Viewing 15 posts - 1 through 15 (of 31 total)
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  • #150370
    Anonymous
    Inactive

    I’d like to compile a list of some great spell combinations that players have come up with. On that note, please feel free to post up your homemade Advanced Spells. I’ll start off with a common one:

    Spell: Elemental Lightning Bolt (Advanced) – by John Bellando
    Requirements: 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 (Primary) Electrical damage. Targets wearing armor of 50% metal take an additional 2 points of damage.
    Sources: Elder, Eldritch, Sorcerer-Priest

    #252921
    frootsnax
    Participant

    Maneuver: CURSE OF THE BRINE QUEEN
    Category: Advanced
    Requirements: 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.
    Source: Primal

    #253042
    frootsnax
    Participant

    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.

    Sources: Psionic

    #253192
    frootsnax
    Participant

    Marksman’s Feast (Advanced) – by Eric Gorman
    Category: Advanced
    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.
    Sources: Elder, Psionic

    Erode Adversary (Advanced) – by Eric Gorman

    #253196
    Anonymous
    Inactive

    Sarish Binds You
    (Advanced) – by Peter Teismann
    Category: Advanced
    Base Spells: Black Ice + Entangling Webs
    CTN: 21
    Speed (Strain): +7 (4)
    Range: 20′ (5′ Radius)
    Duration: Scene (D)
    Defense: Special (See Effect)
    Dark strands of web trap you, while the ground seems to shift under your feet, covered with black ice.
    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 web’s radius to 10’.

    And another one, not 100% sure with some effects, so would edit it as comments are made for correction:

    Sarish’s Furnace
    (Advanced) – by Peter Teismann
    Category: Advanced
    Base Spells: Blood Boil + Heat Wave
    CTN: 20
    Speed (Strain): +6 (3)
    Range: 0’ (5’ Radius)
    Duration: Instant
    Defense: Fortitude
    You cook the victim from both sides.
    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 blood boil’s radius to 10’ Radius.
    Adaptation: Increase the CTN by 4, and Strain by 1 to add a d4 damage die for boiling blood. 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 heat 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’. (can you suddenly make it two different areas?

    As Heat Wave is a 10’ radius spell, what happens if you increase blood boil to that rea – do you get a 10’ radius effect for both? Or do you need to have the adaptation expand area to make it a 10’ radius?

    #253198
    Anonymous
    Inactive

    Pete

    Sarish Binds You:
    I believe area is 20′ (5′ Radius) (Smaller of the two)

    #253199
    Anonymous
    Inactive

    Yes, copy paste error. And corrected.

    #253200
    Anonymous
    Inactive

    I also adjusted the Sarish Furnace one…any Adaptations apply to the ‘whole advanced’ spell not each one individually.

    John

    #253202
    Anonymous
    Inactive

    Erode Adversary (Advanced) – by Eric Gorman
    Category: Advanced
    Base Spells: Brittle Bones + Mind Lock
    CTN: 21
    Speed (Strain): +6 (4)
    Range: 30′ (1 Target)
    Duration: Instantaneous & until the next time the target is struck for damage (Scene)
    Defense: Discipline and Fortitude
    Effect: Your magic undermines the body of your foe, increasing both fatigue and resistance to injury . If you bypass the Target’s Discipline then the Target of this spell gains Strain 4 and Recovery 2, which is added to any Strain and Recovery the Target might have. If you bypass the Target’s Fortitude then the next successful weapon attack on the Target deals an additional d10 damage.

    Adaptation: Increase CTN by 4, Speed and Strain by 2 to affect an additional Target within range.
    Adaptation: Increase the CTN by 4 and Speed by 1 to increase the Strain applied by +4 for a total of 8
    Adaptation: Increase the CTN by 2 to increase the spell’s range by 30’. This Adaptation may be applied multiple times.
    Adaptation: Increase Increase the CTN by 3 and Strain by 1 to apply a Die Bump to the damage die. This Adaptation may be applied multiple times.
    Sources: Elder

    that spell does not share a duration, and cant be combined

    #253203
    Anonymous
    Inactive

    John can you add the advancements for the arc of lightning elemental bolt?

