You are viewing Default Campaign | Switch Campaigns

Renegade 20 Core Manual

Version Alpha 0.30

Sphere of Air

A sphere of communication, force, electricity, visibility and invisibility, accomplish feats such as breathing underwater, flying, movement, and protection magics. Additionally, you may be able to cast spells without needing a verbal component.

Send a message

  • Prime Component
  • Line of Effect or Familiarity
  • Continuing Focus - Hour

You can send messages as part of the spell.

Level 1A single word
Level 2Up to 5 words
Level 3A few sentences

Expect a response

  • Secondary Component
  • Line of Effect or Familiarity
  • Continuing Focus - Hour

You can receive a response where you are already sending a message.

Level 1A single word
Level 2Up to 5 words
Level 3A few sentences

Invisibility

  • Prime Component
  • Line of Effect
  • Continuing Focus - Minute
  • Perception Defense

You can make yourself or other targets blurry and eventually invisible. If you take any standard action (except Use a Skill, Pick Up an Item, and Retrieve an Object) you lose your continuing focus and must immediately make a Continuing check or you immediately become visible.

Level 2Concealment
Level 3Invisibility (Superior Concealment)

To determine the success of the invisibility, the spell caster must make make an spell casting attack roll. Anyone whose Reasoning Defense is less than or equal to the attack roll cannot see the target as the target is completely invisible. Otherwise the target will appear as a translucent apparition for anyone whose Reasoning Defense is higher than the target. Anyone actively trying to spot the target can do so

No Verbal Catalyst

  • Secondary Component
Level 3You are able to cast any spell that does not specify a specific verbal component without a verbal component. So you could cast as part of a normal conversation without needing to incant.

No Somatic Catalyst

  • Secondary Component
Level 3You are able to cast any spell that does not specify a specific somatic catalyst without a somatic catalyst. For Encounter and Venture Spells, this means you will not suffer an Attack of Opportunity for casting a spell, although a material component may still be required.

Breathe Underwater

  • Prime Component
  • Line of Effect or Familiarity
  • Continuing Focus - Hour
Level 1You can breathe underwater or in environments where it would be impossible to breathe. You can still be affected by toxins such as poisons however.

Command

  • Secondary Component
Level 3As part of any Charm or Domination spell you must use this component as well.

Elemental Lightning

  • Secondary Component
Level 3This makes any damage done by the Prime Component count as Elemental Lightning, possibly doing additional damage to creatures who have a sensitivity to electricity. If you have a source of lightning, you may use that as a material component and not need to increase the Spell Level (component is consumed). At the Game Masters discretion, exceptional sources of lightning may actually increase the damage of the spell.

Fly

  • Prime Component
  • Line of Effect or Familiarity
  • Continuing Focus - Minute

You can learn to hover and eventually fly. If you have superior flight (Level 7), the continuing focus of this component is Continuing Focus - Hour.

Level 1Slow Fall
Level 3Levitate
Level 5Fly
Level 7Superior Flight

Explosive/Implosive

  • Secondary Component

You create a directional force away from (explosive) or towards (implosive) the spell center (or caster). This can target one or more objects. If the object is the smaller than you, add 1 to the distance moved. If the object if larger than you, reduce the distance moved by 1. If the spell contains the Area of Effect or Create Wall spell component, the direction is toward or away from the spell center. Otherwise the direction is relative to the spell caster.

Level 21 Square
Level 32 Squares
Level 43 Squares
Level 54 Squares
Level 65 Squares
Level 76 Squares

Each target is moved the number of squares directly away from or towards the spell caster. If there is a natural obstacle or other danger in any of the squares the target(s) are forced to move into, they must make an Stealth Skill check DC 11 to become prone and halt movement or are pushed into the dangerous square and suffer whatever consequences may happen (such as being pushed off of a cliff).

Force Move

  • Prime Component
  • Line of Effect
  • Willpower Defense

You can force a target away from or towards you. The target chooses which squares to move through, but every choice must clearly be away from or towards the caster (as specified). If the target is 9 squares away from the caster, and is Force Moved 3 squares towards the caster, the target must be exactly 6 squares away from the caster at the end of the move. If the spell is continuing, this movement is considered a Move Action for the target and is resolved at the start of their turn as opposed to the end of the turn with other continuing effects. If an obstacle prevents additional movement on behalf of the target the target is knocked prone.

