amadeus-guide

Amadeus’ Guide til hvordan skade sine fiender og beseire deres forsvar!

Denne guiden tar for seg primært direkte fysisk skade, og ikke feiginger og kvinners alternative strategier, som gift, bevegelseshemming, mentalmagi, unvikelse eller usportselig lureri.

Typer forsvar:

  1. Kropp (Wound levels)
  2. Soak
  3. Magic Resistance
  4. Counterspells (Fast Cast Perdo-Vim)
  5. Wards (Se opp for ekstra slem Fast Castede Personal Wards)
  6. Usynlighet og Stealth
  7. Antall
  8. Avstand

Det er to hovedstrategier for å trenge gjennom ulike forsvar, her presentert i rekkefølge

“Brute Force” angrepsstrategier: Nok rå makt til å trenge igjennom ethvert forsvar

  1. Kropp (Wound levels):
    • Mest mulig skade
  2. Soak:
    • Mest mulig skade
    • Effekter som omgår soak
    • Effekter som suger fatigue
  3. Magic Resistance:
    • Maksimere penetration (Lav-level-spells)
    • Arcane connection for penetration multiplier
    • Bruk magi til å styrke eller utføre mundane angrep
  4. Counterspells (Fast Casted Perdo-Vim):
    • Høyere level spells er vanskeligere å countre
    • Forvirring
    • Multiple casting.
  5. Wards/Immunities:
    • Massiv skade dersom warden er svak
    • Et mangfolding aresenal.
  6. Usynlighet og Stealth:
    • Area of effect
    • Magiske feller
  7. Antall:
    • Area of effect
  8. Avstand:
    • Sight range
    • Arcane connection

2-nivås angrepsstrategier: 1. Ødelegg forsvar 2. Ødelegg sårbar motstander

  1. Kropp (Wound levels):
    • Krymp målet med Muto-Form
  2. Soak:
    • Perdo-Terram ødelegger rustninger
    • Muto-Corpus evt. Muto-Form kan reduserer soaken
  3. Magic Resistance:
    • Perdo-Vim ødelegger både might og kan potensielt også dispelle Parma Magica eller Aegis of the Heart
    • True Faith får man bare håndtert gjennom lang tids korrumpering
  4. Counterspells (Fast Casted Perdo-Vim):
    • Kamufler magien
    • Stopp motstanderen fra å kaste spells
  5. Wards/Immunities:
    • Perdo-Vim
    • Ødelegg wardsene fysisk
    • Immunities fra virtues får man ikke gjort så mye med, så man bør derfor akseptere og måtte bruke andre deler av arenalet
  6. Usynlighet og Stealth:
    • Magiske sanser (Second Sight, intellego-spells, etc)
    • Perdo-Vim
    • Perdo-Intellego / Creo(Intellego)-Intellego
  7. Antall:
    • Area of effect
    • Splitt, hersk og drep!
    • Sperr motstanderne inne
    • Vegger og bariærer, wards brukt offensivt
    • Reduser fiendens mobilitet (Muto-Corpus)
  8. Avstand:
    • Reduser avstand
    • Teleporter nærmere
    • Magiske sanser
    • Muto-Vim+Arcane Connection: Opening the Intangible Tunnel

Introduksjon!

Spontanspells er stort sett for svake til å være særlig effektive angrepsspells, så her trengs det et reportuar av utprøvde forumlarer å velge fra. Amadeus foreslår derfor en enkel, og ikke fult så kreativ utvidelse og oppgradering av de mest vanlige angrep og skadespellsene.

Tre hovedkategorier av skade-intensitet bør være med i forslaget:

  • Lettvekter-spells: Mykner opp motstanderen, liten sjanse til å drepe. (ca. lvl 10)
  • Medium-spells: Mykner opp motstanderen mer, og har en brukbar sjanse til å drepe. (ca. lvl 20)
  • Draps-spells: Direkte forsøk på å drepe motstanderen. (ca. lvl 30-35)

Flere varianter er selvfølgelig mulig å utvikle, men det vedlagte forslaget tjener som et utgangspunkt for de skadeglade.

