MAGIC
A lot of this is based on the Wizard Chassis from the Attnam blog. Grimoire of Zero, Bastard!!, and Jonathan Strange & Mr Norrell all contributed a few ideas as well. I've translated the spell as spirit idea from GLoG into the Familiar rules for the Witch class. All other spells operate as long standing pacts between demons and mortals. When someone fulfills the conditions specified by the ritual, the demon responds by powering the spell. This introduces some interesting demonic politics into higher level spell casting. After all, you can go talk to the demon who empowers an enemy's spells and bribe them to stop and they can try the same with you. Keeping which demons you work with a secret is thus a very important survival strategy.
Spellcasting
Spells
need magical gestures and an incantation to be invoked. Thus you must
be able to speak and either have a hand free, or wield an implement
(wand or staff). You cannot use a two-handed weapon in the same round
you wish to cast.
Magic
Dice
The raw magical
energy you possess is represented by Magic Dice (MD). These are d6’s
and you normally get them from magical class templates. Certain
techniques and casting in a place of power (ancient circle of
stones, top of a wizard tower, near a ley line), step up your MD to
d8, but beware of instability.
When you cast a spell, choose how many MD to invest into it. The results depend on the number of [dice], their [sum] and sometimes the [best] roll. Any spell with [sum] reduced to 0 fizzles.
Any invested MD that shows 4+ is spent, otherwise you can use it again. When an effect says that a MD is burnt, it is automatically spent, no matter what it rolls. All spent MD are regained when you get a good night’s rest.
Magic is fickle and dangerous even to a well-learned mage. Rolling a double on your MD causes a Mishap, while a triple (or quadruple) leads you ever closer to Calamity. Still resolve the spell as normal, if possible.
Concentration
When you are distracted, or attempt to cast a spell subtly, with no
incantation or gesture, your spell may fizzle. You can be distracted:
- By taking damage from an attack, unless you don’t feel pain.
- When drugged, drunk, very sick, in agony, or on fire.
- While swimming, grappling, or falling to your death.
Make a Cunning Check. On success, the spell goes off as intended. On failure, the spell fizzles, but still roll the MD - some may be spent, and Mishaps or Calamities may still happen.
Overchanneling
& Corruption
Your MD
represent the amount of power you can channel with relative safety,
but if you need more power, you can overchannel. Use any number of
extra MD that work normally, except that they are always spent.
Afterwards, gain the same number of Corruption Dice (CD). These
represent the spiritual wounds on your soul where it burned from too
much magic. They can be seen with Second Sight as black, shifting
scars on your aura.
All CD are rolled every time you use magic. They do not count towards [sum] and [dice], but do count towards Mishaps and Dooms. CD can only be removed with long ritual cleansing during downtime in town. Hiring a ritual expert to purify you typically costs 30-60sp per CD removed.
Strange
Drugs
Each dose consumed grants one Opium Die. OD are d8’s that act as temporary MD for all spells cast in the next 10 minutes. If an OD rolls an “8” you become more addicted to the drug. One of your natural MD is replaced by a Corruption Die. You can temporarily return one of your MD to normal by taking another dose of Strange Drugs. This doesn’t grant any Opium Dice unless you take a massive dose (you need one hit for every corrupted MD before you start getting OD again). Taking a massive dose is dangerous, make a Save (with -1 per dose taken), if you fail you take [doses]d8 damage, and all your remaining MD are corrupted. If you don’t have any normal MD left, you lose a point of Might instead.
The only way to permanently restore your MD to normal is a painful detox (each day you don’t take the drug make a Save, on a success one of your MD is restored, on a fail take d8 damage). A miraculous alchemical treatment may exist, but it is expensive and dangerous and possibly a scam.
Ten doses of drugs (as well as a pipe or other related paraphernalia) count as one Inventory Slot worth of gear.