Level 11 Square
Level 22 Squares
Level 43 Squares
Level 64 Squares
Level 85 Squares
Level 106 Squares

Hide Magic

  • Prime Component
  • Line of Effect
  • Continuing Focus - Hour

You can hide magic from magical detection. You can target items, individuals, areas, and even spells.

Hide Magic

  • Prime Component
  • Line of Effect
  • Continuing Focus - Hour

You can hide magic from magical detection. You can target items, individuals, areas, and even spells.

The Sphere Level determines the level the magic is masked. Any Detect Magic spell will only see magical effects you are obscuring if the Detect Magic level is higher than as the Hide Magic Level. For example, if you have a continuing spell for Hide Magic Level 4, the spell will be imperceptible to a detect Detect Magic spell at level 4 or lower.

Detect Magic

  • Prime Component
  • Willpower Defense
  • Continuing Focus - Minute

You can detect magic with a strength of the power level of this component. You can detect the presence of magic of active spells or magic items that are not obscured using the Undetectable Magic component of a lower level than this. If the power level of this component is equal to or greater than the power level of the magical effect, you can detect the Prime Component of the spell or magic item, as well as the power level of the Prime Component.

Detect Metals, Minerals and Water

  • Prime Component
  • Willpower Defense
  • Continuing Focus - Minute

You can detect minerals such as metals, gems, etc. with this component.

Level 1Water
Level 2Iron ore. Other common minerals
Level 4A specific uncommon or semi-precious mineral.
Level 6A specific rare or precious mineral.

Hide Thoughts

  • Prime Component
  • Line of Effect or Familiarity
  • Continuing Focus - Hour

You can hide thoughts from magical detection. You can target items, individuals, areas, and even spells.

The Sphere Level determines the level the magic is masked. Any Detect Thoughts spell will only see magical effects you are obscuring if the Sphere Level for Detect Thoughts is higher than the Hide Thoughts Level. For example, if you have a continuing spell for Hide Thoughts Level 4, the spell will be imperceptible to a Detect Thoughts spell at level 4 or lower.

Detect Thoughts

  • Prime Component
  • Line of Effect or Familiarity
  • Continuing Focus - 1 round
  • Willpower Defense

You can detect one or more targets thoughts with a strength of the power level of this component. You can detect thoughts that are not obscured using the Hide Thoughts component of a lower level than this. With any level of this spell you can detect the presence of intelligence. If the level of this spell is greater than a targets Cunning Skill Modifier, you can detect their surface thoughts. If it is equal to their modifier, you can only perceive emotions or deception. While a successful Detect Thoughts can not be perceived, an unsuccessful attempt is noticed by the target.

Finally, if the spell level is at least level 3 and twice their Cunning Skill Modifier, you can force your way deeper into their mind and perceive memories that you name. This method is painful to the target and they relive the memories as you perceive them.

Wall of Force

  • Prime Component
  • Line of Effect
  • Continuing Focus - Minute

You create an invisible barrier of air or force energy defined by the secondary component Create Wall in the Sphere of Illusion. The properties of the wall are defined by the level of this component.

Level 1Ranged and spell attacks suffer a -2 attack penalty when going through this barrier. Movement is halved within the barrier (or a penalty of 1 if the barrier is thin). Other attacks and skill checks suffer a -2 penalty as well.
Level 3All attacks passing through or contacting the wall suffer a -4 penalty. It takes a Move Action to move through the barrier.
Level 5Make a spell craft attack roll +5. This becomes the DC of the wall. In order to move through or attack through the wall the creature must first take a Move Action and succeed in an Intuition Attack or Stealth Attack against the DC of the wall. Note that this move action is separate from the movement through the wall (which requires another Move Action). Otherwise the move action or attack is dispersed be the wall. Attacks still suffer a -4 penalty.
Level 7Same, but DC is 2 higher.
Level 9Same, but DC is 4 higher.