Entropy
Decay comes to all thins, in time. This magic commands that decay, enhances it, and brings about the end of all things that oppose it - with a little luck.
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Poison Cloud
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Noxious fumes soak the area, choking anything within
Attribute: Willpower
Type: Summoning
Requirements: None
Duration: Upkeep
Action Points: 5 AP + Upkeep Cost
Cool Down: Duration of Spell + 1 Rounds
Range: 30m
Rank 1
Poison Cloud - Choose a location. A cloud of toxic gas coats the 1m area, forcing a Physical Prowess test to avoid it inflicting 1d5+4 with no reduction from armour. Any target that passes through the cloud or starts within it suffers this effect. In addition, once no longer in contact with the poison, they must make a successful Physical Prowess save or suffer the effect again. This last three rounds or until a save is made.
The cloud itself lasts as long as 3 AP are spent to maintain it each round and the caster does not move more than 30m from the spell's epicentre.
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Rank 2
Wider Cloud - Increase the area to 3m covered.
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Rank 3
Easy Maintenance - Reduce the cost to maintain the spell by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Summoning
Requirements: None
Duration: Upkeep
Action Points: 5 AP + Upkeep Cost
Cool Down: Duration of Spell + 1 Rounds
Range: 30m
Rank 1
Poison Cloud - Choose a location. A cloud of toxic gas coats the 1m area, forcing a Physical Prowess test to avoid it inflicting 1d5+4 with no reduction from armour. Any target that passes through the cloud or starts within it suffers this effect. In addition, once no longer in contact with the poison, they must make a successful Physical Prowess save or suffer the effect again. This last three rounds or until a save is made.
The cloud itself lasts as long as 3 AP are spent to maintain it each round and the caster does not move more than 30m from the spell's epicentre.
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Rank 2
Wider Cloud - Increase the area to 3m covered.
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Rank 3
Easy Maintenance - Reduce the cost to maintain the spell by 1.
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Rank 4
(Level 5 and higher)
Caster Immunity - The Poison Cloud no longer affects its own caster.
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-- Or --
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Movable Cloud - As part of maintaining the spell relocate it to a new point each turn for 1 AP.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Killing Cloud - Increase the damage inflicted by this spell to 1d10+5
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-- Or --
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Rank 6
Devastating Cloud - Increase the damage inflicted by this spell to 2d10+5 and the radius to 5m.
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-- Or --
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Corrosion
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Temporarily age weapons or armour into near uselessness.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds
Action Points: 4 AP
Cool Down: 1 rounds
Range: 5m
Rank 1
Corrosion - Both the Caster and the Target make a Willpower Test. If the defender is successful the spell is negated. If the Caster wins then any manufactured weapons and armour, whether summoned, created or the like, are corroded. Weapons take a -1 to damage and a -5% to hit, and armour counts as 1 less. Only natural attacks and armour are unaffected.
Targets can only be effected by 1 Corrosion at a time.
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Rank 2
Long Range - Increase the spell's reach to 10m.
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Rank 3
Further Deterioration - Weapon damage is reduced by 2, the to-hit chance takes a -10 penalty and AC is reduced by 2.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds
Action Points: 4 AP
Cool Down: 1 rounds
Range: 5m
Rank 1
Corrosion - Both the Caster and the Target make a Willpower Test. If the defender is successful the spell is negated. If the Caster wins then any manufactured weapons and armour, whether summoned, created or the like, are corroded. Weapons take a -1 to damage and a -5% to hit, and armour counts as 1 less. Only natural attacks and armour are unaffected.
Targets can only be effected by 1 Corrosion at a time.
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Rank 2
Long Range - Increase the spell's reach to 10m.
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Rank 3
Further Deterioration - Weapon damage is reduced by 2, the to-hit chance takes a -10 penalty and AC is reduced by 2.
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Rank 4
(Level 5 and higher)
Removed Cooldown - Cooldown is reduced to 0.
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-- Or --
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Extended Corrosion - Increase the duration by 1.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Armour Lock - Targets suffering from Corrosion suffer a -2 penalty to AP.
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-- Or --
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Mass Corrosion - Corrosion can affect 1 additional target per 5 levels for 1 AP more per target.
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Rank 6
Temporarily Nihilism - Instead of the normal penalties inflicted by Corrosion remove the weapon or armour for 1 round.
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-- Or --
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Decay
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Damage the physical abilities of a foe.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds
Action Points: 5 AP
Cool Down: 2 Rounds
Range: 10m
Rank 1
Decay - The target of the spell makes a Physical Prowess test. If they fail then take a -5% Weapon Skill tests, Ranged Skill tests, Physical Prowess tests or Agility, of the caster's choice.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Wither - Increase the penalty to 10%, or select two Attributes to reduce by 5%.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: 3 rounds
Action Points: 5 AP
Cool Down: 2 Rounds
Range: 10m
Rank 1
Decay - The target of the spell makes a Physical Prowess test. If they fail then take a -5% Weapon Skill tests, Ranged Skill tests, Physical Prowess tests or Agility, of the caster's choice.
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Rank 2
Easier Casting - Reduce the AP cost by 1.
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Rank 3
Wither - Increase the penalty to 10%, or select two Attributes to reduce by 5%.
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Rank 4
(Level 5 and higher)
Decrepit - Increase the total penalty by 5%.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Frailty - Choose up to three attributes to affect, spreading the effect across the three as you see fit.
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Rank 6
Grand Decay - Select three Attributes for the target of the spell, each of which suffers -10%
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-- Or --
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Mass Decay - Select up to your Willpower modifier in targets, each of which suffers a -10% to an Attribute of your choice if they fail a Physical Prowess test.
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Disintegrate
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A beam of raw entropy leaves little behind.
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 5 AP
Cool Down: 1 Round
Range: 15m
Rank 1
Disintegrate - Make a magic attack, inflicting 1d10+6 damage. If this attack kills a target they are reduced to ash, leaving behind their equipment in a pile.
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Rank 2
Reach - Increase the spell's range to 25m.
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Rank 3
Removed Cooldown - Cooldown is reduced to 0.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 5 AP
Cool Down: 1 Round
Range: 15m
Rank 1
Disintegrate - Make a magic attack, inflicting 1d10+6 damage. If this attack kills a target they are reduced to ash, leaving behind their equipment in a pile.
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Rank 2
Reach - Increase the spell's range to 25m.
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Rank 3
Removed Cooldown - Cooldown is reduced to 0.
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Rank 4
(Level 5 and higher)
Chaos of the End - On a hit, the target is moved 1d5 m in a direction of your choosing.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Mass Devastation - Add one additional attack for every 7 player levels, each one costing 2 additional AP.
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-- Or --
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Like Paper - Armour offers half its usual protection against Disintegration.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
The End - Increase the damage by 1d10+3 and reduce the AP cost by 1.
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-- Or --
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