"MTG AGE : Hieromancy Arcana" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/3adZmcuY Created on: Wednesday 18th of November 2015 11:06:39 PM CDT Retrieved on: Saturday 31 of October 2020 03:42:42 AM UTC MTG AGE : Hieromancy Arcana So after some thinking ( atleast 3 days worth ) I've come up with this as best I could. Like before any advice or suggestions are appreciated. Hieromancy Arcana Apprehend the wicked and guilty with the light of justice. Novice: You learn the spells ( Grasp ) & ( Oust ) Journeyman:You learn ( Suppression Bonds ) . Gain the focus ( Intelligence )Hieromancy Arcana Master:You learn the spell ( Celestial Flare ) You can Choose 1 spell stunt you can perform for -1 SP when casting Hieromancy Arcana Spells. Grasp Requirement: Hieromancy Arcana ( Novice ) Spell Type:Attack Casting: Major Action MP Cost: 4 Target Number: 11 Test: Dexterity ( Acrobatics ) vs Spellpower Chains of white light erupt from the ground that the Target is standing on. Ensnaring them and restricting their movements. The Target must make a Dexterity ( Acrobatics ) test against the caster's spellpower. Failure reduces the targets speed to 1 and they are unable to make an attack, or fire ranged weapons. Mages can still cast Spells but suffer Strain ( 5 ) to their casts. A Target ensnared by this spell can make a Strength ( Might ) check against Spellpower as a major action to break free from the chains. Oust Requirement: Hieromancy Arcana ( Novice ) Spell Type: Attack Casting: Major Action MP Cost: 5 Target Number: 14 Test: Dexterity ( Acrobtics ) or Strength ( Might ) vs Spell Power Create an orb of condensed pressure that can be fired at a target 10yds away. The target must make a Dexterity ( Acrobatics ) or Strength ( Might ) check against the caster's spellpower. Failure leads to being knocked prone and 1d6 of damage. Suppression Bonds Requirement: Hieromancy Arcana ( Journeyman ) Spell Type: Attack Casting: Major Actions MP Cost: 7 Target Number:15 Test:Dexterity ( Acrobatics ) vs Spellpower Shackles of white light erupt from the ground within a 6yd by 6 yd square area within 1 yd range of the caster. This can then be launched at multiple targets within a 8 yd range. Targets caught within the path must make Dexterity ( Acrobatics ) check against the caster's spellpower. Failure leads to the targets cuffed with heavy shackles around their wrists, ankles, and neck , causing a -2 to any Fighting or Accuracy tests, and prevents Mages from casting by silencing their voice. Targets must then spend a major action to roll either a Strength ( Might ) or Willpower ( Faith and/or Self Discipline ) test to be free of the debilitating shackles. Celestial Flare Requirement: Hieromancy Arcana ( Master ) Spell Type: Attack Casting: Major Action MP Cost: 10 Target Number:15 Test: Willpower (Self-Discipline ) vs Spellpower. The chosen target's life force is manipulated and brought to the surface in a brilliant flash! A chosen target must make a willpower ( self-discipline ) check against the caster's spellpower to resist the influence. Failure leads to receiving 3d6 worth of damage, being burnt and knocked prone for the remainder of the encounter. Targets caught near the chosen target must also make a Perception ( Seeing ) check against the caster's spellpower. Failure leads to being temporarily blinded for 30 seconds ( 2 Rounds) and being unable to take any actions beside " Defend ", "Guard-up", and " Stand Firm "