SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Let's Read- The Palladium Role-Playing Game- 1st edition revised

Started by RunningLaser, November 12, 2012, 10:57:28 AM

Previous topic - Next topic

RunningLaser

I know that there's a lot of these spells, but take courage- we're more than halfway through:)

3rd level fire

Circle of Cold makes a 15 foot circle of freezing temps, 3d8 points of damage to those within it for those who fail a standard save (frostbite).  Can be cast up to 90'.  Lasts 10 melees per level.

Circle of Flame- 30 foot circle of flame, causes 4d8 points of damage to those within.  Lasts 30 melees per level and no save.

Create Heat raises the temp by 15 degrees per level in a 30 foot radius.  Lasts one hour per level.

Extinguish Fire puts out all fire within a 20 foot radius (per level) for 4 melees per level.

Fireball launches a ball of fire at targets up to 90' away, causing 1d6 points of damage per level.  No save, but can be dodged on a 18+.

Lower Temperature- spell is the reverse of Create Heat listed above.

Wall of Flame creates a 10'x15'x5' (per level) wall of searing flame that roasts anyone foolish enough to go through it for 4d8 points  of damage.  The spell lasts 10 melees per level and no save.

This ends 3rd level fire spells.

RunningLaser

More for you.

4th level fire spells

Cloud of Steam is the same as the 1st level Air spell.

Flame Friend summons a minor fire elemental complete with stats.  Be cautious – the fire elemental can set ablaze items inadvertently.

Fuel Flame allows a warlock to increase a fire's strength by triple.  The spell has a range of 20 feet and lasts 3 melees per level.

Heal Burns heals only burns, 2d6 points.  

Heat Object/Water- warlock can boil water (or just heat it) by looking at it.  Range of 12 feet, lasts 4 melees per level.

Mini Fireballs shoots small fireballs (one per level) up to 90 feet away.  Each fireball does 1d4 points of damage.  No save, but regular dodge roll is possible.

End of 4th level spells.

5th level Fire spells

Blue Flame engulfs targets in a freezing blue flame causing 1d6 per level of cold damage.  Spell has a 6 foot radius (per level) and lasts 4 melees per level.  Uses standard saves versus magic.

Breath Fire lets the warlock breathe a gout of flame out to 8 feet, causing 3d8 points of damage.  No save, but can be dodged.  Lasts one melee.

Eat Fire lets the warlock eat fire ala circus performer, but for real.  Lasts 6 melees per level.

Screaming Wall of Flame- create a 10'x10'x4' wall of fire that contains a screaming fire elemental.  70% chance those hearing it's cries flee in terror unless a save versus magic is made.  Wall burns those who touch it 4d8 points of damage.

Wall of Ice creates an ice wall 8'x8'x3' per level with 200 SDC per level.  Lasts 10 melees per level.

End of 5th level fire spells


6th level Fire spells

Dancing Fires  creates a 4 foot high pillar of flame (per level), with each pillar doing 2d8 points of damage.  The pillars each have 16 SDC.  The spell has a range of 12 feet, lasts for 4 melees per level and has no save, but dodges are allowed.

Eternal Flame will create a small ever burning flame.  

Flame of Life restores those in a coma (as per coma rules) back to life (but not the dead).  Come back with 10 hit points unless you fail a roll and end up with 2.

Ten Foot Wheel of Fire makes a 15'x10' wheel of fire that causes 1d8 damage per level to those targets it rolls over.  Combustible items have a percentile based chance of catching flame.  No save, but dodge rolls allowed.  The spell has a 150 foot range and lasts 2 melees per level.

Here ends 6th level fire spells

7th level Fire spells

Fire Whip – the warlock creates a fiery whip that does 4d8 points of damage.  No save but dodge allowed.   Lasts 5 melees per level.

Melt Metal melts up to 40 pounds of metal per level just by staring at it.  Lasts 4 melees per level.

River of Lava- same as fifth level earth spell.


8th level Fire spells

Burst into Flame sheaths the warlock in flame making them impervious to fire for 6 melees per level.  Touching the warlock in this state causes 2d8 points of damage.  Chance of combustibles catching fire.

Drought creates a 200 foot radius (per level) of increased temperatures and impeding natural rainfall.  Plant life beings to wither and die.  Chance of brush fires over time.  Lasts one week per level and no save.

