I covered the dysha damage charts in the first post of this Skyrealms of Jorune series.
https://samwise7rpg.blogspot.com/2022/08/brp-skyrealms-of-jorune-part-1.html
Last Update: 10/6/22
The Jorune Dysha costs are half (rounded down) from the 2nd edition Jorune source material for this BRP hack. I cut the bundle costs in half too.
DYSHAS OF DESTI: THE RED HARBINGERThese violent red dyshas take the form of bolts.
LIGHTNING BLAST
IP: 5 Range: 40 meters
Duration: Instantaneous
Description: This most basic and least subtle of dyshas inflicts damage that burns the victim. Roll damage. It may be bundled (+2 IP) for range and to target extra victims. Extra IP can also be spent to modify the damage roll.
STIFF
IP: 7 Range: 40 meters
Duration: Instantaneous
Description: This bolt causes the target’s limbs to jerk into a fully extended and painful pose. Roll damage. On a failed Strength Effort roll, the victim drops anything he or she is holding. On a failed Agility Dodge roll, the victim falls over. Stiff may be bundled (+3 IP) for range and to target extra victims. Extra IP can also be spent to modify the damage roll.
FROST BOLT
IP: 10 Range: 20 meters
Duration: Instantaneous / 1D10 rounds
Description: This dysha is a bolt of intense cold that causes damage to its target. Victims of this bolt move half as fast for 1D10 rounds if they fail a Strength Effort roll. Roll damage. It may be bundled (+5 IP) for duration, range, and/or to target extra victims. Extra IP can also be spent to modify the damage roll.
IP: 20 Range: 20 meters
Duration: Instantaneous
Description: This fiery lightning bolt inflicts damage and may cause knockback (BRP page 197). Roll damage. It may be bundled (+10 IP) for range and to target extra victims. Extra IP can also be spent to modify the damage roll.
IP: 25 Range: 10 meters
Duration: Instantaneous
Description: This electric bolt ignores all armour worn by the target, and damages only living tissue. Roll damage. Crystal armor blocks all damage from this dysha but the armor will be destroyed by it. It may be bundled (+12 IP) for range and to target extra victims. Extra IP can also be spent to modify the damage roll.
DYSHAS OF DU: THE ILLUMINATOR
These dyshas are orange orbs that emit intense light and/or heat.
IP: 1 Range: 40 meters
Duration: Special
Description: An Orb of Light may be brightly radiant or dimly glowing, as the caster prefers. A bright orb gives off light equal to a torch and lasts for about an hour, while the dimmer version is equivalent to a candle and lasts for a whole day if required. The orb can be unwoven at any time by its creator. It remains in one place unless the caster moves it, which requires one hand. It may be bundled (+1 IP) for range or duration.
FLINGERS
IP: 5 Range: 40 meters
Duration: Instantaneous
Description: This dysha creates tiny orbs which deal damage to a target (or split damage between up to 5 targets). Roll damage. Flingers may not be bundled. Extra IP can however be spent to modify the damage roll.
QUANTUM
IP: 7 Range: 20 meters Duration: Instantaneous
Description: An orb that radiates heat that can burn a single victim. Roll damage. Quantum cannot be bundled. Extra IP can however be spent to modify the damage roll.
IP: 5 Range: 20 meters
Duration: Instantaneous
Description: An orb of heat, similar to Quantum but more intense. Roll damage. It may be bundled (+2 IP) for range and to target extra victims. Extra IP can also be spent to modify the damage roll.
IP: 15 Range: 10 meters
Duration: Instantaneous
Description: When it reaches its target, this orb explodes in a blast of destructive heat and force. Roll damage. Full damage is inflicted on anyone within 1 metre of the blast point. Those nearby may also be affected. Subtract one die of damage for every metre’s distance from the center of the explosion. It may also cause knockback (BRP page 197). Crater may be bundled (+7 IP) for range, and area of effect. Extra IP can also be spent to modify the damage roll.
DYSHAS OF EBBA: THE SENDER
The yellow orbs of Ebba exert force, pushing or holding their targets.
POWER ORB
IP: 2 Range: 40 meters
Duration: Instantaneous
Description: This unsubtle orb is the isho equivalent of throwing a rock or blunt object. Roll damage. It may cause knockback (BRP page 197). Power Orb may be bundled (+1 IPs) for range and to target extra victims. Extra IP can be spent to modify the damage roll.
