Aura is a repeated area of effect centered on the caster.
Vitality
Area
As with all area spells, you can decide it's size from the smallest dimension to its greatest dimension. You cannot exceed your maximum area unless taken as an Expertise or other side rules.
Willpower + Aura Ranks = Radius in Feet, centered from Caster
Spell Accuracy
The Aura will actively seek it's designated Target. A Spell Accuracy roll is needed for an Attack, if the designated Target is attempting to evade the Aura's spell effect.
Duration
Max duration for both Aura types, Triggered and Static, is counted as Tier 1 / 1 Second per Spellpower rolled, Tier 2 / 5 Seconds per Spellpower rolled, Tier 3 / 20 Seconds per Spellpower rolled, Tier 4 / 1 Minute per Spellpower rolled, Tier 5 / 2 Minutes per Spellpower rolled.
Pulse:
Upon successfully casting an Aura, your Effect will take place (as described below). When you decide to Pulse or your contingency has occurred, then your Aura's energy is used up. The spell is not gone nor cancelled. You can then reactivate it, expending the original Fatigue you used to cast it initially. You can do this every second if you wish. Each Pulse expends the original Fatigue.
Effect:
Upon casting an Aura, you must choose if your desired effect (Healing or Damage or Status) is instantaneous upon any target entering the field or if it is controlled by you. This decision is made first and foremost for multiple reasons.
If you decide to have your Pulse be dependent on your command, then you can send it or make it do it's effect anytime you choose. But if you are unaware of something or someone, or impaired of any kind, then your effect will not take place. But it is at your discretion, not automatic.
If you decide to have your Pulse be automatic to whatever condition you have set, you cannot control it at this point. If your set designation occurs, then it will activate immediately.
Burst is an instantaneous, radial area of effect.
Spell Accuracy:
Vitality Cost:
Burst Size:
Burst Power Degradation:
-10% Spell Power per (Willpower + Burst Ranks) in Feet.
The further you are away from your desired Target explosion, you receive a decrease in Spellpower.
Example: Your Willpower is 7 and you have 6 Ranks in Burst. That would mean, every 13 feet, you would reduce your ROLLED Spellpower by 10%. So, if you rolled a Spellpower of 130 and your Target was 39 feet away, your Effective Spellpower on Target, would be 91 (130 – 30%).
Burst Ring Size:
The size of your Burst is determined by your Intellect + Willpower + Burst Ranks, in feet.
Example: You are Rank 11 in Burst, your Intellect is 10 and your Willpower is 8, giving your Burst a Radius of 29’. You Attack and area with an entity right in the epicenter and roll a 124 Spellpower. They take 124 Spellpower, and within the next 5’ of that would take 112 (124 -10%). Then the following 5’ concentric ring would take 100 and so forth.
Burst Power:
The epicenter of the Burst would deal 100% of your Effective Spellpower to the entity within, -10% per every 5’away from the Epicenter. (Concentric Rings)
Chain bounces an effect between multiple, individual targets.
Vitality Cost:
5 per Second
Spell Accuracy:
Dexterity + Attribute 2* + Realm Ranks + Discipline Ranks + Shaping Ranks + Prowess
No matter how many targets you are able to hit with your Chain, each individual Target must receive a new Spell Accuracy roll, following all the rules of Ranged.
*Chain Targets*:
Your maximum number of Chain possibilities is 2 + (1 every Tier in Chain). You must choose your intended Targets BEFORE you roll Spell Accuracy.
Power of Chain:
When you roll your Spellpower, that tells you the maximum distance that your Chain can travel before it fizzles out of reality. Each foot of travel, reduces your Spellpower roll by 1. Whatever Spellpower you are currently when your Chain affects a target, is how much damage, healing or status affect they receive.
Cone causes an instantaneous effect to fill a conical area.
Vitality Cost: The length of your Cone, in feet, is how much Vitality you pay.
Size:
Your Cone's max distance is equal to your Intellect + Willpower + Cone Ranks in feet.
Spellpower
The closer a Target is to you, as you are the origin point, the more Spellpower they take. You would take your Spellpower roll, and divide it by the number of total feet of your Cone. Each foot from you, would reduce your total Spellpower by that amount.
Areas Hit - Unwilling Targets
An unwilling target can make a defense roll as normal. Their effective defense roll is a percentage based on distance, the same percentage as your effective spell power at that distance. Divide your attack roll by their effective defense, and round down. The result is how many spots you hit on that target.
Areas Hit - Willing Targets
Fatigue: Density of the Object being Infused
Lance is treated as a Ranged Attack and must follow all Ranged rules.