This ends all of the Fire elemental magic.  Next up is Water Elemental magic (and the last of the elemental spells)

RunningLaser

1st level Water spells

Cloud of Steam is the same as the 1st level Air spell.

Color Water has a range of 40 feet and lasts one hour per level.  Changes the color water (50 gallons per level) into any color the warlock wants.

Create Fog lets the warlock control the weather and create a thick fog bank, 60 foot radius per level.  All vision types reduced by a third and penalties are applied to all strike, dodge and parry rolls.  The spell lasts 10 melees per level and the saving throw is listed as special, however there is nothing detailing the save in the description.

Dowsing is the same as the 1st level earth spell.

Float on Water makes the warlock or others buoyant for 20 melees per level.

Purple Mist creates a toxic purple mist in a 10' radius up to 90' away.  39% chance of targets within passing out for 1d6 melees.  All targets take 1d6 points of damage and penalties to strike, parry and dodge.  Uses standard saves.

Salt Water to Fresh turns up to 30 gallons per level of salt water into drinkable fresh water.  Effects are permanent.

Water to wine turns up to 10 gallons of water (per level) into wine.  Chances of wine quality improve per level.

End of 1st level water.

2nd level Water spells

Breathe Under Water works on the warlock or others and lets them breathe under water.  Lasts 20 melees per level.

Fog of Fear creates a fog where there's a 63% chance of targets becoming afraid and fleeing while taking penalties to strike, parry and dodge.  No save is listed- possible omission.

Foul Water turns 20 gallons (per level) of  good water to foul, slight chance of sickening those who drink it.  Effects are permanent.

Liquid to water turns all liquids to water (ten gallons per level).  Toxic liquids and acids are tougher to turn.  Will not work on magical liquids.

Resist Fire same as 1st level Fire spell.

Ride the Waves summons a wave that the warlock can surf.  Lasts 10 melees per level.

Walk the Waves lets the warlock walk on reasonably calm waters up to 12 melees per level.

Water Seal prevents objects under 40 pounds per level from getting wet.  The spell lasts one hour per level.

End of 2nd level water spells

3rd level Water spells

Calm Waters- through force of will, the warlock can reduce the size of waves and turbulence by half.  Affects an 80 foot radius per level and lasts 30 melees per level.

Circle of Rain same as 5th level Air spell.

Command Fish lets the warlock command all fish within a 60 foot radius (per level) for up to 15 melees per level.

Freeze Water is the same as 4th level Air spell.

Sheet of Ice coats objects in a sheet of ice some inch and a half thick.  Penalties are given for actions such as standing, running, walking and holding objects that are encased in ice.  The spell has a 60 foot range and lasts 6 melees per level.

Wall of Ice is the same as 5th level Fire spell.

End of 3rd level Water spells

RunningLaser

Whew!

4th level Water spells

Create Water- up to 20 gallons per level within 60 feet.

Hail creates an 8'radius (per level) of painful hail that causes 1d4 points of damage per level each melee.    Range of 90 feet and no save.

Shards of Ice lets the warlock launch sharp shards of ice from their hands, one shard per level.  Targets hit by the shards take 1d8 per shard.  The warlock enjoys a +6 to strike targets with the shards.  No save, but can be dodged.

Snow Storm is the same as the 6th level Air spell.

Part Waters (only spell I've noticed so far out of alphabetical order) opens a path through water 200 feet long and 10 feet wide per level with added benefit of drying the bed making it easy to walk upon.  The spell lasts for 3 melees per level.  When spell ends, those caught in the crushing waves take 40 points of damage and have a high percentage of drowning.

Swim Like the Dolphin lets the warlock and up to two others swim just like a dolphin for up to 20 melees per level.

Water Wisps summons a minor water elemental to do the warlock's bidding.  Stats are given for the water wisp.

End of 4th level Water spells

5th level Water spells

Earth to Mud turns 100 pounds of earth (per level) into mud.  Range of 12 feet.

Protection From Lightning is the same as 4th level Air spell.

Ten Foot Ball of Ice lets the warlock create a huge ball of ice, 10 foot diameter, and drop it or roll it, on a target for 5d8 and 4-30 (? Don't know the dice there) points of damage respectively.  The ice ball weighs 1800 pounds and has an AR 15 with 350 SDC.  Lasts 4 melees per level.  No save but can be dodged.

