Trappings

Trappings: You automatically get to apply one trapping and one associated affect to any spell. While each class and spell has appropriate trappings, these should not limit you, especially if you have a creative setting idea. Ask your GM if you have an idea that you think fits. You may add additional trappings onto a spell for +2 PP, and an additional trapping effect for +1 PP, both of which are cumulative.

Trappings act as a modifier, and are permanent on the spell unless changed when changing a spell.

If a trapping deals a certain type of damage, this generally has no affect unless targeting a creature with a weakness, resistance or Immunity to that affect. If no type is listed it can be inferred to be physical or raw magical energy. Physical damage is resisted by and magic has to resist vs magic resistances. Nothing deals heavy damage unless specifically stated.

If you add a status trapping onto a spell that has the same status (such as a blind trapping on the blind spell) you decrease the cost to augment that spell by 1 PP. You may augment it further if allowed by the spell.

All abilities that affect a target without a save on an instantaneous spell last for 1 round.

Acid: Deals Acid damage.
Free – DV/2(rounded up). Use Grit to soak
Free – Fatigue (1)
Free – +1 to Grit saves
Free – May augment with the elemental (acid) subtype for 2 schtick points less than normal.
1 PP – Does its damage -3 DV next round.
1 PP – Fatigue (2)
3 PP – Heavy weapon damage
2 PP – Fatigue (3)
2 PP – Gain acid resistance
4 PP – Gain acid immunity

Air Physical
Free – Push (2)
Free – +1 MP per round
Free – May augment with the elemental (air) subtype for 2 schtick points less than normal.
Free – +1 to Willpower saves
1 PP – Creates a storm cloud that obscures as darkness does.
1 PP – Push (3)
2 PP – Push (4)

Animal Physical
Free – When augmenting with the animal subtype you gain 2 additional schtick points to distribute.
Free – +1 to ride as long as it’s on an animal.
Free – +1 sprint speed
Free – +1 swim, climb or jump
Free – Detection +1
Free – Knockdown
Free – Knockdown (1)
1 PP – Speak with animal
2 PP – Grants Climb, Low Light Vision or Swim
1 PP – Knockdown (2)
1 PP – Poison (1)
2 PP – Knockdown (3)
2 PP – Poison (2)
3 PP – Grants Burrow, Darkvision, tremorsense or Scent
3 PP – Poison (3)
4 PP – Grants Blindsight

Artifice Artifice deals physical damage.
Free – May augment with the construct subtype for 2 schtick points less than normal.
1 PP – When damaging a barrier you ignore the objects soak.
1 PP – Spell is a trap, set to go off under a specific set of circumstances as prescribed by the spell. Make a willpower save to set the threshold to detect and disable the trap.

Cold: Deal cold damage
Free – Ice is not counted as difficult terrain.
Free – Gain a climb speed that only works on ice and snow.
Free – May augment with the elemental (cold) subtype for 2 schtick points less than normal.
Free – +1 to Willpower saves
Free – Freeze (1)
1 PP – Grants an additional +2 armor vs ice, cold, fire and heat, but any fire spell directed at the target requires an opposed willpower roll, and on a draw the spell is dispelled along with the spell being cast, while on a loss your spell is dispelled and the spell that dispelled it takes full effect.
1 PP – Freeze (2)
2 PP – Freeze (3)
2 PP – Gain cold resistance
4 PP – Gain cold immunity

Darkness Raw Magicka Damage
Free – Grants a +1 to stealth
Free – Entangle (1)
Free – Blind (1)
1 PP – reduces light in radius by 1.
1 PP – Entangle (2)
1 PP – Blind (2)
2 PP – Blind (3)
3 PP – Reduces light in radius by 2.
2 PP – Entangle (3)

Death: Deal negative energy damage
Free – May augment with the undead subtype for 2 schtick less.
Free – Fear (1)
1 PP – Mindless undead ignore the target thinking it is one of their own.
1 PP – Fear (2)
2 PP – Fear (3)
1 PP – Terror (1)
2 PP – Terror (2)
3 PP – Terror (3)

Disease: Deals disease damage
Free – Sickened (1)
1 PP – Sickened (2)
2 PP – Sickened (3)
1 PP – Nauseated (1)
2 PP – Nauseated (2)
3 PP – Nauseated (3)
Free – +1 on saves vs disease
Free – DV/2(rounded up). Use Grit instead of soak.
2 PP – Gain disease resistance
4 PP – Gain disease immunity

Divination: None – not usable for damage spells
Free – Detect Scrying
Free – +1 to discernment or detection
3 PP – +1 insight bonus to one roll each round
1 PP – Immune to gang up.
2 PP – May always act in the surprise round.
4 PP – Supernatural Insight. Gain +10 starting AP.

