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==Magic & Songs== Magic and Songs are similar in many ways, but apply to markedly different areas. Both produce supernatural effects, but where magic is more direct and consistent, music is more situational, typically altering the environment in some way. Although there is some overlap, magic is typically more suitable for combat, while music is more geared for utility, puzzles, and general adventuring. Magic may be obtained in the form of an item, such as a magic rod or cape, but may also be learned from a wise mentor or written record, or bestowed as a blessing from a Great Fairy or other powerful being. Songs are always learned, usually from another individual who knows the song (though they can also be learned from written sheet music and the like). However, even though they may not be physical objects, both spells and songs are treated as inventory items the same as mundane gear, obtained during the course of your quest rather than being purchased with XP as you please like [[Legend_of_Zelda_RPG#Techniques|Techniques]]. However, unlike physical items, spells and songs may be entirely unusable to those without training in their use -- each spell requires a |Magic| check of some kind to use, which may be impossible for someone without enough ranks in the |Magic| skill, and each song requires a certain number of ranks in |Instruments| to use its effects. Some songs may have multiple different effects, which may have different prerequisites to achieve -- for example, using the Song of Time to shift blocks affected by that song would have a lower prerequisite than using the song to travel through time yourself. Most spells and songs require a skill check to use, which may be either opposed or unopposed depending on the effect. Typically, direct attacks use opposed checks, while other effects use unopposed. The Virtue used for this check varies depending on the type of spell, according to the following guidelines: *'''Power''' **Offensive magic (both damaging and debilitating) **Terrain-altering magic *'''Wisdom''' **Healing and defensive magic **Illusions and similar "subtle" debuffs *'''Courage''' **Travel/exploration magic (think Farore's Wind) **Offensive buffs ====Magic Rules==== *Magic may be obtained either in the form of spells learned from study or tutelage, or in the form of magic items. Any spell may be available in either form, regardless of whether the name listed here would indicate one form or another. For example, the Cane of Somaria is an item from the Legend of Zelda video games that would be treated as a form of magic, but you could just as easily have an identical effect available as a spell called something like Conjure Block learned from an ancient tome or learned sage. There is essentially no functional difference between the two forms; it's essentially a matter of flavor, and GMs and players alike are encouraged to come up with whatever form they like for magic in their game. Unless otherwise noted, the term "spell", when used in the context of this system, may be used interchangeably to refer to either a learned spell or a magic effect cast from an item (such as the Fire Rod), as the two are essentially identical. However, there are a few slight differences in the way the two are handled: **A magic item is in most respects treated the same as any other sort of physical item -- it must be wielded for use, and it can be lost, stolen, traded, or given away. **In order to cast a learned spell, you must have a focus readied. Readying a focus is the same as wielding a weapon or tool -- it requires an action to retrieve from wherever you've stored it, and you must have a hand free to use it. ***Your focus can be any sort of object you like -- a spellbook, a wand, a staff, anything at all as long as it is a physical object. It can even be something worn on your person, such as an amulet, bracelet, or circlet, though even in this case you still must spend an action and have a hand free to ready it. ***Your focus does not count against your allotted starting equipment total; only the spells learned do. ***Even if your focus is readied, you must still spend an action to ready a new spell, calling it to mind for use. When you use an action to ready your focus, you ready your first spell at the same time. Once you ready a spell, it remains readied until you ready a different spell or item. For instance, once you ready the Heal spell, you can cast it over and over without readying it again, but if you were to attack with a weapon this would require you to ready the weapon, so you'd have to ready the spell again the next time you wish to cast it. ***The purpose of the focus is to ensure that those who cast spells from memory do not have an inherent in-game advantage over those who use magic items. After all, while one's items can be lost or stolen, it is much more difficult to deprive someone of knowledge. Thus, should a GM wish to deprive a caster of their magic (an act which should generally be discouraged, but may be used sparingly as an interesting development to the story), he or she can take away a practiced spellcaster's focus just as he or she could take away an item-dependent