Renegade 20 Core Manual
Version Alpha 0.30
A sphere of destruction, purifying, severing and countering magics, temperature (both intense heat and freezing cold), darkness and light. For any dice that are rolled for damage or effect, you add in your primary spell casting Skill modifier to the total damage/effect.
You can send messages as part of the spell.
| Level 1 | A single word |
| Level 2 | Up to 5 words |
| Level 3 | A few sentences |
You can receive a response where you are already sending a message.
| Level 1 | A single word |
| Level 2 | Up to 5 words |
| Level 3 | A few sentences |
You can manifest the energy with any visual effect you wish (fire, cold, acid, lightening, etc.) However, you do not do any additional damage for the visual manifestation, even if the opponent is sensitive to that effect. In order to do an elemental effect, you need to add the additional component, such as Elemental Fire to the spell.
You need to be able to have line of effect to each target you select.
The effect must target at least one creature using the Target of Spell component of the Sphere of Illusion. Reference the table at the beginning of this section titled “Standard Hit Dice Determination for Spell Effects of Targets and Areas” to determine the number and type of dice of damage depending on the components.
Add your spell casting Skill modifier to the final damage result. For example a Sphere Level 8 Destruction Component with a +5 Skill Modifier that has multiple targets and is continuing does 2d6+5 damage on the initial strike, and continues in the targets rounds for 2d6+5 damage.
You can manifest the energy any way you want (fire, cold, acid, lightening, etc.) However, you do not do any additional damage for the visual manifestation, even if the opponent is sensitive to them. In order to do an elemental effect, you need to add the additional component, such as Elemental Fire to the spell.
You need to be able to have line of effect to the square that is the center of the area.
The effect must target an area centered on a square using the Area of Effect, Cone, or Create Wall component of the Sphere of Illusion. Reference the table at the beginning of this section titled “Standard Hit Dice Determination for Spell Effects of Targets and Areas” to determine the number and type of dice of damage depending on the components.
Add your spell casting Skill modifier to the final damage result. For example a Sphere Level 8 Destruction Component with a +9 Skill Modifier that covers a 3x3 Area of Effect at a distance and is Continuing does 2d6+9 damage in the initial attack. The spell Continues each round, making a single attack roll against all qualified targets in that area, dealing 2d6+9 damage. If you miss, they still take half of your rolled damage.
With this component you can diffuse magical energies. You should make a skill check with your primary spell craft skill plus the sphere level of this component against 20 + the sphere level of the spell. If you succeed, you interrupt the magics of the active spell. You need to have line of effect to and target the active spell center or focus. For example, if you use this component at Level 7 against a spell whose prime component is level 5, you would roll d20 + your skill modifier + 7 against DC 25.
| Level 2 | This makes any damage done by the Prime Component count as Elemental Fire, possibly doing additional damage to creatures who have a sensitivity to fire. If you have a source of fire, you may use that as a material component and not need to increase the Spell Level. At the Game Masters discretion, exceptional sources of fire may actually increase the damage of the spell. Any fire component is consumed in the casting, up to 1 square per Sphere Level. |
Roll a skill attack against the better of your opponents Willpower or Reasoning Defenses. The prime component spell level of your opponents spell adds to the DC, and the level of this component adds to your attack roll. If you succeed, you interrupt the magics of the oncoming spell. You need to have range and effect on at least one square of the line of effect of the spell. For example, a Level 5 Countering magic against a Level 6 spell would require a skill attack roll +5 against a DC of your opponents best defense + 6.
| Level 2 | This makes any damage done by the Prime Component count as Elemental Fire, possibly doing additional damage to creatures who have a sensitivity to fire. If you have a source of fire, you may use that as a material component and not need to increase the Spell Level. At the Game Masters discretion, exceptional sources of fire may actually increase the damage of the spell. Any fire component is consumed in the casting, up to 1 square per Sphere Level. |
Creates an area of shadow or darkness.
| Level 2 | This makes any damage done by the Prime Component count as Elemental Fire, possibly doing additional damage to creatures who have a sensitivity to fire. If you have a source of fire, you may use that as a material component and not need to increase the Spell Level. At the Game Masters discretion, exceptional sources of fire may actually increase the damage of the spell. Any fire component is consumed in the casting, up to 1 square per Sphere Level. |
Creates an area of shadow or darkness.
| Level 3 | If you are using the Destruction component of the Sphere of Fire, you may make the damage elemental Sunlight, doing additional damage to creatures who have a sensitivity to direct sunlight. If you have a source of sunlight, you may use that as a material component and not need to increase the Spell Level (component is consumed). Note that the presence of sunlight is not enough. You need a handy source of radiant sunlight (such as a Solar Crystal). |
If you use elemental sunlight, targets with eyes can become Blinded by the spell as well. The Blinding condition Continues 12.
Creates an area of shadow or darkness.
| Level 1 | Shadow, Cancel affects of Sunlight. |
| Level 3 | Darkness |
| Level 5 | Pitch Black. No visibility |
Creates an area of brightness or light.
| Level 1 | Candle Light, 5’ |
| Level 3 | Torch Light, 20’ |
| Level 5 | Sun light, 60’ |
If you wish to create an area washed in sunlight, you must use the level 5 component here, and use the illusion component Area of Effect to define the area actually washed by sunlight. Otherwise, while sunlight will cast 60’ of illumination, creatures affected by sunlight will only be affected in the square you are illuminating from. So Fire 5/Illusion 5 will wash a 5 square x 5 square area in sunlight centered on you, and affect sunlight sensitive creatures in that area appropriately.
You can make a desert walk or arctic journey palatable. This spell must Contiunue using the Sphere of Time.
You can create/reduce environmental effects by 1d6 for each spell level. If the effects are the same or lower than the number of dice of the effect, you take no damage. Otherwise, reduce the dice by this amount. For example, if you use the Temperature component Level 3, you reduce 3d6 dice of environmental effects. If the environmental effects do 3d6 damage or less, then you take no damage. Otherwise subtract 3d6 from the damage dealt.
You can make an area warmer or cooler to combat or create an uncomfortable effect. This spell must Contiunue using the Sphere of Time
| Level 3 | 1d6 damage |
| Level 5 | 2d6 damage |
| Level 7 | 3d6 damage |
| Level 9 | 4d6 damage |