Sunday 30 August 2020

Action packed spells

Sticking with a spell theme while Aryx's Almanac of Unusual Magic is up for funding. The Terran engineer update should be coming soon which should be good.

A while ago I was exploring initiative bonuses in ACKs and noticed there were no spells relating to initiative. So naturally I began to tinker with it and I came up with these.

New spell: Speed of action

Arcane 1, Eldritch 1
Range: 30’
Duration: 6 turns (1 hour)
The target of this spell experiences accelerated reflexes granting them a bonus of +1 to initiative rolls. This bonus does not apply to spellcasting actions. When using worldship initiative any dice rolled, excluding spellcasting, is reduced by one step (eg. a d6 become a d4). 

Speed of action (1): Transmogrification, +1 initiative in combat (half proficiency, doesn’t aid spellcasting; 10), range 30’ (x0.9), duration 6 turns (x1), beneficial effect (x1), arcane/eldritch (x1), total cost 9.

New spell: Instant action*

Arcane 4, Eldritch 4
Range: 30’
Duration: 1 turn (10 minutes)
The world slows from the perspective of the spell's target granting them uncanny combat insight. The creature acts before all other participants in the combat round regardless of what they rolled for initiative. If more than one creature in the combat is subject to this spell their actions are resolved before the main round using their normal initiative rolled. This bonus does not apply to spellcasting actions which still require actions and speech at normal rates, a creature subject to this spell that casts a spell ignores this benefit for the round of casting.
The reverse of this spell is lagging Action, which forces the affected creature to act last in the round regardless of their initiative roll. More than one creature is resolved as above, but after all other actions. Spellcasting actions remain unaffected as the spellcaster can tune out all other stimuli. The creature may save versus Spells to avoid the effect. Instant action and lagging action dispel each other.

Instant action (4): Transmogrification, +6 initiative in combat (roll higher than 6 in standard combat; 60), range 30’ (x0.9), duration 1 turn (x0.7), beneficial effect (x1), arcane (x1), total cost 37.8; Reverses to lagging action (4): Transmogrification, -6 initiative in combat (roll less than 1 in standard combat; 60), range 30’ (x0.9), duration 1 turn (x0.7), saving throw avoids (x1), arcane/eldritch (x1), total cost 37.8.

New spell: Quicken action

Arcane 6, Eldritch 6
Range: 60’
Duration: 3 turns (30 minutes)
This spell splits the recipient’s mind and actions in two. This duality of thought and action allows them to act twice in any round. They roll twice for initiative, with each declaration being entirely separate. For example: one action may be a ranged attack and the other casting a spell. If one action is dependent on the other the character must delay an action until they can catch up with themself.

Quicken Mind (6): Target’s movement routine doubled (20) and target’s full action doubled (40) (60 total), target 1 willing creature or object (x1), only creatures can be targeted (x0.8), range 60' (x1.33), duration 3 turns (x0.9), beneficial effect (x1), arcane/eldritch (x1), total cost 57.5

Design Notes


Speed of action: this ones a pretty standard spell, gives a bonus, standard range and duration. I could have given it a 60' range but I'm wanting it to have a group/close range as a stock spell.

Instant action: This one is a bit more experimental, using an initiative 'separate round' rule I recall from shadowrun. It uses the above cost times six to push a normal action outside the standard round on a d6 (for an average participant). 

Quicken action: If you want a version of quicken mind that ages a person simulate to haste you can use this build:
Time split (6 - target rolls twice for initiative, aging version): Target’s movement routine doubled (20) and target’s full action doubled (40) (60 total), target 1 willing creature or object, plus one per 2 levels (x3), only creatures can be targeted (x0.8), all willing targets aged 1 to 5 years (x0.3), range 60' (x1.33), duration 6 turns (x1), beneficial effect (x1), arcane/eldritch (x1), total cost 57.5

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