spellcaster's magic items. The focus and spell-readying rules also ensure that a spellcaster who casts spells from items isn't at a disadvantage in terms of actions needed to cast different spells; an item-dependent spellcaster must spend actions to retrieve the proper item from her pack, so it's only fair that a learned spellcaster must spend actions to prepare her mind for casting a particular spell. The goal in this system is to make the decision of whether to use magic through personal ability or through items purely an aesthetic one, a matter of how you wish to style your character. The following rules apply equally to spells of all kinds: *Each spell has an MP cost, which is deducted from your Magic Meter when you cast it. **Some spells are "sustained", which means that you must continue paying MP each turn at the beginning of your turn to maintain the effect. These spells have an open-ended duration -- they last until you choose to end them (a free action that can be done at any time) or until you can't spend MP to pay for them. Paying for a sustained spell is a free action. ***You may only sustain a number of spells at once equal to your ranks in |magic|, and you may not cast any spells if you are currently sustaining the maximum number of spells you can. For example, a character with 3 ranks in |magic| could sustain up to 3 spells at once (or 3 instances of the same spell), but couldn't cast any new spells until she ended one of the spells being sustained. *Unless otherwise specified, damage dealt by spells is not subject to reduction from normal armor, but is affected by damage reduction from magical effects and Warded equipment. *Each spell requires some sort of |Magic| check to cast it. The check required to cast a spell is indicated under the "Check" line of the spell's description. **'''Opposed:''' Offensive spells use opposed checks against the target, with the roll used to oppose dictated by the spell's description. ***Unless otherwise specified, a spell opposed by the target's "defense" may be opposed by passive or acrobatic defense as normal, but shield defense may only be used if the shield has the Reflective or Warded property. If the target has a shield defense readied, and their shield doesn't have either of these properties, use the target's passive defense instead. ***Some spells (particularly debuffs) may be opposed by a skill check (often |magic|) from the target. Even if the target has no ranks in the skill, it can still oppose the spell -- it just doesn't get any bonus dice for skill ranks. In these cases, just use the appropriate Attribute and Virtue combination. **'''Unopposed:''' An unopposed spell requires that you score a certain number of successes on an unopposed check. If you meet the specified number of successes, you succeed in casting the spell; if not, the spell has no effect. The number of successes needed to cast the spell is listed first, with the success threshold listed immediately after it in parentheses -- i.e., a spell that requires an unopposed roll of X(Y) requires X successes, where a success is anything Y or higher. *** Some unopposed spells list "N" as the number of successes needed. In this case, the spell has an effect no matter how few or how many successes you score, but the number of successes scored affects some variable of the spell's effect (typically duration). *** Generally speaking, difficulties for non-scaling unopposed checks should be chosen from the following list (in order from least to greatest difficulty: 2(3), 3(2), 3(3), 4(2), 5(2). These can also be referred to in terms of spell "ranks", with 2(3) being rank 1, 3(2) rank 2, and so forth. The low end of the scale is most accessible to those who merely dabble in magic, without a very high Mental score or many ranks in the |Magic| skill, and most anyone can pull off a rank 1 effect with a decent degree of reliability. The upper end requires much more dedication to accomplish, demanding a good Mental score and |Magic| skill to pull off. A rank 5 effect is flatly impossible without at least 1 rank in |Magic| (or a purchased point of Mental, but that's far less cost-effective), and can only be reliably accomplished by a true master, with high ranks in both the Mental attribute and |Magic| skill. Virtues also are more important for the higher-rank spells. For example, a rank 4 spell could be cast with only a 1 in the relevant Virtue, but to do so you'd need to have 6 ranks in |Magic| (the maximum possible for a skill), whereas a character with high scores in both Mental and the relevant Virtue could fairly reliably cast a rank 4 spell with only 1 or 2 ranks in |Magic|. **'''Group opposed:''' A group opposed check is used for spells that affect multiple subjects. The kind of roll made by the defenders is indicated by the same conventions as for regular opposed checks. The rules for how to make a group opposed check can be found [[Legend_of_Zelda_RPG#Group_Opposed_Checks|in the basic system info section]]. ====Magic==== Spells are divided into Basic and Advanced effects. The list of Basic spells are available to choose as items for characters at character generation, and when spells are available for purchase, these are the