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 Post subject: Character Creation
PostPosted: Wed Nov 20, 2013 8:15 am 
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Ranger Lord
Ranger Lord
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Joined: Wed May 01, 2013 8:07 am
Posts: 3557
Location: Just west of the future site of Defiance.
This is the character sheet I will send you Via PM to be filled out. When you post it please be sure to leave the CODE command before and after the sheet or it will get messy.

2. Magic and Sorcery
3. Spells of the Known World


Code:
Player Name:_______________              Campaign #: 141
Character Name:________________
Race:__________
Age:__________  Height:_______  Weight:________  Gender:________
Hair:__________ Eyes:__________ Handed:__________
Distinct Features:_______________________________________________________

Characteristics
STR:_____  Effort Roll:_____%                             Hit Points(CON+SIZE):_____
CON:_____ Stamina Roll:_____%                        Major Wound (HP/2):______
SIZ:_____    Damage Bonus:_____%                  Magic Points(POW):______
INT:_____   Idea Roll:_____%           
POW:_____ Luck Roll:_____%                              Allegiance Points
DEX:_____ Agility Roll:_____%                             Light:______
APP:_____ Reaction Roll:_____%                        Neutrality: _______
MOV:_____   Current MOV:_____                        Shadow: ______
Skills
          COMMUNICATION(APP/2)                                     MENTAL(INT/2)
[] Bargain(05%)_______________ _____%                [] Appraise(15%)_______________ _____%
[] Command(05%)_____________ _____%                  [] Physik(30%)_________________ _____%
[] Disguise(01%)_______________ _____%               [] Gaming (INT+POW)___________ _____%
[] Etiquette(05%)______________ _____%               [] Knowledge(Arcane Lore)(INT)___ _____%
[] Fast Talk(05%)______________ _____%               [] Knowledge(Streetwise)(INT)____ _____%
[] Language, Native(____)_______ _____%              [] Knowledge(Religion Lore)(INT)_ _____%
[] Language(0%)______________ _____%                 [] Knowledge(Streetwise)(01%)___ _____%
[] Language(0%)______________ _____%                 [] Knowledge(Wilderness)(01%)___ _____%
[] Language(0%)______________ _____%                 [] Knowledge(Politics)(01%)______ _____%
[] Perform(05%)______________ _____%                 [] Knowledge(History)(01%)______ _____%
[] Perform(05%)______________ _____%                 [] Literacy(0%)_________________ _____%
[] Perform(05%)______________ _____%                 [] Literacy(0%)_________________ _____%
[] Persuade(15%)_____________ _____%                 [] Literacy(0%)__________________ _____%
[] Status(0%)_________________ _____%                [] Mapping(25%)________________ _____%
[] Teach(05%)________________ _____%                 [] Research(25%)________________ _____%
          MANIPULATION(DEX/2)                        [] Scribe Magic(0%)______________ _____%
[] ART(05%)__________________ _____%                         PERCEPTION(POW/2)
[] Craft(05%)_________________ _____%                 [] Insight(5%)__________________ _____%
[] Craft(05%)_________________ _____%                 [] Listen(25%)__________________ _____%
[] Fly (1/2 DEX%)______________ _____%                [] Navigate(10%)________________ _____%
[] Siege Gear(01%)_____________ _____%                [] Sense(10%)__________________ _____%
[] Pick Lock(05%)_______________ _____%               [] Spot(0%)___________________ _____%
[] Pick Pocket(05%)_____________ _____%               [] Track(0%)__________________ _____%
[] Repair(15%)_________________ _____%               
[] Repair(15%)_________________ _____%               
[] Traps(15%)__________________ _____%               
                                         PHYSICAL(STR/2)
[] Climb(40%)_________________ _____%             [] Dodge(DEXx2%)______________ _____%
[] Drive(20%)__________________ _____%            [] Hide(10%)___________________ _____%
[] Ride(05%)__________________ _____%             [] Stealth(10%)__________________ _____%
[] Swim(25%)___________________ _____%            [] Throw (25%)__________________ _____%
[] Brawl(25%)__________________ _____%            [] Backstab(0%)_________________ _____%
[] Grapple(25%)_________________ _____%           [] Shield (25%)_________________ _____%

WEAPON TYPE          ATTACK/PARRY     DAMAGE      RANGE    LENGTH     HAND    HP  SPECIAL
[]_______________    ___________%     _______     _____    _______    _____  ___ __________________
[]_______________    ___________%     _______     _____    _______    _____  ___ __________________
[]_______________    ___________%     _______     _____    _______    _____  ___ __________________
[]_______________    ___________%     _______     _____    _______    _____  ___ __________________
[]_______________    ___________%     _______     _____    _______    _____  ___ __________________
[]_______________    ___________%     _______     _____    _______    _____  ___ __________________

ARMOR                 DAMAGE          TIME TO
TYPE                  DEFLECTED        EQUIP       BURDEN     SPECIAL
________________      _________       _______     _______     _________________________

SHIELD TYPE           SKILL    HP         DAMAGE      SPECIAL
________________    _______%  ____       _______       ______________________________

BRONZE:__________   SILVER:__________  GOLD:__________   

EQUIPMENT         LOCATION        EQUIPMENT         LOCATION     EQUIPMENT         LOCATION   
_______________  __________       _______________  __________    _______________  __________
_______________  __________       _______________  __________    _______________  __________
_______________  __________       _______________  __________    _______________  __________
_______________  __________       _______________  __________    _______________  __________
_______________  __________       _______________  __________    _______________  __________
_______________  __________       _______________  __________    _______________  __________
Mem SPELLS                LVL   RANGE     DURATION    RESISTANCE    EFFECT
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________
   [ ]    ______________  ___  ______    _________    __________    _______________________________


campaign ID: 141

First Step, Pick a Race!
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Second Step, Roll and fill stats!
campaign ID: 141

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Third Step Skill Allotment!
YOU GET FREE 60% IN NATIVE LANGUAGE
Races other than human gain a free 20% in Language: human

Humans receive a free 20% in any Communication skill.
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Starting Bronze 1d100+50+Luck

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 Post subject: Magic and Sorcery
PostPosted: Tue Dec 10, 2013 3:10 pm 
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Ranger Lord
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Joined: Wed May 01, 2013 8:07 am
Posts: 3557
Location: Just west of the future site of Defiance.
Magic and Sorcery
Sorcery is a system for invoking supernatural effects on the physical world through complex occult formulas, formalized as spells. When your character performs the proper ritual to activate a sorcery spell, the specific type of magic energy is released and has the desired effect. Throughout this section the word “grimoir” will be used to represent any device the magic user uses to keep spells that he doesnt have memorized. A wizard might have a spell book, a priest might have holy relics with the spells inscribed on them, a druid might have a staff with the spells recorded on it, ect...A character may never have more levels of spells memorized than his current INT score.
Any character who has a POW of 14 or greater can start play with spells.
If you qualify, you may choose Knowledge(Sorcery)/10 (round up) of spells from the Sorcery chapter on page 95(or spell list below). So a character with a score of 38% would have 4 spells in his grimoir. A character with 71% would start play with 8 spells.
Create a backstory for how your Adventurer learned these spells. Were they taught? Did they find a book of spells and teach themselves? Were the spells granted by a higher(or LOWER) power?

