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Spells In Shadow

Started by David Johansen, May 24, 2013, 06:18:53 AM

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David Johansen

I've decided to use a general system in the core book and do a separate book of case by case spells.  That keeps the core game flexible and complete in one book while allowing for the addition of more detailed descriptions and evocative, weird spells in a supplement.  It does dull the tone of the book a bit but also makes it a bit easier to get a handle on.

The Arts of Magic
   Each spell is composed of a subject and an art.  The arts describe the game effects of a wide range of spells such as the shaping of materials.  Rather than expanding the core rules by hundreds of pages of specific spells a set of general effects is presented here.  These rules are not exhaustive and will require some rulings by the referee.

The Arts
Animate each material
Bestow each ability
Bind each spell
Commune With each realm
Conjure each material
Control each creature
each Creature form
Detect each material
each Creature aspect
Enchant each spell
Enhance each skill
Evoke each emotion
Expand each spell
Impair each skill
Impose each trait
Mend each material
each realm Portal
Project each sense
Send each spell
Shape each material
Summon each Creature


The Scope of Effects
   Spells can be cast on anything which the magician can see that is within the reach of their voice.  As spells are directed by the magician they tend to lose their power or at least control when they pass out of sight or hearing.  It is often hard to pick out a specific target from the crowd in which case use names and titles become necessary to target the spell precisely though true names if known can avoid the confusion that occurs when several people have the same use name.

Tiers of Distance
1   Immediate / Close   2 paces
2   Bow Shot      200 paces
3   League      2000 paces

Tiers of Realms
1   Spirit Realm
2   Other Worlds and After Lives
3   Celestial / Diabolical

Tiers of Time
1   Course of the Sun (Day)
2   Course of the Moon (Month)
3   Course of the Stars (Year)

Narrative and Mechanical Effects
   At times a spell's effects will wind up crossing the boundaries two effects.  For instance, shaping wind might impair missile attacks.  In such cases the difficulty of the spell should be treated as the difficulty of the actual effect without the need to know the other spell.  A complete grimoire that expands these rules and deals with each spell individually is beyond the scope of this volume.

Resisting Spells
   The Resist skill represents the study of wards, aversions, and charms of protection and can be used to deflect spells being cast within the sight and hearing of the magician.

Persistent Spells
   The spell's effects are real and tangible physical changes that occur while it is cast and do not revert when it ends.   

Active Spells
   The effects of the spell are tied to the act of casting and maintaining it.  An active spell can have a fixed duration equal to the time the magician spends casting it.  Within the natural limits of a working day.  Alternately the spell can be maintained by carrying an additional penalty to any and all other actions equal to the difficulty of the spell.

Permanent Spells
   The magical effect remains without end until interrupted by the destruction of the target.  The "Enchant each Spell" art is the only way to achieve a permanent spell.  It can be placed on an individual or area but is generally placed on a prepared item.

The Arts

Animate each Material
   Active
   Difficulty: -5 per point of Size
   The designated material is brought to life, moving and acting as if it were alive and obeying instructions from the magician.  The animated object has a Strength score equal to its size and an Agility equal to twenty minus its size.  When the spell ends the object returns to its natural shape.

Aspect of each Creature
   Active
   Difficulty: -10 per Trait, -20 per Power
   While the spell is in effect, the subject's visage and posture take on a similarity to the designated creature as they receive all of its racial traits.

each Characteristic of each Creature
   Active
   Difficulty: -10 per point
   The subject's visage and posture take on a similarity to the designated creature as they receive some of its characteristics.

Bind each Spell
   Active
   Difficulty: subject spell's Difficulty +10
   An active spell is bound to the target's spirit making it independent from the magician's concentration and power.  This means that the spell will remain on the target as they travel away from the magician's line of sight and the sound of their voice.

Commune With each Realm
   Difficulty: -10 per tier
   The magician enters a trance in which they can communicate verbally with an entity from another realm.  If a specific entity's name is known the magician can choose to communicate with that individual, otherwise they must make do with whichever entity is in that realm in a roughly contiguous location.  If the name of a location is known they may transmit information to that location by increasing the spell's range.

Conjure each Material
   Active
   Difficulty: -10 per point of Size
   The designated material is created out of the quintessence.  The volume of the material created is very dependant on its density but the mass remains constant.  For simplicity's sake light and gasses are created in ten times the volume of water, earth food or flesh and stone and a tenth as much stone or metal is created.  The magician can choose the shape in which the material appears but the quality of the work is determined by their skill in crafting the material.  When the spell ends the material returns to the quintessence.  The conjured material is real but unstable.  Attacks made with conjured material can be Avoided and do damage equal to the Size based Result.

Control each Creature
   Active
   Difficulty: -30
   Creatures of the designated type are controlled by the magician.  They will obey the magician's orders if they can understand them, otherwise they will seek to interpret gestures or simply protect and aid them to the best of their ability.  Orders that are directly in conflict with the target's wishes can be resisted with a Willpower roll.

each Creature Form
   Active
   Difficulty: -10 per point of change
   The subject is transformed into another species.  If they are wearing clothing and take on a larger form they burst out of it taking 1d10 damage.  If they are wearing armor they take 3d10 damage as the straps and edges cut into their flesh.  They lose any of their native form's traits and gain those of the subject form and all the physical Characteristics are changed to those of the new species.   It is not possible to cast spells in a form with no hands or capability for speech.   The form has some instinctual abilities but no learned skills and it is common for a magician to favor a single form in order to master its capabilities by actually learning the skills.  In such cases, instead of using an average creature's Characteristics it is possible to subtract the racial base values for the subject's original form and add in the values of the new species.  At the end of the spell the subject returns to their normal form.