I tillegg anbefales det ogs å ha tilgang til gruppe-skade og langtrekkende varianter:

  • Normal-rekkevidde: Voice-range spells (15-50 Paces, dvs. 45-75 meter)
  • Lang-rekkevidde: Sight-range spells (Så langt synet til kasteren når)
  • Arcane-rekkevidde: Arcane-Connection range spells (Teoretisk ubegrenset rekkevidde)
  • Gruppe-spells: Group-target spells

Foreslått aresnal av spells: Single target (Voice- og Sight range)

Dart of Fire
CrIg10
R: Voice, D: Mom, T: Ind
A 1-foot, dart-shaped jet of fire flies from your palms, doing +5 damage to the individual it hits.
(Base 4, +2 Voice)

Pilum of Fire (offisiell spell – ARM5: Pg. 140)
CrIg20
R: Voice, D: Mom, T: Ind
A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing +15 damage to the individual it hits.
(Base 10, +2 Voice)

Spiculum of Fire
CrIg25
R: Sight, D: Mom, T: Ind
A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing +15 damage to the individual it hits.
(Base 10, +3 Sight)

Ball of Abysmal Flame (offisiell spell – ARM5: Pg. 140)
CrIg35
R: Voice, D: Mom, T: Ind
A ball of flame shoots from your hand to strike a single target, doing +30 damage.
Marius of Tremere’s version of the spell causes the ball to make a loud bang when it hits the target. His sigil is a gaudiness in his spells.
(Base 25, +2 Voice; the ball appearing to shoot from your hand is a cosmetic effect)


Winter’s Icy Touch (offisiell spell – ARM5: Pg. 142)
PeIg10
R: Voice, D: Mom, T: Ind
Causes the target to feel a chill and lose body heat. The target loses a Fatigue level.
(Base 4, +2 Voice)

Pilum of the Ghostly Frost
PeIg20
R: Voice, D: Mom, T: Ind
A 2-foot, thick, spear-shaped jet of blue cold frost flies from your palms, doing +10 damage to the individual it hits. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.
(Base 10, +2 Voice)

Spiculum of the Ghostly Frost
PeIg25
R: Sight, D: Mom, T: Ind
A 2-foot, thick, spear-shaped jet of blue cold frost flies from your palms, doing +10 damage to the individual it hits. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.
(Base 10, +3 Sight)

Wizard’s Icy Grip (offisiell spell – ARM5: Pg. 142)
PeIg30
R: Voice, D: Mom, T: Ind
Chills a single target so that it takes +20 damage. If this is enough to kill, the target is frozen solid. Armor does not add to Soak against this spell.
(Base 20, +2 Voice)



Dagger of Ice (offisiell spell – ARM5: Houses of Hermes – Soscieties pg. 35)
Cr(Re)Aq 10
R: Voice, D: Mom, T: Ind
Creates a foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +5 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear.
(Base 3, +2 Voice, +1 Rego requisite)

Pilum of Ice
Re(Cr)Aq 20
R: Voice, D: Mom, T: Ind
Creates a 2-foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +15 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear.
(Base 5, +2 Voice, +1 Rego requisite)

Spiculum of Ice
Re(Cr)Aq 25
R: Sight, D: Mom, T: Ind
Creates a 2-foot-long, sharp icicle and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +15 damage (partly because of its sharp point). After impact, the icicle shatters to tiny fragments, which promptly disappear.
(Base 5, +3 Sight, +1 Rego requisite)

The Impalor’s Spear of Ice
Re(Cr)Aq 35
R: Voice, D: Mom, T: Ind
Creates a 6-foot-long, sharp spear and hurls it at a target. The icicle always hits, provided it penetrates Magic Resistance. It inflicts +30 damage (partly because of its sharp point). After impact, the spear shatters to smaller fragments, which promptly disappear.
(Base 20, +2 Voice, +1 Rego requisite)


Mighty Torrent of Water (offisiell spell – ARM5: Pg. 121)
CrAq20
R: Voice, D: Mom, T: Ind
A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes + 10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back.
Marbaid of Flambeau’s wizard’s sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sun-rise/sunset. This does not require a requisite, as it is a purely cosmetic effect.
(Base 10, +2 Voice)

Overwelming Torrent of Water
CrAq30
R: Voice, D: Mom, T: Ind
A 5-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes + 20 damage and must make a Strength + Size stress roll of 15+ or be sent flying back.
(Base 20, +2 Voice)