MAGIC SOURCE AND FOCI
Each spell caster in this world has a source from whence their magic originates. This power is sometimes channeled through a focus such as a holy symbol, an ancient tree, standing stones, a staff, or a myriad of other possibilities.
The following describes various sources a characters magic might come from but is in no way a complete list. Feel free to make up your own, requiring Chronicler approval.
Arcane: Magic flows all around us. It is woven into the rock, the waters, and the very air. Some spell casters have learned symbols, gestures, and words of power that can form this raw material into reality altering effects. This form of magic is more about formulas and gestures. Such works can be diagramed and explained in writing as well as memorized. Characters using the arcane as a source of their power keep Grimoirs, spell books, scrolls, tablets, or anything such writings can be inscribed into. They may memorize any spell they have so recorded, or unlearn and memorize a new spell at a rate of 1 hour per level of spell. Unusual body movements and gestures make casting such complicated spells very difficult when wearing anything more restrictive than normal clothing causing mistakes if a caster wears even leather armor. Elves have had centuries to learn more graceful and fluid motions while wearing armor and may cast spells in any natural armor like hides or leathers but nothing forged.
Divine: Higher powers, deities, and celestial beings gain power through worship. The more faithful they bring into their mythos or religion the stronger they become. Some of these beings grant their devoted spells through prayer and worship. This type of caster is not required to have a written work to record their spells and merely asks their lord for such power. Such spells can be prayed for or replaced at a rate of 30 minutes per level of spell but require a holy symbol as a focus for the deity to channel the spell to the caster. If the Caster loses this symbol another must be acquired to cast spells and memorize new spells. Divine spells require no gestures or special movements, as long as the caster holds the holy symbol focus in the casting, and therefore allow divine casters to wear bulky armor.
Nature: Some believe that there is power in every living thing of the world. Casters who worship nature have learned to tap this potential energy and use it to alter reality. A natural spell caster memorizes new spells much like a divine caster, and has no need to write down formulas for casting their spells. However, all natural casters require a focus to harness the energy required to memorize spells. This focus can only be a naturally forming item such as a large standing stone, a tree, a stream, or a body of water. When the caster is travelling and away from that source they may take a piece of it with them to allow memorization. This could be a sliver of stone from the standing stone, a walking staff or wand made from the tree, a belt made from its vines, or a vial of water from the stream, ect. Without this focus, the caster cannot memorize new spells but can keep their currently memorized spells for casting.

MAGIC POINTS AND SORCERY
After casting spells, your character grows somewhat tired, having invested his or her life energy into powering the sorcery, almost like fuel or ammunition.
Magic Points are sacrificed in casting sorcery, and then those points return slowly as the Sorcerer recovers strength. Spent Magic Points are replenished naturally, up to your character’s normal POW.
Your character cannot spend more Magic Points than he possesses, nor can the number of Magic Points regenerate above the amount of his or her POW.
Your character’s INT characteristic is equal to the maximum number of spells he has immediate access to. Sorcery spells are cast from the spells your character has in his or her memory. If you want your character to cast some sorcery spell not in memory, he must first dismiss some other sorcery to make room. A character can remember levels of individual spells up or equal to his or her INT. There is no limit to the amount of spells that can be kept in the grimoir.
Magic Points
A character can cast any spell in memory at a cost of 1 or more magic points per spell level. Some spells can be further fueled for additional affects, longer durations, or greater power. The characters Magic Point total is equal to his POW score. Magic points spent regenerate slowly, usually about 1 point per two hours of rest. If a caster ever reaches 0 magic points he falls unconscious until 1 point is regenerated.

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PostPosted: Wed Dec 11, 2013 7:13 am 
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Location: Just west of the future site of Defiance.
While magic spells are not uncommon in the world, a great deal of knowledge was lost through the ages after the fey fled these lands. The following is a list of spells that any caster could research and learn, but there are hundreds more that, once lost, may be recovered from ancient fey repositories.

AFFLICTION (4) Range: Touch Resisted: No
This is cast on any weapon. Damage done by an ensorcelled weapon leaves festering wounds that heal slowly, 1D3-1 Hit Points per week. Any exertion by the victim before the wounds heal completely causes these wounds to re-open, resulting in a further 1D8 Hit Points of damage. If Heal is cast on such a wound, the cast- er must first succeed in a POW:POW Resis- tance Table roll, or the spell has no effect, and the Magic Points are lost. The Afflicted wound has a resistant POW of 16. The Physik skill has no effect on an Afflict- ed wound.
Sorcery

AGONY (2) Range: Sight Resisted: POW vs. POW
The spell causes a sharp, stabbing pain in the target’s head that disorients him and makes it impossible to cast magic, or to at- tack or parry, leaving the victim unable to do much else than groan and roll on the ground. With a successful Stamina roll, the victim shakes off the effects of the spell in the next round. Undo Sorcery cancels this spell.

ANIMAL FRIENDSHIP (3) Range: Touch Resisted: No
Forms a bond of trust between the caster and one animal of his or her choice. The animal quickly learns simple commands concerning places it visits with the caster, and the people that they meet together.
The animal must be present at the casting. A Sorcerer may have only one animal friend at a time. Caster and animal may be sepa- rated by long distances and days of weeks of time, but both become uneasy and irrita- ble as the time apart lengthens. In crowds, each unerringly finds the other. This spell endures so long as good will and good treatment endures, until the spell is cast on another animal, or until death severs the relationship.

