Friday, December 2, 2016

Cleric Spell "Find Traps"

Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Find Traps (Divination)

Properties

Difficulty: 2
Range: 30' or Up to 1 zone away
Duration: The rest of the scene and the next scene (if there is no break between scenes)
Components: V, S
Area of Effect: The cleric
Casting Time: 1 action
Opposed By: n/a

Description

For the duration of the spell, the cleric receives divine awareness of any traps (i.e., they don't glow or anything, the cleric just "knows" they are there) within a 1 zone radius of the cleric for the spell's duration.

Mechanics

There are no specific mechanics here--no casting die roll is required. The cleric becomes aware of any Traps and their aspects, within the spell's range. The trap is just as deadly as it would be otherwise, but the cleric is now aware of the trap and its nature.

"Declaring a Story Detail"

If the player expends a Fate point during the casting, the player can declare a story detail about the cleric character detecting a Trap's aspect. The nature of the aspect would be up to the GM and player to justify any details about that aspect. (Fate Core, p. 13).

Sunday, November 13, 2016

Cleric Spell "Detect Charm"

Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Detect Charm (Divination) Reversible

Properties

Difficulty: 2
Range: 30' or Up to 1 zone away
Duration: The rest of the scene
Components: V, S
Area of Effect: One Creature (at a time)
Casting Time: 1 action
Opposed By: n/a (but can be countered, see "Reversible")

Description

When used by a cleric, this spell will detect whether or not a person or monster is under the influence of a Charm spell. This can be used upon 10 creatures before the spell wanes.

Mechanics

Any Charm-related aspects which are present on the creature touched, are now known to the cleric. The exact nature, of the aspect may not be specifically revealed to the cleric, only that a Charm-related aspect exists on the creature.

There is no variability in the spell, based on its Power.

"Declaring a Story Detail"

If the player expends a Fate point during the casting, the player can declare a story detail about the cleric character detecting a Charm spell upon the target(s). The nature of the aspect would be up to the GM and player to justify any details about that aspect. (Fate Core, p. 13).

Reversible (Obscure Charm)

The effect of this is to modify or obscure an existing "Charm" aspect that already upon the target to make that aspect "hidden". Unlike the normal version of this spell, this can only be used on a single charmed creature.

Thursday, November 10, 2016

Cleric Spell "Augury"

Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Augury (Divination)

Properties

Difficulty: 2
Range: N/A
Duration: Special (See below)
Components: V, S, M (Very Rare: See below)
Area of Effect: N/A
Casting Time: 1 action
Opposed By: N/A

Description

The cleric casting an Augury spell seeks to divine whether a single action in the immediate future (within the current or next scene) will be to the benefit of, or harmful to, the party. The material component for Augury is a set of gem-inlaid sticks, dragon bones, or similar tokens, or the wet leaves of an infusion which remain in the container after the infused brew is consumed. If the last method is used, a crushed pearl of at least 100 g.p. value must be added to the concoction before it is consumed.

Mechanics

The cleric requests the augury, then asks the question, and the GM rolls 4dF where the players cannot see the dice. Consult the following to determine if the augury is correct...

Cleric's Apex Skill4dF ResultAugury Result
+4 or less-3 or -4Augury will be inaccurate
+5 or greater-4Augury will be inaccurate

...otherwise the cleric's augury will be accurate.

Mechanics Alternative

This might also be a good application of the Deck of Fate (cards or app).

Additional Note on Mechanics

The source material often makes the assumption that the GM will keep the result a secret from the player (as well as the character). However in Fate Core games, this may not always be the case. The GM may share the result with the Player in order to perhaps better roleplay the PC (player's character) faith in the Augury. This is up to the GM to determine.

Sunday, November 6, 2016

Cleric Spell "Resist Cold"

Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Resist Cold (Alteration)

Properties

Difficulty: 1
Range: Touch
Duration: 1 scene + 1 extra contiguous scene for each + 1 of Spell Power
Components: V, S, M (Rare: (?) Pinch of sulfur)
Area of Effect: Creature touched
Casting Time: 1 action
Opposed By: n/a

Description

When this spell is placed on a creature by a cleric, the creature's body is inured to cold. The recipient can stand zero degrees Fahrenheit without discomfort, even totally nude.

