Join Date: Nov 2008
Location: Yukon, OK
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Re: Monster Hunters: Justice (OCC)
Standard Conditional and Charm load
Hermits Favorite Spells
Primary and Custom Rituals:
Spoiler:
Hibernate
Spell Effects: Greater Control Crossroads + Lesser Sense Chance
Inherent Modifiers: Duration, Weight
Greater Effects: 1 (*3)
This spell slows time for the subject, essentially placing them in suspended animation for the duration. Injury can wake them as from a deep sleep as can a specified event.
Typical Casting: Control (5) + Lesser Sense Chance (2) + Duration 50 years (35) + subject weight, 300 lbs. (3) 135 energy (45*3)
Bear cave reduce energy by 10%
Movement
Ghostly Movement
Spell Effects: Lesser Control Crossroads
Inherent Modifiers: None
Greater Effects:
The caster can move anywhere within range of a normal Move (up to the Range included in the casting) as long as he could get there given enough time. Doors must be able to be opened, walls climbed, etc. However, it appears as though the caster simply moved when no one was looking.
Typical Casting: Lesser Control Crossroads (5) + Duration, 10 minutes (1) + range-10 yards(1) + weight-300lb (3) = 10 energy
Fleetness of the Raven
Spell Effects: Lesser Strengthen Body
Inherent Modifiers: Altered Trait, Basic Speed, Move
Greater Effects: 0
Typical Casting: Lesser Strengthen Body (3) + Altered Trait, Basic Speed +1 (20) and Move 4 (20) Duration, 1 hour (3). 46 energy (46*1)
Fools Balance
Spell Effects: Lesser Strengthen Chance
Inherent Modifiers: Altered Trait, Terrain Adaptation (Active)
Greater Effects: 0
Typical Casting: Lesser Strengthen Chance (3) + Altered Trait, Terrain Adaptation (Active) (20) + Perfect Balance (15) + Duration, 1 hour (3). 41 energy (41*1)
Shadow March
Spell Effects: Lesser Control Crossroads, Lesser Create Crossroads (Done offscreen)
Inherent Modifiers: Area, Duration, Range, Speed, Weight
Greater Effects: 0
Typical Casting: Lesser Control Crossroads (5) + Lesser Create Crossroads (6) + Area () + Duration, 10 minutes (1) + Subject, 300 lbs (3) + Range, 10y (4) + Speed, 10y (4) ? energy (23)
Allows the subjects to travel in short warps up to 10y each for 10 minutes with a typical casting. A 10 minute march would cover up to 3 miles.
Blink
Spell Effects: Greater Create Crossroads, Greater Control Crossroads, Lesser Control Magic, Lesser Strengthen Chance
Inherent Modifiers: Range, Speed, Weight, Duration
Typical Casting: Greater Create Crossroads(6) + Greater Control Crossroads(5) + Lesser Control Magic(5) + Lesser Strengthen Chance(5) + range-2 yards(0) + speed-2 yards(0) + duration -10 min (1) + subject weight-300lb (3) = 125 =25*5
Travel by Ley Line
Spell Effects: Greater Transform Body, Greater Transform Magic
Inherent Modifiers: Duration, Range, Speed, Weight
Greater Effects: 2 (*5)
This spell transforms the subject into magical energy which can travel quickly along Ley lines and turn back to normal as soon as he steps out.
Magical Wards or powers may cause difficulty in this state and someone tapping your line may sense your passage.
Typical Casting: Greater Transform Body (8) + Greater Transform Magic (8) + Duration, 10 minutes (1) + Speed, 1 mile/sec (18) + Subject Weight, 300 lbs. (3) 190 energy (38*5)
Defense Spells
Swing and a Miss!
Spell Effects: Lesser Control Chance
Inherent Modifiers: Altered Traits, Duration, Weight,
Greater Effects: 0
Chance is manipulated around the subject so attacks are less likely to hit him.
Typical Casting: Lesser Control Chance (5) + Altered Traits (Cosmic Dodge (up to 5) with No Signature and Enhanced Dodge +3 (123) + Duration -10 min (1) + subject weight-300lb (3) = 132 (132*1) Charm 137
Shield of the Void
Spell Effects: Greater Create Crossroads*2, Greater Control Crossroads, Lesser Strengthen Chance
Inherent Modifiers: None
Greater Effects: 2 (*5)
The caster creates two large shields. Attacks blocked with one come out of the other one. Normally one shield is left passive and the other used to Block at (Crossroads/2)+3. While it is possible to point the second shield at an attacker to reflect ranged attacks, they are typically Wild shots just going in that direction. Only 1 shield can be moved at a time, the other maintains its relative position to the caster. Casters with CM or ATR could control both effectively at the same time.