BABBLE (1) Range: Sight Resisted: MP vs. MP
For its duration, the spell causes the target to spout gibberish whenever speaking, yet remain convinced that his or her speech is perfectly normal.

BANISH TUMULT (20) Range: Radius of effect 1000 meters around a specific point
Resisted: No
The Sorcerer causes activity in any one of the four elements (air, earth, fire, water) to diminish to a quiescent state – in the immediate area, a storm calms, a tidal wave turns to placid sea, a raging fire is quenched, and so on. The caster needs a D100 roll of POW x4 or less for a success- ful casting of the spell. Failing, the Magic Points are lost with no effect. A result of 00 always fails. The effect lasts for 1D8 hours. The Sor- cerer must know all elemental pathway spells, but none need to be cast.

(BEAST) SHAPE (4) Range: Touch Resisted: MP vs. MP
This spell allows your character or his or her target to assume the visual aspect of a natural creature. The (Beast) Shape spell only allows the character to shift to one beast form. To learn additional forms, he must learn the spell again. This should be noted on your grimoire thusly: Wolf Shape (4), Bear Shape (4), Lion Shape (4), etc. A “talking beast” (see bestiary) that can cast magic is well within his rights to learn Elf Shape, Human Shape, etc. The character affected by the spell tem- porarily takes on the new shape and cor- responding attacks for the duration of the spell. The physical abilities of the new form are rolled as per the species being changed into. INT and POW remain un- changed. Make note of your new form’s physical abilities the first time you roll them; from then on, your character’s stats will remain the same when changing into that form subsequently. It is up to the Chronicler to determine what aspects of a being’s abilities are nat- ural and can be assumed with the spell, but if it does not involve a physical attack of some sort or has a magic origin it can- not be duplicated by the spell. This can vary from setting to setting. For example, in a high fantasy setting, a dragon’s flaming breath may be mag- ical, while a grittier sword-and-sorcery setting may have dragon’s breath be acidic, venomous, and only occasionally combustible. In the first case, your charac- ter would not be able to duplicate the ef- fects of the flame breath, while in the sec- ond case, it should be allowed. Based on his or her familiarity with the subject, the Chronicler may choose to allow any subterfuge related skills involving the disguise to be +50%. The spell is negated if the disguised character has physical con- tact from an actual creature of the species being imitated.

BECKONING EARTH (10) Range: Sight Resisted: No
This spell causes the ground to swallow un- dead monsters. It affects only mummies, skeletons, revenants, or other things once dead which have been buried in the deep earth. Cracks form in the ground underneath the affected undead, then the earth opens and swallows every one of them within fifty meters of a specified point. They are gone forever. Living beings grappled by such hor- rors are also swallowed. Those in proxim- ity to such undead need Agility rolls at the Chronicler’s discretion. The spell splinters intervening floors, foundations, etc. When its effect is complete, the spell concludes.

BEFOUL (1) Range: Touch Resisted: No
Caster imbues pots of food, bottles of drink, small pools and ponds, etc. with the taint of decay. This stuff is too foul and bitter to enjoy, though it sustains life for a while. The spell endures for 1D8 days.

BIRD'S VISION (1) Range: Sight Resisted: No
This spell allows your character the ability to control the direction of one bird’s field of vi- sion and share in that creature’s vision from its vantage point. The bird (or birdlike crea- ture, at the Chronicler’s discretion) chosen for this spell must be within your character’s eyesight, though once cast, if the bird is lost from view, the spell continues to have effect and lasts as long as the spell’s dura- tion. If no bird is present when the spell is cast, it simply does not work. The Chronicler should tell the player beforehand that there is nothing to cast the spell on.

BOUNTY OF THE SEA (4) Range: Sight Resisted: No
This spell causes a sudden torrent in a room or within a small portion of open space. The water continues to cascade into the area for the duration of the spell. By its end, enough water has fallen from nowhere to fill an av- erage room (Chronicler’s discretion). Once the spell ends, the water stays and behaves naturally, draining or remaining as appro- priate. If your character is very far from a natural body of water, he must make a suc- cessful Luck roll before the spell can take effect. This spell is a prerequisite to be able to summon water elementals with the Sum- mon Elemental spell. This spell can be ne- gated by a casting of the Gift of the Earth spell on the same area. This spell can also be cancelled by a 4-point Undo Sorcery spell, but any water already summoned into the area by the spell does not disappear.


BRAZIER OF POWER (4) Range: Touch Resisted: No
This spell lets your character create a reser- voir of personal Magic Points to draw upon when casting a large number of spells. Bra- zier of Power is incompatible with Chain of Being, and if one is cast on a character, the other will have no effect. Traditionally, the
focus for the reservoir is usually a large bra- zier, but it could be any sturdy, solid place or thing. For some examples, a large rune inlaid in a floor, a statue, a column of a building, etc. would all suffice for this spell. If the focus is moved or destroyed, the at- tunement is lost, and a new focus must be established from scratch. The first time Bra- zier of Power is cast, the casting character must sacrifice 4 Magic Points and 1 perma- nent point of his or her POW characteristic, to attune the focus. Once this is success- ful, your character can store up to all of his or her remaining Magic Points in the focus. The focus accepts new Magic Points at any time up to the maximum of your character’s POW when the focus was created (after the sacrifice). For example, if your character’s POW was 17 after the spell was complete (down 1 point from the original 18), he can store up to 17 magic points in the Brazier of Power at any time. Whenever your character wishes, he may sacrifice the stored Magic Points in the Bra- zier of Power, along with any he has regen- erated. The Magic Points in the focus are al- ways the first spent. For example, Pelethanor has POW 18 and 18 magic points. He places a large iron brazier in his laboratory and casts Bra- zier of Power, sacrificing 4 magic points and 1 POW—they decrease to 14 and 17, respectively. Pelethanor stores all 14 of his remaining magic points in the brazier, and falls unconscious for an hour. One day later he performs a variety of mag- ic tasks, drawing from his brazier and his own magic points. He spends a total of 28 magic points (14 from the Brazier of Pow- er and 14 of the 17 he has regenerated), but doesn’t spend them all, to avoid fall- ing unconscious again. To refill the Brazier of Power, Pelethanor waits a day to regen- erate his magic points, and then sacrifices 16 magic points into the brazier, keeping 1 to remain conscious. The next day, all of Pelethanor’s magic points have regenerat- ed. He now has 17 magic points in him- self; and 16 more in the Brazier of Power;
If he transfers 1 more magic point into the brazier, in an hour he has 34 magic points ready to use: 17 in the Brazier of Power and 17 of his own (he has regen- erated the lost magic points in the hour). The Sorcerer must be in physical contact with the Brazier to draw the Magic Points from it. Only the creator of the Brazier of Power can use the Magic Points directly, however, if he has another means of trans- ferring Magic Points from him- or herself to another character, the relevant Magic Points must first be drawn from your character, then from the Brazier of Power. To make a focus of greater capacity, your character must cast the spell again, sacrificing an- other point of POW and the relevant Magic Points increasing the objects storage capac- ity by an amount equal to the Sorcerer’s cur- rent POW. In this fashion, a Brazier of Power can become an immense reservoir of Magic Points for a caster to use. Most serious spell- casters tied to a particular location (such as the priests of a god) will use Brazier of Pow- er in the lair or sanctuary.

