Monday, March 5, 2012

Rifts: Mind and Magic, Bonus Preview One

After last post's discourse on how magic will work, I wanted to throw a couple spells at you to see how they look.  Most of these are copies of GM Chris's work on Legends, but they translate well.
Battle Strike
Time: Swift Action. Target: You.
Make a Use Magic check: The result of your check determines the effect, if any:
DC 15: Gain a +1 Magical bonus on your next attack roll made before the end of your next turn, and deal an additional 1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of damage.
DC 25: As DC 15, except you deal an additional 3d6 points of damage.
Special: Casting this spell does not provoke an Attack of Opportunity. You do not have to have a free hand to cast this spell, but at least one hand must be holding the weapon you will make your next attack with. You may choose to spend an Action Point to deal an additional 2d6 of damage on your next attack.
Simple, basic; a nigh-direct port of Battle Strike from SWSE, but with the included caveat that you need to be holding the weapon you want to use Battle Strike with; which if you think about it is a no-brainer anyway.

Teleport
Time: Standard action. Target: You.
Make a Use Magic check: The result of your check determines the effect, if any:
DC 20: You instantly transport yourself to an unoccupied square up to 6 squares away. You must have line of sight to this square.
DC 25: As DC 20, except you may transport up to 12 squares away.
DC 30: As DC 20, except you may transport up to 18 squares away.
DC 35: As DC 20, except you may transport up to 24 squares away.
DC 40: As DC 20, except you may transport up to 30 squares away.
Special: When transporting yourself with Teleport, any carried or worn items or gear transport with you, as long as you are not encumbered. If you are encumbered, this spell automatically fails. You may choose to spend an Action Point when you cast this spell to transport an adjacent, willing creature of Medium size or smaller (whom you are able to touch) along with yourself. The same restrictions on carried and worn items and gear apply to the secondary target. Both squares transported to must be unoccupied and within line of sight.
Now here's a spell that's very "Rifts", and a nice home-brew from GM Chris.  I really like how this spell looks and could play out on paper.  It allows for a lot of mobility on the map, and if you're willing to spend an Action Point to boost it can move your team around really well.  I can also see a "Magical Technique" that allows you to use this on a larger scale, moving miles with your teleport at the cost of an Action Point or a Destiny Point.

Let's move on to a power that I've outlawed in SWSE...
Sever Magic [Taxing]
Time: Full-Found Action. Target: One creature with the Magical Sensitivity feat that is within 12 squares and line of sight.
Make a Use Magic check: If your Use Magic check equals or exceeds the target’s Will Defense, the effect (if any) is determined by your check result:
DC 25: The target cannot spend Action Points for the next three rounds.
DC 30: As DC 25, plus the target moves -1 step down the condition track each time it casts a Spell during that timeframe.
DC 35: plus the target moves -2 steps down the condition track each time it casts a Spell during that timeframe.
Special: Casting this taxing spell moves you -1 step down the condition track. You may choose to spend an Action Point when casting this spell to double its duration.
Ah yes, the Sever Force analogue.  I hate this power in SWSE, but in GM Chris's Legends game this Spell looks very balanced.  First of all, it can be used on anyone who has the Magical Sensitivity feat, not just on someone who has Force Sensitivity and a Dark Side Score of 1 or higher.  It's also not a Light Side Only power.  This means I can have NPCs using this spell too, instead of my PCs chain-Severing my Big Bad Evil Sith until it takes hold. 

The fact it's a "Taxing" spell mean a toll is placed upon the caster as well as the target, even if you miss your roll.  Finally, it doesn't last for the remainder of the encounter, although with a potential of it lasting 6 rounds it very well could last the rest of the encounter.

Just a teaser of three spells a spellcaster can choose from.  More will likely follow...

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