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Project: Lion‎ > ‎

Land of Leonas:Elemental Energy Magic System


Concept
Through the Land of Leonas Elemental energy swirls about in reckless and chaotic directions. Few gifted channelers can harness these energies to perform many amazing feats many times swaying the result of a battle.

Channelers
Channelers have and additional attribute know as Power(Pwr) the value of this stat determines how effective the user is at gathering and channeling potential energy on the battlefield. To determine the value of this attribute use the Shg table from Unbridled Fury rule book.

Each Channeler is limited in the amount energy they can channel without suffering severe damage. All Channelers have one primary element they can channel and may have many secondary elements Channelers are however limited in the elements they can control.

Building a channeler profile is not must different that any other profile the major difference are that  a channeler sill always be a PA 8 regardless of point cost and in addition to the additional attribute the channler will have 1 primary element and up to 2 secondary abilities.

Point Costs for Additional Profile traits

Pwr attribute: use the Shg table from Unbridled Fury
Primary Element of Earth,Fire,Air,Water:: 50points
Primary of Light or Darkness::75 points

Secondary Element of Earth,Fire,Air,Water
::25 points
Secondary Element of Light or Darkness::50 points

Channelers may not control opposing elements.

The elements
Light opposed by Darkness
Earth opposed by Air
Fire opposed by Water


Determining Battlefield Energies
Prior to deployment each player rolls a d20 for each channeler's elements in their army. The roll on the die determines the level of energy available for each element. In the case that multiple elements being rolled the highest roll determines the energy level

Channeling
Each Channeler has access to a variety or effects that can range from creating a wall of water to blasts of air that throw enemy troops about the battlefield. Each effect has a certain energy required in order for it to be channeled. In order to a mage to channel an effect the current level of the battlefield must be at least equal to the level required by the effect. In addition many effects have optional effects are can become larger if more energey is feed into them. In additional the the energy levels required many effects require great concentration on the part of the channeler can can require multiple activations to achieve the effect.

Counter Channeling
A side effect of the energies on Leonas is that each energy has an equal opposite energy meaning that any effect that is powered by on energy source can possible be negated by is opposite energy force. Counter Channeling is very dangerous for both channelers involved since the resulting energy feedback can wound and even kill.

Channeling Mechanics
Channeling is very similiar to shooting with a few additions here is how channeling and counter channeling works.

The Active player announces that his channeler is going to channel and spends at least activation to begin concentrating. While concentrating the channeler may not move or become engaged in any way. If this happens their concentration is broken and all activation spent are lost. The channeler may continue to concentrate until enough activations have been used on the channeler for the effect to resolve. Channeling requires the entire activation to preform channelers may not move or preform any other actions while channeling.

To Resolve the effect the following steps are taken

  1. The channeler announces the effect and any additional energy they are going to put into the effect. Energy can be used to add optional effects or increase Pwr attribute of the channeler temporary.Additional energy that is used to increase attributes may be pulled from other energy sources available to the channeler
  2. Any reactive channeler within LoS can use the opposite energy to attempt to counter the effect. To do this the current battlefield level must be at least equal to the level of the Effect. Additionally the reactive channeler may choose to add additional energy provided the energy level of the battle field is sufficient to increase their Pwr score. Additional energy that is used to increase attributes may be pulled from other energy sources available to the channeler
  3. Regardless if the effect is going to be countered or not the Active Channeler must roll a d12 and add there Pwr to the roll. The total must be greater than the level of the effect plus 5 in order to go off, if a secondary element is being used to call an effect an addition +2 is added to the difficulty. If the effect is being countered the reactive player must roll a d12 and add their Pwr to the roll. If it is greater than the active player the effect is countered. If the counter roll is double than the channeler's roll the channeler receives a wound from the feedback. If the Active Channeler is successful the effect resolves as it is described plus any additional optional effects.

Channelers cannot channel more additional or optional energy than their Pwr Attribute.

Once the effect is resolved energy levels on the battlefield must be adjusted. Any additional or optional energy used lowers the overall energy level of the battlefield for the particular element used. Also any time an effect fails and is not countered that energy is lost from the battlefield as well as any additional energy forced into the effect.

