Spell-A-Day: Comprehend Langauges

Comprehend Languages

This blessing enables the target to understand any language. The duration of the blessing is based on the conversation or the text. Additionally, the margin of success on the INT Roll will increase the target’s rate of reading. Every 3 points of success will double the rate, and a Critical Success will allow the target to read at 50x normal speed. Magnitudes above 4 can be used for written languages or speech interchangeably. A Blessing Continuance Roll must be made after the completion of each text or conversation to determine if the blessing persists.

Enaros: Toletren
Target: Single
Range: No Range
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only Costs END to Activate; -1/4)
  • Usable On Others (+1/2)
MAG EFFECT
2 Missive: Universal Translator INT Roll; Written Text Only, less than 1000 words (-1 1/2)
3 Text: Universal Translator INT Roll; Written Text Only (-1)
4 Text Mastery: Universal Translator INT Roll +13; Written Text Only (-1)
5 Speech: Universal Translator INT Roll +3
6 Speech Mastery: Universal Translator INT Roll +7
7 Tongues: Universal Translator INT Roll +11
8 Tongues True: Universal Translator INT Roll +13

 

Spell-A-Day: Senses True

Senses True

This blessing enables the target to observe and interact with the world in the same way as a Celestial or Primordial. They will be able to see any such entities, and at higher levels speak with or physically interact with them. This blessing also allows the target to interact with objects as if they were an Empyrean, possibly enabling actions or access normally unavailable to mortals. This includes the ability to see Essence and magical auras, as well as spirits — the Essential Plane is integrated with how these entities see the universe. However, no knowledge of how to analyze those auras is provided. Characters with the Essence Sight or Pierce The Veil ability who are gifted with this blessing have a +2 to their PER Rolls (with the sense group associated with this orison).

Enaros: Toletren
Target: Single
Range: By Sense
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only Costs END to Activate; -1/4)
  • Usable On Others (+1/2)
MAG EFFECT
2 See: Perceive into a single other dimension with Sight Group and Custom Adder
2 Smell: Perceive into a single other dimension with Smell/Taste Group
2 Hear/Speak: Perceive into a single other dimension with Hearing Group
2 Feel: Perceive into a single other dimension with Touch Group

 

Spell-A-Day: Calm Emotions

Calm Emotions

This blessing returns all targets in the area to a non-agressive, non-excited state. An individual target’s current emotional state sets the level of effect required. EGO+30 is required for a target that is effectively Berserk, EGO+20 is required for a target that is Enraged or in combat, EGO+10 for a target that is angry to the point of violence, and EGO for a target that has yet to act on any heightened emotions. As long as the blessing is active, the Breakout Roll will not be reduced. Once the blessing ends, the Breakout Roll will diminish as normal, although most targets that have been calmed are unlikely to return to their excited state unless an emotional stimulus is present.

Enaros: Toletren
Target: Single
Range: Limited
Duration: Blessing
Class: Attack

Common Modifiers

  • Orison (+0)
  • Attack Versus Alternate Defense (Power Defense; +0)
  • Only To Calm Emotions (-1)
  • Costs END Only To Activate (+1/4)
  • Telepathic (+1/4)
  • Time Limit (Blessing; Instant Power; +1/2)
  • Area Of Effect (32m Radius; +1)
  • Normal Range (-1/4)
  • Limited Range (-1/4)
MAG EFFECT
1 Mind Control 1d6
2 Mind Control 2d6
4 Mind Control 3d6
6 Mind Control 5d6
7 Mind Control 6d6
8 Mind Control 7d6
10 Mind Control 8d6
11 Mind Control 9d6
12 Mind Control 10d6
13 Mind Control 11d6

Spell-A-Day: Slow Time

Slow Time

This blessing slows time for the target relative to her surroundings, increasing her Speed.

Enaros: Toletren
Target: Single
Range: No Range
Duration: Blessing
Class: Utility

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Adjustment Power; +2)
  • One Use At A Time (-1)
MAG EFFECT
4 Aid SPD 2 1/2d6
5 Aid SPD 3d6 (standard effect: +1 SPD)
6 Aid SPD 3 1/2d6
7 Aid SPD 4d6
8 Aid SPD 4 1/2d6
9 Aid SPD 5d6
10 Aid SPD 5 1/2d6
11 Aid SPD 6d6
12 Aid SPD 6 1/2d6 (standard effect: +2 SPD)
13 Aid SPD 7d6

 

Spell-A-Day: Blessed Will

Blessed Will

This blessing bestows the target with increased willpower and resistance to mental subversion, increasing her Ego.