Toxic Mist creates a 10' radius of mist up to 90' away that causes 1d6 points of damage (per level).  Standard saving throws versus magic apply.

Whirlpool creates a large whirlpool, 120 radius, that pulls objects towards the center and then beneath the waves.  There are chances to become disorientated, chances for piloting a vessel to safety and stats given for damages to ships and structures caught in the vortex.  The spell lasts 3 melees per level.

End of 5th level Water spells

6th level Water spells

Heal Burns is the same as the 5th level Fire spell.

Hurricane is the same as the 7th level Air spell.

Ice Elemental summons a frozen water elemental to do the warlock's bidding.  The spell lasts 30 melees per level and stats are given for the water elemental.

Summon Sharks/Whales lets the caster summon either or within a 300 foot radius per level.  The spell lasts 8 melees per level.

Encase in Ice wraps an icy sheath around any object( up to 24 pound of ice).  Does 2d8 points of damage if body parts are encased.  

End of 6th level Water spells

7th level Water spells

Drought is the same as the 8th level Fire spell.

Rain Dance creates a normal storm after a 10-15 minute dance ceremony.  Success percentages go up with level.  No magical storm, rather a manipulation of atmosphere.  Rains within 2 hours if successful.  400 foot radius per level and lasts 30 melees per level.

Storm conjures a storm complete with high winds and hail (1d6 damage to SDC structures.  140 foot radius and lasts 20 melees per level.

Tidal Wave conjures a wall of water that does 1d8 points of damage per level and there's a percentage for capsizing vessels.  One wave can be conjured per melee.  Has a 200' range and lasts 1 melee.

This ends the Water spells and all of the elemental spells as well.  

Next up, we'll get to a really flavorful OCC- the Witch.

RunningLaser

For the curious, the Witch OCC begins on page 99, which means that we are just a bit past one third of the book.  Thank you for continuing to read.

The witch is an out and out evil OCC- there's no way around it.  It's so dark, I don't see it being an OCC that player's would take (or GM's allowing them to take).  The books states that witches can be man or woman and that:

"Witches are feared and powerful spell casters reputed for their dark secrets, illicit unions and associations with devils or demons and vile deeds. They are foul, evil, vengeful creatures with little regard for others."

Witches are one of the few, if any, OCC's without an attribute requirement.  In fact, it is stated that it is often those with low attributes that become witches in order to gain power.  All that being said, the rules then mention that you need at least a 5 IQ to become a witch.

We then come to an unbreakable rule- all witches are evil- no ifs, ands or buts.  Witches serve a demon/devil lord from which they derive their power from- not the other way around.  They serve their evil lords completely in body, mind and soul.  Disobeying the demon/devil lord results in the witch being stripped of all powers.  This part is then followed by another rule- a witch cannot have multiple OCCs.  Again, they serve only one master to the exclusion of all else.

To become a witch, one must sign a pact and there are two types of pacts available- minor pacts and major pacts.  These pacts are the only deals a devil/demon is willing to make.  There are three minor pacts and two major pacts in the book.

Minor Pacts grant the witch spell casting abilities similar to the clergy (detailed later)- meaning that their ability is not learned, but given by their demonic lord.  They are granted a number of spells per level and cannot choose above their level.  So a newly third level witch can only choose from the third level spell list.   They spell lists they choose from are the same lists used by Wizards.

Unlike a wizard, a witch cannot learn new spells other than those given to them by their master.  The following is a list that they cannot learn- spell magic, circles, wards, symbols, scroll conversion and magic cauldron.  They also cannot purchase magic.  At second level, minor pact witches are given a lesser familiar.  All witches use the thief hand to hand combat progression, and  the wizards magic combat table.

The first minor pact is servitude for 50 years.  There are eight conditions that the witch must completely comply with during this time and do so without question.  After 50 years of service, all powers of the witch are lost completely.  It is rare that a demon/devil lord would make an offer to renew the pact, the reason being that if the witch was dedicated, they would have made a major pact to begin with.  Rather, they enjoy watching how pitiful the former witch has become.  Harsh.

The second minor pact is forsake your first born child to the evil master.  Listed are five conditions that are acceptable for the pact.  The difference between this and the first pact is that if the conditions for this are met, the powers of a witch are granted for life.  The demon/devil will do their best to make this whole ordeal as painful to the witch as possible.  

