Rough Draft for "bending" spells
First Circle
Dark Flame: Dark Flame is a specialized variant of the more powerful Control Fire spell specifically intended to aid in stealthy movement of characters while still letting them cook food or warm cold bodies. Dark Flame lasts for two hours per success on a typical campfire or one hour per success on a large bonfire. Dark Flame fires dark gray rather than typical orange and they do not make visibile smoke. They do make invisible smoke, so they will still affect air quality in an enclosed face. The smell of smoke is greatly diminished but not eliminated entirely. If a small fire is fed with additional fuel to make it into a larger fire, the spell duration will figuratively burn itself out quickly and the duration of the spell is measured in minutes instead of hours. Stamina Persistent Dry Off: Dry off is a specialized variant of the more powerful Control Water spell specifically to dry off inanimate objects. It can be cast on a large object or closely related objects like a pile of laundry. If the spell is cast on a person, it will dry her clothes but not her hair. Unless the caster rolls five successes, the spell expels the water, it doesn't evaporate the water. People or object nearby are likely to get splattered a bit, like when a dog shakes itself. Casting the spell on a bucket of water or similar container will just cause the container to tip over. The spell can be used to remove snow (not that magic is normally required to remove snow but it can be make clearing snow slightly faster and easier than using a shovel or broom. If the spell is cast on something that is close to water but not exactly water (wine, juice, urine, beer, etc), the spell works normally but it's likely to leave some stain or residue unless you roll five successes. The spell can remove a coating of ice, at +1 difficulty. The spell is normally range of touch but the spell can be cast on line of sight at +1 difficulty. The spell has industrial uses. For example, it can greatly expedite the seasoning of firewood. It can make dung dryer, less gross, and easier to transport. This spell has no effect on living people on either the water inside them or on their skin and hair, but it does dry off corpses, including undead. It won't actually hurt undead, just make them lighter and dryer. Some necromancers like doing this because it reduces the stench. The spell can also be used in legitimate funeral practices. Dexterity PersistentSecond Circle
Control Water (Dry Off): The caster can control and animate a relatively small quantity of water in line of sight for about ten minutes. About a gallon per success. The water can be used into the air, move into or out of cup or bucket. Animated water can swab a floor or wash clothes. The spell can control ice and snow. In the case of ice, it might take a round or two to yank out a chunk of embedded ice from it's initial resting place. The is normally cast on a contiguous quantity of water like water in a pond or basin. Moving dispersed water such as water from several cups at once or water splashed on clothes is at +1 difficulty. The spell can manipulate steam or fog at +2 difficulty. The spell can manipulate watery liquids like soup, urine or wine at +1 difficulty. The character can manipulate very water heavy solids like quicksand or pitch oil at +2 difficulty. The magical control of the water is relatively slow, so it doesn't normally inflict damage unless special circumstances apply (such as the water is boiling or you are levitating a chunk of ice) Whether or not the water is damaging, splashing an unwilling person requires a contested roll, pitting the caster's Dexterity + Transmutation (difficulty 7) against the target's Dexterity + Dodge (difficulty 6). Dexterity Persistent Control Earth: The character magically levitates and controls a relatively small amount of earth or stone for about ten minutes/. About 15 pounds of contiguous stone or ten pounds of earth, pebbles, or sand per success rolled. You cannot break off a piece of rock with this spell. If there is a 50 pound boulder and your roll two successes (30 pounds), you can't break off a 30 pound chunk of the 50 pound rock. You need to have enough successes successes to move the whole rock though the Game Master might let you shove a bigger rock. With careful coordination, you can do a team lift between the Transmuter and a person picking or shoving the rock with their muscles but if this isn't done carefully, the odds of accidentally injuring the muscle character are high. If the caster pull apart a stone structure brick by brick, he needs to start at the top, you can't start at the bottom or in the middle unless there is already a stone that is fairly lose. Note in Scarterra, most castles, city wall, and military