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Nuevos Hechizos

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Nuevos Hechizos

Mensaje por Maese Mateo el Sáb Dic 05, 2009 9:06 pm

Hice estos hechizos hace un tiempo, espero les sirvan. Cool

Emerald Circle:

Lingam of a Hundred Pleasures
Cost: 10m ( 5 committed)
Target: Caster
This spell was invented by a solar sorceress who wanted to expand her sexual options. The sorcerer makes the Mudra of The Mast and a spark of yellow light shines in his lower body, where an erected penis appears. The result is a Shaping effect. If the caster is female, she now has male organs. If the caster was a male, he now has a penis that never gets tired. This spells lasts for as long as the sorcerer commits 5 motes.
While this effect can be more than enough for most sorcerers, it has another benefit. Both male and female sorcerers can now impregnate women and this can be controlled at will (he can choose not to impregnate any women). If the sorcerer was sterile, this spell lets him produce fertile sperm out of his essence, with the same benefits of normal sperm.
Because of the magical nature of the phallus, the sorcerer adds his Essence in dices to his Stamina + Resistance roll to see if he gets tired while having sex. A failure in this roll uncomments the motes and terminates the spell.

The Blossoming Slave of Love
Cost: 10m or 15m
Target: Conjured Slave
Developed by a passionate and insatiable lover of the First Age, this spell is one of the favorites among House Cynis sorcerers. All quality orgies have at least one of this unearthly beautiful sex slaves.
The sorcerer needs only a circle made of fresh petals, fine oils and/or a sweet perfume. If he wants a female lover, he puts a lotus flower on the center of the circle; if he wants a male, he puts a small scepter made of crystal; if he puts both objects, he gets an androgynous slave. Then he casts a simple ritual reciting the Sutra of the Lovers, which takes only two minutes. When he intonates the last word a spiral of cerulean and white light dances around the circle. In its center, a beautiful young man or woman appeared, with a suitable shape to fulfill the sorcerer most immediate sexual fantasy. The sorcerer can choose to shape the desired partner of another person, if that person is present at the moment of the casting. The materials are utterly consumed by the spell.
If the character pays 10 motes, the slave lasts for (Essence) hours. If he spends 15 motes, the slave lasts for (Essence) days. Once this times elapses or if killed, the slave dissolves into a harmless explosion of lights of different colors.

Blossoming Slave of Love
Motivation: Please the sorcerer and anyone he designates
Attributes: Strength 2, Dexterity 4, Stamina 4, Charisma 6, Manipulation 4, Appearance 6, Perception 4, Intelligence 2, Wits 2.
Virtues: Automaton psychology.
Abilities: Performance 5 (Exotic Dances +3, Seduction +3), Resistance 5 (Sex Act +3), Medicine 2 (Massages +3)
Heath Levels: -0 / -1 x2 / -2 x2 / -4 / Incapacitated
Essence: 1 Willpower: 10 (0 against the sorcerer).
Other Notes: The Slave cannot make physical attacks, not even in self defense.


Sapphire Circle:

Swift Breeze of Promise
Cost: 25m, 1lhl
Target: Area
This spell is a long ritual that takes one hour to complete. During that time the sorcerer draws a circle of one yard in radius made of his own fresh blood, inscribed with the Sutra of Fertility. Once it’s finished he steps inside the circle and recites the Sutra, along with the Mudra of the Emerald Mother. The circle then begins to glow and a pillar of pure white light rises into the sky. Everyone in a radius of (Essence) miles of the sorcerer can see cerulean and green petals made of light falling upon them.
Everyone in the area, animals and sentient creatures alike, feels a brief moment of peace and joy. Everyone affected who has a sexual encounter within the next 25 hours and who can normally have children has a 50% chance to produce a child. If both sexual partners are under the effect of the spell, there is a 99% chance of pregnancy.
This spell does not create or increase the desire to have sex, only the fertility of the people it blesses. The child is a normal offspring according to the traits of his parents.

Blow the Horn of Harvest
Cost: 20m
Target: Conjured food
Sorcerers can use this spell to feed the hungry populaces of the poorest regions, or just to feast his friends and allies with an exquisite banquet. Like always, that depends on the person behind the power.
The character starts singing the Song of Prosperity, while making the Great Harvest Mudra for a variable number of minutes. After this time a green and golden halo surrounds the sorcerer and everything between a few yards. This halo takes the shape of fruits and vegetables of all regions of Creation, the most beautiful and tasty of its kin. Enough food to feed up to (Essence) Magnitude people can be conjured, every point of Magnitude adding one minute to the casting time. This food cannot be poisoned, diseased or made uneatable in any way for the first (Essence) hours after its creation. After that, it’s normal fruit to all effects. Because of its magical nature, for the next 25 hours after eating them every person receives one additional die to resist disease of any kind. This bonus does not stack with multiple meals, but if they eat this food at least one a day, they can retain the benefit indefinitely.

