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ThenThereWereThings

Soul-Chain Sorcery

Sep 26th, 2016
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  1. Soul-Chain Sorcery
  2.  
  3. Casting Stat: Knowledge
  4.  
  5. Perfect Attunement: Grants fourteen thin, mobile chains attatched to one of your hands, connected at the base of each finger, which cannot be removed. These chains can be held in three forms, each with their own benefits and drawbacks:
  6. Hammer Hand: Counts as a shield for parrying and adds one to any Shock damage dealt with unarmed, but grants the Missing Hand problem
  7. Tether Hand: Allows manipulation of objects as though you were holding them yourself at up to 5ft away and counts as a whip, but grants the Unwholesome problem. Often used to aid in climbing.
  8. Close Hand: Grants no benefits or downsides.
  9. You may only benefit from one form at a time, and may switch to any form as a Slow 1 action. None of the problems from this form of attunement grant XP. In addition, the three most basic spells for this school cause a switch as part of their effect
  10.  
  11. Imperfect Attunement: You do not gain the benefit of the form you are currently in, but still take the drawback
  12.  
  13. >Chained Attunement
  14. Intensity: 2
  15. Casting Time: Fourteen Hours
  16. Duration: Permanent
  17. Attunement: No
  18.  
  19. Effect: This spell permanently attunes the caster or one willing target they are in physical contact with. It requires a large quantity of silver chain that has been forged with quicksilver. It must also be cast as a multiple action with the Co-Ordination + Expert: Blacksmithing skill, and causes 1 Killing to each of the caster's and the target's limbs.
  20.  
  21. >Hammer Fist Chain
  22. Intensity: 1
  23. Casting Time: Combative
  24. Duration: Instant
  25. Attunement: Yes
  26.  
  27. Effect: This spell causes Width + 1 Killing and Waste Shock to a target you touch. This damage can be blocked by armor, dodged and parried. It must be cast as a multiple action with Co-Ordination + Unarmed Combat, but does not count as an unarmed attack. In addition, this may transition the caster's attunement to the Hammer Hand form, at the choice of the caster.
  28.  
  29. >Linking The Earth
  30. Intensity: 4
  31. Casting Time: Combative
  32. Duration: Instant
  33. Attunement: Yes
  34.  
  35. Effect: This spell causes 3 Area Killing and 4 Area Shock to all targets within five feet of the caster. This may only be cast if your attunement is currently in Hammer Hand form and you are stood on or about to land on solid ground.
  36.  
  37. >Linking The Sky
  38. Intensity: 4
  39. Casting Time: Slow 1
  40. Duration: Width Turns
  41. Attunement: Yes
  42.  
  43. Effect: This spell causes the caster to gain a dice and an Expert Dice in Athletics for the duration, on the condition that you only use those dice to perform jumps. It also grants AR2 against falling damage. This may only be cast if your attunement is currently in Hammer Hand form, and may be dismissed as a Slow 1 action.
  44.  
  45. >Linking The Sea
  46. Intensity: 4
  47. Casting Time: Combative
  48. Duration: Width Turns
  49. Attunement: Yes
  50.  
  51. Effect: This spell forces a target you touch to stand still for the duration. They can still take other actions, they just cannot willingly move. It must be cast as a multiple action with Co-Ordination + Unarmed Combat, but does not count as an unarmed attack. This may only be cast if your attunement is currently in Hammer Hand form, and may be dismissed as a Slow 1 action.
  52.  
  53. >Linking The Flame
  54. Intensity: 4
  55. Casting Time: Combative
  56. Duration: Width Turns
  57. Attunement: Yes
  58.  
  59. Effect: This spell forces a target you touch to take 1 Killing damage to the Torso every turn. It must be cast as a multiple action with Co-Ordination + Unarmed Combat, but does not count as an unarmed attack. This may only be cast if your attunement is currently in Hammer Hand form, and may be dismissed as a Slow 1 action. If this spell is ended prematurely in a manner other than being dismissed as a Slow 1 action, you must immediately roll as though you were casting this spell again. The target takes Width Killing damage from this roll.
  60.  
  61. >Enchained Linking
  62. Intensity: 6
  63. Casting Time: Slow 3
  64. Duration: Width Minutes
  65. Attunement: Yes
  66.  
  67. Effect: This spell causes your unarmed attacks do deal an additional two killing damage, which is further increased by only one instance of the Hammer Hand form benefit. However, you cannot change your attunement form in any way during the duration of this spell. This spell may only be cast if your attunement is currently in Hammer Hand form, and may be dismissed as a Slow 1 action.
  68.  
  69. >Whip Line Chain
  70. Intensity: 1
  71. Casting Time: Combative
  72. Duration: Instant
  73. Attunement: Yes
  74.  
  75. Effect: This spell causes Width + 2 Shock to a target within 100 feet. This damage can be blocked by armor. It must be cast as a multiple action with Co-Ordination + Whip. If the action succeeds, however, you may chose to apply the benefits from the Trip maneuver to the target. In addition, this may transition the caster's attunement to the Tether Hand form, at the choice of the caster.
  76.  
  77. >Manacles Of Earth
  78. Intensity: 4
  79. Casting Time: Combative
  80. Duration: Width Minutes
  81. Attunement: Yes
  82.  