structures are warded against hostile Transmutation. Moving mud or earth that is very wet raises the difficulty of the spell by +1. The spell is too slow to weaponize simply by throwing a rock at someone at inflict even if they aren't able to dodge for some reason. But a creative caster can weaponize this spell if they leverage gravity such as causing avalanches or levitating a rock over someone's head. The spell can also be used to expedite the loading of a trebuchet or similar war machine. Strength Persistent Control Fire (Dark Flame): The character can move and animate a relatively small amount of fire in line of sight for about ten minutes. One torch per success, or one small campfire per two successes. The caster can move a glob of fire through the air, but it will burn fairly quickly without fuel. If the caster is trying to manipulate a bunch of tiny flames such a chandalier's full of candles or fairly distant torches, add +1 to the casting difficulty. The caster can make interesting shapes in the flame. The caster can cosmetically alter the colors of a fire. This can cause a flame to jump from a torch onto a pile of wood, but most casters find this is a waste of a spell because it would be easy enough to use the torch to start a fire. The caster can make a fire burn hotter, magically stoking the flames (though it will burn fuel faster). The caster can make a fire burn cooler without snuffing it out to make it longer and the diminished flame and it's fuel will last a bit longer than it normally does.. The caster can control smoke at +1 difficulty to the roll.Control Fire is a versatile spell with many uses, especially in helping put out unwanted fires but it's not a great spell to use in combat. It's both weaker and clumsier than Fire Blast but I suppose Transmuters don't have a lot of options for direct attack spells compared to Conjurers like myself.The spell can be used in combat if an enemy is standing relatively close to an open flame. Base damage, plus extra successes on the attack. Attack roll is the casters Wits + Transmutation, difficulty 7. If dodge rolls are applicable (the target is not caught by surprise when flames leap at him), roll Wits + Dodge, difficulty 6 to get out of the way. A candle does a base damage of one die. A torch has base damage of two dice. A typical cooking fire, three dice, a small campire fire four dice. If an enemy or object happens to already be on fire, the spell can be used to cause it to flare, causing one die of damage per success rolled on top of the damage the target is already receiving. If the caster wants to do a falreup or the caster can snuff out a fire entirely or diminish a larger fire. In which case this spell is resolved as an Instant. Otherwise the spell is treated as Persistent StaminaFourth Circle Spells
Greater Control Earth (Control Earth): This works likes the second circle spell Control Earth but with double the mass (about 30 pounds of contiguous stone or 20 pounds of loose earth/pebbles). ) and with one important additional caveat. The spell doesn't have to move the same piece of earth over and over again, it can be transferred to multiple pieces of earth over the duration of the spell. For example, if you roll three successes (enough for 60 pounds), the caster can move 60 pounds of separate earth every thirty seconds for the duration of the spell, so a maximum of 1200 pounds of earth over ten minutes making the caster very good at digging a ditch or foundation. Strength Persistent Greater Control Fire: The spell works like the second circle spell Control Fire, but it affects a much larger area. If the spell is cast as an instant to snuff out fires, the spell is ten times more effective than the lesser counter. If the spell is cast for the flare up effect, damage is doubled. If the spell is cast as a Persistent spell, the caster can control a separate bit of fire every round for the full duration of the spell potentially causing a fire to spread very far and fast. Greater Control Water (Dry Off, Control Water) : This works like the second circle spell Control Water but with double the volume (two gallons of water per success rolled ) and with one important additional caveat. The spell doesn't have to move the same glob of water over and over again. So let's say the caster rolls four successes, enough to control eight gallons of water. The caster can move eight gallons of water into a new container or a new position, and then grab a different eight gallons of water. Every single round. If you move water single round, this means one casting of the spell at four successes can move 160 gallons of water in ten minutes with a single casting of the spell. Dexterity Persistent
Cover image:
Symbol of the Nine
by
Pendrake


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