Minor Sign of the Archer
Cost: 25m
Target: Unit
This spell drawing from the star of the Archer from the constellation of the Quiver was the favorite of the confident and loner sorcerers of the First Age, because it could take down a whole legion when used wisely.
When the sorcerer makes the Minor Sign of the Archer his whole anima flares in a crimson color and a shadowy unit dressed in honor to the Maiden of Battles appears behind him. They pull the strings of their bows and fire deadly volleys at a single enemy unit within Essence miles the caster designates. This is treated as a magical flurry of ranged attacks that ignores multiple action penalties made by a unit of (Essence) Magnitude. The phantom archers fire (Essence) times with the character’s Dexterity + (Archery or Occult), adding his Essence in automatic successes for (Strength or Intelligence) +2L damage before vanishing. All the attacks happen during the Cast Sorcery action and inflict the normal Onslaught penalty.


Adamant Circle:

One Sun, Many Beams
Cost: 30m plus 5 motes (committed) per duplicate
Target: Caster
The sun is not just in the sky but on every beam that comes from it. With this in mind, the sorcerer can make weaker duplicates of himself to aid him in many ways. There were many legends in the First Age of lawgivers that could be in multiple places at once. Other solars were less impressive and just enjoy having great egocentric orgies.
This is a long ritual taking 5 hours plus 1 hour per duplicate. The character spends this time in deep meditation inside a circle of fire made with a special combination of oils and plants that resonate with his nature (Resources 4). As soon as this period elapses, he opens his eyes and his anima blaze at full power shattering itself in many other bodies. These copies look exactly as the character, but appeared naked and a little confused. The character can create up to (Essence -1) duplicates and must commit 5 motes for every copy.
The rules are as follows:
• The duplicates have the same Motivation and Intimacies as the character. They know they are duplicates and would never try to betray or disobey the character in any way. For this reason, they have an Intimacy of loyalty toward the character that cannot be erased by any means. All copies treat the original as themselves for Social Attacks, so harming him would be an Unacceptable Order.
• The duplicates have the same attributes, abilities, virtues and willpower than the character, save that they have an effective willpower of zero against their maker.
• Their Permanent Essence is half the Essence of the sorcerer, rounded up. They have a personal essence pool of (Essence x3) + Willpower and a peripheral essence pool of zero. Nevertheless, they can use the motes of the caster as a reflexive action, but these always count as peripheral essence. The sorcerer feels the pull of essence leaving his body and can deny it at will if he needs the essence for something else. They cannot drain essence from artifacts the sorcerer may have. Duplicates have their essence pool empty when created, but can recover it normally.
• Duplicates have all the charms of the character they meet the requirements for, even Permanent ones. They can use the spells the character knows, if they have the minimum Essence to meet the Sorcery Charm requirement.They can’t, however, create more duplicates of themselves in any circumstance.
• They have all the memories of the character at the moment of their creation, except those details the character chooses not to share.
• Duplicates can attune to artifacts using only their own pool, not the sorcerer’s one. They are also considered to be attuned to every Manse or Demesne the character is.
• If the character has a Cult, all his duplicates benefit from this as well. Without knowing who the true character is, the prayers go to all of them.
• The sorcerer and his duplicates have no way of special communication, but they can sense each other direction and distance with a successful roll of Perception + Occult at difficulty 3.
The sorcerer can end the commitment at any time, making the duplicate explode into many harmless but beautiful lights of the sorcerer’s anima colors. If the sorcerer touches a duplicate and spend a willpower point while ending the commitment, he can absorb all the memories of that duplicate into himself. Any effect that could be affecting the duplicate is not transferred to the sorcerer.