Alchemist’s Revenge (offisiell spell – ARM5: Houses of Hermes – Soscieties pg. 32)
CrAq 25
R: Voice, D: Mom, T: Ind
Splashes a target with acid, inflicting +15 damage if it penetrates Magic Resistance. At the storyguide’s option, the acid may damage the target’s equipment.
(Base 15, +2 Voice)

Alchemist’s Vendetta
CrAq 35
R: Voice, D: Mom, T: Ind
Splashes a target with acid, inflicting +25 damage if it penetrates Magic Resistance. At the storyguide’s option, the acid may damage the target’s equipment.
(Base 25, +2 Voice)


The Incantation of Lightning (offisiell spell – ARM5: Pg. 126)
CrAu 35
R: Voice, D: Mom, T: Ind
A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing +30 damage to a single target it hits. There must be nothing between you and the target. Those near the target must make Size stress rolls of 6 + to remain standing.
(Base 5, +2 Voice, +4 unnatural)


The Crystal Dart (offisiell spell – ARM5: Pg. 154)
Mu(Re)Te10
R: Voice, D: Mom, T: Ind Requisite: Rego
A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +10 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.
(Base 3, +2 Voice, +1 Rego requisite)

The Crystal Pilum
Re(Mu)Te20
R: Voice, D: Mom, T: Ind Requisite: Rego
A 25-inch crystal spear shape rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +20 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.
(Base 5, +2 Voice, +1 Muto requisite)

The Crystal Spiculum
Re(Mu)Te25
R: Sight, D: Mom, T: Ind Requisite: Rego
A 25-inch crystal spear shape rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Sight range. It does +20 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.
(Base 5, +3 Sight, +1 Muto requisite)

The Crystal Spear of the Archangel
Re(Mu)Te30
R: Voice, D: Mom, T: Ind Requisite: Rego
A 50-inch crystal spear shape rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does +30 damage, and always hits its target, although it must penetrate Magic Resistance to have any real effect.
(Base 20, +2 Voice, +1 Muto requisite)

NB! Disse oppgraderte versjonenen av “Crystal Dart” krever en regelklarifisering rundt skade-utdeling, siden de i praksis blir +5 i skade mer effektive enn Ignem-spells på samme level. Dette er likevel rimelig fra et balanseperspektiv, pågrunn av requisite comboen Re(Mu) som i praksis gjør dem mer krevende å kaste.


Wielding the Invisible Sling (offisiell spell – ARM5: Pg. 155)
ReTe 10
R: Voice, D: Mom, T: Ind
Hurls any nearby object that could normally be thrown by a person at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +5 for a fist-sized stone. Casting requisites of an appropriate Form for the target are required.
(Base 4, +2 Voice)

Operating the Invisible Catapult
ReTe 20
R: Voice, D: Mom, T: Ind
Hurls any nearby object that could normally be thrown by a catapult at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +15 for a medium-sized stone. Casting requisites of an appropriate Form for the target are required.
(Base 10, +2 Voice)

Operating the Invisible Trebuchet
ReTe 35
R: Voice, D: Mom, T: Ind
Hurls any nearby object that could normally be thrown by a trebuchet at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to +30 for a really large stone. Casting requisites of an appropriate Form for the target are required.
(Base 25, +2 Voice)


Nye Rego-Terram guidelines fra (ARM5: Houses of Hermes – Soscieties pg. 38)

(For spells som “kaster” prosjektiler, som krever “targeting”-trill vs. “defence” men som omgår MR)

Level 5: Hurl a stone projectile with enough force to do +5 damage (range increment of 20 paces)
Level 10: Hurl a stone projectile with enough force to do +10 damage (range increment of 20 paces)
Level 15: Hurl a stone projectile with enough force to do +15 damage (range increment of 20 paces)
osv….


