Staff of the Magi
The Staff of the Magi is extremely rare and powerful. The Staff is an immensely powerful artifact from the time of Timmorran. Many scholars believe there is only one such staff and that it belonged to Timmorran himself. Only the most experienced casters should ever have such an item.
The staff functions as a normal implement. However, it has many additional abilities. The following powers of the staff are always available to the wielder of the staff at no cost and can be done as a maneuver. To determine the success of the staff use, the wielder makes an Average (XX) Knowledge (Lore) skill check. The GM sets the number of charges available on the staff (recommended is 1-20).
• Detect Magic: The caster can sense magic within Short range, seeing a slight gold aura around objects, people, etc. that are magical in nature. This lasts until the end of the caster’s next turn.
• Enlarge Creature: The target adds to all skill checks they make until the end of their next turn. In addition, the target’s Silhouette increases by 1 for the duration of the spell and adds +1 to soak for the size increase.
• Bar the Door: This spell makes any locking or barring mechanism of a door go into effect, and magically strengthens it, adding to the difficulty to get through it.
• Minor Light: This spell lights up an area as bright as if it were day extending out to Short range from the target. This spell lasts until the end of the caster’s next turn.
• Ethereal Armor: The target gains invisible armor that reduces the damage of all hits by one, and further reduces it by 1 for every uncanceled SUC SUC beyond the first. Additionally, If the target is hit, the caster gains the Defensive additional effect until the end of the spell.
• Limited Telekinesis: Allows the caster to move an object or target object of Silhouette 0 in size, in one direction up to one range band per uncancelled SUC SUC.
The following powers cost 1 charge (as an action):
• Dispel Magic: If the spell succeeds, the spell effects affecting a target immediately end.
• Fireball: An explosion of fire erupts from the target space affecting all in the blast area (Blast 3), dealing 6 damage plus 1 damage for each SUC.
• Ice Storm: An explosion of ice erupts from the target space affecting all in the blast area (Blast 3), dealing 6 damage plus 1 damage for each SUC
• Invisibility: If the spell targets a character, it renders them invisible to sight instead of changing their appearance, however, once the target performs an Attack action, the invisibility is compromised.
• Knock: This spell can unlock a door or lock of Hard () difficulty or less. To unlock more difficult doors, the spell increases in along with the difficulty of the lock.
• Lightning Bolt: This spell fires a ray of electricity that hits the target, doing damage. If the spell is successful, damage is equal to the caster’s spell skill base characteristic plus 1 for each SUC.
• Pass Through Wall: This spell creates a 10’ high (3 meters) high passage that is up to 40’ (12 meters) long, that lasts until the end of the caster’s next turn.
• Pyrotechnics: This spell makes a simple fireworks display either as entertainment, a distraction, etc. within Short range (though many extend it a range further). It is real, not an illusion, but can cause no damage or fire.
• Web: An area Silhouette 3 in size is covered in Webs. These webs have an Ensnare quality of 4 if a character tries to move through them. It can also be used to catch someone or something falling, but it needs to have anchoring points.
These powers cost 2 charges per use (as an action):
• Summon Creature (Greater): This spell summons a creature from the following list. It instantly materializes. Bane Spider (CRB, page 147), Barghest (RoT, page 163), Ferrox (RoT, page 165), Grotesque (RoT, page 215), Gurak Tol (RoT, page 202).
• Plane Shift: The caster shifts to the same location on a different plane. This could be the elemental planes, the ethereal plane, or planes such as the Ynfernael, the Aenlong, or the Empyrean.
• Major Telekinesis: Allows the caster to move an object or target up to Silhouette 2, in one direction up to one range band per uncancelled SUC SUC
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