Friday, May 21, 2010

New Dragon Age Spells

Here are a few spells I've written up for DARPG. I haven't had time to playtest any of them yet, but I figured I might as well post them, since they are more or less done. I like the spell selection in the Player's Guide well enough, but I feel it's a little on the thin side, and I personally like having more options when it comes to magical spells in my RPG's.

Some of them are pretty obviously converted D&D spells, but then, several DARPG spells have some similarity to D&D spells, which makes sense given Bioware's game design pedigree.

Charming Voice
School: Spirit
Spell Type: Enhancement
Mana Cost: 3
Casting Time: 1 Minute
TN: 11
Test: Willpower (Self Discipline) vs. Spellpower
Charm Voice allows the caster to influence the minds of a number of targets equal to what they roll on their Dragon Die while casting the spell. If the spell is successful, the caster gains a +2 bonus to communication tests with the targets, plus an additional +1 for every 2 Mana Points spent on top of the cost of the spell, unless they successfully make a Willpower (Self Discipline) test against your spellpower.
The effect lasts for a number of rounds equal to your Magic score.
Note that only intelligent targets can be affected. Animals and darkspawn don’t have any sense of reason close to that of mortals, so Charming Visage simply does not work on them.

Cloak of Shadows
School: Spirit
Spell Type: Enhancement
Mana Cost: 3
Casting Time: 1 Minute
TN: 11
Test: None
You cloak yourself in darkness, adding your Magic score to any Dexterity (Stealth) tests you make for the next hour, as well as a +2 to your Defense.

Sleep
School: Spirit
Spell Type: Attack
Mana Cost: 5
Casting Time: Major Action
TN: 12
Test: Willpower (Self Discipline) vs. Spellpower
Choose a number of targets equal to what you rolled on your Dragon Die to cast this spell. Those targets make a Willpower (Self Discipline) test against your Spellpower, with a +1 bonus to their roll. If they succeed, nothing happens. If they fail, they fall asleep for 1d6 turns, and lose their actions. For each round they are sleeping, they may make a Willpower (Self Discipline) test against your spellpower to wake up. Being attacked or moved will immediately wake a target up.

Fear
School: Entropy
Spell Type: Attack
Mana Cost: 4
Casting Time: Major Action
TN: 12
Test: Willpower (Morale) vs. Spellpower
You emit a horrid, throaty howl, called up from the darkest places of the Fade. The very sound of it fills your foes with pure dread. Any enemies you are currently in combat with must make a Willpower (Morale) test against your Spellpower or be routed.

Illusory Images
School: Creation
Spell Type: Utility
Mana Cost: 3
Casting Time: Major Action
TN: 11
Test: None
You create a number of swirling illusory copies of yourself equal to what you rolled on your Dragon Die to cast this spell, rounded up to create an even number (you and your copies). When being attacked, the GM will randomly determine if your attacker hits you or one of your copies.
When a copy is attacked, it disappears in a cloud of smoke.

Lashing Winds
School: Primal
Spell Type: Attack
Mana Cost: 3
Casting Time: Major Action
TN: 12
Test: Constitution (Stamina) vs. Spellpower
You assault your foe with the fury of the storm. If your target makes a Constitution (Stamina) test against your Spellpower, they only take damage. If they fail, they lose their next turn in addition to taking damage. They take 1d6 + Magic damage from this spell.

Spectral Chains
School: Entropy
Spell Type: Attack
Mana Cost: 3
Casting Time: Major Action
TN: 12
Test: Constitution (Stamina)
You wrap your target in magical chains, rooting him to the floor, unless they make a Constitution (Stamina) test against your spellpower.. For a number of turns equal to what you rolled on your Dragon Die, your target can’t make any move actions (Move, Run, or Charge), nor can they use the Skirmish or Seize the Initiative stunts. They can still take actions, such as attacking and readying weapons.

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