Channeling is also effected by lucky/ unlucky rolls, which can lead to wounding and possible death.
Elemental Effects
Blast of Air
Level: 3 Air
Concentration: 2
Target: Location
Effect:
    A blast of air rushes from the channeler forcing back any models within a 18in long 3in wide corridor from the front center of the channeler. Models who Fgt score is less than the effect roll at are partially inside the path of the blast are thrown 1d6 inches directly away from the channeler. If the effect roll is double a models Fgt score that model receives a wound in addition to being moved.

Duration: Instant

Options:
    1 Level of Air: Coridor may be widened 1in and extended 1in

Levitation
Level: 2 Air
Concentration:1
Target: Model
Effect:
    The air around a fighter forces them into the air,helplessly floating about the battlefield.Target model is lifted from the field, they may not fight in close combat with models on the ground. Ranged attacked against them gain an additional +1 modifier. The channeler may choose to abruptly stop the effect dropping the target to the ground, or ease off the effect gently lowing the target to the ground. If a model is dropped from the sky with this effect they must take an armor test with a 1d6 penalty.Fairlure results in a wound, this rull is effected by lucky,unlucky rolls.

Duration: 
    Target will remain in effect as long as the channeler continues to concentrate and maintains LoS to Target,or chooses to stop the effect


Options:
    1 Level of Air: An additional target may be selected when resolving the effect.

Wind Wall
Level: 4 Air
Concentration: 3
Target: Unit or Model
Effect:
    A curtain of air deflects any incoming missile weapons fired into it.Unit or model targeted by Wind Wall may not be damaged by ranged weapons while Wind Wall is up.

Duration:
    Wind Wall will remain in effect as long as the channeler continues to concentrate and maintains LoS to Target,or chooses to stop the effect

Minor Air Elemental
Level: 6 Air
Concentration: 5
Target: Unit or Model
Effect:
    A being of pure air is summoned undercontrol of the channeler.The elemental is considered part of the summoning army as long as it remains under control of the summoner.

Duration:
  The summoned elemental will remain under control of the channeler provided that they continue to concentrate and maintain LoS to elemental. If the channeler breaks concentration or LoS is broken the Elemental will move and attack the closest unit. At the end of the turn the Elemental will dissipate.

Minor Earth Elemental
Level: 6 Air
Concentration: 5
Target: Unit or Model
Effect:
    A being of pure earth is summoned under control of the channeler.The elemental is considered part of the summoning army as long as it remains under control of the summoner.

Duration:
  The summoned elemental will remain under control of the channeler provided that they continue to concentrate and maintain LoS to elemental. If the channeler breaks concentration or LoS is broken the Elemental will move and attack the closest unit. At the end of the turn the Elemental will dissipate.

Minor Fire Elemental
Level: 6 Air
Concentration: 5
Target: Unit or Model
Effect:
    A being of pure earth is summoned under control of the channeler.The elemental is considered part of the summoning army as long as it remains under control of the summoner.

Duration:
  The summoned elemental will remain under control of the channeler provided that they continue to concentrate and maintain LoS to elemental. If the channeler breaks concentration or LoS is broken the Elemental will move and attack the closest unit. At the end of the turn the Elemental will dissipate.

Minor Water Elemental
Level: 6 Air
Concentration: 5
Target: Unit or Model
Effect:
    A being of pure earth is summoned under control of the channeler.The elemental is considered part of the summoning army as long as it remains under control of the summoner.

Duration:
  The summoned elemental will remain under control of the channeler provided that they continue to concentrate and maintain LoS to elemental. If the channeler breaks concentration or LoS is broken the Elemental will move and attack the closest unit. At the end of the turn the Elemental will dissipate.

Minor Light Elemental
Level: 6 Air
Concentration: 5
Target: Unit or Model
Effect:
    A being of pure earth is summoned under control of the channeler.The elemental is considered part of the summoning army as long as it remains under control of the summoner.

Duration:
  The summoned elemental will remain under control of the channeler provided that they continue to concentrate and maintain LoS to elemental. If the channeler breaks concentration or LoS is broken the Elemental will move and attack the closest unit. At the end of the turn the Elemental will dissipate.

Minor Darkness Elemental
Level: 6 Air
Concentration: 5
Target: Unit or Model
Effect:
    A being of pure earth is summoned under control of the channeler.The elemental is considered part of the summoning army as long as it remains under control of the summoner.

Duration:
  The summoned elemental will remain under control of the channeler provided that they continue to concentrate and maintain LoS to elemental. If the channeler breaks concentration or LoS is broken the Elemental will move and attack the closest unit. At the end of the turn the Elemental will dissipate.