Share the Blessed Might
Cost: 50m, 5lhl
Target: Area
This spell is feared within the Bureaus of Heaven, because it can change the fate of whole nations. One of the greatest fears is that ends up in the hands of the enemies of Creation.
The sorcerer needs a giant obelisk (10 yards tall and 2 yards thick) made of the magical material that resonates better with him (Resource cost incalculable) and put it where he wants to cast the spell.
The exalt sings and dances around the statue, infusing it with his power, soul and life. This ritual starts at sunset and ends at sunrise, after which the obelisk begins to glow and an enormous halo the color of the character’s anima surrounds everything within a radius of (Essence x10) miles for a few minutes, then disappears. The obelisk is consumed in the process, only ashes remains. And then nothing seems to happened, but the sorcerer knows better.
The first son of anyone affected whose Essence is lower than the caster’s Essence at the moment the spell was casted has 1-2 chance in 10 to have an Inheritance of 1 and share a similar parentage as the appropriate god-blooded offspring of the sorcerer. If two persons affected by the spell have a child, the chance is 1-4 in 10, and the Inheritance is 2. If the sorcerer was a Creature of Darkness, then this child is also one no matter if he has Inheritance or not (in which case the spell is known as Extend the Unholy Curse). A child without Inheritance is a common offspring of his parents.
This is a Shaping effect and can be dispelled at any time by using Adamant Countermagic or a Charm that nullifies Shaping Effects. This can not affect an already existent child.
The Infernal Sorcery version of this spell is a Blasphemy effect.

Faster than Time
Cost: 30m
Target: One child
Lawgiver sorcerers were not known for their patient, and this spell is an example of it.
The sorcerer puts a child with less than a year old inside a circle of pulverized roots (Resources 3 in the East, 4 everywhere) and begins a long ritual that lasts from sunrise so sunset. After that the child begins to age one year per minute, until he reaches 18 years old. This spell also provides a formal education in any field the sorcerer could normally teach to such a child, transferring the knowledge from the sorcerer’s mind. Treat the sorcerer as a Mentor for this purpose.
Use the normal rules for creating new Heroic Mortals or God-Blooded (as appropriate for the parentage of the child) save that the child cannot begin with more than Essence 1 (if Heroic Mortal) or 3 (if God-Blooded). The child receives (Sorcerer’s Essence x5) additional bonus points, but can’t start with any power not inherent to his normal parentage. He also begins with any positive Intimacy toward the sorcerer the character chooses. This Intimacy can’t be erased for (Sorcerer’s Essence) years. If removed, it just reappears at sunrise.
Unknown be many, this spell has a special effect upon Terrestrial Exaltation. The child probability to exalt can’t be higher than (Sorcerer’s Essence -4). Any dots the child gets in Breeding are similarly capped. This cannot increase the chance for exaltation or Breeding, just cap the probabilities.

Raise the Elemental Legion
Cost: 30m plus 5 motes (committed) per Magnitude
Target: Summoned Unit
The most powerful and terrible Solar warlords of the First Age use this spell to rise an army worthy of their might. This spell was often a reason of jealously among the Dragon-Blooded, who see it as a corruption of their porpoise.
The sorcerer must make a special object before casting this spell which must be made of a single Magical Material (Resources 5) and alloy it with the sorcerer’s blood (5 lethal health levels of damage). This object must be a symbol of rulership for the sorcerer, usually a scepter or a crown.
The sorcerer then can cast this spell as a long ritual lasting 15 minutes per Magnitude summoned. He can summon a unit of up to (Essence) Magnitude, and must commit 5 motes per Magnitude. This is a Shaping effect. Once he finished, the ambient essence and local least gods start forming a legion at the service of the character using the nearest source of appropriate element. They have the appearance and behavior of the sorcerer’s dreamed army, a reflection of his own desires. They elemental and magical nature is Obvious can cannot be hidden.
This can only create an army if there is enough appropriate element near for the least gods to posses. This is as follows:
• Blue Jade: air, ice, thunder, etc.
• White Jade: earth, stones, metal, etc
• Red Jade: fire, lava, etc.
• Green Jade: wood, grass, flowers, etc.
• Black Jade: water, steam, etc.
• Orichalcum: sunlight.
• Starmetal: starlight.
• Moonsilver: moonlight.

The Legion has the basic stats of an Elite Soldier except as follows:
• The elemental soldiers are considered automatons and have automaton psychology (no Virtues).
• They understand (but cannot speak) Old Realm and the native language of the sorcerer.
• Willpower 10 (0 against the sorcerer)
• Drill 5.
• They are tireless, so no Endurance is needed.
• They have a Might equal to (Sorcerer’s Essence/2), rounded up.
• They never fail a Morale check.
• They have any non-artifact weapon and armor the sorcerer’s know, but this equipment benefits from the Magical Material bonuses appropriates for their element.
• They are always extras.