BREATH OF DEATH (6) Range: Touch Resisted: MP vs. MP
The spell suffocates the target who, for the duration of the spell, feels as if drowning. Beginning at CONx6, the target must make a D100 suffocation roll each round as per the spot rules for drowning. Undo Sorcery and Breath of Life can can- cel Breath of Death.

BREATH OF LIFE (1) Range: Touch Resisted: No
This spell allows your character to breathe normally if he is underwater or in some oth- er similar medium. At the Chronicler’s discretion, a successful Agility roll may be required to cast before- hand if suddenly immersed. This spell al- lows your character to speak normally while underwater.

CAPTIVE SLUMBER (3) Range: Sight Resisted: MP vs. MP
Causes someone to fall into a deep ambu- latory sleep for a number of minutes equal to 60 minus the target’s CON. The victim is unaware of what occurs while asleep under this spell. If the victim is to be amenable to simple non-threatening commands (such as that he walk from point to point, remain quiet, or climb steps), then the caster must also successfully match POW:POW on the Resis- tance Table. At each command, allow the sleeper a chance of INT x2 or less to awake. The victim will not speak or respond to questions, or act against his or her inter- ests. Only the caster may command the victim.

CHAIN OF BEING (4) Range: Touch, Sight, etc. Resisted: No
This spell allows up to eight individuals to pool their Magic Points into a single shared
resource, a useful practice when casting some mighty spell beyond the reach of a single character’s Magic Points reserve. The participants in the spell must be linked by touch; usually they hold hands in a circle. The circle must be maintained while the Magic Points are being spent on any cast- ing. Only one character needs to know this spell for it to work, and the 4 Magic Points spent to cast the spell must come from that character. Any Magic Points spent in excess of those 4 points are drawn as uniformly as possible from each participant, starting with your character. If a participant accidentally drops to 0 Magic Points, the chain is broken, the spell ends, and the Magic Points are lost. This spell is incompatible with Brazier of Power.

CLOAK OF NIGHT (1-4) Range: Touch, Sight, etc. Resisted: No
When cast upon a character, each level of this spell increases the target’s Hide skill by +20%, cumulative, for the spell’s duration.

CLUMSINESS (1-3) Range: Touch Resisted: MP vs. MP
Reduces the target’s characteristic DEX by three points for each magic point spent, decreases Agility rolls and the Agility modifier accordingly. Addition- ally, Dodge is decreased by six percen- tiles per Magic Point spent in the casting. Further, decreasing Dexterity could affect the character’s ability to wield a weapon (see minimum STR/DEX for each of the target’s weapons). If DEX falls to 0, the victim is unable to accomplish any physi- cal task without also receiving a success- ful Luck roll. If the Sorcerer requests the maximum decrease of nine points, the target’s play- er rolls a D100. On a result of 00, the tar- get is cursed and the change is perma- nent. After that, this spell does not affect that Adventurer, nor may he ever cast it. In recompense, the player may distribute
three points to characteristics other than DEX, in any combination.

CURSE OF SORCERY (4) Range: Touch Resisted:POW vs. POW
Your character can endow part of the tar- get’s body with some gruesome or mon- strous quality of his or her choice, such as being extra warm to the touch, slimy, always wet, scaly, extra hairy, warty, multicolor, etc. With a second successful POW:POW roll, the targeted body part takes on the appropri- ate physical appearance of a tentacle, a crab leg, a bird’s wing, an insect feeler, etc. though the appearance is solely cosmetic— no bonuses or abilities are conferred by this curse. If the player fumbles with a 00, the effect is permanent. If the affected body area is visible, it may cause a loss of 1D3 points of APP while the spell is in effect. The spell’s effect ends when the original caster dies. This sorcery spell can only be cast once upon a single target while it is in ef- fect, though it can be repeated if the spell’s duration has ended.

CONTRIBUTE TO TRUTH (1) Range: Sight Resisted: POW vs. POW
With a successful casting, the target feels he must tell the truth in response to a question, or else must look away and remain silent. The target has no sense that he can mislead or tell an outright lie unless the spell accom- panying that question has failed. If the target answers, he tries to answer as fully as the question demands, but nev- er more than a few sentences. Follow-up or new questions require new castings of the spell and the sacrifice of another magic point for each.

EARTH-WALKING (4) Range: Touch Resisted: MP vs. MP
Dirt and rock engulfs and drags the tar- get beneath the surface. (Only dirt or rock can absorb a person or object, not refined metal.) The target can breathe normally and can hide underground for the duration of the spell, but cannot move. Restored to the surface, the target is within a hundred me- ters or so of the original location. A person affected by Earth-Walking cannot rescue those trapped by Beckoning Earth.

FATIGUE (1) Range: Sight Resisted: MP vs. MP
Caster causes the target to feel overwhelm- ingly tired, and the target’s chance to fumble is doubled. Also, reduce the normal Cha- risma, Dexterity, Effort, Idea and Luck rolls from (Characteristic) x5, to x2. If the target manages to rest (no fighting, no moving, no magic) for 1D8 combat rounds, then the spell’s effect ends. Otherwise the spell’s duration is standard.

FLAME-WALKING (4) Range: Touch Resisted: MP vs. MP
In the proximity of any great fire, the target suddenly finds himself engulfed in flame, but without harm or discomfort. The target breathes normally, and can stay even within an inferno for the duration of the spell. The fire must be natural, not magical. Unlike Earth-walking, this spell allows the target to move about. It is recommended the target leave the area of the flames before the spell ends. The spell ended, the target is located wherever he has moved.

