Crescent Moon
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In the distant past these lost magics comprised part of the elven
discipline of the Crescent Moon (Eldarin: Cunevanda “the path/way of
the crescent moon/bow”).
Crescent Moon magics may be used in conjunction with the skill that
survives as archery knowledge of the Erelheine under the name Kyujutsu. When used in this way, the
additional free actions that skill grants at Ranks 5 & 10 may also
be used with the Summon Bow talent.
Note: Crescent Moon spells are
cast in the same fashion as for other spells; a magical Pass action to
Prepare and a Fire action to Cast. They differ with respect to
the standard confinement restrictions in that the Adept need not have a
free hand to cast, but instead may only cast them when holding a
prepared bow and, unless specified otherwise, a loaded arrow. The usual
sequence for these spells is:
- Load (Pass action)
- Prepare (Magical Pass action)
- Cast (Magical Fire action)
- Aim [optional] (Pass action)
- Fire (Fire action)
Because of this, it will not generally be possible to both enchant an
arrow with one of these spells and use Snapshooting (where loading is
part of the Fire action). Only a single Crescent Moon spell may be
present on an arrow. (e.g. it is not possible to enchant an arrow with
Mage Arrow and then cast Deathwind on it).
Summon Bow (CM Talent-1)
Range: 5 feet +5/Rank
Duration: Immediate
Experience Multiple: 50
Base Chance: 40% +3/Rank
Target: Bow
Effects:
The Adept may use a Pass action to summon to their hand a
bow that is within range, and either within sight or as familiar to the Adept
as is needed for a spell of Location. The bow must be able to traverse the
intervening space. (e.g. it is not possible to summon a bow through a solid wall,
but through the bars of a cage is acceptable). The bow is Prepared upon
arrival. Alternatively, the Adept may use this talent to un-prepare and put
away a Prepared bow. The bow may only
be either stowed amongst the Adept’s possessions (e.g. slung on back), or
returned to the spot from which it had been summoned with the immediately
previous use of this talent. (e.g. the Adept may “borrow” a bow by summoning it
with one use of this talent, use it for a while, and then return it with the
next use of the talent). The talent will always succeed, regardless of the cast
Check, but if the Cast Check is failed there is a 1 FT cost.
Mage Arrow (CM Spell-1)
Range: Touch
Duration: 10 seconds + 10/Rank
Experience Multiple: 200
Base Chance: 30%
Resist: None
Storage: None
Target: 1) Arrow, 2) Special
Effects: The Adept enchants an
arrow to increase its Strike Chance by 2% (+ 2 / Rank) and its Damage
by 1 (+ 1 / 2 full Ranks). Optionally the Adept may use the spell to
create an arrow (and cast without an arrow already loaded, making
Snapshooting possible). A created arrow appears glowing blue and
has the characteristics of a standard arrow but only gains 1% (+ 1 /
Rank) to its Strike Chance and 1 (+ 1 / 4 full Ranks) to its Damage
from this spell. Mage Arrow costs 1 FT to cast. (In areas of
unusual mana its FT cost is calculated as for a GK spell).
Heart Seeker (CM Spell-2)
Range: Touch
Duration: 10 seconds + 10/Rank
Experience Multiple: 300
Base Chance: 25%
Resist: None
Storage: None
Target: Arrow
Effects: The Adept enchants an
arrow to magically seek out and strike an object or entity. The target
must either be in sight when the spell is begun, or have been seen by
the Adept in the past 30 seconds (+10 / Rank) or be as familiar to the
Adept as is needed for a spell of Location. Once the arrow is
fired it will fly towards its intended target, whipping around corners
and obstacles as needed, up to the full range of the weapon. The
Adept’s Strike Chance will be reduced by the distance traveled,
but will not be reduced by the arrow turning corners or avoiding
obstacles. The spell will not however lower the target’s personal
defence (e.g. it can avoid the wall they are sheltering behind but
cannot negate their shield). There must be a path capable of being
traveled by an arrow to the target; if there is not, the arrow will
impact the impenetrable obstacle as close to the target as possible. A
Heart Seeker arrow will miss its intended target if the Strike Chance
fails, but it will not strike an unintended target. Because of this it
may be shot into Melee or even Close combat with no chance of
accidentally striking the wrong target..
Deathwind (CM Spell-3)
Range: Touch
Duration: 10 seconds + 10/Rank
Experience Multiple: 350
Base Chance: 20%
Resist: None
Storage: None
Target: Arrow
Effects: The Adept enchants an
arrow to magically divide as it is fired and to strike at multiple
targets. The arrow divides into 2 (+1 per 2 full Ranks) identical
arrows. One target must be designated the primary target. They receive
the original arrow and the magical replicas may strike at targets the
Adept desires within 10 feet (+5 per 2 full Ranks) of the
primary. No more than 1 (+1 per 10 full Ranks) arrows may be
directed at the same target.
Copyright
2005, Martin
Dickson.