FORCE
IP: 5 Range: 30 meters
Duration: Instantaneous
Description: A larger, slower form of Power Orb, this dysha pushes things away from the caster. A targeted creature may try to resist by holding onto something immobile and making a Strength Effort roll. If this fails, the target is pushed back 1 metre for every 5 IPs in the orb (creatures of larger size are pushed less far). It may be bundled (+2 IPs) for range, to target extra victims, or to push targets back further.
TUMBLE
IP: 5 Range: 0
Duration: Special
Description: This orb prevents deadly falls. The caster holds onto the orb, which exerts a frictional force against the ambient isho, slowing the caster’s descent. Subtract 50m from the distance fallen to determine damage. You can’t bundle Tumble.
LEVITATEIP: 5 Range: 0 Duration: 10 rounds
Description: This orb lifts the caji straight up at 3m per round. A small amount of lateral motion is possible (an arm’s length) and the caji can use an object such as a pole in his or her free hand for leverage and control. When the orb expires, the caji must have somewhere to stand or something to hold onto to prevent falling at a rate that is half of the normal rate. Levitation may be bundled (+2 IPs) to extend its duration or to target a nearby target.
IP: 5 Range: 10 METERS
Duration: 1 minute
Description: This orb hits and stretches around a living creature. It remains stationary, restraining the target. Larger size creatures can break free with a Strength Effort roll. It may be bundled (+2 IP) for range, and if bundled larger size creatures can't break free.
SPINNER
IP: 20 Range: 5 METERS
Duration: 6 rounds
Description: The target spins in place multiple times which disorients them. They get a -30 penalty to: Attacks, Dodging, Parrying, and/or Shields, and this penalty also applies to all other skills. The target also takes 1 damage for every round that they spin. It may be bundled (+10 IP) for duration or to double the penalties.
IP: 20 Range: 5 METERS
Duration: 1 round
Description: The orb hits and stretches around a part of the target's body and begins to tighten around it dealing damage, and at the end of the round it can remove limbs. Roll damage. It may be bundled (+10 IP) to target additional parts of the target's body, or to target additional targets simultaneously. If it stretches around armor it deals only 1/2 crushing damage and it will not cut off a limb.
DYSHAS OF LAUNTRA: THE FLOW
The soft green isho of Launtra flows over the surface of the body.
IP: 2 Range: 0
Duration: 1 round
Description: The caster trickles isho over his or her entire body which flickers with isho energy and becomes blistering hot. The caster is protected from the heat, but if he or she touches an opponent (use the Brawling skill to determine if the blow connects) the victim sustains heat damage. This dysha may be used to kindle fires. Roll damage. It may be bundled (+1 IPs) for duration. Extra IP can be spent to modify the damage roll.
HEALER
IP: 7 Range: 0
Duration: 1 minute
Description: The caster can speed the natural healing process by trickling isho over his or her palms and apply the energy to the recipient’s injuries. The wounded character regains 2D6 lost hit points. Healer may be bundled (+3 IPs) to extend its duration and its healing effect. Note: this Dysha will not heal any damage caused by Power vine, or damage sustained from: a Shanthic Artifact, a Dysha cast by a Shantha, or from Shanthic weapon.
NIGHT EYES
IP: 1 Range: 0
Duration: 1 round
Description: By trickling a small amount of isho over his or her eyes, which glow softly green for the duration, the caster amplifies available light, enabling him or her to see normally in almost total darkness. It may be bundled (+1 IP) for duration and to cast it on other targets.
FAINT TOUCH
IP: 1+ Range: 0 Duration: 2D6 minutes
Description: Using this dysha, the caster can flip an opponent’s isho around, causing unconsciousness. The more isho the target has, the more energy the caster must use. The caster must expend 1 IP for every 3 IPs (or fraction thereof) the target has. Multiply the target’s current IP by 5 to determine the percentage chance of them fainting. A creature who succumbs to Faint Touch will remain unconscious for 2D6 minutes. It may be bundled (at half of the IP cost) for duration.
QUIET
IP: 5 Range: 0
Duration: 1 minute
Description: By trickling isho over his or her body, the caster muffles all sounds he or she makes. Normal, relatively quiet sounds (breathing, footsteps, and the like) are completely silenced. Stealth becomes an automatic action (BRP page 175). Loud noises (shouting, sword-fighting, etc.) are still audible, though significantly reduced in volume. Bundling (+2 IPs) may be used to extend the dysha’s duration, or to affect more targets other than yourself.