FLAMES OF THE SUN (4) Range: Sight Resisted: No
This spell causes a mass of floating fire to appear in and hang in any position with- in line of sight of your character. The fire burns without fuel for the duration of the spell. The churning flame measures about three meters across, and is hot enough to ignite adjacent materials, as any fire can, doing 1D6+2 fire damage per round. This spell can be negated by the spell Wings of the Sky cast on the area it affects. A 4-point Undo Sorcery will dispel this spell; if so, any flame present will fall to the ground and be- have naturally (smoldering, perhaps catch- ing twigs and brush afire, etc., at the Chron- icler’s discretion).

FRAILTY (1-3) Range: Touch Resisted: MP vs. MP
Decreases effective CON by three points per magic point cast for the duration of the spell. Decreasing CON also temporar- ily decreases Hit Points for the duration and makes the target more susceptible to poisons, diseases, etc.

FURY (1) Range: Touch Resisted: MP vs. MP
This spell induces a furious, berserk rage in the target, making him fight recklessly and with savage abandon. You can cast this on yourself or another target. If successful, the recipient of the spell will begin to fight and to fight unceasingly for the spell’s duration. The target of the spell is always able to choose who he wishes to attack. The spell increases the number of attacks that the maddened character can choose to make in each round by one additional attack (above and beyond those allowed by skill). The ex- tra attack will be made on the last DEX-rank of the round. The spell does not add skill percentiles or increase damage done. This spell lowers the natural instinct for self-preservation, and reduces the target- ed character’s skill ratings for any dodges or parries in the round by 30%, in addition to any other modifiers such as for additional actions. The furious character ignores any unconsciousness stemming from a major wound. A fatal wound is still fatal to the en- raged character, but he attacks until the end of the round of death, striking blows while technically dead, and then finally keeling over at the end of DEX-rank 1. During this fury, the character can only take actions di- rectly related to the most immediate form of combat. No magic, no healing, etc. The Chronicler should decide whether an action qualifies as a combat action or otherwise.

GIFT OF THE EARTH (4) Range: Sight Resisted: No This spell causes a mass of dust, soil, and sand to suddenly appear and accumulate quickly in a small room or small area of open space. When the duration of the spell ends, the spell will have transmitted more than 60 cubic meters of new earth, enough to fill an ordinary room. The use of Undo Sorcery 4 defeats this spell; though any earth that has already arrived will remain. The Bounty of the Sea spell will negate Gift of the Earth if cast on the same area. If you are far out on a body of water, in the sky, or in space, you also may need a successful Luck roll to complete the spell.

GUIDE AIR (4) Range: Sight Resisted: No
So long as a breeze or wind is blowing, the caster may shift a portion of those winds in any direction, as if they were a single sylph. The speed of the wind may not in- crease. The front surface of the wind may not exceed in square meters the caster’s Magic Points just previous to the casting of the spell. At 16 square meters and giv- en a steady wind, this amount of air could propel a small sailboat.

GUIDE EARTH (4) Range: Sight Resisted: No
The caster has the ability to raise a vol- ume of soil or rock equal in cubic meters to his or her Magic Points just before cast- ing the spell. This earth can move in any direction across the surface of the land, at speeds of up to MOV 8, and take what- ever compact form the caster desires. At sixteen cubic meters and at MOV 8, such earth could do 1D6 damage to a target.

HEAL (2) Range: Touch Resisted: No
This spell immediately adds 1D4 Hit Points to the target’s current total, up to his or her maximum Hit Points. Hit Points healed to a single wound, in excess of the wound’s val- ue, are lost. This spell can be cast once per wound. Additionally, you can use this spell to treat a wound that has already been treated by Physik, and both will improve Hit Points if successful. This spell is often used in tandem with Physik by some healers.

GUIDE FIRE (4) Range: Sight Resisted: No
So long as the fire has something to burn, the caster has the ability to direct all or part of an existing fire as though it were a single salamander. In square meters, the directable portion of a fire may not exceed the Sorcerer’s Magic Points before the spell was cast. This is a natural fire, and does normal damage.
GUIDE WATER (4) Range: Sight Resisted: No
The caster may divert a portion of an ex- isting body of water, and cause it to move across itself, across land or water, uphill or down, for the caster’s POW in combat rounds as if it were a single undine. In cubic meters, the directable portion of the waters may not exceed the Sorcerer’s Magic Points before the spell was cast. The water moves up to MOV 8 In whatever compact shape the caster dictates. At that speed, 16 cubic meters could do 1D6 dam- age.
GUILE (1-4) Range: Touch Resisted: No
Per magic point spent, adds 20 percentiles to the skill of Fast Talk for the caster’s POW in combat rounds. Once the spell ends, the victim is allowed the usual Idea roll to come to his or her senses.
Hag’s Flesh

HAG'S FLESH (1-3) Range: Touch Resisted: MP vs. MP
For each magic point spent, the spell temporarily decreases the target’s APP characteristic by three points. Decreasing APP decreases the Charisma roll. A decrease of APP to zero or below provokes disgust in every beholder. If decreasing APP by nine points, the target’s player also rolls D100. On a result of 100, the target is cursed, and the reduction is permanent. After that, the spell does not affect that target, nor may he cast it. In recompense, the victim gets three points to add to characteristics other than APP.


HEALING TRANCE (VARIES) Range: Touch Resisted: MP vs. MP
The target falls into a deep trance that can- not end until the spell has run its course. Visions appear and fade away, but none can quite be remembered. Roll 1D8 for the spell’s duration in days: each day heals 1 hit point of damage, and subtracts 2 Mag- ic Points from the caster’s total. The target wakes when fully healed. If the caster drops to zero Magic Points be- fore the spell is over, Healing Trance ends. The sleeper wakes then, retaining all Hit Points gained in the interim but with 1 CON lost permanently. The spell may be cast only once per ep- isode of injury or wound. At the GM’s dis- cretion this spell may cure diseases, act as an antidote to poisons, defeat other magics. Healing Trance can never erase the lasting effects of major wounds. It is incompatible with Heal, or Quick Healing.

ITCH (1) Range: Touch Resisted: MP vs. MP
Itch causes the target to itch and burn all over, as though bitten by hundreds of stinging insects. A D100 roll of POW x2 or less lets the character take action in a round other than to scratch. Armor, sub- merging in water, Heal or other magic, etc. is of no consequence. Itch is all-powerful.