Vitality Cost: 6 Vitality
Max Distance: The Lance can travel 1' for every 1 in your Spell Accuracy roll.
Spell Accuracy:
Insight + Intellect + Willpower + Realm Rank + Discipline Ranks + Lance Ranks + Prowess
As in Ranged, the distance from the target that you cast, is important to both accuracy and damage.
Spellpower:
When the Lance strikes a surface, whether that is your intended target or it strikes something else, the remaining amount of your Spell Accuracy is what is multiplied by your Action Points to give you your overall Spellpower.
Storm is a repeated area of effect.
A Storm does it’s damage, every second, to every 5’ square in it’s vicinity. It has the capability to strike numerous areas within the 5’ square as well, per second.
Vitality Cost:
Area:
Willpower + Storm Ranks
Strikes per Second:
No matter how big your area is, you may strike multiple body parts or pieces of an entity, in each 5’ square, per second. This is randomly, based on your Tier, as per below:
T1 = D2 T2 = D4 T3 = D6 T4 = D8 T5 = D10
Effective Spellpower:
When have determined how many times your Storm will strike a Target within one of your 5’ squares, you must then take your Spellpower Ranks and divide them by the number of Strikes. You still retain all your Bonus Dice, Proficiencies and other Bonuses per rolled Strike.
Torrent is a channeled beam with splash effect.
Torrent
Fatigue: 4
Channel: Yes
Sustain: No
Spell Accuracy:
Dexterity + Intellect + Realm Ranks + Torrent Ranks + Magic Prowess
Torrent Range:
Intellect + Willpower + Torrent Ranks = Distance in Feet
Fatigue:
4 per Second
Torrent Duration:
You can continue to Torrent for (Torrent Rank + Prowess) in Seconds, before needing to Reshape.
Splash:
Starting at Tier 1, you get 1 Splash point and you receive an additional Splash point per Tier thereafter. Splash Points do an additional 20% of the Spellpower rolled. Follows Ranged rules for angle and placement.
Beam Size:
Your Beam size is equal to 1” per Rank in Torrent. You can decrease the size of your Beam even if your Rank would give you a larger Beam size. If you have a Beam that is larger than the target area, you lose a percentage of Spellpower equal to difference from Beam size to Target size hit.
I.e. You are Rank 9 in Torrent, giving your maximum Beam size a total Diameter of 9”. You could decide to only use 5”, due to a certain circumstance or tactical reason. Once you have determined your Beam size upon release, you can increase or decrease the size equal to your Tier, per second.
Touch channels an effect directly to a touched target.
Touch
Fatigue: 5 + *
Channel: Yes
Sustain: No
Spell Accuracy:
See Unarmed Combat rules (Agility + Dexterity + Prowess + (All appropriate Martial Arts Ranks)
Fatigue:
5 per Second (+ 1 for every 10% bonus you apply from your Ranks in Touch)
Increase in Spellpower:
Every Rank you have in Touch, will allow you to increase your Spellpower Roll by 10%. This also increases your Fatigue per Second Cast by 1 per Rank as well. You can choose to increase or decrease this bonus per Second you Cast.
Like the other Channeled Shapings, you spend your Fatigue every second (because you are rolling your Spellpower every second).
The Spellpower rolled is cumulative.
I.e. If you are Channeling Touch for 4 seconds and you roll a 76 the first, 52 the second, 47 the third and finally a 54 the fourth, you have effectively rolled a 229 over a four second period.
I.e. You are Rank 6 in Touch. You decide to use the Discipline Healing with a Touch Shaping. Your total Event is 31 (Intellect of 7, Willpower of 8, Healing of 10 and Prowess of 6). Since you are Rank 6, you can cast Touch Healing for 6 total seconds, receiving +16 from your Healing and Prowess every second beyond the first. You are attempting to Heal a grievous wound in your allies Right Thigh and you would spend 5 Fatigue for Touch and 3 Fatigue for Healing, giving you a total of 8 Fatigue per Second cast. You have no idea how much he has been hurt for (That’s Meta-gaming) so you begin to cast as normal. The first second you roll a 47 total Spellpower. You notice his leg healed but his wound is grievous and deep and will require a greater amount. Since you are Rank 6 Touch, you can decide to give yourself a +60% to your Spellpower at a cost of 6 more Fatigue, per second. So your next second, you spend the normal 8 Fatigue, plus the additional 6 Fatigue but this time, you roll a 64 with a 60% increases, giving you a grand total of 102.