SPIDER GRIP
IP: 5 Range: 0
Duration: 1 minute
Description: Isho energy covers the Caji's hands and feet and allows them to climb and hold onto any sheer surface. Bundling (+2 IPs) may be used to extend the dysha’s duration, or to affect more targets other than yourself.
SPECTRAL STUN
IP: 10 Range: 20 meters
Duration: Instantaneous, 2 rounds
Description: Target is stunned (-50 penalty to all moon Isho skills, Dodge, Parry, and Shield skill rolls) for 2 rounds. Roll damage. It may be bundled (+5 IPs) for range or duration. Extra IP can be spent to modify the damage roll.
DYSHAS OF GOBEY: THE PROTECTOR
The brown dyshas of Gobey create and destroy shields of force.
SHIELD
IP: 2 Range: 0
Duration: 1 round
Description: An orb is created in the palm of the hand, from which emanates a temporary shield of force with 8 armour points/hit points. The caji may use the shield to parry physical attacks (using the Shield skill) but may not attack with it. Dyshas and energy weapon attacks cannot be parried. This dysha may not be bundled; used or not, the shield vanishes at the end of the round.
BUBBLE
IP: 10 Range: 30 meters
Duration: Special
Description: This dysha is an orb that travels to its target and expands to create a dome-shaped field of force, imprisoning one or more creatures within. The bubble is approximately 3m across and 3m tall. It has 100 HP and remains until destroyed by physical assault from inside or out. Like Body Shield (see above), it does not affect the passage of dyshas or energy weapon fire. It cannot be bundled.
BODY SHIELD
IP: 15 Range: 0 Duration: 10 minutes
Description: This orb expands to surround the caji, providing an all-over protective shield. The caji can move freely, and Body Shield moves with him or her. Dyshas and energy weapon fire pass through it normally, in both directions. Blows from physical wepons (both melee and missile) are stopped by the shield, although the shield itself takes normal rolled damage from such hits. It is not considered armour. Body Shield has 100 HP and loses 2 HP each round (10 points per minute) in addition to any damage sustained, falling completely after ten minutes have elapsed. This dysha cannot be bundled.
WALL
IP: 25 Range: 5 meters
Duration: permanent
Description: A wall orb stretches to a maximum of 9 square meters, and they are especially effective for barricading entrances. It is shaped like a wall, and it has 500 hit points. It is permanent until it is destroyed. This dysha cannot be bundled.
SHIELD SHATTER
IP: 10 Range: 20 meters
Duration: 2 rounds
Description: This dysha deals 100 damage to shields and walls. This destructive process takes 2 rounds, and it gives off a lot of light and noise as the target crumbles. It may be bundled (+5 IPs) for range, or to deal +100 extra damage.
CAGE
Prerequisite: Lightning Blast
IP: 20 Range: 20 meters
Duration: until destroyed
Description: Cage is a protective shield that casts Lightning Blast when it is destroyed roll damage when that happens. The Cage has 100 hit points. Organisms and items can enter the Cage but can't leave it. The Cage is approximately 3m across and 3m tall. Orbs and bolts can be cast from within the Cage to hit targets outside of it. Humans and Boccords stuck in a Cage can attempt to roll Interference to break free of it. It may be bundled (+10 IPs) for range.
SHIELD IMPLOSION
IP: 25 Range: 30 meters
Duration: 5 rounds
Description: This dysha is similar to Shield Shatter. It deals 20 damage to shields and walls each round. This destructive process takes 5 rounds, and it gives off a lot of light and noise as the target crumbles. Those protected by the wall take the same damage that the wall does. It may be bundled (+12 IPs) for range, or to deal +100 extra damage to walls only.
DYSHAS OF SHAL: THE KEEPER OF ANCIENT ORDER
FAINT
IP: 1+ Range: 40 meters
Duration: 2D6 minutes
Description: Using this dysha, the caster can flip an opponent’s isho around, causing unconsciousness. The more isho the target has, the more energy the caster must use. The caster must expend 1 IP for every 3 IPs (or fraction thereof) the target has. Multiply the target’s current IP by 5 to determine the percentage chance of them fainting. A creature who succumbs to Faint Touch will remain unconscious for 2D6 minutes.
It may be bundled (at half of the IP cost) for duration and/or Range.
CALM ANIMAL
IP: 10 Range: 40 meters
Duration: Instantaneous
Description: This dysha will calm down angry animals that are not completely full of blinding rage. This is not a cure-all. The bigger & meaner a creature is, the less likely this will work. The character rolls twice while using the Outdoor/Animal Handling skill and takes the better result. It can be bundled (+5 IPs) for range or to grant a +10% bonus to the animal Handling skill for 1 minute for each use. This dysha has no effect on intelligent species.