Earth: Deals physical damage
Free – AP -1
1 PP – AP -2
1 PP – +1 to armor (stacks)
Free – Knockdown (1)
1 PP Knockdown (2)
2 PP – Knockdown 3
Free – May augment with the elemental (earth) subtype for 2 schtick points less.
1 PP – Spell is made with real earth so gains a duration of permanent.
Free – +1 to Vigor saves
Free – Ignore earth based difficult terrain.
3 PP Pit – Pit opens up intelligence deep. Take impact damage as a fall, and takes a climb (2) check to get out of.
1 PP – The attack comes out of the earth, ignoring all cover. Cannot target someone who is not standing on earth.

Emotion Does not affect nonintelligent undead, constructs, swarms or anyone with the Mindless quality. Deals magical damage.
Free – Fear (1)
1 PP – Fear (2)
2 PP – Fear (3)
Free – Confusion (1)
1 PP – Confusion (2)
2 PP – Confusion (3)
Free – +1 to intimidate, bluff or diplomacy
Free – +1 to Grit saves
Free – DV/2(rounded up). Soak with willpower instead of soak.

Energy. Energy spells are powered by raw magical energy.
1 PP – Affects are cut in half, but can stack with other similar Affects(such as Darkvision or armor).
1 PP – Steals a spell or reflects it back on a success only
Free – Duration is extended for 1 additional round. If concentration the spell last 1 additional round after concentration ends.
Free – Spell does not make an attack roll, but automatically hits. Always considered a draw on threshold hit. DV -2.
Free – Stagger (1)
1 PP – Stagger (2)
2 PP – Stagger (3)
Free – Stun (1)
1 PP – Stun (2)
2 PP – Stun (3)

Evil/Chaos: Deal negative energy damage

Fire Does fire damage
Free – Catch Fire (1)
1 PP – Catch Fire (2)
2 PP – Catch Fire (3)
Free – Lashes Out – once per round as a move action the spell attacks an adjacent character: ACC: Willpower DV 10, AP -1.
3 PP – Enhanced Lash Out: ACC: Willpower DV 15, AP -3
Free – May augment with the elemental (earth) subtype for 2 schtick points less.
Free – +1 to starting AP
Free – Leaves a cloud of smoke behind that creates a condition of basic darkness.
Free – +1 to Grit saves
2 PP – Gain fire resistance
4 PP – Gain fire immunity

Force Deals physical damage.
Free – Disarm (1)
1 PP – Disarm (2)
2 PP – Disarm (3)
Free – Knockdown (1)
1 PP – Knockdown (2)
2 PP – Knockdown (3)
3 PP – Heavy Weapon
Free – +1 to Vigor saves
2 PP – Gravity – Crushing gravity. If flying you are pushed to the ground at net hits willpower. If you impact the ground take damage as if falling.
3 PP – Reverse Gravity – Loose all gravity. Must make a fly check (2) to move at half speed or (3) for full speed.

Good/Law Deals positive energy damage
Free – Does not affect good creatures and half as effective vs neutral creatures. -2 AP vs evil creatures.
Free – May augment with the Outsuder (good) subtype.
Free – Change target of a self spell to touch

Illusion Deals magical damage
Free – +1 to stealth or bluff
Free – Power can mimic any trapping but has a save vs willpower vs willpower. On a draw thresholds are reduced by 1, soak is affective on 4, 5 and 6, and other tangibles are cut in half. On a save the target suffers no effect.
Free – Creates a duplicate illusion. The duplicate can be moved as a move action, up to the spells first range increment. Once interacted with the duplicate fades from existence.

Language Dependent Target’s must know a language. Anyone who does not speak a language in unaffected. Deals magical damage
Free – Spell target’s only people who can understand a specific language.
Free – Spell excludes people who understand a certain language.
Free – Spell is command word activated. Lasts for 1 Hour after casting, and when read the spell goes off. This can also be used to set traps. For +2 PP the spell lasts until you sleep.
Free – DV/2(rounded up). Soak with willpower instead of soak.

Life. Life effects can only damage undead. Does magical damage.
Free – +1 to medic roll
Free – revitalize – may direct part of the spells energy to healing, curing or succor affliction by directing a number of hits that direction, but all thresholds are increased by 1(so you only heal hit points starting on your 2nd hit, you only reduce status effects after the first hit, etc.)
Free – Lifelink – whenever a target takes damage you take half the hits (rounded up). These hits are not further reduced through fortitude or toughness, though they can be healed normally.
Free – +2 DV and -2 AP vs undead

Light
Free – DV +2 & AP -2 vs undead
Free – Light level increased by 1 level in the spell radius or within 10 hexes.
Free – +1 to detection
Free – Blind (1)
1 PP – Blind (2)
2 PP – Blind (3)
Free – Counts as sunlight dealing +4 DV and ignoring armor vs those affected by sunlight.