The third and final minor pact is swearing to destroy a foe.  No, not a foe of the witch, but rather the foe of the demon/devil master.  There are six conditions here.  Some of which are that the foe must be at least 10th level with powerful allies for example.  Time restrictions for fulfillment are within the rights of the evil lord.  Fulfilling this pact results in the powers being bestowed for a lifetime.

Major pacts involve greater service and obedience from the witch.  The first major pact is lifelong servitude.   All of the requirements of a 50 year pact apply, also possibly includes joining a foul church of evil dedicated to the master or starting one up.  

The second major pact involves selling one's body and soul.  In other words, eternally serving the demon/devil lord.  Again, there's a list of requirements and obligations that the witch must perform to stay in good standing including such gems as starting an evil church, giving your kids up to the master, taking any concubine the master tells you and generally doing whatever the demon/devil tell you to do.

Major pact makers receive the "devil's mark" which is a third nipple (not breast) that can be anywhere on the body.  It is from this nipple that you greater familiar nurses blood- and alerts any and all that you are an evil witch.    Also, witches who take a major pact are able to read magic (as per 1st level spell) as a constant effect.

Major pacts also bestow a greater familiar, which in reality is a metamorphosized lesser devil/demon that takes the form of an animal.  Both witch and familiar share a symbiotic link that there is a small list of other abilities and so forth listed.

Major pact witches can also Heal Self 2D6 points 4 times a day, summon lesser demons and devils and can choose one of six special abilities- command dead, command rats, invulnerabe to fire, invulnerable to poison, 10% bonus to all elective & secondary skills, or telekinesis.  

All witches have a rather large selection of weapons available for use, but are more restricted as to what they will wear for armor.  This section closes out with the standard OCC listing of OCC related information, skills, spell casting and magic combat.  Amusing is the experience point chart as the max experience listed before achieving the next level always ends in #666.

Here ends the Witch OCC.  Next up is the Diabolist.

Bloody Stupid Johnson

Witches are cool. I definitely don't want to play one, but lots of background or adventure possibilities.

RPGPundit

LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

RunningLaser

The Diabolist OCC deals with all manner of symbols and symbol magic.   They are the only ones on Palladium that know the secrets of ward magic and rune symbols.  

In one post, I mentioned that where the TPRPG went off and did it's own thing, that it was at it's most awesome.  Unfortunately, I am not the best writer to convey these things, but I am giving it the best shot possible.  The wizard first showed bits of that with the magic cauldron and some of the other spells.  The warlock did it more with their relationship with elementals and summoning of them rather than their spells (which on the whole are a bit softer).  The witch drips with evil and flavor with their pacts and service.  The diabolist has the author open up the throttle once more.  It might not seem much at first, but there is a large amount of space to play in with this OCC.

Again, diabolists study symbols and the deciphering of their meaning in an effort to evoke the power within the symbol.  This is done through the power of the symbol itself, and invoking a word (or words) of power to activate the symbol to unleash the magic.  Through their studies, diabolists have become excellent linguists, scholars and cryptographers.  They can also use circles and wards.

As we read on, we see that diabolists can be of any alignment, however most associate them with evil.  They are not restricted from pursuing multiple OCCs as long as they meet the requirements to do so.  There aren't many restrictions for diabolists in terms of weapons, however they use the same hand to hand chart as wizards as well the same armor details as wizards.  They are allowed to follow any god.

There are five special abilities of a diabolist- Power Words, Rune Symbols, Wards, Magic Symbology, and Circle Magic.
 
The first of these, Power Words, is the source of all magic created long ago by the Old Ones.  No one is certain what effects on the world using magic has- it is hinted that it could awaken the sleeping old ones from their slumber.  Regardless of the consequences, magic is prolific throughout Pallladium.  

Power Words allow one to tap into this magic and activate spells and only the Diabolist and Summoner OCC's know all of the power words.  The power words are key to enabling their magic symbols to operate and all power words are jealously guarded, hidden within the mind of the diabolist.

