Deleriad
Mongoose
As far as I know, spells with the Resist (Evade) trait can generate Combat Manoeuvres just like any other Ranged Attack. This leads me to wonder whether it would be cool to add Spell Manoeuvres to other resistable spells. So, if you successfully cast a spell at an opponent who fails a Resilience or Persistence roll then as well as the spell taking effect, you also get a spell manoeuvre against them. (Clearly spells like Bladesharp don't have the resist trait so aren't part of this).
If there are multiple targets (or people in the area of the spell) then the same manoeuvre would have to be selected against all.
As a first pass I've come up with the following. Some SMs are generic while others are limited to just one type of spell or only if criticals are achieved. Not all SMs will be useful in all cases. E.g. Using Choose Location with a Befuddle is a bit pointless. Finally the caster does not have to choose a SM: handy when trying to cast a resistable spell on an ally.
Bash Opponent (Evade only)
Bypass Armour (crit only)
Choose Location
Disarm Opponent (Evade only)
Maximise Damage (critical only)
Sunder Magic (critical only)
Soul Blast
Weaken (Resilience only)
Stun Location (Resilience only)
Scramble (Persistence)
Susceptible (Persistence)
Sunder Magic. One spell affecting the target of less Magnitude than the attacking spell is dismissed. If the caster can see spells on target then the caster can choose, if not it affects the highest Magnitude spell it can manage. (This may occasionally be helpful to the target).
Soul Blast. As well as the usual effects, the spell strips the target of 1D3 MPs (to a minimum of zero).
Weaken. The target gains a level of Fatigue from the wracking effect of being malignly enchanted.
Scramble: The target cannot cast magic for their next 1D3 Strike Ranks. This includes spells fired as a defensive reaction.
Susceptible: Target's Persistence when used to resist this spell from this caster is reduced by 5% for the rest of the target's life. This is stackable and, if the modifier is enough to reduce the target's Persistence to zero then the target may start to suffer the spell's effects at random even when the spell is not effect.
If there are multiple targets (or people in the area of the spell) then the same manoeuvre would have to be selected against all.
As a first pass I've come up with the following. Some SMs are generic while others are limited to just one type of spell or only if criticals are achieved. Not all SMs will be useful in all cases. E.g. Using Choose Location with a Befuddle is a bit pointless. Finally the caster does not have to choose a SM: handy when trying to cast a resistable spell on an ally.
Bash Opponent (Evade only)
Bypass Armour (crit only)
Choose Location
Disarm Opponent (Evade only)
Maximise Damage (critical only)
Sunder Magic (critical only)
Soul Blast
Weaken (Resilience only)
Stun Location (Resilience only)
Scramble (Persistence)
Susceptible (Persistence)
Sunder Magic. One spell affecting the target of less Magnitude than the attacking spell is dismissed. If the caster can see spells on target then the caster can choose, if not it affects the highest Magnitude spell it can manage. (This may occasionally be helpful to the target).
Soul Blast. As well as the usual effects, the spell strips the target of 1D3 MPs (to a minimum of zero).
Weaken. The target gains a level of Fatigue from the wracking effect of being malignly enchanted.
Scramble: The target cannot cast magic for their next 1D3 Strike Ranks. This includes spells fired as a defensive reaction.
Susceptible: Target's Persistence when used to resist this spell from this caster is reduced by 5% for the rest of the target's life. This is stackable and, if the modifier is enough to reduce the target's Persistence to zero then the target may start to suffer the spell's effects at random even when the spell is not effect.