Enaros: Toletren
Target: Single
Range: No Range
Duration: Blessing
Class: Utility

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Adjustment Power; +2)
  • One Use At A Time (-1)
  • Only To Resist Effects & Skills (-1/2)
MAG EFFECT
1 Aid EGO 1d6(EGO)
2 Aid EGO 1 1/2d6(EGO)
3 Aid EGO 2d6(EGO)
4 Aid EGO 3d6(EGO)
5 Aid EGO 3 1/2d6(EGO)
6 Aid EGO 4 1/2d6(EGO)
7 Aid EGO 5d6(EGO)
8 Aid EGO 5 1/2d6(EGO)
9 Aid EGO 6 1/2d6(EGO)
10 Aid EGO 7d6(EGO)
11 Aid EGO 7 1/2d6(EGO)
12 Aid EGO 8d6(EGO)
13 Aid EGO 9d6(EGO)

Spell-A-Day: Locate Object

Locate Object

This blessing enables the target to find any object she has touched within range. Many levels of EFF include Telescopic, establishing a base range without PER penalty. Once the object is detected, the target will know precisely where it is physically, and the location knowledge will glow in the target’s vision until it is found or the sun rises. However, the target will have no sense what path is needed to get to the knowledge unless it is within line of sight and unobstructed.

Enaros: Toletren
Target: Single
Range: No Range/Sight
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only Costs END to Activate; -1/4)
  • Usable On Others (+1/2)
MAG EFFECT
Any Detect Any Single Object Target Has Touched (Sight Group)
1 PER Roll +1
2 PER Roll +0, Partially Penetrative (No Lead, Power Defense, or Wall BODY of 6 or more)
3 PER Roll +0, Partially Penetrative (No Lead, Power Defense, or Wall BODY of 6 or more), Telescopic +8 (base range 125m)
4 PER Roll +0, Penetrative (Not Lead, Power Defense is a penalty to PER Roll), Telescopic +8 (base range 125m)
5 PER Roll +0, Penetrative (Not Lead, Power Defense is a penalty to PER Roll), Telescopic +14 (base range 1km)
6 PER Roll +0, Increased Arc Of Perception (360 Degrees), Penetrative (Not Lead, Power Defense is a penalty to PER Roll), Telescopic +14 (base range 1km)
7 PER Roll +3, Increased Arc Of Perception (360 Degrees), Penetrative (Not Lead, Power Defense is a penalty to PER Roll), Telescopic +16 (base range 2km)
8 PER Roll +7, Increased Arc Of Perception (360 Degrees), Penetrative (Not Lead, Power Defense is a penalty to PER Roll), Telescopic +16 (base range 2km)

Spell-A-Day: Compel Truth

Compel Truth

This blessing compels the target to tell the truth. The level of effect necessary to compel such truth relates to the power of the truth revealed. Minor secrets which may mildly inconvenience the target but cause no lasting damage only require EGO level of effect. Relationship-ending secrets will require EGO+10 to EGO+20 (possibly more if the end of the relationship results in serious psychological trauma). Career-ending secreates will generally require EGO+20. A secret that will destroy the target’s life and possibly result in attempts on his life require EGO+30. As long as the blessing is active, the Breakout Roll will not be reduced. Once the blessing ends, the Breakout Roll will diminish as normal.

Enaros: Toletren
Target: Single
Range: Hearing
Duration: Blessing
Class: Attack

Common Modifiers

  • Orison (+0)
  • Attack Versus Alternate Defense (Power Defense; +0)
  • Target Must Be Able To Hear Channeler (-1/4)
  • Only To Compel The Truth (-1)
  • Costs END Only To Activate (+1/4)
  • Telepathic (+1/4)
  • Time Limit (Blessing; Instant Power; +1/2)
MAG EFFECT
1 Mind Control 1d6
2 Mind Control 2d6
3 Mind Control 3d6
4 Mind Control 5d6
5 Mind Control 6d6
6 Mind Control 7d6
7 Mind Control 8d6
8 Mind Control 9d6
9 Mind Control 10d6
10 Mind Control 11d6
11 Mind Control 12d6
12 Mind Control 14d6
13 Mind Control 15d6

Death in RPGs (Narosia Specifically)

It’s no secret I work on this little thing called Narosia. In addition to that work, I run a regular game of it for my core group of playtesters and have been since we came up with the concept of Narosia. Death has always been an interesting challenge for any RPG campaign, and a recent death in my Narosia game got me thinking more seriously about it.