spells most commonly available. Advanced spells are rarer, and are most often only found as loot or given as quest rewards. Basics spells are able to be modified by magic techniques, while Advanced spells are generally more powerful or can accomplish things outside the scope of the Basic spells. =====Basic Magic===== Basic spells are more easily obtained than advanced spells, but are also less powerful. A starting character may not select advanced spells as starting equipment, only basic spells. Basic spells can also be obtained in-game by paying rupees -- perhaps for an item that casts the spell, as a fee to a sage or other tutor, to purchase a tome or scroll containing instructions on how to cast it, or some other way that makes sense. The recommended cost for a basic spell is 100 rupees, but this can be adjusted at GM discretion. Basic spells are the only spells that can be modified using general |Magic| techniques. '''Blast''' (Power) *Single Action *Cost: 3MP *Duration: Instant *Range: 10 *Target: Single creature or object *Check: Opposed (defense) *Effect: 1/2H damage per success. If the target takes damage from this spell, they suffer Knockback 1. The spell is considered a Medium creature for the purposes of this knockback effect. '''Burn''' (Power) *Single Action *Cost: 2MP *Duration: Instant *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *Effect: 1/4H (fire) damage per success. If the target takes damage from this spell, they catch fire and continue to burn, taking 1/4H (fire) damage at the start of each of their turns until extinguished. The target or an adjacent creature can spend actions to put out the flames, which requires two actions total. '''Cripple''' (Power) *Single Action *Cost: 4MP *Duration: Sustain *Range: 10 *Target: Single creature *Check: Opposed (defense) *Effect: The target takes a -1k0 penalty to attack and defense rolls per success. If the target's rolled dice are reduced to less than their kept dice by this spell, the target normalizes their roll as normal by pulling from their kept dice, and then makes their roll. '''Freeze''' (Wisdom) *Single Action *Cost: 2MP *Duration: Instant *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *Effect: The target takes 1/2H (cold) damage and their speed is reduced by 2 per success over the target's defense until the start of your next turn. If the target's speed is reduced to 0, it becomes Frozen for 1 round. '''Heal''' (Wisdom) *Single Action *Cost: 4MP *Duration: Instant *Range: 5 *Target: Single creature *Check: N(4) *Effect: The target recovers 1 heart per success. '''Shield''' (Wisdom) *Single Action *Cost: 2MP *Duration: Sustain *Range: 5 *Target: Single creature *Check: 3(2) *Effect: The target of this spell gains 1/2 heart of damage reduction. This damage reduction stacks with armor. '''Inspire''' (Courage) *Single Action *Cost: 2MP *Duration: 1 round *Range: 10 *Target: Single creature *Check: N(4) *Effect: The target gains bonuses to attacks based on the number of successes. For the 1st, 3rd, and 5th success the target gains +1k0, and for the 2nd, 4th, and 6th success they gain +0k1. The maximum number of successes that a target can benefit from is equal to your Magic skill. '''Lift''' (Courage) *Single Action *Cost: 1MP *Duration: Sustain *Range: 10 *Target: Single creature *Check: N(4) *Effect: You increase the distance the target can fly or jump horizontally by 1 meter per success, and increase the distance they can jump vertically by half that amount (rounded down). '''Shift''' (Courage) *Single Action *Cost: 2MP *Duration: Instant *Range: 10 *Target: Single creature or object *Check: N(4) *Effect: An ally or object up to medium size is telekinetically moved 1 meter per success. This movement can be in any direction (other than up) and does not provoke opportunity attacks. The spell is not strong enough to overcome the resistance of a creature that is unwilling or the weight of a large object. It also may not be strong or precise enough to operate many switches, levers, or buttons, at the DM's discretion. =====Advanced Magic===== Advanced spells are more powerful than basic spells, but (like most items) are only available as quest rewards distributed at GM discretion. Advanced spells cannot be modified by general active |Magic| techniques, but many advanced spells may have spell mastery techniques specific to the spell that allows for certain ways to modify its use. '''Reflect''' (Wisdom) *Defense *Single action *1 MP (sustained) *Duration: Sustain *Range: 5 meters *Target: Single shield *Check: Unopposed - 3(2) *''The shield takes on a brilliant sheen, reflecting both light and magic.'' *The affected shield gains the Reflective property for the duration of the spell. '''Fairy Form''' (Courage) *Transformation *Single action *2 MP (Sustain) *Duration: Sustain *Range: Touch *Target: Single creature *Check: Unopposed - 3(3) *''With a word, your body explodes into a cloud of glittering dust, revealing a tiny, flying figure when it clears.'' *You or the target becomes Miniaturized and gains a fly speed of 6 for the duration of the spell. '''Fire Arrow''' (Power) *Enchantment (Fire) *Single action *2 MP *Duration: Instantaneous or one round; see text *Range: