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).

Sunday, October 23, 2016

Cleric Spell "Detect Evil"

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

Detect Evil (Divination)

Properties

Difficulty: 1
Range: 4 zones away (120')
Duration: The rest of the scene + 1 extra contiguous scene for each + 1 of Spell Power
Components: V, S, M (Common: Cleric's Symbol held in front of cleric for the duration of the spell)
Area of Effect: A straight line in front of cleric, out to Range.
Casting Time: 1 minute or 10 exchanges
Opposed By: n/a

Description

This spell discovers emanations of evil, (or emanations of good in the case of the reverse spell), from any creature or object. For example, evil alignment or an evilly-cursed object will radiate evil, but a hidden trap or an unintelligent viper will not. The spell has a path of detection 10' wide in the direction in which the cleric is facing. It requires the use of the cleric's holy (or unholy) symbol as its material component, with the cleric holding it before him or her, for the duration of the spell.

Mechanics

Any aspects which are present within the range of the spell (environment, items or characters) that are "evil" in nature, are now known to the cleric. The exact nature, and location of the aspect are NOT known--only that an evil aspect is present in front of the cleric's current facing, out to the area of effect.

The variable in the spell is the duration of the spell's 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 the cleric is able to detect Evil aspects within 4 zones in front of her 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.

"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 evil (or good). Then 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 "Detect Good"

The cleric may also elect to use the spell to detect a "good" aligned aspect in a similar fashion. The only difference here is that it requires an Unholy (Profane) Symbol to be used.

Thursday, October 20, 2016

Cleric Spell "Bless"

This is the first in a series of the Cleric Spells (levels 1-3) that have effects that deal with the "Create Advantage" action.

Bless (Conjuration / Summoning) Reversible

Properties

Difficulty: 1
Range: Up to 2 zones away from the caster's zone (60')
Duration: 6 minutes or the full conflict
Components: V, S, M (Rare: Sprinkling of Holy Water)
Area of Effect: 50’ x 50’ or an area of two adjacent zones
Casting Time: 3 exchanges
Opposed By: n/a

Description

A successful casting will Create an Advantage of Blessed on all characters within the Area of Effect at the time the Casting is completed. This advantage lasts 6 minutes of game time or the full conflict.

The advantage is only available to those within the Area of Effect who are not already in combat (i.e., is not attacking or defending). The effect is sticky--so if that Blessed character then enters combat, the advantage is still available.

Invocations

A successful casting will also generate free invocations:

  • Successful casting (Cleric generates a Spell Power of +1 through +3) = 1 free invocation
  • Succeed with style (Cleric generates a Spell Power of +4 or better) = 2 free invocations

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

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

...which means everyone within the Area of Effect gets the aspect Blessed, and the party can leverage (between them) a single free invocation.

All other invocations require the invoker (user) to expend a Fate Point.

The aspect can be invoked for mental or physical uses.

Reversible

The reverse of the spell Creates an Advantage of Cursed within the Area of Effect. The reverse requires a different material component: sprinkling “specially polluted” or profaned, water instead of Holy Water.

Compel

A curse can either be Invoked or Compelled (Fate Core, p.71). If a player character cast the Curse, he may use an invocation as a Compel on a target that was impacted by the curse. The target may accept the compel (for a Fate Point) or pay their own Fate Point to avoid it.

Once the casting's free invocations are used, the cleric could continue to invoke compels at the cost of the cleric’s own Fate Points.