LIKEN PERSON (4) Range: Touch Resisted: No
This spell allows the target to copy ex- actly another person’s appearance. The target’s face shifts and moves like putty, hair lengthens or shortens and changes color, etc., and apparent Size also chang- es to suit the disguise. The target’s spells, skills, etc., remain the same, as does his or her actual Size, Hit Points, etc. If the target is touched by another person, the false likening shimmers and disappears. Duration is the caster’s POW in minutes.

LIKEN SUBSTANCE (4) Range: Touch Resisted: No
The appearance of an inanimate object magically changes from its actual appear- ance. A section of wall can be made to ap- pear like a door, a book can become a box, coins appear as gems. The item is still the same to touch, carry, taste, etc. The relative Size of the object remains unchanged, so the possible changes that are believable are limited. Duration is equal to POW in min- utes, after which the item’s appearance re- turns to normal. Maximum SIZ affected by this spell is 18.
MAKE FAST (1) Range: Touch Resisted: No
This spell causes one specific item of rough- ly hand size or less to stick fast to one other thing, and they cannot be separated by any normal means short of destruction of one or both items. Undo Sorcery will break the bond. This spell does not work on living or dead flesh, or on enchanted or otherwise magic items.

MAKE WHOLE (3) Range: Touch Resisted: No
This spell mends some broken thing, a weapon or wagon, for example, but nothing of size and bulk much greater than that of a wooden wagon or a length of wall around the same SIZ (around SIZ 50). The target item should be comprised mostly of the same material or a limited number of ma- terial. The Chronicler should determine if an item is too complex or composed of too many types of material for the spell to have an effect. The duration of this spell is longer than normal, lasting for 1D6 hours. Furthermore, if your character makes a successful Luck roll immediately after cast- ing the spell, the effect is permanent and the item is restored as if new. This spell does not work on living tissue, or on supernatu- ral creatures, magic items, or other types of magic enchantments. Undo Sorcery 3 will end this spell.

MIDNIGHT (1) Range: Touch Resisted: No
This spell creates an irregular cloud of ab- solute darkness in an area roughly that of a small room, about four meters on each side. Normal human vision does not work within this area until the spell ends. Otherwise, there is no other effect. If your character wishes, he can move the darkness about by concentrating. Only your character can move it in this manner. Undo Sorcery 1 will remove this spell.

MOONRISE (1) Range: Touch Resisted: No
This spell causes a ball of light 1/2 meter across to appear and float in the air, glow- ing sufficiently enough to brightly illuminate
a room. If your character wishes, he can grasp the ball of light and move it about. Only your character can move it in this manner. Undo Sorcery 1 will cancel this spell.

MORALITY (4) Range: Touch Resisted: (See below)
The target must be willing to receive the spell. It envelops the target in an aura of pu- rity painful for those allied to Shadow to look upon, nor may they even approach the tar- get unless successfully matching the caster POW:POW on the Resistance Table roll. A Shadow-allied ally can attempt the roll once per round. This spell can only be known or cast by those allied to Light.

MUDDLE (1) Range: Sight Resisted: MP vs. MP
This spell disorients the target enough that he cannot cast spells or carry out coordinat- ed plans. However, the target continues to be able to defend him- or herself and move by his or her own volition. If your character succeeds in a POW x3 roll, he can momentarily convince the target of something as if using the Fast Talk skill. The command or misinformation must be spoken aloud and the target must be able to understand the language being spoken. The target can attempt to break it once each combat round if he can make a suc- cessful Idea roll (to realize your character’s influence). If this roll is successful, the target can attempt a magic point vs. magic point resistance roll. Both rolls must be success- ful for the target to break free. The nature of the spell requires that the Idea roll be made each round, but once the target is free from the spell, no further rolls are required.

OBSCURE (2) Range: Touch Resisted: No
Garbles and mixes up written words so they are unreadable. A cast affects one map, one book, one wall full of graffiti, etc. To read the item, a second casting of Obscure ne- gates the previous casting, and reverts the item back to its original state, whether or not the casters were the same. The effect lasts for 1D8 years. This spell will not work on magical runes.

OMEN (3) Range: Self Resisted: No
An omen is an occurrence believed to por- tend the future. The caster learns whether a specific course of action augers good or ill. The caster describes the action or decision to which the omen will apply, then awaits the appearance of the omen, always before sunset of the same day. Specific information is not revealed. For example, Saradoc casts Omen and asks if he should break into the Royal Palace Library to find a certain tome. An hour later, he no- tices that water is seeping from a crack in a
nearby clay bowl. Saradoc interprets this event to be the omen, and decides that it means his plan will fail. The omen and its interpretation may be clear, confusing, or contradictory. A successful Idea roll can identify an omen. A successful Evaluate roll can clar- ify an omen’s meaning, though often incompletely.

POX (1) Range: Sight Resisted: MP vs. MP
This spell attacks the target’s Magic Points, weakening him magically. If suc- cessful, the target loses 1D6 Magic Points from his or her current total; those lost points will regenerate normally. A charac- ter reduced to 0 Magic Points will immedi- ately fall unconscious. For the remainder of the round in which this spell goes off, the target cannot cast any sorcery spells (or use other powers, at the Chronicler’s discretion). If the resistance roll is suc- cessful the spell has no effect and the tar- get’s Magic Points are not removed.

QUICK HEALING (4) Range: Touch Resisted: No
Sorcerer converts 1D3 permanent points of POW from the target into 2D8 Hit Points. Hit Points in excess of maximum dissipate at a rate of one per hour. It is compatible with Heal, and Physik, but not with Healing Trance.

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Ranger Lord
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Location: Just west of the future site of Defiance.
RAT'S VISION (1) Range: Sight Resisted: No
Like Bird’s Vision, this spell allows your character to share in and control the vision of one rat, mouse, or similar rodent (or ro- dent-like animal), chosen from within eye- sight. If the target animal is lost from view, the spell continues for the rest of its dura- tion, and can be extended with subsequent castings of the same spell. If no rodent is present when the spell is cast, it simply does not work. The Chronicler should tell you be- forehand that there is no creature available to cast the spell on.

REFLECTION (9) Range: Self Resisted: No
This spell blocks magic otherwise affecting the Sorcerer, mirrors it, and sends back the intruding magic to its caster. The reflection magic operates at full strength against its caster, who functions as target. However, each time a spell reflects back from Reflection, the Magic Points powering reduce by one. At no time does Reflection work against spells powered by more Magic Points than it is. During that time, it affects all spells, friend- ly or not, in the same fashion.