Touch *Target: A single arrow or crossbow bolt *Check: Unopposed - 2(3) *''An arrow is imbued with magical flame.'' *Add 1/2 heart (Fire) to the damage increment of the affected missile. If the missile is one that you have loaded in your own weapon, you may fire immediately as part of this spell. Otherwise, the spell persists until the beginning of your next turn. '''Ice Arrow''' (Power) *Enchantment (Ice) *Single action *2 MP *Duration: Instantaneous or one round; see text *Range: Touch *Target: A single arrow or crossbow bolt *Check: Unopposed - 2(3) *''An arrow is imbued with freezing cold.'' *Add 1/4 heart (Ice) to the damage increment of the affected missile. Additionally, the speed of the target of that missile is reduced for 1 round by 1 for each success on the attack roll. If this would reduce the target's speed to less than half its base value, it is Frozen for 1 round. If the missile is one that you have loaded in your own weapon, you may fire immediately as part of this spell. Otherwise, the spell persists until the beginning of your next turn. '''Din<nowiki>'</nowiki>s Fire''' (Power) *Attack *Single action *6 MP *Duration: Instantaneous *Range: 5 meters *Area: 5 meter radius centered on you *Check: Group opposed (defense) *''A burst of flame expands out around you, consuming all in its path.'' *Make an area-effect |Magic| check with damage increment 1h (Fire), opposed by defense, against each creature within 5 meters. '''Nayru<nowiki>'</nowiki>s Love''' (Wisdom) *Defense *Single action *12 MP *Duration: N rounds *Range: 5 *Target: Single creature *Check: Unopposed - N(4) *''A shimmering blue diamond encases the target, protecting it from harm.'' *The subject is immune to all damaging effects for the duration of the spell, but the caster cannot use anything requiring magic power until the spell ends. '''Farore<nowiki>'</nowiki>s Wind''' (Courage) *Travel *Single action *6 MP *Duration: Indefinite and instantaneous (see text) *Range: 0 and unlimited (see text) *Check: Unopposed - 3(3) *''You instantly warp to a previously designated point.'' *This spell is used in two phases: **The first time you cast it, it sets a magical marker at your current location, which is visible to you as a floating green orb but undetectable to all others. **Subsequently, you can cast it again to instantaneously warp back to the marker you set previously. You may transport yourself and up to one additional creature for each rank you have in |magic|. This erases the marker; you must set another marker before you can warp again. '''Magic Cape''' (Wisdom) *Enchantment *Single action *10 MP (sustained) *Duration: Sustain *Range: Personal *Target: You *Check: Unopposed - 4(2) *''You become undetectable and untouchable, moving like a ghost.'' *When activated, you become invisible and incorporeal. You are immune to all attacks and can pass through solid objects unimpeded, but you can't interact with the physical world while this effect is active. '''Cane of Byrna''' (Wisdom) *Defense *Single action *10 MP (sustained) *Duration: Sustain *Range: 1 *Area: 1-meter radius, centered on you. *Check: Unopposed - 5(2) *''You are surrounded by a protective field that shelters you and adjacent allies from harm, and damages enemies who get too close.'' *A force field extends out from your space to a 1-meter radius. You and any allies within the field are immune to all harm, and any enemy that comes in contact with it takes 1 heart of damage for each round it touches the field. A creature is only considered "in contact" with the field if it is within the area of the spell or attempts to attack a creature within the field with a melee attack; creatures adjacent to the field's area do not take damage as long as they don't try to attack a creature inside the field. The field is visible as a faintly glowing, sparkling globe; however, although opponents can see it, they may not necessarily realize what it does. '''Ether Medallion''' (Power) *Attack *Single action *8 MP *Duration: Instantaneous *Range: 15 meters *Area: 15 meter radius centered on you *Check: Group opposed (defense) *''The air crackles with electricity as bolts of lightning pelt the area.'' *Make an area-effect |Magic| check with damage increment 1H (electricity), opposed by defense, against each creature within 15 meters. Airborne targets take a -1k1 penalty to their opposing roll for this spell. Creatures damaged in this way are stunned. '''Quake Medallion''' (Power) *Attack *Single action *8 MP *Duration: Instantaneous *Range: 15 meters *Area: 15 meter radius centered on you *Check: Group opposed (|Acrobatics|/Wisdom) *Requirements: Must be standing on a solid surface *''Striking the ground beneath your feet, you cause a violent tremor that damages ground-borne foes and knocks them off their feet.'' *Make an area-effect |Magic| check with damage increment 1H (crushing damage), opposed by |Acrobatics|(Wisdom), against each creature within 15 meters. You gain a +1k1 bonus to your roll for this spell if you are in some sort of location, such as a cavern or stone building, where the tremor might dislodge a rain of rubble and debris from above. Each target of this spell is knocked prone unless it makes at least 3 