Also, every Magical Material gives one additional power to the soldiers:
• Blue Jade: the unit can fly at their normal movement.
• White Jade: the unit is immune to knockdown or knockback.
• Red Jade: the unit deals (Might) additional levels of lethal damage, which is soaked separately.
• Green Jade: the unit heals (Might) heath levels of damage per turn (once a Magnitude point is lost, it cannot be regained with this effect).
• Black Jade: the unit can move freely under water and can walk upon it.
• Orichalcum: the unit deals Holy damage.
• Starmetal: the unit is Outside Fate.
• Moonsilver: the unit is immune to Wyld influence and Shaping effects as a tattooed Lunar.

The sorcerer can choose to summon horses (or any other non-magical mount of similar size) for his troops, but the mounts count for Magnitude calculation. Mounts also add the benefit of Magical Material to their attacks and defenses and have the special power appropriate to their element.
The sorcerer can only maintain once version of this spell at a time. If he wants to create a new Legion or add more Magnitude, he needs to dispel the current unit and start all over again.
The sorcerer cannot lose physical contact with the special object or be at more than (Essence x2) miles of his unit, or the spell ends. Otherwise, the Legion lasts until he terminates the effect.
This spell has a great impact in the ambient essence where it’s casted. The geomantic flow in a radius of (Magnitude) miles weakens suffering a reduction of (Magnitude) to the motes that can be recovered. Demesnes and Manses suffer less because they feed on the Dragonlines; losing one mote per two motes of normal reduction (Heartstones lose mote recovery, but retain their special power). This can’t lower the motes to less than zero, but it counts for the recovery phase. The zone recovers one mote per day, and the spell cannot be cast in that place until the geomantic flow is fully restored.
If casted in a Manse or Demesne of correct element in which the sorcerer is attuned to, then he adds its rating to his Essence to calculate the maximum effect of the spell.
This spell cannot be used with soulsteel or vitriol tainted Magical Materials.

There is a void necromancy version of this spell, called Chain the Mourning Horde, which works similarly but can only be cast with soulsteel and in the Underworld or in a shadowland at night. This unit deals aggravate damage against mortals and it is composed of Creatures of Darkness.

The Infernal Sorcery version, called Legion of Worthy Minions, is equal to the Sorcery one, except it can only be used with vitriol tainted Magical Materials (except orichalcum, but including soulsteel) and the soldiers are Creatures of Darkness. Using this version of the spell in Creation is a Blasphemy effect.

Unstoppable Charge of the Godspear
Cost: 40m
Target: Creature
Many lawgivers tried to emulate his patron during the First Age. This spell is one of such attempts.
This spell can only be cast in daylight. The sorcerer shapes a golden spear of pure sunlight, bearing the judgment and might of the Unconquered Sun’s own Spear into it, and he throws it at his enemy with a thunderous roar, targeting any enemy in (Essence) miles he can see. This is a perfect undodgeable and unblockable attack that always scores a threshold of (Essence) successes. If the spell hits, it inflicts (Essence x20) levels of lethal damage to the victim. The damage is Holy and it’s aggravated against Creatures of Darkness. Targets killed by this spell are utterly disintegrated.
The judgment of the Unconquered Sun is always righteous; this spell can never hit or produce a collateral effect in anyone save the intended target.

Golden Sphere of Influence
Cost: 30m
Target: Crystal Sphere
The spell was used in the First Age by the most powerful and cunning of Solar Kings, exerting their influence by subtle means and shaping the future of other kingdoms at their desire.
Before starting the ritual, the sorcerer needs to prepare a special crystal sphere of perfect quality the size of a melon made of different and expensive materials (Resources 3 in the South, Resources 4 everywhere else). This requires the sorcerer to achieve 5 successes into a Craft (Air) roll.
Once he has the crystal sphere beings a long ritual lasting from sunrise to sunset. At the end of this process the sphere is full with sunlight and the essence of the sorcerer. It shines briefly, illuminating everything in one mile like if it was the sun itself. Then, all the light solidifies, and the sphere looks like made of golden crystal.
The character can have up to (Essence) different spheres at a time. If he casts this spell again after that, one of the spheres shatter and explodes, dealing (Essence) dices of lethal damage to everyone in a radius of (Essence) yards. The sorcerer chooses the sphere.