REFUTATION (1-4) Range: Self Resisted: No
This spell allows your character to defend him- or herself against the Undo Sorcery spell. It can be cast in the same round as Undo Sorcery during the Magic phase, and will activate at the beginning of the next round. Your character should match his or her levels of Refutation against any levels of Undo Sorcery being cast on the Resistance Table. If Refutation wins, the Magic Points spent in Undo Sorcery are lost and the spell has no effect. If Undo Sorcery wins, Refutation has no effect, and the Undo Sorcery spell continues to work as if unaffected, negating as many more levels of sorcery as appropriate. If Undo Sorcery is able to attack more than one sorcery spell, you can choose the type of spell to negate from the list at the beginning of this chapter, but you cannot specify the precise spell.

RESOLVE OF IRON (3) Range: Touch Resisted: See below
Target has precedence for a MP:MP check on the Resistance Table whenever a spell is cast in his or her direction; if this resis- tance roll succeeds, then the offending spell is aborted, but the caster of the offending spell loses no Magic Points and may try again next combat round.

ROLLING BRILLIANCE (6) Range: Sight Resisted: No
Causes a shimmering cloud of silvery-blue sparks to roll and churn across the land- scape. It moves at the pace of a walk, in a single indicated direction. The cloud con- ceals everything within it, and blocks vision beyond it. It is approximately a hundred meters across, big enough to shield the advance or retreat of a regiment. The spell endures for 1D8 minutes.

SCRY (4) Range: Self Resisted: No
For the duration, the caster observes events anywhere in the world. The caster looks into a clear surface, such as a still pond, a mir- ror, a lens, a crystal ball. The future or past cannot be viewed, nor can other worlds. Events occur in real time, for a maximum of POW in minutes. The Sorcerer must have some familiarity with either the place or person being spied upon. No sounds can be heard. Witch Sight can detect the pres- ence of a Scry spell, and Undo Sorcery (4) can stymie it.

SHATTER (3) Range: Touch Resisted: No
This spell makes an object or surface brittle. It can be of the caster’s POW or less in square meters. The object or surface then needs only a kick, the thrust of a sword, a blow from a hammer, etc., for it to shat- ter into fragments and dust. If an area is thick, such as the wall of a cave, then the portion that shatters is no more than a meter deep. Successive spells would dig more deeply. If an object (such as a shield) is in some- one’s possession, the caster must first match his Magic Points against the pos- sessor’s on the Resistance Table. This spell does not work on living or dead flesh, enchantments, demons, or de- mon-inhabited objects. The effect of one or more Shatters can be repaired with the equivalent number of Make Whole spells. Undo Sorcery has no effect on Shatter.

SLEEP (1) Range: Sight Resisted: POW vs. CON
The caster uses force of will to force the target to fall asleep immediately. The sleep lasts for 60-the target’s CON minutes. If the spell is resisted, it may not be recast on that target for 24 hours. During sleep, those with Light as their highest Allegiance experience dreams of hopeful perfection and glory. Those with Balance as highest Allegiance have threat- ening dreams that cause them to sweat and murmur profusely. Those with Shadow as highest scream horribly, plead endless- ly, and awake bewildered and unable to act during that combat round.

SLOW (1-3) Range: Touch Resisted: MP vs. MP
For the duration of the spell, the caster decreases maximum movement by one MOV per magic point. Slow does not affect Dexterity. If the caster takes the maximum decrease of three points, the target’s player also rolls D100. On a result of 00, the target is cursed and the deficit is permanent. In recom- pense, the character may add three points to any characteristic, in any combination. Af- ter that, this spell does not affect that Ad- venturer, nor may he cast it. If of equal or greater Magic Points, this spell and Sorcerer’s Speed can cancel each other out. The spell cast with the larger number of Magic Points succeeds and the other fails.

SORCERER'S ARMOR (1-4) Range: Touch Resisted: No
The Sorcerer’s Armor spell increases the value of the armor points number rolled by +1 per level of the spell cast, up to the max- imum of the armor. The spell is specific to the character it is cast on. This spell should be treated as the last resistance encoun- tered before the target of an attack loses Hit Points. For example, a character is wearing leath- er armor with 1D6 points of protection and Sorcerer’s Armor 2 cast on him. If attacked successfully, he will roll 1D6 for the leath- er armor’s protection, and will then add +2 to the result, up to a maximum of 6 points of armor protection to be subtracted from the attack.

SORCERER'S BEAUTY (1-3) Range: Touch Resisted: MP vs. MP
This spell allows your character to increase his or her APP characteristic by 3 points per level of the spell, thus adding 3, 6, or 9 points to APP for the duration of the spell. This increase can also temporarily increase the character’s distinctive features and Cha- risma roll. If your character casts Sorcer- er’s Beauty 3 for the maximum increase of 9 points, the Chronicler should roll D100. On a result of 00, the sorcery becomes per- manent and those points are permanently added to the APP characteristic of the tar- geted character. However, after that, the spell does not affect the character any more, and he becomes unable to cast it again. In recompense, the character with the newly- increased APP characteristic must now per- manently subtract 9 points from his or her other characteristics, in any combination, and make relevant adjustments to any val- ues calculated from those characteristics (characteristic rolls, Hit Points, etc.).

SORCERER'S BULWARK (1-4) Range: Touch Resisted: No
This spell adds the 3 Hit Points per level of the spell into the armor protection value of shields and any objects used as shields. Each casting of the spell must be on a sin- gle shield or shield-like item. The Chroni- cler should determine what items count as shields, if it is not immediately obvious.

SORCERER'S DEFTNESS (1-4) Range: Touch Resisted: No
For each magic point cast, the spell increas- es by 20 percentiles the effect of the skills Craft, Sleight of Hand, Conceal Object, or Pick Lock. The caster chooses which. The Adventurer may cast the spell multiple times to get the benefit to multiple skills. It may not be stacked on the same skill.

SORCERER'S EAR (1) Range: Sight Resisted: No
This spell allows two speakers to whisper to each other across a visible distance. The space between them should be line-of- sight: intervening walls, boulders, forests, etc. will negate the spell. Your character specifies the second party to the conversa- tion when the spell is cast. Any characters standing near one of the two involved par- ties hear only that character’s portion of the conversation. The involved characters will hear each other perfectly well, howev- er. The Chronicler may require the involved characters to make relevant skill rolls for the actual conversation to succeed, such as
various Communication skills. This spell can be used against enemies, and no resistance roll is allowed to prevent its effects.