Mishaps
Magic
is inherently unstable. Mishaps happen when you roll a double on MD
when casting a spell (you also gain a Bane Point). Reference the
doubled number on this table:
# |
Mishap Effect |
|---|---|
1 |
The spell fizzles with no effect. Embarrassing. |
2 |
You can't remember how language or magic works for 1d6 rounds. |
3 |
Spend the next round screaming in pain, or take [exploding 1d6] damage. |
4 |
Gain one Doom Die. |
5 |
Your spell mutates, permanently. |
6 |
|
7+ |
You must Save or die. If you succeed you take [sum]+[dice] damage instead. Casting spells with power that exceeds mortal limits can have drastic repercussions. |
Some magical traditions may have specialized mishap tables instead.
Banes
[https://saltygoo.github.io/list/spell-catastrophe]
Magic
is inherently dangerous, even ruinous. That is why everybody has a
Bane Score which starts at 0. When you roll doubles, triples, or more
when casting a spell you gain Bane Points. Add them to your Bane
Score and roll a d20. If you roll equal to or under your Bane Score,
you trigger a Calamity.
- Double: +1 Bane Point
- Triple: +3 Bane Points
- Quadruple: +6 Bane Points
Calamities
Calamities are
suffered in order: the first is a warning, the second is a hindrance,
the third and final one is your ultimate nemesis, it will kill or
ruin you, unless you can escape it via a quest. Should you survive
your final Calamity, you wont gain any more Bane Points. All your
future doubles, triples, and quadruples will be Mishaps instead.
Counterspell
All spells can
be countered by their opposite. As a reaction when you know a spell
is being cast, you may attempt to disrupt it with your own spell.
Cast a spell, but instead of its normal effect, decrease the [sum] of
the countered enemy spell by your [sum]. If their [sum] reaches 0,
the enemy spell dissipates with no effect, otherwise it goes off with
the lowered [sum]. Note that [dice] are unaffected unless the spell
was countered completely.
Elements have obvious opposites (fire vs water or ice, air or lightning vs earth, healing vs necrotic), but you can counter other effects, too, if your DM agrees. For example, perhaps hold person counters teleport, fear might negate charm, stoneskin might disrupt flesh to stone, etc. Spells cast in Drakon Logos cannot be dispelled with normal magic. Only a Dragon Spell can counter another Dragon Spell.
The
Languages
of Magic [Venderant
Nalaberong]
In
the beginning of the cycle, the Cosmic Aeons and Primordial
Devil-Gods shaped the universe through the power of their
incantations. This supreme language was called the Drakon Logos or the Dragon Words. Now it is almost
completely forgotten, only a few syllables and phrases remain. Words
of Power that Arch-Sorcerers and Gods covet above all else. The
Sorcerer-Kings of Atlion safeguarded many debased and distorted
fragments of the old tongue. Their secret ritual language was
established on what little they could piece together. Though much
diluted, High Atleen still held great power.
Low Atleen is now the common language of sorcery, derived from a mixture of Ancient Mouric and High Atleen, it retains little of its potency. Still, it is one of the only tongues capable of rousing the powers of nature, binding devils, and beseeching the spirits. Nearly all modern magic uses it. If a wizard does not know Low Atleen, they cannot use a spellbook, though they can still cast spells they know and gain new spells from another wizard. Note that incantations and trigger phrases are often in a different language, to make using the magic item easier for the intended and harder for a non-intended user.
High Atleen Invocations: Though rare, the knowledge of this ancient language still persists in certain places. It is a skill that can be sought out and studied, and many serious occultists make a point of doing so. Spells cast in this language are more potent, though this also means they are more dangerous. To cast a spell in High Atleen make a Sorcerous Tongues Skill Check. If successful add a number of MD equal to your Degree of Success to the spell. If you fail add a number of Corruption Dice equal to your Degree of Failure instead.