Read more…

Spell-A-Day: Find Knowledge

Find Knowledge

This blessing enables the target to find any specific piece of information she seeks within any store of knowledge (e.g., documents, books, library, etc.). Normal range penalties apply to the PER Roll and it is possible at the highest Magnitudes to even search entire buildings or city blocks at once. Once the knowledge is detected, the target will know precisely where it is physically, and the location knowledge will glow in the target’s vision until it is found or the sun rises. However, the target will have no sense what path is needed to get to the knowledge unless it is within liine of site and unobstructed.

Enaros: Toletren
Target: Single
Range: Sight
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Orison (+0)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only Costs END to Activate; -1/4)
  • Usable On Others (+1/2)
MAG EFFECT
2 Detect A Specific Piece Of Knowledge 11- (Sight Group)
4 Detect A Specific Piece Of Knowledge 11- (Sight Group), Increased Arc Of Perception (360 Degrees)
6 Detect A Specific Piece Of Knowledge 11- (Sight Group), Increased Arc Of Perception (360 Degrees), Penetrative (Not Lead, Power Defense is a penalty to PER Roll)
7 Detect A Specific Piece Of Knowledge 17- (Sight Group), Increased Arc Of Perception (360 Degrees), Penetrative (Not Lead, Power Defense is a penalty to PER Roll)
8 Detect A Specific Piece Of Knowledge 21- (Sight Group), Increased Arc Of Perception (360 Degrees), Penetrative (Not Lead, Power Defense is a penalty to PER Roll)

 

Half-Swording in d20 & HERO

This is pretty much covered in Ultimate Martial Artist, but since it came up in a discussion I thought it easier to post it here. The focus of that discussion was on Half-Swording, both as a grappling technique and an armor minimizing technique. I think both of those approaches requires training, so I don’t think it is something that someone who hasn’t studied sword fighting as a martial art could do (as opposed to simply being able to not wound themselves while swinging a sword).

In the Martial Art below you can see there are 3 Half-Sword maneuvers for disarming, grappling, and penetrating. The Half-Sword Strike maneuver adds +4 Damage Classes, which for an average man using a Broadsword doubles the damage of the weapon. HERO is a “Armor Stops Damage” type system, and plate armor stops 7 points or more, depending on the craft of the armor. This is perfect, because the average man wielding a broadsword has a max damage of 7. However, even without additional strength or magic weapons, that combatant could deliver, essentially, their normal damage to a fully armored opponent which, ultimately, is the point of the maneuver.

Now, in d20 armor doesn’t stop damage, so applying this maneuver directly (by increasing damage) doesn’t really translate well. However, negating the target’s Armor Bonus to AC does. Since in d20 Plate is AC +8, reducing that to +4 has roughly the same intended effect as in HERO. Now, whether you interpret that to be cutting the Armor Bonus in half or reducing it by 4 is up to you. I’d go with cutting it in half to allow this maneuver to work on all types of armor without totally eliminating the value of that armor.

So, the Half-Sword Strike maneuver in d20 would be a Standard Action that reduces your AC by 2 while cutting your target’s Armor Bonus in half. Whether that is a Feat or just something that Fighters can do is up to you. Of course, you can always just play HERO either in an established setting like Narosia: Sea of Tears or by rolling your own with Fantasy Hero Complete.

Swordfighting

Those familiar with HERO will have no problem understanding this. However, I thought I might describe it in d20 terms (see below).

Maneuver Phase OCV DCV Effect Cost
Counterstrike 1/2 +2 +2 Weapon +2 DC Strike, Must Follow Block 4
Lock 1/2 +1 +0 Bind, +10 STR 4
Parry 1/2 +2 +2 Block, Abort 4
Slash 1/2 +0 +2 Weapon +2 DC Strike 4
Thrust 1/2 +1 +3 Weapon Strike 5
Trip 1/2 +1 +1 Weapon Strike; Target Falls, Requires Both Hands 3
Half-Sword Disarm 1/2 -1 +1 Disarm, +10 STR to Disarm roll, Requires Both Hands 4
Half-Sword Trip 1/2 +2 +0 Weapon Strike, Target Falls, Requires Both Hands 3
Half-Sword Strike 1/2 +0 -1 Weapon +4 DC Strike, Requires Both Hands 4
Weapon Element Blades and clubs (no unarmed use) 1
Total Cost 36

Phase: 1/2 means that this is a Standard Action
OCV: This is the modifier to your Attack Roll
DCV: This is the modifier to your AC until the start of your next Action
Effect: This is the result of the maneuver. Weapon Strike is your base weapon damage, +X DC is a damage bonus, and STR is Strength. Block, Abort, and Bind are all HERO-y things that don’t really apply in d20.
Attack Roll & AC bonuses are on a 3d6 curve; rough conversion to d20 is to double them