Detect each Material
   Active
   Difficulty -10 per tier
   If any of the designated material exists in the area of effect the magician becomes aware of it as a dim glow and humming from the places where it is found.

Enchant each Spell
   Permanent
   Difficulty: -100 + Difficulty of Spell
   A subject or a suitable, prepared item is indued with the power to produce the effects of the designated spell continuously.
   
Enhance each Skill
   Active
   Difficulty: -10 per +10
   The designated skill is improved by magical means.  The nature of this improvement is specific to the skill being improved.  Greater control over the heat of the forge improves smithing while a better smell improves social skills.

Evoke each Emotion
   Active
   Difficulty: -10
   The subject experiences the designated emotion and behaves accordingly.   They can attempt to overcome the emotion by logical means and even other emotions but the feeling is very real.  Willpower rolls are required to act against the nature of the emotion.

Expand each Spell
   Active
   Difficulty: Subject Spell's Difficulty +10 per tier.
   The effects of the spell are applied to every target in a wide area as designated by the caster by naming natural boundaries such as a field or town square.  The natural boundaries can be marked out by walking a perimeter while casting the spell.

Impair each Skill
   Active
   Difficulty: -10 per -10
   The subject's ability in the designated skill is reduced by magical means.  As with enhancement the nature of the impairment should be specific to the skill impaired.

Impose each Trait
   Active
   Difficulty: -20
   The subject's behavior is warped to fit the designated personality trait.  They must make a Willpower roll to act against the trait imposed.

Mend each Material
   Persistent
   Difficulty: -10
   A damaged object of the designated material is repaired.  The quality of the repair is dependant on the magician's skill in crafting the material in question with a failed roll in that skill indicating a weak or crooked join.  If appropriate, damage points equal to the Result are regained.

each Realm Portal
   Active
   Difficulty: -30 per tier
   Enduring
   A portal opens to the designated realm. The tiers in order are the mundane plane, the spirit plane, the afterworlds, celestial and diabolical planes, and the void.  

Project each Sense
   Active
   Difficulty: -10
   The designated sense is extended to the range of the spell, ignoring all boundaries and obstacles.  The magician must either enter a trance or use an appropriate tool to project their senses: a mirror or reflecting pool for sight, a drum or harp for sound, burning incense or scattered herbs for smell, a lump of malleable clay or dough for touch.

Send each Spell
   Active
   Difficulty: -10 per range tier
   The subject spell is cast over great distances, generally from a high tower or mountain.  The name or place must be named.  If the subject's true name is known the spell can be cast on them without line of sight.

Shape each Material
   Active
   Difficulty: -10 per point of Size
   A volume of the designated material takes on a shape decided by the caster but limited by its size.  Their skill as a sculptor or artist determines the quality of the shaping.  Illusions are created by shaping light or darkness.  Sounds are created by shaping air.  Hovering movement is created by shaping quintessence.  Unliving material that is not in a structurally viable form returns to its original shape.  Material that is part of a living thing always returns to its native form as governed by its spirit.

Summon each Creature
   Persistent
   Difficulty: -20 per tier of Realms
   A creature of the designated sort appears.  If the true name of a specific creature is known, it can be summoned.  Summoned creatures are generally startled and frightened if not angry and the magician must either bargain with them or use magic to control them.
   
Aspects of Magic
   These loose topical groupings are used to describe the general knowledge available to a magician.  They speak to spells that they might have read at some point and may be able to recall or find in their grimoires.
 
Air
Abilities: Flight, Sonar
Creatures: Birds
Emotions: Exuberance, Excitement
Materials: Air, Cloud, Mist, Sound, Wind
Sense: Hearing
Skills: Bows, Crossbows, Fatigue, Play each Instrument, Sail, Sing

Craft

Darkness
Abilities: Night Vision
Creatures: Cats, Bats
Emotions: Doubt, Fear
Materials: Illusions, Shadow, Darkness
Skills: Hide, Sneak

Death
Abilities: Undeath
Creatures: Wraiths, Skeletons, Zombies
Emotions: Despair, Morbidity
Materials: Flesh, Bone, Organs
Skills: Anatomy, Armorer, Cobbler, Saddlery, Tanner

Earth
Abilities: Armor
Creatures: Moles, Badgers, Worms
Emotions: Patience, Stubbornness
Materials: Earth, Stone, Metal, Gem
Skills: Ignore, Masonry, Metal Work, Mining, Pottery, Slings

Evil
Abilities: Venom
Creatures: Rats, Wolves
Emotions: Hate, Selfishness, Spite
Materials: Poison
Skills: Deceive, Insult, Provoke

Fire
Abilities:
Creatures: Salamanders
Emotions: Greed, Passion, Rage
Materials: Ash, Flame, Smoke
Skills: Cooking, Metal Work

Good
Abilities:
Creatures: Doves, Dogs Unicorns,
Emotions: Compassion, Trust, Honesty
Materials:
Skills: Befriend, Inspire

Knowledge

Life:
Creatures: Animals, Plants
Emotions: Love,
Materials: Flesh, Bone, Organs
Skills: Anatomy, Animal Master, Apothecary, Barber, Farm, Physician, Surgeon, Vitality, Wood Craft

Light:
Creatures: Ethicals
Emotions: Courage, Reason
Materials: Colors, Images, Light
Sense: Sight
Skills: Convince, Motivate, Notice, Painting, Search

War
Creatures: Myrmidians
Skills: Axes, Blunt, Knives, Leather, Mail, Plate, Shield, Spears, Swords, Unarmed

Water
Creatures: Fish, Crustaceans, Undines
Emotions: Anger, Calm,
Materials: Acid, Ice, Steam, Water
Skills: Fish, Pilot, Row, Swimming
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