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Status: Candidate

Magic Attack (updated 07/04)


Magically attack a foe.

a.k.a. bane, pyromancy, baalfire, vitriol, chi projection, mystic fyres, holy smiting, flame strike, wyrding way

Magic attacks are similar to the basic Attack Action in terms of game mechanics, except they use magic and therefore costs you Drain. Magic attacks are also extremely flexible; you may pay dice up front to pay for range (similar to a Ranged Attack) or other special magical effects detailed below.

Action

The magic attack damages a foe similar to striking him with a weapon using the Attack Action. Similarly, the foe can resist the magic attack with a Defend Reaction just as with a physical attack.

Since a weapon is not actually used, you must describe the magical attack in some way that fits your character. Some characters might have an "ice touch", throw spears of fire, or pull lightning from the sky. A monk might project his Chi from his hands as a concussion wave, and the evil enemy wizard might create crackling black energy. Have fun with this!

In addition, you may opt to purchase various magical special effects from the list below.

  • Direct Attack
  • Ranged Attack
  • Area Attack
  • Slow Attack
  • Charged Attack
  • Split Attack
  • Nonlethal Attack
  • Tainted Attack
  • Final Attack
Direct Attack
The magic attack originates directly within the target, rather than manifesting as something the target can see coming and potentially dodge or counter in some way. Also use this option for an attack that seems to have no normal defense. The cost is 1 die, and this also increases the cost of some other options in this list, such as Range.
Ranged Attack
The magic attack is a Ranged Attack. The cost is 1 die per 60 feet of range. This increases to 1 die per 10 feet for Direct Attacks. If you don't purchase range then your foe must be within arm's reach.
Area Attack
The magic attack affects an area. An "explosion" costs 1 die for a 1' radius blast area, and doubles for each additional die spent. A "bolt" costs 1 die for a 5' wide path that is 30' long and doubles in length (but not width) for each additional die spent.
Slow Attack
The magic attack takes effect slowly, only inflicting 1 Wound per Turn. The attack continues for a number of Turns equal to your Successes plus the dice you pay as the cost for this option.
Charged Attack

The magic attack has a number of "charges" and can attack once per charge. Rather than rolling the magic attack immediately, roll whenever a charge is used. Typically this is good for creating traps and damaging barriers such as a wall of fire.

The spell lingers until it has used up all its charges, however, if the magic fumbles an attack then the spell ends immediately, losing any unused charges. Other events, determined by the GM, can also deplete charges. Unless you Maintain a Spell Connection then the mere passage of time also depletes charges (to be determined by the GM, but 1 per hour is suggested.)

The cost is 1 die for 2 charges. Each additional die spent doubles the number, so spending 3 dice would have 8 charges.

Split Attack
The magic attack can strike multiple targets. You must spread your Successes between various targets, although each of them needs to roll against the full spell. The cost is only 1 die.
Nonlethal Attack
The magic attack originates directly within the target, rather than manifesting as something the target can see coming and potentially dodge or counter in some way. Also use this option for an attack that seems to have no normal defense. The cost is 1 die.
Tainted Attack
The attack deals Taint rather than Wounds. The cost is 1 die. The GM may waive this extra cost for particularly nasty foes such as necromancers.
Final Attack
The magic attack will slay the subject or have a similarly permanent ending, such as turning him to stone. The target must Fumble his Defend Reaction for an instant death, otherwise he merely gains a Disability towards further resisting a similar spell.

Magic Ritual

If placed on a Magic Circle or seal, the effect will lay dormant and then trigger when an intruder breaches the circle. (Note that this applies to the attacker himself crossing the lineL.) You must Maintain the ritual until the effect is triggered.