Invisible Sling of Vilano (offisiell spell – ARM5: Houses of Hermes – Soscieties pg. XX)
ReTe 10
R: Touch, D: Mom, T: Ind
Hurl a stone (of a size that could be thrown with a mundane sling) at a target within range. Unlike the standard version of Wielding the Invisible Sling (ArM5, page 155), this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +5 damage on impact and has a range increment of 20 paces.
(Base 5, +1 Touch)

Invisible Catapult of Vilano
ReTe 20
R: Touch, D: Mom, T: Ind
Hurl a stone (of a size that could be thrown with a mundane catapult) at a target within range. Unlike the standard version of Wielding the Invisible Catapult, this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +15 damage on impact and has a range increment of 20 paces.
(Base 15, +1 Touch)

Invisible Trebuchet of Vilano
ReTe 35
R: Touch, D: Mom, T: Ind
Hurl a stone (of a size that could be thrown with a mundane trebuchet) at a target within range. Unlike the standard version of Wielding the Invisible Trebuchet, this spell hurls the stone as a projectile. An aiming roll is required to hit the intended target, but if it succeeds, Magic Resistance offers no protection. The stone inflicts +30 damage on impact and has a range increment of 20 paces.
(Base 30, +1 Touch)


Foreslått aresnal av spells: Gruppespells – Når motstanderne blir passelig mange

Abyssal Touch (offisiell spell – ARM5: Magi of Hermes Pg. 133)
PeIg 25
R: Voice, D: Diam, T: Group
For two minutes, all members of the affected Group are thoroughly chilled. Living targets lose one Fatigue level per round until they fall unconscious, while objects are considered frozen. The chill does not persist long enough to actually damage living targets.
In Tolides’ version of this spell, dark vapor emerges from the ground near the designated Group and engulfs the affected targets. The apparition does not physically constrict the victims, and does not block their senses, but keeps chilling them for the duration of the spell.
(Base 4, +2 Voice, +1 Diam, +2 Group)

Arc of Fiery Ribbons (offisiell spell – ARM5: Pg. 140)
CrIg25
R: Voice, D: Mom, T: Group
A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +10 damage.
(Base 5, +2 Voice, +2 Group)

Arc of the Incinerating Ribbons
CrIg35
R: Voice, D: Mom, T: Group
A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +20 damage.
(Base 5, +2 Voice, +2 Group)

Arc of the Iceicles
PeIg25
R: Voice, D: Mom, T: Group
A stream of icicles leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take +10 damage (partly because of the iceicles sharp points). After impact, the icicles shatters to tiny fragments, which promptly disappear.
(Base 4, +2 Voice, +2 Group, +1 Rego requisite)

Blasting Ball of Abysmal Incineration
CrIg45
R: Voice, D: Mom, T: Group
A ball of flame shoots from your hand to explode in a point in space or at specific target. Everyone inside a radius of 5 paces suffer +30 damage. Note that the explosion like effect may seem unnatural too spectators since it is clearly contained inside the target area.
(Base 25, +2 Voice, +2 Group ; the ball appearing to shoot from your hand is a cosmetic effect)

Note! Unnatural shape? = Mindre skade!

Incantation of the Lightning-chain
CrAu45
R: Voice, D: Mom, T: Group
A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing +30 damage to a single target it hits. There must be nothing between you and the target. After hitting its first target it bounces along to the nearest person and strikes him with +30 damage, and then to the next, and next until 10 people has been struck. Note, that this spell does not distinguish between friend or foe.
(Base 5, +2 Voice, +4 unnatural, +2 Group )

Frozen Orb of Destruction
Cr(Re)Aq45
R: Voice, D: Mom, T: Group
A rotating orb of mirror-blank ice appears at a point in space where you decide within voice range, and immediately starts shooting out sharp icicles in a radius of 5 paces, everyone caught in the path of this spray of ice, is struck with +30 damage.
You then choose a pattern in which the orb travels for the rest of the round by moving your fingers in the air. All tough the total length of the pattern is limited too the range of your voice (subtracted by the distance between you where the orb originated).
The spell does not distinguish between the caster, friend or foe. So the Magus might have to count on his own magic-resistance or soak, too not become a victim of his own spell. For using this spell with any precision, an Intelligence + Finesse roll might be required, at the story guides discretion.
(Base 20, +2 Voice, +2 Group, +1 Rego requisite)

Divine strike of Punishment (Meteorstrike)
CrTeIg45
R: Voice, D: Mom, T: Group
(Base ??, +3 Sight, +2 Group, +1 Terram requisite, +1 rego requisite)


Wall of Protecting Stone (offisiell spell – ARM5: Pg. 153)
CrTe25
R: Voice, D: Sun, T: Ind
Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.
(Base 3, +2 Voice, +2 Sun, +2 size)

Wall of Protecting Ice
Cr(Re)Aq35
R: Voice, D: Sun, T: Ind
Makes a wall of hard and solid ice up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.
(Base 4, +2 Voice, +2 Sun, +2 size, +1 Rego Requisite)

Wall of Fire
CrIg40
R: Voice, D: Sun, T: Ind
Makes a wall of fire up to 25 paces wide, 4 paces high, and 1 pace thick. Everyone who passes through the wall have to soak for +15 damage.
(Base 10, +2 Voice, +2 Sun, +2 size)

Note! Unnatural shape? = Mindre skade!