There are 19 power words in all divided amongst three categories- simple, elemental and forces.  They are as follows-

Simple
Acba: invokes power/ mystic energy
Keron: devil lord, symbolizes evil and darkness
Pein: demon lord, symbolizes evil and darkness
Vin: a linking word like and, or, also.
Elemental
Ariel-Rapere-kyn: earth
Cherubol-kyn: air
Seraph-mytyn: fire
Tharsis-mycn: water
Forces
Agu: Old One, symbolizes: life, birth, and rebirth
Erva: Old One, symbolizes: death and darkness
Kym-nark-mar: dragon, symbolizes: wisdom, power, strength
Liclalon: elf, symbolizes: duality and knowledge
Lo-kum: angel, symbolizes transition, dimensions, and change
Nelosa: Old One, symbolizes: suffering, undead, and eternity
Tao-bo: angel, symbolizes: love, peace, and serenity
Tarm-kin-Ioe: Old One, symbolizes: pain, hate, and treachery
Xy: Old One, symbolizes: power incarnate, the Great Old One
Va-ahk-mel: Old One, symbolizes: power and light
Va-blik: Old One, symbolizes: fear, betrayal, pestilence

The next page has a striking picture of a solid black background with white rune symbols shown.  This is where we first encounter one of the most powerful magics in the Palladium world - rune magic.  Later in the book we'll see that some rune magic, specifically rune weapons, were so desire that entire kingdoms were given up to obtain just one.  It was rune magic, or the desire to posses it's secrets that led to the elves warring with the dwarves to posses their knowledge of the runes.  Those secrets have been now lost for thousands of years.  The diabolist is the only OCC, also the only ones at all, who know and understand rune magic.   The book states that the best anyone else can do is just recognize that a rune is real or not.  Runes are indestructible when written on paper and only on paper (and no, you can't have paper rune armor).

Diabolists are also the only ones who are able to practice ward magic.  Wards are symbols carved or drawn with the proper materials that become activated when the correct power word is spoken.  Learning these wards involves a grueling apprenticeship lasting up to six years in some cases.  Instead of spells cast per day, there's an amount of ward activations that are possible per day (for the same effect).  Wards were also created by the Old Ones.

While not a long section, the Diabolist OCC is an involved class that has a lot more going on once you start figuring out what is possible.  A ward does not take effect until it is activated by a power word(s).  

Wards consist of one or more (and combinations of) the following- Conditions, Alarms, Area Affect, Inflict, Protection, Permanence, Power and Color Numbers.  

Conditions describe what the ward can inflict-blindness, fear ect.

Alarms do not inflict damage, but rather send out alerts.  These can be audio or silent.

Area Affect- wards only affect the person/object they are drawn on, unless given an area affect.  In which case, they will affect an area, 10 foot radius per level.

Inflict are those ward symbols that cause damage.

Protection ward symbols can provide bonuses to saves, repelling certain things ect.

Permanence lets the ward become a permanent effect on the item it is placed on (eternal protection/ alarm, ect.)  It must be carved from the bone of a dragon, demon, devil, godling or god.

Power doubles the effects of a ward.

Colors and Numbers- refer to color effects and ward sequence.

All wards require components and only the specific components listed are allowed to be used, otherwise the ward will not work.   The type of ward that the diabolist is creating determines the type of component used.  Some of the components are silver, gold, dirt, chalk, blood, bone, and unicorn horn to name a few.  Obviously, the diabolist will need to procure these components on a steady basis which can lead to adventures all by itself.  A ward is not completed until the final lines are done and activated by a power word.  This means that a very small piece of the ward can be left undone to be completed quickly.

The next portion lists items that wards can be placed on- the short answer is most everything including people.  This and how wards can be combined should be giving you an idea of what is possible.

Wards have to be affixed to an object and we now get to the methods of affixing a ward.  There are three methods detailed-rabbit skin glue, egg and tree sap.  Also detailed is how certain components can be used- gold/silver powder ect.  This part gets pretty detailed and just adds a lot of flavor to the OCC.

The author was nice enough (and creative enough) to draw out a full page of ward symbols.  A very nice touch.


Moving along, the rules go over other parts of wards- on items, area effects, duration & effectiveness, multiple wards, triggering wards, immunity (diabolist is immune to all effects from their own wards), authorization, ward size and the time it takes to create a ward (anywhere from 2 to 18 hours).