DARKNESS
IP: 15 Range: 20 meters
Duration: 1D4 rounds
Description: Those struck by this orb will be blinded for 1D4 rounds. It can be bundled (+7 IPs) for range or to extend the duration by +1D4 rounds.
SCRAMBLE
IP: 25 Range: 20 meters
Duration: 1 minute
Description: The target of this orb has their Isho scrambled, making it impossible to weave orbs. The only Dyshas they can cast are Desti bolts. It can be bundled (+12 IPs) for range or duration.
BODY FREEZE
IP: 12 Range: 20 meters
Duration: 1 minute
Description: Targets of this Dysha have all voluntary muscle-motion frozen. Anyone running will fall, and those walking will stumble. If they fail a Strength Effort roll they drop everything in their hands. It can be bundled (+6 IPs) for range or to add +1 minute to the duration.
BRAIN BLAST
IP: 17 Range: 20 meters
Duration: Instantaneous, 3 rounds
Description: This orb inflicts a target with a sharp jolt of pain. If they fail a Strength Effort roll they drop everything in their hands. Target is stunned (-50 penalty to all moon Isho skills, Dodge, Parry, and Shield skill rolls) for 3 rounds. Roll for damage. It can be bundled (+8 IPs) for range or duration.
CRAZE
IP: 15 Range: 20 meters
Duration: 2 rounds
Description: The target of this Dysha is thrown into a violent shaking fit. Roll damage. Target is unable to weave Dyshas and those who attempt to hit the target with melee weapons have a +30% bonus to their combat skills for 2 rounds. It can be bundled (+7 IPs) for duration and range.
DRAIN
IP: 25 Range: 10 meters
Duration: Instantaneous
Description: This insidious orb drains a target of half of their Isho Points. A character with 100 IPs would have 50 left. It can be bundled (+12 IPs) for range, or to target an additional target.
SENSES
IP: 20 Range: 10 meters
Duration: 1 minute
Description: Those struck by this orb will become oblivious to all that is around them. They will be distracted by hallucinations or pay attention to mundane details in the environment. This dysha is perfect for guards, or someone on a watch. It can be bundled (+10 IPs) for duration or range or to affect another target.
DYSHAS OF TRA: THE WARP MAKER
DEFLECTOR
IP: 1+ Range: 0
Duration: Instantaneous
Description: The Caji carves a path for an incoming bolt or orb with Isho, thereby deflecting it away from them. The cost to deflect a Dysha is one half of the IPs used to weave it. Deflector cannot be bundled.
INNER EAR
IP: 1 Range: 5 meters
Duration: 1 minute
Description: The Caji can hear through a barrier or wall that is up to 1/2 foot thick. It can be bundled (+1 IP) for duration or to allow the Caji to listen through thicker walls.
INNER EYE
IP: 1 Range: 5 meters
Duration: 1 minute
Description: The Caji can see through a barrier or wall that is up to 1/2 foot thick. It can be bundled (+1 IP) for duration or to allow the Caji to see through thicker walls.
REFLECT
IP: 25 Range: 0
Duration: Instantaneous
Description: This dysha is similar to Deflector. The Caji carves a path for an incoming bolt or orb with Isho, thereby deflecting it away from them, but then the Caji can redirect it to another target. The cost to reflect a Dysha is one half of the IPs used to weave it. Reflect can be bundled (+12 IPs) to increase the range of the original Dysha by +20 meters.
IP: 50 Range: 0
Duration: 1 hour
Description: The Caji sends out a forceful surge of Isho into the nearby "Energy Wind" and reaps a ripe harvest of Isho Points as 5D100 worth of energy floods back into them (the amount can vary due to the richness or poorness of the Energy Wind). The Caji sustains 2D10 damage from the intensity of the ritual (bleeding from the eyes, mouth, and nose is common). These IPs must be spent within 1 hour or they will violently "Kern" out of the Caji's body. This ritual cannot be bundled.
CREATE WARP
IP: 50 Range: 5 meters
Duration: 1 week
Description: This orb creates a Warp (magic portal) that will take the Caji to a random destination. If the Caji has a Warp Map of the local area (a rare item) it is possible to determine where the warp connects to before stepping into it. If the Caji is directly beneath a Skyrealm the Warp will create a Warp directly to it. It cannot be bundled.