The material component is a pinch of sulfur.

Mechanics

Cleric creates the aspect Protected from Cold on the target, giving the target a single free invocation. If the spell's Power is +4 or better, the target gets 2 invocations instead of 1.

Example: Cleric with a Will of +1 casts Remove Cold (Difficulty: 1) rolls 2dF+2 and gets a +1. Assuming no other modifiers, this means the spell has a Power of...

(Skill "Will", +1) + (Dice 2dF+2, +1) - (Difficulty, 1) = +1 Spell Power

...which means the target gets the aspect Protected from Cold, with 1 free invocation. The aspect lasts the rest of the scene and the next scene as long as there is no narrative "break" or interruption between scenes. In other words, unless the following scene begins immediately, one right after the other, the effect has expired.

Normal Operation

The aspect means that the target is impervious to "normal" cold down to 0 degrees Farenheit.

Attacks from Cold

The aspect can be tagged for +2 on the target's defense rolls versus cold-based attacks.

Thursday, November 3, 2016

Cleric Spell "Remove Fear"

Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Remove Fear (Abjuration) Reversible

Properties

Difficulty: 1
Range: Touch
Duration: Remainder of Scene
Components: V, S
Area of Effect: Creature Touched
Casting Time: 3 Combat Exchanges
Opposed By: n/a

Description

By touch, the cleric instills courage in the spell recipient, either to remove that target's fear or to help them resist fear for the duration of the spell.

Mechanics

The variability in the spell is the amount of benefit the target receives, based upon the Power. There are two mechanical effects on the Target.

Increased Resistance (Armor) for Fear Attacks

The target will be considered to have "armor" against Mental attacks that use fear. The Power of the spell determines the amount of armor.

Determine the Power of the spell, and divide by Power by two (rounding up), which would result in the following benefit:

Spell PowerArmor against Fear Attacks
1+1df, counting only the "+"
2+1df, counting only the "+"
3+2df, counting only the "+"
4+2df, counting only the "+"
5+3df, counting only the "+"
6+3df, counting only the "+"
7+4df, counting only the "+"
8+4df, counting only the "+"

This benefit lasts the duration of the spell.

"Heal" an Fear-based Consequence

If the target is suffering from a fear-based Consequence, the successful use of this spell will let the target attempt to Overcome/Recover from a Fear-based Consequence, using the "armor" provided by the spell.

The difficulty the target must overcome is based on the severity of the existing Consequence:

  • +2 difficulty for a Mild Consequence
  • +4 difficulty for a Moderate Consequence
  • +6 difficulty for a Severe Consequence

Note that if the Consequence is such where the target cannot be easily touched (eg., Fleeing in Panic where the target has already "fled") the GM may require the cleric to perform some additional physical test in order to touch the target.

This specific "healing" benefit only occurs at the time of casting--not for the duration of the spell.

Example: Cleric with a Will of +3 casts Remove Fear (Difficulty: 1) rolls 2dF+2 and gets a +3. Assuming no other modifiers, this means the spell has a Power of...

(Skill "Will", +3) + (Dice 2dF+2, +3) - (Difficulty, 1) = +5 Spell Power

...which means the target of the spell will be protected from Evil creatures for the duration of that scene. If the target is attacked in any fashion (Physical, Mental, Magical) by an Evil creature, an additional +3dF "armor" will be used for defense by the target (just like physical armor).

Additionally, if the target already had a Fear-based Consequence the target may roll 4dF against their Will skill (using the +3dF, counting only "+" results) to instantly remove that Consequence at the difficulty determined above.

Reversible (Cause Fear)

The caster may reverse the spell, and at a touch make an attack against the Target's Mental Stress. The power of the spell is compared against the target's defense, and if the attack succeeds, (i.e., causes any Stress) any extra shifts are discarded and the target is immediately struck with a Mild consequence to be determined by the caster (with GM approval), but is to be a variation on Fleeing in Panic.