Typical Casting: Greater Create Crossroads*2 (12) + Greater Control Crossroads (5) + Lesser Strengthen Chance(3) + range-2 yards(0) + speed-2 yards(0) + duration -10 min (1) + subject weight-300lb (3) = 120 (24*5) Charm 145
Deflect Spell
Spell Effects: Lesser Control Magic
Inherent Modifiers: None
Greater Effects: 0
Used to shift the subject of a spell
Typical Casting: Lesser Control Magic (5) + Range, 10 yards (4) 9 energy (9*1)
Spell Ward
Spell Effects: Lesser Control Magic
Inherent Modifiers: Duration
Greater Effects: 0
Classic magic ward designed to defend the caster against hostile spells
Typical Casting: Lesser Control Magic (5) + Duration, 1 month (11) 16 energy (16*1)
Offense Spells
Behold!
Spell Effects: Lesser Strengthen Crossroads
Inherent Modifiers: Affliction, Daze
Greater Effects:
Momentarily overwhelms the subject by showing him just how insignificant he really is in the universe.
It brings a sense of the sheer vastness of the universe.
Typical Casting: Lesser Strengthen Crossroads (3) + Daze (10) + Range, 20 yards (6) 19 energy
Ennui
Spell Effects: Lesser Destroy Spirit (or Undead) *2
Inherent Modifiers: Altered Traits, Damage, Internal Fatigue (Starvation).
Greater Effects: 0 (*1)
Similar to hunger for mortals this affects the mind and drains energy from those who feed on emotions and other mental energies.
Essentialy it is designed to weaken certain Fae.
Typical Casting: Lesser Destroy Mind (10) + Chronic Depression SC-6 (6) Damage, Internal Fatigue 1d (Starvation, +40%) (8) + Duration, 10 minutes (1) + Range, 10 yards (4). 29 energy (29×1).
Banish
Spell Effects: Greater Destroy Crossroads
Inherent Modifiers: Range, Weight
Greater Effects: 1 (*3)
Typical Casting: Greater Destroy Crossroads (5) + Range, 10y (4) + Weight, 300 lbs. (3) 36 energy (12*3)
Banishes the target to thier home dimension
Snickersnack
Spell Effects: Lesser Control Matter, Lesser Strengthen Matter
Inherent Modifiers: Bestows a Bonus (single weapon skill), Duration, Weight
Greater Effects: 1 (*3)
Typical Casting: Lesser Control Matter (5) + Lesser Strengthen Matter, +100% DR for durability (3) + Bestows a Bonus (knife) +4 (8) + Duration, 1 hour (3) + weight, 10 lbs. (0) 19 energy (19*1)
[B]
Misc
Divination
Spell Effects: Greater Sense Chance
Inherent Modifiers: None
Greater Effects: 1 (*3)
Typical Casting: Greater Sense Chance (2) 6 energy (2*3)
Effective Skill -21 (Chance-18; +2 Higher Purpose (Divination))
Hall of Records
Spell Effects: Greater Create Crossroads + Greater Sense Mind
Inherent Modifiers: None
Greater Effects: 1 (*3)
Typical Casting: Greater Create Crossroads (6) + Greater
Sense Mind (2) + Duration, 1 hour (3). 55 energy (11×5)
Answer uses Research/Psychology -15
Hidden Aresenal
This spell (Assuming (Refplace's) Path of Crossroads 19) would grant a 101lb. Payload, that could hold the subjects armor, weapons and gear (that are present at the time of the casting), any of which can be instantly ready to hand, and armor or clothing items worn. While stored, the items impose no encumbrance, and cannot be detected without Crossroads magic. While in use, the items extra-dimensional anchor make the items only count as half weight for encumbrance purposes. The strong mystical tether causes any item to return to the payload after 3 seconds should it go beyond a distance of 3 yards from the subject of the spell.
Lesser Create Crossroads for a (literal) Pocket Dimension. +6
Altered Traits (Payload 14 (BL Based on Path of Crossroads; Cosmic, Extra Dimensional +50%) [21]), +21
Lesser Control Crossroads to limit it to Subject's use. +5
Lesser Control Magic to keep items from scattering to the four winds if the effect is dispelled. +5
Lesser Control Matter to reduce weight for encumbrance and instant-ready from the payload. +5
Added Weight (Up to 100lbs) For lightening items external to the payload. +2
Duration 1 month +11
6+21+5+5+5+2+11 = 55
Typical Casting: 55 energy
Clear Vermin
Control Mind to have them leave the area.
Iron Fist
Bestows a Bonus to punch damage.
Last edited by Refplace; 01-21-2015 at 02:59 AM.
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