Re: Mercurial Magic
Posted: Thu Aug 19, 2010 1:05 am
Here are new descriptions for the three mercurials I think I'll keep. Bite is the same, but Distract and Heat have both changed a bit:
Bite
Range: 30 ft.
Mercurial
Duration: instantaneous
This mercurial strikes a living or undead target in the caster’s line of sight with a thin magical bolt of energy. It causes d3 damage and can affect incorporeal creatures such as specters. Being ‘bitten’ feels like taking a sharp, electrical jolt. A successful save vs. magic means the mercurial has no effect.
Distract
Range: 30 ft.
Mercurial
Duration: 1 round
One target in the caster’s line of sight believes he sees or hears something in a different direction and automatically turns to look, causing a -2 to all rolls for one round. This is effective even in combat, when the ‘something’ might be (if it were real) an enemy or some other danger, and it will disrupt spell casting. The target gets a save vs. magic to negate the effect. Afterward, magic using targets will know they have been the target of magic. Others will not realize they have been the victims of a magical attack. However, if the mercurial is maintained for more than one round, intelligent targets might logically conclude that it is a magical attack.
Heat*
Range: 30 ft.
Mercurial
Duration: 1 round
When cast, the magician must choose to focus the effect tightly, on a single point, or broadly, on a one foot diameter sphere. A tightly-focused effect cannot be used on moving targets. In both cases, it causes the target to be magically heated.
If tightly focused, Heat will cause pain to a living creature and result in a distraction giving -1 to all rolls for the round. It can also set one flammable object the size of a candle wick on fire. It will make non-flammable objects hot to the touch, though not hot enough to cause damage.
Broadly focused, Heat will cause a living creature to experience excessive warmth, sweating, and possibly momentary dizziness or heat exhaustion in the right circumstances (GM’s discretion). If the target is suffering from ongoing cold-based conditions such as hypothermia, it will return the body to its normal temperature, ending the effects of hypothermia, frost bite, etc. Ice or ice-based creatures will take d3 damage from a broadly-focused application of this mercurial, though a save vs. magic negates any damage. Non-living targets will become very warm to the touch.
This mercurial can be sustained and is reversible as Cool. The broadly-focused use of Cool can extinguish tiny fires such as those of candles, and it can put out a torch for a round, or as long as the mercurial is sustained. It has no effect on larger fires.
Bite
Range: 30 ft.
Mercurial
Duration: instantaneous
This mercurial strikes a living or undead target in the caster’s line of sight with a thin magical bolt of energy. It causes d3 damage and can affect incorporeal creatures such as specters. Being ‘bitten’ feels like taking a sharp, electrical jolt. A successful save vs. magic means the mercurial has no effect.
Distract
Range: 30 ft.
Mercurial
Duration: 1 round
One target in the caster’s line of sight believes he sees or hears something in a different direction and automatically turns to look, causing a -2 to all rolls for one round. This is effective even in combat, when the ‘something’ might be (if it were real) an enemy or some other danger, and it will disrupt spell casting. The target gets a save vs. magic to negate the effect. Afterward, magic using targets will know they have been the target of magic. Others will not realize they have been the victims of a magical attack. However, if the mercurial is maintained for more than one round, intelligent targets might logically conclude that it is a magical attack.
Heat*
Range: 30 ft.
Mercurial
Duration: 1 round
When cast, the magician must choose to focus the effect tightly, on a single point, or broadly, on a one foot diameter sphere. A tightly-focused effect cannot be used on moving targets. In both cases, it causes the target to be magically heated.
If tightly focused, Heat will cause pain to a living creature and result in a distraction giving -1 to all rolls for the round. It can also set one flammable object the size of a candle wick on fire. It will make non-flammable objects hot to the touch, though not hot enough to cause damage.
Broadly focused, Heat will cause a living creature to experience excessive warmth, sweating, and possibly momentary dizziness or heat exhaustion in the right circumstances (GM’s discretion). If the target is suffering from ongoing cold-based conditions such as hypothermia, it will return the body to its normal temperature, ending the effects of hypothermia, frost bite, etc. Ice or ice-based creatures will take d3 damage from a broadly-focused application of this mercurial, though a save vs. magic negates any damage. Non-living targets will become very warm to the touch.
This mercurial can be sustained and is reversible as Cool. The broadly-focused use of Cool can extinguish tiny fires such as those of candles, and it can put out a torch for a round, or as long as the mercurial is sustained. It has no effect on larger fires.