Mythic Magic: Arcana Stunts

One thing I need to mention is that Endurance has changed to Fortitude, and will be referring to it as such from this point forward (or until it changes it again…). Although it seems out of theme, I included the Cold Arcana and will be creating two or three additional arcana in the future. Otherwise, the success of Force Power stunts showed me how individualized stunting mechanics can really spice things up. Many of these felt like designing new spells, but it also shows the strength of Fantasy Age where you can easily build on a strong foundation. Enjoy!

Air Arcana Stunts
SP Cost Stunt
1+ Favorable Winds: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend. Targets resistant to the Skirmish stunt are also resistant to this stunt.
3 Borne Aloft: You float a yard off the ground for the remainder of the encounter or until you decide to descend as a free action. This allows you to ignore rough or uneven terrain, such as a hillside or a pitching ship.

Ice Witches.pngCold Arcana

Ice and snow are at your command.

Novice: You learn the spells brittle and freeze.

Journeyman: You learn the spell cold cloud. You also gain the focus Intelligence (Cold Arcana).

Master: You learn the spell boreal breath. You can also choose one spell stunt you can perform for –1 SP when casting Cold Arcana spells.

Brittle

Requirements: Cold Arcana (Novice)

Spell Type: Utility      MP Cost: 2-6

Casting Time: 1-3 rounds    Target Number: 10

Test: None

Your touch causes a hand-held object to become brittle and is easily broken. After the first round that the object is held, it can be shattered with a TN 11 Strength (Might) test. The object can be held for up to 3 rounds, with you spending 2 MP at the start of each turn and the target number being reduced by 2 each round. Note that this can only be used on objects that fit in your hands, so for example brittle can be cast to break a door handle but not a door.

Freeze

Requirements: Cold Arcana (Novice)

Spell Type: Attack     MP Cost: 3

Casting Time: Major Action  Target Number: 12

Test: Constitution (Stamina) test vs. Spellpower

You cause the air coalesce and freeze around a visible target within 20 yards of you that lasts a number of rounds equal to your Willpower. The round you cast it, freeze inflicts 1d6 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of his or her turns. If successful, the spell ends. If the test is failed, the target takes 1d6 penetrating damage and suffers a cumulative –2 penalty to Speed. Those slain by freeze are frozen solid.

Cold Cloud

Requirements: Cold Arcana (Journeyman)

Spell Type: Utility      MP Cost: 6

Casting Time: Major Action  Target Number: 13

Test: Dexterity (Acrobatics) test vs. Spellpower

You create a heavy, icy mist that freezes the ground in an area up to 10 yards in diameter anywhere within 30 yards of you. Anyone within the cold cloud when it is cast, anyone entering the area, and anyone who moves within the area must make a successful Dexterity (Acrobatics) test against your Spellpower or fall prone at each of those times, as they apply. Prone characters may crawl normally. All melee attacks made into or from the cold cloud suffer a –2 penalty, all such ranged attacks suffer a –5 penalty.

Boreal Breath

Requirements: Cold Arcana (Master)

Spell Type: Attack     MP Cost: 11

Casting Time: Major Action  Target Number: 15

Test: Constitution (Stamina) vs. Spellpower

You breathe out a cone of deadly, freezing air that is 2 yards wide and 8 yards long. Anyone caught in the breath suffers 2d6 + Willpower penetrating damage and a –10 penalty to Speed for a number of rounds equal to half your Willpower. Subjects who make a successful Constitution (Stamina) test vs. your Spellpower only suffer 1d6 + Willpower penetrating damage and a –5 penalty to their Speed for the same duration.

Cold Arcana Stunts
SP Cost Stunt
1+ Clinging Chill: On the target’s next turn, the target’s Speed is reduced by 2 for each 1 SP you spend.
3 Shatter: You reduce the targets’ Armor Rating by 2. If this reduces the target’s Armor Rating to 0, the armor breaks.
Divination Arcana Stunts
SP Cost Stunt
1-3 Insight: You receive a +1 bonus to your next ability test for each 1 SP you spend.
3 Prophecy: Your glimpse into the future reveals the outcome of likely events, allowing you to re-roll your next ability test before the result is revealed. All bonuses, such as from Insight, apply to the re-roll as well.
Earth Arcana Stunts
SP Cost Stunt
1-3 Stone Shield: You receive a +1 bonus to your Armor Rating until the start of your next turn for every 1 SP you spend.
3 Shockwave: You create a wave of violent tremors. All creatures within an 8-yard radius must make an opposed test with their Strength (Might) vs. your Spellpower. If you win, the target is prone.
Fate Arcana Stunts
SP Cost Stunt
1+ Fate Spinner: You receive a +1 SP if you Stunt on your next ability test for every 1 SP you spend.
5 Change Destiny: Any time until the start of your next turn, you can make an opponent re-roll an ability test. This can be done after the result is revealed but before the result takes effect, such as succeeding on an attack roll but before the target takes damage.
Fire Arcana Stunts
SP Cost Stunt
1+ Scorch: You deal 1 penetrating damage for every 1 SP you spend.
3 Ignite: The affected area starts on fire. Each target takes 1d6+3 damage at the start of his or her turn until he or she uses a major action to drop to the ground and smother the flames.
Healing Stunts
SP Cost Stunt
1+ Vitality: The target regains +1 Health per 1 SP you spend. This can exceed the target’s maximum Health but any excess Health disappears after the encounter.
3 Regeneration: You heal an extra 1d6+3 Health.
Heroic Arcana Stunts
SP Cost Stunt
1+ Heroism: The target(s) receive +1 Fortitude for every 1 SP you spend.
3 Tide of Battle: The target(s) receive +1 SP for combat stunts for the remainder of the encounter.
Lightning Arcana Stunts
SP Cost Stunt
1-3 Current: On the target’s next turn, the target suffers –1 a penalty to his or her attack rolls for each 1 SP you spend.
3 Stun: The target must make an opposed test with their Constitution (Stamina) vs. your Spellpower. If you win, the target is stunned and can only make a single Move action on its turn.
Power Arcana Stunts
SP Cost Stunt
1+ Concentration: You receive +1 to your next spellcasting ability test for every 1 SP you spend.
3 Wild Magic: You receive +1 SP for spell stunts for the remainder of the encounter.
Shadow Arcana Stunts
SP Cost Stunt
1+ Cloak Of Shadows: You are surrounded by shadows, giving you concealment. All attacks against you suffer a –1 penalty for every 1 SP you spend. These shadows recede after at the start of your next turn.
4 Meld Into Darkness: You become hidden from your opponents until you attack or the start of your next turn, whichever comes first. An opponent must use a minor action and succeed a TN 14 Perception (Seeing) test or all attacks against you have a –4 penalty.
Water Arcana Stunts
SP Cost Stunt
1-3 Slick: You cause the floor around you to become slick. Anyone moving through the effected area must make a TN 13 Dexterity (Acrobatics) test or fall prone. The area is a 2-yard radius from you for every 1 SP you spend.
4 Favorable Swell: You create a wave that pulls your ship in a direction you choose. The ship moves in a direction you choose at one-quarter speed.
Wood Arcana Stunts
SP Cost Stunt
1-3 Briars: A wall of vegetation erupts around you, making it difficult to move. All opponents must spend twice the normal amount of movement in order to pass through the effected area. The area is a 2-yard radius from you for every 1 SP you spend. These briars wither and die after at the start of your next turn.
3 Armor of Thorns: You become covered in thorny vines. The thorns deal 1d6–1 damage (minimum 1) to anyone that hits you with a melee attack and your fist deals +1 damage. These thorns last until the end of the encounter.
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