reduces the Potency of the poison by one.
  • Poison Traits: Potency (Effect Potency), Pain (Painful), Onset (Round), Frequency (Round), Degrade (Minute)

Water

Elemental Water is the raw essence of Water, which rushes forward and crushes objects struck by it. It is a powerful, relentless force which can shatter objects and break bones, before seeping into the victim's lungs. Elemental Water is usually a deep, rich blue in appearance.

  • Inflicts Secondary Wounds on physical targets, and Fire, Lightning, and Thunder Entities and Bloodlines.
  • Heals Secondary Wounds on Ice Entities and Bloodlines.
  • Living targets of this Effect may, at the character's choice, make a Death Save with a Difficulty equal to the Potency of the Effect, or immediately begin to drown. This Effect remains in place for a number of Rounds equal to the character's Might. Each Full Round Action sacrificed by the victim during a Round can reduce the duration of suffocation by one Round, though suffocation damage is still inflicted.
  • A solid target struck by this Effect rolls Physical + Endurance + Size with a Difficulty equal to the Effect Potency. They are thrown back a number of yards equal to the character's Might + Size, reduced by the number of Successes rolled.

Wind

Elemental Wind is a powerful force which can blow opponents around and tumble structures if given enough force. Elemental Wind has no visible manifestation, though the howl of the wind is usually quite clear.

  • Inflicts Secondary Wounds on flying targets, physical structures, and Earth Entities and Bloodlines.
  • A solid target struck by this Effect rolls Physical + Endurance + Size with a Difficulty equal to the Effect Potency. They are lifted up and thrown a number of yards equal to ten times the character's Might + Size, which reduced by ten yards per Successes rolled. The character chooses which direction the target is thrown (upwards, backwards, etc).

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