Using the Golden Sphere
Cost: 10 motes (committed)
The sorcerer may possess any sphere he has made as a reflexive action, no matter where (even different realms of existence) it is. Only one sphere can be possessed at the same time. The sorcerer sight and hearing are transported to the sphere, so he can’t see or hear what happened near his own body.
A small and tiny eye of light appears in the center of the sphere, and for as long as the sorcerer committed the motes, he can see and hear everything as if he was in the sphere location. He can use other Charms to enhance his perceptions as normal.
Most important, if anyone whose Dodge MDV is lower than (Sorcerer’s Manipulation + Essence) is touching the sphere while the sorcerer possesses it, it suffers an unnatural mental influence gaining the Intimacy: Golden Sphere (Protect) as a Compulsion effect. This compulsion costs (Sorcerer’s Essence) willpower points to resist, and only one willpower point can be pay per day. The Intimacy cannot be erased until the character spends the willpower points, and even after he does that, he must remove the Intimacy in the normal way. During this time the target will protect the sphere with his life if necessary, hiding it in the best places just to give it a long look while alone every night. It’s not unusual for various persons to suffer the Compulsion at the same time. Depending on their nature and personality, they will collaborate to hidden the sphere together or just kill each other until one can claim the trophy.
Anyway, this is only a mean for protecting the sphere; its true purpose is more subtle and powerful. While possessing the Golden Sphere, the character can have social influence in a radius equal to (Essence x2) miles. He can use any social action to subtle shape the beliefs, manners and economy of everyone inside this zone. The voice of the character travels in a telepathic channel directly into the target’s mind, which means every social attack cannot be hidden from the victim except they are supplemented by Charms that allow the sorcerer to hide social attacks. He can’t read the mind of his victims if he has no normal means to do that. He can use these social attacks in two ways. First, he can target anyone he can see. Second, he can use simple descriptions to allow the Sphere to scan the zone in search for a suitable mind, for example: “a fat merchant”, “a priest of Ahlat”, “the monarch”, “Tepet Ejava”, etc. Even when the character can influence this person with the telepathic channel, he can’t see the place if he hasn’t another Charm that allows him to do that. The character can target single individuals, or a group of up to (Essence) Magnitude whose members are within the zone. He can choose “The Immaculate Monks” or “The Guild Merchants” if all the persons in this organizations within the zone are into the appropriate Magnitude permitted, the fact that this groups are bigger if we take the total members of Creation is irrelevant for this spell. When the sorcerer target’s a group, every member hears him.
A clever sorcerer will use this telepathic influence at night, while his targets are asleep. In this way, they would think the character’s influence was just a dream. Only a person that succeed in a roll of Wits + Occult at a difficulty equal to (Sorcerer’s Essence) will notice this was not a dream, but an external influence. Even if their targets are asleep, they still notice the mental influence and will interact with the character normally, but in their dreams. Many are the stories of Monarchs that awaken one morning and began a war with another kingdom just because they were inspired by their dreams.
If character creates more than one Sphere, any person touching any of them may spend 5 motes or a willpower point to make a connection with any of the other Spheres and have a shadowy view of its surroundings, up to his Essence in yards, for one scene. They can have a telepathic conversation with anyone holding one of such Spheres at that time if that person also spends the motes or willpower. The user can also talk to the sorcerer, but can’t see his surroundings. If anyone is using a Sphere in this way, the character instantly knows it and can choose to hear and see the conversation by possessing one of the Spheres in the communication channel. He can use his social influence as usual. Many cunning sorcerers have disguised this object as a mere communication device.

The Infernal Sorcery version is almost equal, but it can only be cast in the blackness of the Ebon Dragon and its color is hollow black. For this reason, is know has Unholy Sphere of Malicious Intent.

