Difference between revisions of "Card Mage"

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For spells that have a target of area, the GM must make a DL appropriate for where you want to throw a card, given the environmental effects (like wind, etc.).
 
For spells that have a target of area, the GM must make a DL appropriate for where you want to throw a card, given the environmental effects (like wind, etc.).
  
For spells that have a target of creature (whether it’s automatic or a magic beam), make an attack roll using your ranks in Weapon (Card) excluding Muscle.  Your foe makes a Dodge or Parry (with no [[Endurance]] or Armor). If successful, you physically slap the card against your foe or ally (on their forehead or back), but this attack deals no damage.  One applied, the target is automatically subject to the effects of the card.  It takes 2 [[Action Points]] and a [[Muscle]] check of 8 to pry off a card (it also takes an [[Agility]] check of 6 to reach one on your back).
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For spells that have a target of creature (whether it’s automatic or a magic beam), make an attack roll using your ranks in Weapon (Card) excluding Muscle.   
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{{Roll
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|caption=Spellcard Attack
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|bonus1 = Agility
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|bonus2 = Weapon (Card)
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}}
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Your foe makes a Dodge or Parry (with no [[Endurance]] or Armor).
 +
 
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{{Roll
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|caption=Defend Against a Spellcard
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|bonus1=[[Agility]]
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|bonus2=[[Dodge]]/Weapon Skill
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}}
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 +
If successful, you physically slap the card against your foe or ally (on their forehead or back), but this attack deals no damage.  One applied, the target is automatically subject to the effects of the card.  It takes 2 [[Action Points]] and a [[Muscle]] check of 8 to pry off a card (it also takes an [[Agility]] check of 6 to reach one on your back).
  
 
Once the spell duration is elapsed (found in the spell description), the card fizzles out of existence.
 
Once the spell duration is elapsed (found in the spell description), the card fizzles out of existence.
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A minimum [[Intellect]] of 5
 
A minimum [[Intellect]] of 5
  
===1. CARD APPRENTICE===
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===1. Card Apprentice===
 
3 points
 
3 points
  
 
You've practiced with Spellcards and know just how to use them effectively in battle.  You can activate one card at a time with no problem.
 
You've practiced with Spellcards and know just how to use them effectively in battle.  You can activate one card at a time with no problem.
  
===2. CARD NOVICE===
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===2. Card Novice===
 
6 points
 
6 points
  
 
Through enough study and dedication, you've achieved the ability to activate two cards simultaneously.
 
Through enough study and dedication, you've achieved the ability to activate two cards simultaneously.
  
===3. CARD ADEPT===
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===3. Card Adept===
 
9 points
 
9 points
  
 
With intense training and pouring through forgotten knowledge, you've figured out how the old masters could use three cards at once.
 
With intense training and pouring through forgotten knowledge, you've figured out how the old masters could use three cards at once.
  
===4. CARD MASTER===
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===4. Card Master===
 
12 points
 
12 points
  
 
Through no small feat, you've searched high and low for rare Spellcard lore, and devoted the attention to perfect your timing.  As a result, you can trigger four cards together.
 
Through no small feat, you've searched high and low for rare Spellcard lore, and devoted the attention to perfect your timing.  As a result, you can trigger four cards together.
  
===5. CARD LEGEND===
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===5. Card Legend===
 
15 points
 
15 points
  

Revision as of 16:13, 20 November 2007

You can use Spellcards crafted by a Spellcard Artist.

Spells that have no target listed can be used with no check; their effects simply happen.

For spells that have a target of area, the GM must make a DL appropriate for where you want to throw a card, given the environmental effects (like wind, etc.).

For spells that have a target of creature (whether it’s automatic or a magic beam), make an attack roll using your ranks in Weapon (Card) excluding Muscle.

Spellcard Attack
d10 + Agility + Weapon (Card)

Your foe makes a Dodge or Parry (with no Endurance or Armor).

Defend Against a Spellcard
d10 + Agility + Dodge/Weapon Skill

If successful, you physically slap the card against your foe or ally (on their forehead or back), but this attack deals no damage. One applied, the target is automatically subject to the effects of the card. It takes 2 Action Points and a Muscle check of 8 to pry off a card (it also takes an Agility check of 6 to reach one on your back).

Once the spell duration is elapsed (found in the spell description), the card fizzles out of existence.

Requires

A minimum Intellect of 5

1. Card Apprentice

3 points

You've practiced with Spellcards and know just how to use them effectively in battle. You can activate one card at a time with no problem.

2. Card Novice

6 points

Through enough study and dedication, you've achieved the ability to activate two cards simultaneously.

3. Card Adept

9 points

With intense training and pouring through forgotten knowledge, you've figured out how the old masters could use three cards at once.

4. Card Master

12 points

Through no small feat, you've searched high and low for rare Spellcard lore, and devoted the attention to perfect your timing. As a result, you can trigger four cards together.

5. Card Legend

15 points

Like the ancients who invented the craft of Spellcards, you've achieved the wisdom few can find, but many covet – how to make five cards release their spells collectively.