successes on its opposing roll. Airborne creatures and creatures standing on a surface that is not attached to the one you're standing on are unaffected by this spell. Additionally, this spell destroys all breakable objects in its area, such as pottery, glass, and fragile walls, as long as those objects are connected to the ground in some way (eg, resting on the ground, or set into a wall that is connected to the ground you're standing on). '''Bombos Medallion''' (Power) *Attack *Single action *8 MP *Duration: Instantaneous *Range: 15 meters *Area: 15 meter radius centered on you *Check: Group opposed (defense) *''Fiery explosions rip the air asunder, devastating your foes.'' *Make an area-effect |Magic| check with damage increment 1H (Fire), opposed by defense, against each creature within 5 meters. Each target of the spell is also pushed away from you unless it makes at least 2 successes on its defense roll. Treat this as a knockback 1 effect from a Heavy creature. Additionally, this spell destroys all breakable objects in its area, such as pottery, glass, and fragile walls. '''Cane of Somaria''' (Power) *Creation *Single action *2 MP *Duration: Instantaneous *Range: 1 *Effect: 1 conjured cube. *Check: Unopposed - 2(3) *''A cube of solid matter appears out of thin air, then explodes in a burst of flame.'' *Creates a cube of solid matter, 2 meters to a side, occupying a space adjacent to you. If that space is occupied by a creature, the creature is displaced to the nearest square opposite you from the block, and takes 1/4 heart of damage. This block can be pushed around with a Physical Power check against a success threshold of 4, with each success allowing you to move the block 1 meter (though you may choose to move the block a shorter distance than your check would allow if you wish). The cane can be activated a second time without paying any MP to detonate the block, dealing 1/2 heart of [Fire] damage to all creatures within 2 meters of the block, though you are immune to this damage. Blocks created by the Cane of Somaria also detonate in this way if attacked. You may only create one block at a time. '''Fire Rod''' (Power) *Single action *4 MP *Duration: Instantaneous *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *''The air shimmers as a searing bolt of flame streaks toward the target.'' *Roll a |Magic|(Power) attack against the target with a damage increment of 3/4H (fire). Enemies damaged by this attack catch fire, taking 1/4 heart of damage each round until the flames are extinguished (which requires a total of two actions by the burning creature and/or an adjacent creature). '''Ice Rod''' (Wisdom) *Single action *4 MP *Duration: 1 round/2 successes *Range: 20 *Target: Single creature or object *Check: Opposed (defense) *''A frigid blast of magic encases the target in solid ice.'' *The target is Frozen for one round for every 2 successes you scored and takes 3/4H (cold) damage as long as you scored at least one success. '''Sap Strength''' (Power) *Weakening *Single action *2 MP *Duration: 1 round/success *Range: 5 *Target: Single creature *Check: Opposed by |Magic|(Courage) *''A shadowy ray shoots from your hands and suffuses the target with weariness.'' *Roll a |Magic|(Power) check against the target's |Magic|(Courage). If you roll more successes than the target, its damage increment with |Melee| and |Heavy| weapons is reduced by 1/2 heart for 1 round per success you scored. If the target scores at least as many successes as you did, the spell fails. '''Faultline''' (Power) *Weakening (Earth) *Single action *6 MP *Duration: Instantaneous and N/2 rounds; see text *Range: 10 *Area: 3-meter radius *Check: Group opposed (Mental Courage) *With a deafening bellow, the earth collapses in on itself, trapping nearby creatures under a hail of debris. *The affected area becomes dense rubble, reducing ground movement across it by half (moving into an affected space counts as moving twice the distance). This effect is instantaneous. Additionally, make a |Magic|(Power) group opposed check against each non-flying creature in the affected area, opposed by Mental Courage. Each affected creature is Dazed for 1 round for every 2 degrees of failure. **For example, if this spell was cast by a character rolling 6k5 for the attack roll, and an affected creature rolled 2 successes on its Mental Courage roll to resist, that creature would have a degree of failure of 3 (5-2), and so would be dazed for 1 round. '''Haste''' (Courage) *Enhancement *Single action *6 MP *Duration: 1 round/success *Range: 10 *Target: Single creature *Check: Unopposed - N(4) *''You begin to move with blinding speed.'' *The target creature gains an extra action action per round for the duration of the spell. '''Slow''' (Wisdom) *Weakening *Single action *6 MP *Duration: 1 round/success *Range: 10 *Target: Single creature *Check: Opposed by |Magic|(Courage) *''Your foe's movements slow to a crawl.'' *Roll a |Magic|(Wisdom) check against the target's |Magic|(Courage). If you score more successes than the target, it loses one action each round for one round per success you scored. If the target scores at least as many successes as you did, the spell fails. ====Songs==== The action