  83. Effect: This spell causes a target within 100 feet to experience the drawbacks of the Pin manuever for the duration, with the width of the spell being treated as the successes on the manuever check. Any attempt to escape is made as a opposed check against your Sorcery pool, and you are not Downed by this spell. This may only be cast if your attunement is currently in Tether Hand form, and may be dismissed as a Slow 1 action. You many not cast spells other than Manacles of Sky, Manacles of Sea or Manacles of Flame whilst this spell is active, unless you have cast Enchained Perfection prior to casting this spell. If this is the case, you may have up to fourteen instances of this spell, or any spell in this school with the word "Manacles" in its name, active at once. In addition, if you have less than two instances of any given "Manacles" spell active at once and have previously cast Enchained Perfection, you may cast other spells from this school as though you had zero instances of any "Manacles" spell active.
  84.  
  85. >Manacles Of Sky
  86. Intensity: 5
  87. Casting Time: Combative
  88. Duration: Width Minutes
  89. Attunement: Yes
  90.  
  91. Effect: This spell causes a pinned target within 100 feet to experience the drawbacks of the Submission Hold manuever once per round for the duration, with the width of the spell being treated as the successes on the manuever check. Any attempt to escape is made as a opposed check against your Sorcery pool. This may only be cast if your attunement is currently in Tether Hand form, and may be dismissed as a Slow 1 action. You may not cast spells other than Manacles of Sea or Manacles of Flame whilst this spell is active, unless you have cast Enchained Perfection prior to casting this spell. If this is the case, you may have up to fourteen instances of this spell, or any spell in this school with the word "Manacles" in its name, active at once. In addition, if you have less than two instances of any given "Manacles" spell active at once and have previously cast Enchained Perfection, you may cast other spells from this school as though you had zero instances of any "Manacles" spell active.
  92.  
  93. >Manacles Of Sea
  94. Intensity: 5
  95. Casting Time: Combative
  96. Duration: Instant
  97. Attunement: Yes
  98.  
  99. Effect: This causes a pinned target within 100 feet of you to be instantly moved to a different position within 100 feet of you. This spell can be cast as a multiple action with Manacles of Flame at no penalty. If it is, the target can instead be moved to a point within 200 feet instantly, ending the effect of any spell from this school you have cast on them. This may only be cast if your attunement is currently in Tether Hand form. You may not cast spells other than Manacles of Sky or Manacles of Flame whilst this spell is active, unless you have cast Enchained Perfection prior to casting this spell. If this is the case, you may have up to fourteen instances of this spell, or any spell in this school with the word "Manacles" in its name, active at once. In addition, if you have less than two instances of any given "Manacles" spell active at once and have previously cast Enchained Perfection, you may cast other spells from this school as though you had zero instances of any "Manacles" spell active.
  100.  
  101. >Manacles Of Flame
  102. Intensity: 4
  103. Casting Time: Combative
  104. Duration: Width Minutes
  105. Attunement: Yes
  106.  
  107. Effect: This causes a pinned target within 100 feet of you to be instantly subject to the Slam maneuver, with the Intensity of the spell replacing the difficulty of the maneuver. This effect may trigger even if the target is already downed. This spell can be cast as a multiple action with Manacles of Sea at no penalty. If it is, the target takes Width Killing damage. This may only be cast if your attunement is currently in Tether Hand form. You may not cast spells other than Manacles of Sky or Manacles of Flame whilst this spell is active, unless you have cast Enchained Perfection prior to casting this spell. If this is the case, you may have up to fourteen instances of this spell, or any spell in this school with the word "Manacles" in its name, active at once. In addition, if you have less than two instances of any given "Manacles" spell active at once and have previously cast Enchained Perfection, you may cast other spells from this school as though you had zero instances of any "Manacles" spell active.
  108.  
  109. >Enchained Manacles
  110. Intensity: 7
  111. Casting Time: Slow 1
  112. Duration: Width Minutes
  113. Attunement: Yes
  114.  
  115. Effect: This spell causes all target within 50 feet to experience the drawbacks of the Pin manuever, and the drawbacks of the Submission Hold manuever once per round, for the duration, with the width of the spell being treated as the successes on the manuever check. Any attempt to escape is made as a opposed check against your Sorcery pool, and you are not Downed by this spell. However, you cannot change your attunement form in any way during this duration. This may only be cast if your attunement is currently in Tether Hand form, and may be dismissed as a Slow 1 action. You may not cast spells other than Manacles of Sea or Manacles of Flame whilst this spell is active, unless you have cast Enchained Perfection prior to casting this spell. If this is the case, you may have up to fourteen instances of this spell, or any spell in this school with the word "Manacles" in its name, active at once. In addition, if you have less than two instances of any given "Manacles" spell active at once and have previously cast Enchained Perfection, you may cast other spells from this school as though you had zero instances of any "Manacles" spell active.
  116.  
  117. >Enchained Perfection
  118. Intensity: 10
  119. Casting Time: Fourteen Hours
  120. Duration: Permanent
  121. Attunement: Yes
  122.  
  123. Effect: This spell permanently grants the caster the benefits of Attunement to this school again on the arm not currently bearing chains. This also allows the caster to benefit from multiple forms of Attunement at once, and can, when changing form, choose which to change to that form, or even both. It requires a large quantity of silver chain that has been forged with quicksilver. It must also be cast as a multiple action with the Co-Ordination + Expert: Blacksmithing skill, and causes 4 Killing to each of the caster's limbs. You may only cast this spell if you have previously cast each of the "Enchained" spells from this school at least once. If this spell fails, or if the Intensity is not met, the caster is immediately killed. This spell is extremely forbidden amongst practitioners of Soul-Chain Sorcery, and even its existence is a highly coveted secret. This often provokes some unusual reactions from students who wonder why the number fourteen is so significant to the school if only 13 spells exist.
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