The Dragon Words: No one teaches the Drakon Logos, it is a dead language that only exists in scattered fragments. You must encounter it in the world and experience its power. The first time you discover an inscription or text written in Drakon Logos and attempt to decipher it, make a d100 roll. If you roll equal to or under your Cunning + Sorcerous Tongues Skill Rank, you understand the cosmic significance of what you read. From that moment on, you can work magic with the Dragon Words. If you roll a 99 you lose d6 points of Cunning and go insane (make a Save each week to recover a point, when all points are restored, you regain your sanity). If you roll 00 you die a messy death, slain by mysterious forces beyond your comprehension. Any other result means you don't unlock the secret and never will without taking drastic measures. Exposing yourself to the Drakon Logos while under the influence of Strange Drugs adds +10% to your TN and allows a second attempt. The stat loss and insanity are permanent if a 99 is rolled. If the second attempt fails, the only other option is to seek out and pact with one of the Eternal Devils. Such deals tend to go badly, but what sorcerer wouldn’t take any chance to reach the summit of their craft.
Dragon Magic
Old Grimoires: Around 1 in 10 ancient grimoires, scrolls, and spellbooks are written in Drakon Logos or one of the many languages descended from it. They are utterly indecipherable to those who don’t know the Dragon Words.
Dragon Spells: Any spell can be cast using the Dragon Words. This works like a High Atleen Invocation, but the number of extra MD, CD, and Bane Points accrued are all doubled. Fumbling the Sorcerous Tongue Skill Check when casting a Dragon Spell invites destruction. The caster’s next Calamity instantly occurs. If they’ve survived their third Calamity, they must Save or die a hideous death instead.
Ancient Spells: The most potent spells and rituals are never written in Atleen. All Ancient Spells require knowledge of the Drakon Logos to cast, they are thus always Dragon Spells.
Supreme Power: No other type of magic can defeat the Drakon Logos. A Dragon Spell cannot be countered or broken with any lesser magic. If a Dragon Spell is used to counter a normal spell it automatically succeeds.
Spells
Common & Ancient [inspired by Grimoire of Zero]
Every
spell is a pact between humanity and the demon who empowers that
spell. Mages
master the languages and pacts of elder magic. To cast a spell is to
enact the ritual protocol needed to rouse the powers of nature and
compel them to fulfill one of their ancient bargains. It doesn’t
matter that you weren’t the one they made the agreement with. The
ritual is the key that allows you to assume
that role. The very greatest Mages are able to commune with the
primordial spirits and forge new pacts.
Most
common spells are tied to lesser devils, anyone who says the right
words and names can cast them. They are well known and easy to
recognize. The most potent and
ancient of spells
are kept secret. The terms of their pacts known only to a few. This
makes them very hard to counter.
Ancient Spells can sometimes be found in remote and dangerous places, the lairs of devils and ruins left by long-dead wizards. Because they’re so rare and coveted, Arch-Mages must always be wary of attempts at theft and assassination. Their libraries are often more prized than their treasure vaults. The other way to gain this supreme knowledge is by swearing fealty to one of the Devil Gods. They can teach any spell that they empower as well as any spell their subordinates empower. Having such a spirit as your master often comes at great price.
Countering Ancient Spells [Inspired by Bastard!!]
Directly: Because all Ancient Spells must be cast in Drakon Logos, they cannot be countered by lesser magics. There are only a few methods to ward off, dispel, or break them. Another Dragon Spell of opposing element or effect can be cast. This follows the normal Counterspell rules. This method is extremely dangerous. The Mage attempting to counter the spell suffers triple CD and Bane Points if they generate any.
Politically: Alternatively, if the demon who presides over and empowers the spell can be contacted, it can be bargained with to break it. If one of that demon’s superiors can be contacted and convinced to interfere they can command the empowering demon to break the enchantment. Demons of more tenuous connection can sometimes be petitioned to help, but the price is usually higher, because they have to expend considerable favors and influence to convince one of the empowering demons to get involved. Discovering which demon empowers any given spell is no simple matter, any incantations or inscriptions involved are usually circuitous and carefully constructed to avoid revealing this vital information.