stated on the song's entry denotes the time required to play the song, and its effect takes place immediately afterwards. Only one song's effect can be activated per required action. All songs require at least one rank in songs for their effects to take place. All effects marked with a level require that many ranks in |Instrument| to be activated (songs without a rank can be considered to be level 1). Most songs need an GM-defined target roll to be activated successfully in combat, and a few need one out of combat. Fail the roll and, as you'd expect, the action just spent is lost. Songs with a rank of 1-3 have no limit on usage. Ranks of 4 can only be used twice a day. Ranks of 5 are once a day, as are Rank 6 songs, but these more often play part in story, are harder to find, or at the GM's use. '''Sun's Song'''<br> A powerful song that harnesses the sun itself. *Double Action *Effect 1- Change day to night or night to day. You and your companions alone are aware of the change; other people continue their schedules while you and your allies are "frozen" in time. *Effect 2 - Make a Music/Courage attack against every undead creature within 10 spaces. On a hit, you Paralyze the creature for 2 rounds. [Split into two songs? One for the time effect (Song of Passing) and another for the attack?] '''Song of Healing'''<br> This song soothes broken bones and broken souls equally well. *Double Action *Effect 1 - You and each ally within 10 spaces of you regains 5 hearts. (once per dungeon?) *Effect 2 - (something about relieving spirits?) '''Mambo of The Beast'''<br> This strong, uplifting forte awakens the inner animalistic soul of a man. *Double Action *When this song is played, an ally within 5 spaces undergoes a change into the form of a beast. This beast is different depending on the race of the target - for example, a Zora will turn into a large dogfish, a Rito will turn into a buzzard or eagle, a Gerudo will turn into a boar, a Hylian will turn into a dog or wolf, etc. The character undergoes the change on his/her next turn and cannot make any other actions that turn. All the character's equipment disappears with the change. *The beast's magic power and attributes become obsolete, except to aid any remaining skills and if necessary to oppose rolls. Its maximum hearts remain. It can make use only of skills that do not relate to creation, combat or social situations. It cannot use techniques relating to weapons, armour, shields, or magic. It has movement 9 + Courage. It has an attack of 2k1 + your Power in keep dice (example: 3 power would be 2k1+0k3; 3k3). It can track a scent on a successful roll of 2k1 + your Wisdom in keep dice, difficulty 2(4). Only one 4 or above results in the beast able to find no scent, and none results in the beast following the wrong scent. It is another double action to transform back, upon which the character's equipment returns. '''Song of Time'''<br> The eeire melody of an archaic plainchant runs deep in the weave of the ages. *Double Action *Effect 1 - Mainly a tool for solving puzzles and removing obstacles - Blocks of Time in the room are moved around in accordance with the GM's design. *Effect 2 - (some small change of the party's alignment with time? Nothing too game-breaking) '''Command Melody'''<br> A chilling refrain transplants your consciousness into a friend's body. *Double Action *Effect 1: You take control of a willing ally on their next turn. When they make a check, you can choose to use their Skill level or your own. While in control of an ally, you cannot take actions yourself and are helpless. *Effect 2: You can move certain inanimate objects, moving them in place of yourself. If the object doesn't have the appropriate parts (arms, bending knees, etc), they either take penalties to or cannot take certain skill checks. You cannot use magic through an controlled object. '''Wind's Requiem'''<br> The wind heeds your command, whipping through you to the direction you ask of it. *Double Action *You change the direction of the wind to one of the 8 directions. (moving in the direction of wind while gliding or using a sail could double your movement, and going against the wind could halve your movement.) '''Rider's Song'''<br> This tune summons your faithful companion to your side. *Double Action *Level 1: (Overworld) You call your mount. If your mount cannot reach you, you will know. '''Song of Embers'''<br> Wood and flame heed your song. *Double Action *Level 2: One Burning object or creature within 10 spaces of you now burns half as fast/ takes half as much damage from the Burning. *Level 3: Choose a source of fire within 10 spaces of you. Make a Music attack against each enemy adjacent to the fire source, dealing 1/4H (torch), 1/2H (campfire, brazier) or 3/4H (bonfire) of fire damage per success. '''Tango of Tongues'''<br> Language is no longer a hindrance. This song opens your ears and mind to understand other creature's language. *Double Action *Level 1: You can comprehend a sentence spoken from the target. *Level 3: You can understand the target for one hour. *Level 4: You can understand the target and be able to speak their language for one day.
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