Cerulean Palace of Dreamful Delight
Cost: 50m
Target: Conjured Palace
This spell is product of the hedonistic desires of the Lawgivers during the First Age, while they start using the most powerful of magic just to obtain pleasure.
The sorcerer must make an ornamented statue in honor to Venus (that acts as a shrine to the goddess) and put it in the center where the palace is going to be. This statue costs Resources 5 and it’s not damaged by the spell, so it can be used to cast it again in the future. Once he has the statue, he starts a ritual lasting for one hour. After this time, the ground harmlessly trembles and a pillar of cerulean appears for a few seconds, visible by a few miles. Once the light disappears, a cerulean palace appears in its place. This palace has up to (Essence x100) yards on each side and up to (Essence) stories high. Its interior is full exquisite furniture, art works and commodities only seen in the palace of the Incarna.
It has a staff of (Essence x100) spirits shaped at the whim of the sorcerer out of his essence, who can be servants, lovers, intellectual partners, playmates, performers, guards and more as needed. They are very beautiful and know every kind of desire the sorcerer has, and they are happy to please him and his lucky guests. Not all spirits need to be equal, for the sorcerer may have different pleasures to satisfy.
The Palace also has food and drinks (which are an amplified version of the sorcerer’s tastes) stored to feed up to (Essence) Magnitude individuals for a day, and it completely refills its stock every morning at sunrise. Suck food is of the same quality and taste as the food shaped from ambrosia.
The palace can also create extravagant commodities, such as pools of melted gold, fountains of butterflies, statues of moonlight or any other appropriate feature than can satisfy the sorcerer.
Everything created by this spell cannot leave the palace by any means. If they do it, they banish into a harmless explosion of blue and white petals made of light.
This spell also exerts an unnatural mental influence on everyone inside (even the sorcerer). Everyone whose MDV is less than (Sorcerer’s Essence x2) cannot initiate any hostile actions except in self defense. This costs three willpower points to resist for a single scene. After that, the effect returns and a new expenditure of willpowers must be made.
The Palace has a soak of 15L/20B and 50/100 health levels of damage are needed to make a hole enough big to pass through (see Corerules, p. 153-154 for more information on Inanimate Targets).
This palace lasts for (Essence) months before banishing. The sorcerer can renovate this effect before it elapses, making an hourly ritual in front of the statue while casting the spell again.

The Infernal Sorcery version is called Magnanimous Brothel of Lust and Shadows, and is equal save that the statue is dedicated to any Third Circle Demon whose personality resonate with lust and sex (generally Erembour or Ipithymia), and that instead of peace is an awe feeling toward the wrath of the Third Circle Demon and the Laws of Cecelyne what stops violence.

Spirits of Cerulean Pleasure
Motivation: Please the sorcerer and his guests
Attributes: all attributes rated at 2, save for Appearance that is equal to (Essence). The sorcerer can add up to (Essence) additional dots, but no attribute may be higher than (Essence).
Virtues: Automaton psychology.
Abilities: they have (Essence x5) dots to distribute among abilities and specialties. No single ability can be higher than 5 and no specialty higher than 3.
Heath Levels: -0 x (Essence)/Destroyed
Essence: 0 Willpower: 10 (0 against the sorcerer).
Other Notes: The Palace replaces any destroyed or injured spirit at sunrise.

Greater Sign of the Archer
Cost: 60m
Target: Area
This spell is an even more powerful and terrible version of its Sapphire Circle counterpart and a good alternative to the most powerful and destructive spells of the Adamant Circle.
Making the Greater Sign of the Archer the sorcerer summons a nimbus halo of scarlet patterns covering everything within (Essence x10) yards. Every enemy unit caught in the area must make a Valor check at a difficulty of (Essence /2) or flee in terror. And while this is already impressive enough, it is far from been the main effect of the spell. A legion of archers bearing the banner of the Maiden of Battler appears, stay still for a second, and then unleash a fury only Mars can overcome. They fire (Essence) times at every enemy unit visible within (Essence) miles. Allies and buildings are safe of any harm, as well as anyone behind complete cover. These attacks are made with the character’s Dexterity + (Archery or Occult), adding his Essence in automatic successes and dealing a base damage of (Strength or Intelligence) + (Essence) L. This is treated as a magical flurry of ranged attacks that ignores multiple action penalties made by a unit of (Essence) Magnitude, and since all the attacks happen during the Cast Sorcery action they inflict the normal Onslaught penalty. The archers vanish in a crimson flash of light once the last attack is made.


Última edición por Maese Mateo el Miér Dic 16, 2009 8:04 pm, editado 2 veces

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Re: Nuevos Hechizos

Mensaje por Maese Mateo el Mar Dic 15, 2009 9:03 pm

Nuevos Hechizos añadidos:

Circulo Esmeralda: +1

Círculo Zafiro: +2

Círculo Diamantino: +5

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Re: Nuevos Hechizos

Mensaje por Maese Mateo el Miér Dic 16, 2009 10:55 am

Agregué un nuevo hechizo diamantino.

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Maese Mateo
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Administrador

Sexo : Masculino Cantidad de envíos : 1647
Edad : 30
Localización : Argentina
Fecha de inscripción : 09/03/2009

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