(cross reference FC p.164 "Recovering from a Consequence")

Sunday, October 30, 2016

Cleric Spell "Protection from Evil"

Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Protection From Evil (Abjuration) Reversible

Properties

Difficulty: 1
Range: Touch
Duration: Remainder of Scene, plus addt'l contiguous Scene per + of Power
Components: V, S, M (Common, see below)
Area of Effect: Creature Touched
Casting Time: 3 Combat Exchanges
Opposed By: n/a

Description

The spell provides an aura that surrounds the target at a distance of one foot and acts as magical armor for the recipient, with the following benefits:

Protection from Any Attacks by Evil Creatures

Any Defense action taken by the recipient in response to an Attack action (physical or magical) from a creature with an evil aspect, may invoke this aspect. The recipient receives 1 free invocation--any further invocations cost the recipient a Fate point, as per normal.

The recipient of the spell gets a stackable armor benefit of +1dF (using the "+" only) for the duration of the spell, but only when attacked by a creature with an "evil" aspect.

Example: A fighter wearing Leather armor is the target of the Protection from Evil spell. The armor is worth +2dF, the spell is worth +1dF, and so the fighter has a total "armor" protection of +3dF when physically attacked by evil creatures.

Example: In the event that the same fighter was attacked by a mental attack by an evil creature, the fighter would also receive the +1dF benefit of the spell when determining his defense against the mental attack as well.

Cannot Be Touched by Enchanted or Conjured Creatures

For the duration of the spell, the recipient of the spell cannot be touched bodily by enchanted creatures such as: aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn.

Similarly any summoned creatures are also prevented from actually touching the recipient.

There is no cost to the recipient for this benefit.

Mechanics

The recipient has an aspect of Protected from Evil upon them for the duration of the spell. To complete this spell, the cleric must trace a 3' diameter circle upon the floor (or ground) with holy water for Protection From Evil, or with blood for Protection From Good - or in the air using burning incense or smoldering dung with respect to evil/good.

The variable of the spell is the duration of the effect.

Example: Cleric with a Will of +3 Casts Detect Evil (Difficulty: 1) rolls 2dF+2 and gets a +0. Assuming no other modifiers, this means the spell has a Power of...

(Skill "Will", +3) + (Dice 2dF+2, +0) - (Difficulty, 1) = +2 Spell Power

...which means that the target of the spell will be protected from Evil creatures for the duration of that scene, and the next 2 scenes as long as there is no narrative "break" or interruption between scenes. In other words, unless the following scenes begin immediately, one right after the other, the effect has expired.

Reversible

This spell can be reversed to become Protection From Good, although it still keeps out enchanted evil creatures as well.

Thursday, October 27, 2016

Cleric Spell "Detect Magic"

Continuing the series of Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Detect Magic (Divination)

Properties

Difficulty: 1
Range: 1 zone away (30')
Duration: The rest of the scene
Components: V, S, M (Common: Cleric's Symbol)
Area of Effect: In front of the cleric, up to 1 zone away. (A path 10' wide, 30' feet long)
Casting Time: 1 Exchange
Opposed By: n/a

Description

The cleric will detect any aspects of magical origin in front of the cleric, up to 30' away (in an adjacent zone). This detection is blocked by:

  • Stone walls of 1' thick or greater
  • Solid metal of only 1/12"
  • 3' or more of solid wood.

Mechanics

Any aspects which are present in the range of the spell (environment, items or characters) that are "magic" in nature, are now known to the cleric. The exact nature, and location of the aspect are NOT known--only that a magic aspect is present.

There is no variability in the spell--determining a Power is not needed. Just the success (or failure) of the casting.

"Declaring a Story Detail"

If the player expends a Fate point during the casting, the player can declare a story detail about the cleric character detecting magic. The specific nature of the aspect would be up to the GM and player to justify any details about that aspect. (Fate Core, p. 13).