Next we have more detailed descriptions of the types of wards, again getting deeper into alarms, area affects, inflict and then a longer section on conditions and use.  For conditions and use, there is a list of  ward types listed that are akin to spells.  These are:

Agony, Burning Pain, Blind, Charm, Cold, Confusion, Dark, Death, Despair, Evil, Energy, Fear, Fire, Good, Hate, Invisible, Knowledge, Light, Magic, Mystic Drain, Sleep, Undead, Colors, Numbers, Power and Permanence.  

The base saving throw for all wards is 13 or higher.  This save can be made more difficult as the diabolist increases in level, listed as ward strength.  

The next two pages are filled with illustrations depicting symbols and wards.   This portion adds tremendously to the overall picture of the OCC.   A very nice touch.

Diabolists are allowed to study and practice circle magic, however they are limited to only purchasing them from alchemists- although most circles are rarely shared for any cost.  They can also decipher circles and able to deduce their function- a percentile chance that increases as the diabolist increases in level.  Amusingly, there is a list (percentile) of possible reactions that can happen if the diabolist fails their deciphering roll.  This can range from small explosions, to demonic summoning, to opening a dimensional rift that cannot be closed.  Diabolist be warned.

The OCC ends with the standard recap of the OCC, skill lists, magical combat chart, decipher/deduce circle  chart, and experience level progression list.

This ends the Diabolist OCC.  Next is the Summoner OCC.

RPGPundit

The significant differences and varieties of magic were really remarkable for the time.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

ICFTI

Quote from: RPGPundit;621695The significant differences and varieties of magic were really remarkable for the time.

RPGPundit

the palladium rpg still has more magic systems between its covers than many modern fantasy rpgs.

RunningLaser

Quote from: RPGPundit;621695The significant differences and varieties of magic were really remarkable for the time.

RPGPundit

It's something I wish more games did these days.  A lot of systems have very bland magic when it's really an area that can set the imagination alight.

RunningLaser

This is a bit of a longer post, I apologize.

Summoners are one of the more feared OCCs.  Their namesake is derived from the power to form circles and summon forth beings to do their bidding.  Oftentimes, the power to activate these circles comes from ritual sacrifice.
While summoners can be of any alignment, the blood sacrifices, forcing summoned beings to obey commands and dealing with devils and demons- even the best of people can slowly corrupted.    Most are selfish or evil.  They are not restricted from pursuing multiple OCCs.

Summoners enjoy a broad scope of weapon choices (most like pointed or sharp weapons), use the same hand to hand as wizards, same armor restrictions as wizards and are able to worship what ever gods they wish.  However, most summoners tend to worship the Gods of Darkness.

There are four special abilities that all summoners have- Power Words(covered in diabolist section), Mystic Symbology(also covered in diabolist), Recognize Wards and Circle Magic (summoning, protection and power).

Summoners have a 90% chance of recognizing a ward, although they probably won't be able to discern its function.  

The main power of summoners is circle magic.  As a summoner increases in level, the strength of their circles also increases, making saving throws versus their circles more difficult.  Saves versus circle magic are as follows- Summoning 13+, Power 13+, and Protection 16+.

In the description of circles there is a small description of the circles effect and what components are needed as well as the power words to activate them.  In the book, as the circles are described, there are pictures showing you what each circle looks like.  

Protection circles all offer some form of protection to those within the parameters of the circle.  In some cases the circles can improve saving throws or impart bonuses.  All protection circles are permanent unless they are destroyed.  For Protection Circles we have- Protection from Angels, Demons, Devils, Elementals, Elemental Forces, Evil, Faerie Folk, Good, Ghosts/Spirits, Jinn, Magic (simple), Magic (superior), Old Ones, Undead, Witches and Werebeasts.

Summoning Circles are described as a form of magic that is nearly extinct.  It is the practice of using magic to open a dimensional doorway and calling forth an intended being from that dimension.  In addition to the proper circle, a sacrifice of some type must be made.

Summoning angels, demons, devils and elementals involves an increased risk.  They summoned beings will appear within 2d6 melees, after which the summoner must enter a battle of wills against the being, which involves rolling equal to or under the summoners ME three out of five times.  Success means that the being is forced to do the summoners bidding, while failure means that the summoner does not controlled what they have brought forth.  The summoner can try and send back the being, but there's a chance of it staying and causing some havoc after which it returns.  There's even a slim chance (10%) that the being stays indefinitely....