    #253205
    Anonymous
    Inactive

    Here’s a few from my Elorii, who tends to quote a certain playwright when in combat.

    Taming of the Shrew (Storm of Knives + Mind Lock)

    “My tongue will tell the anger of my heart, or else my heart concealing it will break.”

    Defenses: Avoidance and Discipline
    If Avoidance hits, 1d4 (Re) (5 foot radius, minimum 1d4 hits)
    If Discipline hits, Target gains 4 Strain, 2 Recovery

    Total Speed +8(4)

    Tempest (Elemental Bolt + Brittle Bones)

    “Full fathom five thy father lies;
    Of his bones are coral made;
    Those are pearls that were his eyes:
    Nothing of him that doth fade,
    But doth suffer a sea-change
    Into something rich and strange.
    Sea-nymphs hourly ring his knell: Ding-dong
    Hark! now I hear them,—Ding-dong, bell.”

    Defenses: Avoidance and Fortitude
    If Avoidance hits, 1d6 (Re)
    If Discipline hits, next attack gets +1d10 damage

    Total Speed +8 (1)

    A Midsummer Night’s Dream (Mind Lock + Matter Shift)

    “If we shadows have offended,
    Think but this, and all is mended,
    That you have but slumbered here
    While these visions did appear.”

    Defenses: Avoidance and Discipline
    If Avoidance hits, Change armor/weapon/item into something different of the same size
    If Discipline hits, Target gains 4 Strain, 2 Recovery

    Total Speed +6 (5)

    #253207
    Anonymous
    Inactive

    elemental bolt and brittle bones don’t combine, the don’t share the same Duration (instant Vs Next Hit or Scene)
    mind lock and matter shift don’t combine, Duration (instant Vs Scene)

    Storm of knives and mind lock is fun, I’m glad to see you included the Elder adjustments to the spell, but can you include the casting number and full text of the spell?

    #253211
    Anonymous
    Inactive

    John can you add the advancements for the arc of lightning elemental bolt?

    Sure! I’ll also remove the other spell that doesn’t combine (I can’t fact check them so appreciate the help!)

    #253242
    Anonymous
    Inactive

    Got it – I’d forgotten about duration.

    Before I write these up fully (I’ll edit this post), care to check me on these?

    Note: I am casting as Elorii, so I’ve tried to show the math for increasing speed, decresing strain, for non Elder. I think you do that prior to. My issue is that this makes most them interruptible, though I believe the initial effect is still Instant.

    Elemental Bolt 4(2) > 5(1) Avoidance 30’ + Flash 4(3) > 5(2) Fortitude 15’ Cone
    = +8 (3) Avoidance and Fortitude, 15’ Single Target

    Elemental Bolt 4(2) > 5(1) Avoidance 30’ + Mind Lock 4(3) Discipline 30’
    = +7 (4) Avoidance and Discipline, 30’ Single Target

    Flash 4(3) > 5(2) Fortitude 15’ Cone + Mind Lock 4(3) Discipline 30’
    = +7 (5) Fortitude and Discipline, 15’ Single Target

    Storm of Knives 5(3) > 6(2) 5’ Radius + Mind Lock 4(3) Discipline 30’
    = +8 (5) Avoidance and Discipline, 5’ Single Target

    Storm of Knives 5(3) > 6(2) 5’ Radius + Flash 4(3) > 5(2) Fortitude 15’ Cone
    = +9 (4) Avoidance and Fortitude, 5’ Single Target
    *not sure how this one would be helpful, but it combines, I think

    #253243
    Anonymous
    Inactive

    based on my understanding your not going to be able to combine Flash with elemental bolt or mind lock

    you could with storm of knives if you adapted storm of knives into a cone

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