Sacrifices
Some
spells specify an offering that must be made as part of the casting
formula. These objects are consumed by the magic. Spells that require
a sacrifice can be cast without one, but doing so costs the mage,
after all the empowering demon will not be cheated. They take life
force instead and leave the mage tainted for their transgression. The
caster takes d3 damage and gains 1 CD for each omitted sacrifice.
Scrolls & Wands
Scrolls are parchments with rune arrays and diagrams drawn in expensive inks that record a spell and contain 1 MD to cast it with. While scrolls are also drawn up in the language of magic, their trigger incantation can be read by any literate person to use the spell within, burning up the scroll.
Wands are like an even more expensive scroll which isn’t destroyed when used. Any creature with magic can burn a MD to charge a wand, but depending on its materials, each wand has a limit to the MD it can hold.
Staff
Wizards
often carry staves which serve as a focus for channeling magic and to
poke at strange, glowing things. As a wizard, you may create your own
staff. You will need some special wood and other materials, plus
about a week of work, and may then roll or choose a staff on the
table below. Or you can buy a staff, which is quite expensive and
humiliating.
d12 |
Staff |
Effect |
|---|---|---|
1 |
Cascade |
When you roll a Mishap, add +6 to [sum]. |
2 |
Chanter's |
If you spend a full round loudly chanting, add +2 to [sum]. |
3 |
Flux |
Retain MD on 1-4. |
4 |
Fulminant |
Every MD that rolled 6 adds +1 MD to the spell. |
5 |
Arch-Mage |
If you roll a Mishap of 7+, instead refresh all MD. |
6 |
Maledict |
All CD rolls add to [sum] and [dice]. |
7 |
Power |
Set any number of MD to 6, but burn all MD used in the spell. |
8 |
Resonant |
Add +1 MD if you, the player, can say an incantation in rhyme. |
9 |
Apprentice |
Set any one MD to 1. |
10 |
Spellburn |
Re-roll any MD, but burn it. |
11 |
Vancian |
Add +1 MD, but the spell cannot be used again until you rest. |
12 |
Warding |
Gain +1 to all Saves for every unspent MD in your magic pool. |
Talismanic Ring
Every great mage has a ring of power. It is a symbol of their mastery as well as their position within the occult community. They are priceless artifacts, finding or creating one requires a difficult quest. [Magic Templates] times per day a Talismanic Ring can be invoked to do one of the following:
• Apotropaic Ward: Add +1d6 to the TN of any Save.
• Occult Virtue: Add 1 MD to a spell or 1 RD to a ritual.
• Command Spirits: Add +1d3 to the TN of an Opposed Will check against a spirit.
Identify
Most magical
things have strange auras. Closely examining an object usually tells
you if it’s magical and what type of magic was used to enchant it.
To determine a magic item’s properties the use of other skills
(like Second Sight, Ceremonialism, or something tied to the item’s
school of magic) are needed, as well as careful experimentation and
possibly divination.
Tasting a
potion will never kill you (unless it’s actually poison instead)
but it will give you a hint as to its effect.
I
Need More Power!!!
Each of the
following can grant you permanent +1 MD, once.
Wear exquisite robes (worth at least 100 sp) and forswear armor forever.
Implant a functioning magitech device into your body and survive.
Steal the staff of an arch-mage or a fairy godmother's wand.
Eat or marry a powerful creature of magic.
Learn your True Name.
Devour god-flesh.
Bind another wizard's soul.
Willing possession by a demon.
Deal with a Devil, the Fair Folk, or an Outer Thing.
Start a cult that will feed you power through sacrifices.
Drink directly from a ley line or a pure elemental force.*
Consume an energy field larger than your head.*
Replace all your blood with a more potent fluid.*
Tattoo your whole body with magic runes.
Replace an organ with a devil’s.
Inject liquid occultum.*
Acquire a Familiar spirit.**
Experience other dimensions.
Do all the drugs you can find at once.
Control a tower, a dungeon, or other demesne.
Learn the secrets of life and death to transcend mortality.
*
Without exploding, of course.
**The MD gain from a Familiar can happen more than once. You also immediately gain Template A of the Witch Class.
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