Under the command of the summoner, the beings will perform those tasks that they are told to do.  One exception to this are Angels who will commit suicide before harming an innocent.  Experience level determines how many and how powerful of a being the summoner can command.

There are two types of beings- these are Lesser (devil, demon. sub-demon, faerie folk, minor elemental, ghost, or animal every 2 levels), and Greater (devil. demon, gargoyle mage, major elemental , or angel every 4 levels).  It is noted that dragons and Kukulcan (giant bird of good listed later) cannot be summoned.  Lesser beings will battle wills with the summoner every two months, while Greater beings will do so every two weeks.

This portion ends with some nice line illustrations of the various kinds of summoning circles.


Power Circles

This next section deals with power circles, of which there are two kinds.  First are those circles that affect those within the circle (known as an open seal), next are those circles that affect those outside of the circle (called a closed seal).  There are indicators on the circle that will let you know which is which (yes, they are drawn in there).

Durations of a circle vary, some can be permanent.  If the summoner is knocked out, there's a chance the circle will deactivate.  Activating a circle can take anywhere from 30 minutes to two hours and even longer.  Trying to enter in a sealed circle causes 4d6 points of damage.  Interestingly, circles of power can only be gained through either stealing, gift, purchase or deciphering an existing one.


Here's a listing of the circles of power.  


All Seeing has unlimited range, and is active as long as the circle maker is within the circle.   As long as the true name of a target is know, the summoner is able to see and hear all that the target does.  The circle needs to be drawn with the juice of a mandrake root, the blood of an eagle while burning a candle that you sprinkle ground dragon bones upon.  The entire process takes about three hours.  Simply put, this is great stuff.   No save.

Animate (and control) Dead has a range that affects everything that bears the symbol of death, is active as long as the circle maker stays within the circle and has no save.  This circle allows the CM (circle maker) to animate corpses and skeletons and have them do their bidding.  A symbol of death must be painted upon the corpse/skeleton.  The CM's control over the dead only applies while they are within the circle.  It is noted that entire armies of the dead can be raised this way. Must be drawn in the blood of a vampire and the fresh blood of a salamander.


Command has a range of 60 feet (radius), lasts 1d4 melees per level and uses standard saving throws.  This circle forces targets who fail their save to obey the CM's commands (certain restrictions apply).  Drawn with lotus petals and vegetable oil.


Death has two ranges for the two different attacks- 40 foot radius or special.  The circle lasts for 10 melees per level and uses standard saving throws.   The first attack deals 1d4 points of damage per level to all targets within the 40 foot radius.  The next targets a specific individual within 500 miles 1d8 points of damage per level.  Circle is drawn with snake venom and quicksilver.


Dimensional Rift creates a dimensional doorway between worlds (CM must have small knowledge of place opening to).  The rift stays open as long as the CM chooses.  Circle has to bear the true name of the CM.  The components used are the blood of the CM, excrement of a demon/devil and the still warm heart of a dragon that is stabbed three times while saying the words of power.


Dominate/Control has a 30 foot radius or targets a specific person.  Effects are similar to Command save that if offers greater control over the target (make person do things they absolutely would never do affords them bonus to save) and can be used up to 1,000 miles away on a single target.  This last type of control has a good chance of making the target insane.  Control lasts as long as the CM stays within the circle.  The circles is created out of cat entrails (stretched), gold symbols, the nail clippings/hair of the target and the target's true name (general circle does not require a name).


Force- the range is only within the circle, lasts 15 melees per level and has no save.  Creates a shield of force around the circle that completely negates all physical attacks (including gasses).  Magical and psionic attacks will still penetrate the barrier.  Circle is drawn from any substance and a white dove must be sacrificed.  


Healing creates a circle that affects only this within it, permanent effects and the activation is 6 melees per level.  This circle heals 2d6 hit points and has a small chance (15%) of removing curses, with bonuses also added to save vs coma, poison and insanity.  Drawn in silver and made with the powdered wings of butterflies.


Invisibility affects only objects within the circle and the effects are permanent (or 10 melees per level described below).    The circle itself is permanent, bestowing any who activate it invisibility for 10 melees per level.  Made from powdered toad bones, drawn with wax and a complete skeleton of a toad.  Removing the toad voids the circle.