Wall of Whirling Blades
Cr(Re)Te35 ??
R: Voice, D: Sun, T: Ind
??? +x Damage, hard to pass through.
(Base 3, +2 Voice, +2 Sun, +2 size)


Foreslått aresnal av spells: Gruppespells for krevende grupper (håndtering av armeer, byer, etc..)

Auram-baserte eller auram-powerede effekter er ypperlig for spektakulære resultater. En kjapp repetisjon av guidelines og info fra hovedboken:

“Some target categories for Auram require some clarification. If the normal descriptions apply, they can, of course, be used.

Individual: A single phenomenon: one cloud, one wind, one bolt of lightning.

Group: Several related phenomena, such as the clouds, wind, and rain in a storm. A base Individual for Auram is a weather phenomenon that affects the area within a standard Boundary — an area one hundred paces across."

Auram-guidelines:

  • Level 2: Create a normal weather phenomenon: a cloud, wind, fog, rain from a cloud that already exists.
  • Level 3: Create a severe weather phenomenon: deafening thunder, monsoon rain, impenetrable fog, gale force wind.
  • Create a phenomenon in a slightly unnatural fashion: +1 magnitude (for example, indoors)
  • Create a phenomenon in a very unnatural fashion: +2 magnitudes

Call on the Raging Blizzard
Cr(Re)Aq(Au)45

This spell creates a Blizzard powered with sharp icicles that hurles towards the ground, doing +15 damage per round too everyone affected by it.

This spell is designed to be flexible enough to be employed indoors.

(Base 5, +3 Sight, +1 Conc, +2 Group, +1 Aquam Requisites, +1 Rego Requisites,)

Call on the Raging Firestorm
CrIg(Au)45
R: Sight, D: Conc, T: Group
This spell creates a rain storm of fire, doing +15 damage per round too everyone affected by it, and sets everything it touch by fire.

This spell is designed to be flexible enough to be employed indoors.

(Base 10, +3 Sight, +1 Conc, +2 Group, +1 Auram Requisites)

Call on the Stone Rain
Cr(Re)Te(Au)45
R: Sight, D: Conc, T: Group
This spell creates a rain of medium sized boulders that hurles towards the ground, doing +15 damage per round too everyone in its way.

This spell is designed to be flexible enough to be employed indoors.
(Base 5, +3 Sight, +1 Conc, +2 Group, +1 Aquam Requisites, +1 Rego Requisites,)

Call on the Raging Acidstorm
CrAq(Au)45
R: Sight, D: Conc, T: Group
This spell creates a rain storm of acid, doing +10 damage too everyone affected by it, equipment and materials inside the area might be severely damaged.

This spell is designed to be flexible enough to be employed indoors.
(Base 10, +3 Sight, +1 Conc, +2 Group, +1 Auram Requisites)

Call on the Oily Rain Shower
CrAq(Au)40
R: Sight, D: Conc, T: Group
This spell creates a rain shower of oil, which soaks everything from creatures , equipment and materials, inside the area in highly flamable oil. If the oil is ignited it does +12 damage too all soaked creatures per round.

This spell is designed to be flexible enough to be employed indoors.

(Base 5, +3 Sight, +1 Conc, +2 Group, +1 Auram Requisites)

  • Fog of Frost Au(Ig)Cr(Pe)
  • Fog of Darkness Au(Ig)Cr(Pe)

Foreslått aresnal av spells: Arcane connections – Feigingens våpen

Hvis trollmannen er en Rego-Vim spesialist i tillegg til å kunne sine skade-spells kan forumlaren: Opening The Intangible Tunnel (Arm5. pg 162) gjøre vel så stor nytte som egne Arcane-connection versjoner som disse foreslåtte formularene. Det hele må vektes gjennom total-penetration i alle involverte disipliner, da dette vil kreve at begge spellsene må penetrere resistance, opp mot ferdighetsnivå og tidsbruk for læring/forskning.