Lightning: Deals electrical damage.
Free – Stagger (1)
1 PP – Stagger (2)
2 PP – Stagger (3)
Free – AP -1
1 PP – Chain – may chain the spell to up to 3 targets. Each target is the starting point for the next attack, so you can surpass your range with these spells. Inanimate objects can also be used to chain the spells.
2 PP – Gain electricity resistance
4 PP – Gain electricity immunity
Free – +1 to accuracy vs creatures wearing metal armor or wielding primarily metal weapons.
Free – The attack comes out of the sky, ignoring all cover. Attack can only be used when the target is under an open sky.
Free – +1 to Willpower saves
Free – May augment with the elemental (lightning) subtype for 2 schtick points less than normal.

Magma Deals fire and physical damage.
Free – Leaves difficult terrain behind.
3 PP – Heavy weapon damage.
Free – +1 to Grit saves
Free – Attack pops out of the ground, ignoring all cover. Can only be used on open earth, the presence of buildings, worked roads, etc stop this spell from targetting.
1 PP – disentegrate – +1 DV. If a target is killed by this attack his body distenegates destroying the target. Gear is usually kept intact.
Free – +1 Armor
Free – May augment with the elemental (magma) subtype for 2 schtick points less than normal.

Mind Affecting
Free – Fear (1)
1 PP – Fear (2)
2 PP – Fear (3)
Free – Confusion (1)
1 PP – Confusion (2)
2 PP – Confusion (3)
3 PP – Threshold +1
1 PP – Mind Link – link yourself with target’s of the spell, allowing for mental communication
Free – DV/2(rounded up). Soak with willpower instead of soak.
Free – +1 to willpower saves

Pain
1 PP – Bleed (1)
2 PP – Bleed (2)
3 PP – Bleed (3)
1 PP – Ignore 1 level of fatigue
Free – Damage done is nonlethal damage, AP – 2.
Free – DV/2(rounded up). Soak with vigor instead of soak.

Physical Deals physical damage
3 PP – Heavy weapon damage
Free – +1 DV
Free – +1 Armor
Free – May add a tier 1 crafting upgrade to effect
Free – +1 to Vigor

Plant
Free – Entangle (1)
1 PP – Entangle (2)
2 PP – Entangle (3)
Free – Pull (2)
1 PP – Pull (3)
2 PP – Pull (4)
Free – Thorny -1 AP
1 PP – Thorns: -2 AP
1 PP – Barkskin – +1 Armor
1 PP – Photosynthesis – can subsist on sunlight.
1 PP – Spell is a trap, set to go off under a specific set of circumstances as prescribed by the spell. Make a willpower save to set the threshold to detect and disable the trap. Requires plants nearby to set.

Poison Deals poison damage
Free – DV/2 (rounded up) AP: Ignores armor.
Free – DV/2(rounded up). Soak with Grit instead of soak.
Free – Stagger (1)
1 PP – Stagger (2)
2 PP – Stagger (3)
Free – +1 on saves vs poison
1 PP – Leaves a cloud of poison behind where it is hard to breathe. Opponents in the cloud must make a stagger (2) save vs poison each round.
1 PP – Potent: Poison is so potent it reduces poison resistance to no resistance and poison Immunity to poison resistance.
2 PP – Gain poison resistance
4 PP – Gain poison immunity

Sonic Does sonic damage
Free – Deafen (1)
1 PP – Deafen (2)
2 PP – Deafen (3)
Free – Knockdown (1)
1 PP – Knockdown (2)
2 PP – Knockdown (3)
1 PP – DV -5, ignores armor
Free – Attack works normally underwater. DV +1.
3 PP – Heavy Weapon Damage
Free – DV/2(rounded up). Soak with vigor instead of soak.

Time
1 PP – You may cast the power as an immediate action.

Water
Free – Push (2)
1 PP – Push (3)
2 PP – Push (4)
2 PP – Soothing – ignore a level of fatigue.
Free – +1 to swim
3 PP – Gain a swim speed
Free – Reduce swim MP penalty by 1.
2 PP – Can walk on water for the duration of the spell.
Free – +1 Willpower saves
Free – May augment with the elemental (water) subtype for 2 schtick points less than normal.

Force = psychokinesis
Trappings to add:

  • Trap trapping
  • Dancing
  • Make the spell a free or immediate action when successfully hit
  • Change damage type
  • Metamagic: quicken, extend, enlarge, etc.
  • target treats caster as friendly
  • transfer a condition to yourself
  • Bleed damage
  • resistance to negative energy
  • Ignore difficult terrain of a type
  • Unarmed weapon type
  • Call fire
  • Ash cloud blind
  • reduce resistance/Immunity
  • Reduce armor penalty
  • increase attribute skill by 1 round
  • temp HP
  • chose one target – can expend recovery rate as if on a short rest.
  • can activate when attacked, etc.
  • deep cover identity
  • Steal spell
  • tremorsense
  • Save bonuses
  • water walk
  • Energy absorption
  • reflect spell
  • Change energy type
  • extend duration after concentration ends

Trappings

BASICS 2.0 underableedingsun