Insantity- the range is the radius of the circle, effects are permanent and it uses standard saves versus magic.  Cross into the circle and fail your save – roll on the insanity table for every 3 melees within.  Only those with their true names written into the circle are unaffected.  Made from mangled scorpions, ink/paint and two scorpions tied to a post in the middle.


Knowledge lasts 15 melees per CM level.  Depending on the type of tongue that you burn, determines the type of bonus to a particular knowledge type you receive while entering the circle.  Burn an owl tongue and get bonuses to all skills and speak all languages.  Burn a goblin tongue and get the skills of a 6th level thief and so on.  Painted in different colors (yellow and blue) with a small brazier to burn the tongues with in the center.


Pain allows the CM to inflict pain and damage to targets outside of the circle.  The CM uses an effigy doll of the target.  Causes 1d4 points of damage per melee unless the target makes their save (standard versus magic).  Requires nail clippings, hair and the true name of the target.  Circle made from dead spiders.


Passion functions similar to Pain mentioned above, except that if the target fails their save, they are overcome with whatever emotion the CM wants them to experience.  Range of 1000 miles.  Made with lotus petal, blue paint, effigy of target and a goat sacrifice.


Power focuses the magic energies of the area and brings them into the circle, empowering those who are within it.  In addition to bonuses to saving throws, there are spell strength bonuses, the gaining of bnio-regeneration, and the casting of spells- ball of flame, call lightning,  and wall of fire.  There's also a host of effects that occur as well, such as charm, charismatic aura, weightlessness, animate/control dead, ect...  This circle requires the CM to wear the skull of a cockatrice or kukulcan, and the circle must be drawn with the bone of an elf.


Power Leech has a 30 foot radius per level, is active until the CM leaves the circle and all saves versus magic are at -2.   Drains all magic forces towards the circle making all magic within the radius at half strength.  The above cockatrice/kukulcan helm is worn, small flame , the circle made from mangled leeches and brown paint and the CM must apply one leech to each arm.  If a leech falls off, the circle is cancelled.


Power Matrix is a circle that allows the CM to activate and control up to 4 other circles with only being present in the power matrix circle.  This could be a very potent circle.  Circle is made from gold, dragon helm worn and the eleven words of power must be painted on the body.


Wonder "is an extremely powerful circle with incredible healing properties."  When activated, those within the circle are healed (as healing touch spell) 2d6 hit points per melee, and get remove curse/exorcism and resurrection all at high percentages.  There is also an 8+ bonus to all saves.  Those outside of the circle, but still within a 60 foot radius get healed 1d6 hit points, and +2 on all saves along with protection from demons and devils.  The circle can be drawn from anything, but one must completely burn a unicorn's horn to activate it.    Harsh.


Teleport allows the CM to teleport themselves and others up to 1800 miles.  It is a permanent circle that is activated by burning a pair of faerie wings while speaking the proper power words.  


The next page is filled with illustrations of the above mentioned power circles.  There are times when you wonder if you are reading a real book of magic.  The book really has that feel nailed down.


This summoner OCC ends with an encapsulation of the OCC, skills, magic combat, decipher circles/deduce function, and experience level progession charts.

Next up is the Mind Mage OCC

Benoist

I started reading that exact edition you are talking about here Running Laser after I asked around here which was preferred and why etc, and it's really hooking me. I really like the game a lot, including its weird quirkiness at times, its rough spots, and so on. Made me crack open my copy of Beyond the Supernatural, patch it up and start reading it too, and I'm getting RIFTS for good measure. God help my soul. ;)

Is that okay if I post some pics of page spreads in the book on this thread? I took some shots for my FB page so I might as well share them here, too?

RunningLaser

Quote from: Benoist;621793I started reading that exact edition you are talking about here Running Laser after I asked around here which was preferred and why etc, and it's really hooking me. I really like the game a lot, including its weird quirkiness at times, its rough spots, and so on. Made me crack open my copy of Beyond the Supernatural, patch it up and start reading it too, and I'm getting RIFTS for good measure. God help my soul. ;)

Is that okay if I post some pics of page spreads in the book on this thread? I took some shots for my FB page so I might as well share them here, too?

If you didn't mind and it wasn't a bother, that would be great!:)  There's a lot of the art, symbols and runes that I wish folks could see.

I managed to snag a brand new copy of the original Rifts book (splugorth slaver on the front) for $1 on amazon a few months ago.  Every so often, I eye it....

Benoist