The Cleansing Fire of Arcane Retribution
CrIg30
R: Arc, D: Conc, T: Ind
Burns a target, witch the caster have an arcane connection towards, with a fire doing +10 fire damage every round the caster conecentrates. This fire will also easily spread to clothes, items and other flamable objects that the target is touching.

NB! See the official spell: Coat of Flame (ARM5: Pg. 140) for an explanation of the last part of this spell

(Base 5, +1 Conc, +4 Arc)

The Freezing Touch of Arcane Retribution
PeIg25
R: Arc, D: Conc, T: Ind

Causes the target, witch the caster have an arcane connection towards, to feel a chill and lose body heat. The target loses a Fatigue level for every round the caster concentrates.

NB! See the official spell: Winter’s Icy Touch (ARM5 – Pg. 142)

(Base 4, +1 Conc, +4 Arc)

The Chilling touch of Arcane Retribution
PeIg35
R: Arc, D: Conc, T: Ind

Chills a target witch the caster have an arcane connection towards, with a biting frost causing +10 damage (ignoring armor soak) every round the caster conecentrates, if the target is killed by this spell, the target will be frozen solid if the caster concentrates for one aditional round.
(Base 10, +1 Conc, +4 Arc)


Foreslått aresnal av spells: Tortur og eller seigpining – Spells som kontinuerlig skader over tid

Coat of Flame (offisiell spell – ARM5: Pg. 140)
CrIg25
R: Voice, D: Diam, T: Ind
Requisites: Rego
The target is swathed in fire, and takes +5 damage every round while the spell is in effect. That is, the damage must be rolled against Soak twenty times during the spell. The Rego requisite ensures that the fire does not spread.
(Base 5, +2 Voice, +1 Diam, +1 Rego requisite)

A Taste of Purgatory
CrIg25
R: Voice, D: Diam, T: Ind
The target is swathed in fire, and takes +15 damage every round while the spell is in effect. That is, the damage must be rolled against Soak twenty times during the spell. This fire will also easily spread to clothes, items and other flamable objects that the target is touching.
(Base 10, +2 Voice, +1 Diam)

Note! Unnatural shape? = Mindre skade! Men bør ikke trenge den..

Haunting Touch of Winter
PeIg 15
R: Voice, D: Diam, T: Ind
For two minutes, target creature is thoroughly chilled. The target lose one Fatigue level per round until he or she falls unconscious. The chill does not persist long enough to actually damage living targets.
(Base 4, +2 Voice, +1 Diam)


Creeping Oil (offisiell spell – ARM5: Pg. 121)
CrAq15
R: Voice, D: Sun, T: Ind
Saturates a porous material with flammable oil. When casting this spell, you make a flicking motion with your index finger and thumb, as if propelling something at the target. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person’s clothes and ignited, the oil does +12 damage the first round, +6 the second, and +0 the third.
(Base 3, +2 Voice, +2 Sun)

Creeping Oil from Almost Nowhere
CrAq15
R: Sight, D: Diam, T: Ind
Saturates a porous material with flammable oil. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person’s clothes and ignited, the oil does +12 damage the first round, +6 the second, and +0 the third.
(Base 3, +3 Sight, +1 Diam)

Burning Oil from Almost Nowhere
CrAq(Ig)20
R: Sight, D: Diam, T: Ind
Saturates a porous material with flammable oil. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person and ignites instantly. If used on a person’s clothes, the oil does +12 damage the first round, +6 the second, and +0 the third.
(Base 3, +3 Sight, +1 Diam, +1 Ignem Requisite)


Kladdenotat: Foreslått spells og strategi vs. forsvarssituasjon

Typer forsvar:*

  1. Kropp (Wound levels)
    • BoAF
  2. Soak
    • BoAF
  3. Magic Resistance
    • Pilum
  4. Counterspells (Fast Cast Perdo-Vim)
  5. Wards (Se opp for ekstra slem Fast Castede Personal Wards)
  6. Usynlighet og Stealth
  7. Antall
  8. Avstand

amadeus-guide

Ars Norsica Nightowl82