SORCERER'S EYE (1) Range: Sight Resisted: No
This spell allows your character to see something or everything twice as close as it is. While the spell is active, each ad- ditional casting of this spell cumulatively doubles the closeness, allowing for greater magnification.

SORCERER'S HAMMER (1-4) Range: Touch Resisted: No
This spell can be cast on a single blunt weapon, like a staff, club, mace, hammer, etc. The spell’s effects only apply to blows from blunt weapons; if cast on an edged or pointed weapon, it does not have any effect, or will only apply to blunt use of the weapon, such as an attack from a sword’s hilt hav- ing the effect, but the blade remaining unaf- fected. Each level of the spell increases the damage roll result by +1 for any appropriate weapon, up to the maximum damage pos- sible using that weapon. This does not take into account a wielder’s natural damage bo- nus. The spell bonus is only applied to the weapon’s natural range of damage, with the character damage bonus being applied sep- arately (and receiving no bonus itself). If it is not clear from the weapon’s description, the Chronicler should determine what weapons this spell can apply to.

SORCERER'S IGNORANCE (1-3) Range: Touch Resisted: MP vs. MP
The spell temporarily reduces the effect of the characteristic INT by 3 per magic point spent. Decreasing INT would also temporar- ily decrease the Idea roll, as well as the num- ber of spells memorized. Thus, lowering INT from 18 to 12 would reduce the number of spells memorized to 12.
A decrease in INT to zero leaves the victim a babbling idiot for the duration of the spell. If the Sorcerer requests the maximum de- crease of nine points, the target’s player rolls D100. On a result of 00, the victim’s mind reels from shock, and the decrease is permanent. In recompense, the player may add three points to characteristics oth- er than INT, in any combination. After that, this spell can no longer affect the Adventur- er, nor may he ever cast it. If of equal Magic Points, this spell and Sor- cerer’s Wisdom can cancel each other. If of greater Magic Points, the survivor spell takes full effect.

SORCERER'S LEAP (1-4) Range: Touch Resisted: No
Each level of this spell increases your char- acter or the target’s Jump skill by +20%, cu- mulative, for the duration of the spell. The distance your character can jump (see the Jump skill on p. 41) also increases by 1 me- ter for each level of the spell.

SORCERER'S PLASTICITY (1-3) Range: Touch Resisted: MP vs. MP
This spell increases or decreases the target’s SIZ characteristic by 3 points per level of the spell, thus adding or subtracting 3, 6, or 9 points to SIZ for the duration of the spell. This increase can also temporarily increase or decrease the character’s damage bonus, and Hit Points, as appropriate. See the rules for “Big and Little Targets” on p. 84 for more details. Any Hit Points lost while this spell is in effect are first removed from the tem- porary Hit Points. This spell may affect the character’s MOV. The minimum allowable SIZ is 1, so any points in excess of this spell are ignored. The character’s clothes and ar- mor (but not weapons) also change SIZ for the duration of the spell. If a character casts Sorcerer’s Plasticity 3 for the maximum in- crease of 9 points, the Chronicler should roll D100. On a result of 00, the sorcery becomes permanent and those points are permanently added or subtracted from the SIZ characteristic of the targeted character (matching the temporary increase or decrease). However, after that, the spell does not affect the character any more, and he becomes unable to cast it again. In recompense, the character with the new- ly-modified SIZ characteristic must now permanently subtract 9 points from his or her other characteristics, in any combina- tion, and make relevant adjustments to any values calculated from those charac- teristics (Hit Points, characteristic modifi- ers, etc.). This spell can also be cast on insects, birds, and other nonhumans.

SORCERER'S RAZOR (1-4) Range: Touch Resisted: No
This spell can be cast on a single slash- ing weapon with a cutting edge or edg- es, such as swords, axes, etc. The spell’s effects only apply to blows from edged weapons; if cast on a blunt or impaling weapon, it does not have any effect unless the weapon is used in a slashing fashion. Each level of the spell increases the damage roll result by +1 for any appro- priate weapon, up to the maximum damage possible using that weapon. This does not take into account a wielder’s natural dam- age bonus. The spell bonus is only applied to the weapon’s natural range of damage, with the character damage bonus being ap- plied separately (and receiving no bonus it- self). If it is not clear from the weapon’s de- scription, the Chronicler should determine what weapons this spell can apply to.

SORCERER'S SHARP FLAME (1-4) Range: Touch Resisted: No
This spell may be cast upon a single thrust- ing weapon. Each level of the spell increases the dam- age roll result by +1 for any appropriate weapon, up to the maximum damage pos- sible using that weapon. This does not take into account a wielder’s natural damage bo- nus. The spell bonus is only applied to the weapon’s natural range of damage, with the
character damage bonus being applied sep- arately (and receiving no bonus itself). If it is not clear from the weapon’s description, the Chronicler should determine what weapons this spell can apply to. This spell does not work for bows, slings, etc, but does work on individual arrows, sling stones, and bullets. If the modified roll results in the maxi- mum damage for the weapon, the tip of the weapon has become red-hot and will ignite a flammable target, causing 1D6 fire dam- age as a result.

SORCERER'S SHIELD (8) Range: Touch Resisted: No
The recipient’s shield assumes the appear- ance of a shimmering plane of force. The shield behaves extraordinarily in two ways:
• The physical shield will not lose damage points while the spell is active.
• When the parry roll for the shield rep- resents a critical or a special, then the attacking weapon loses 2D8 Hit Points.

SORCERER'S SOUL (1-3) Range: Touch Resisted: MP vs. MP
This spell allows you to increase the target’s POW characteristic by 3 points per level of the spell, thus adding 3, 6, or 9 points to POW for the duration of the spell. This spell does not increase Magic Points, nor does it contribute to training or special response for the POW characteristic (such as tem- porarily qualifying a character for sorcery use). While in effect, the increase to POW will also increase the Luck roll and will aid in any POW vs. POW resistance rolls, includ- ing binding rolls for summoned demons (the point of POW spent to bind a demon must be real, not the temporary POW con- ferred by the spell). If the character casts Sorcerer’s Soul 3 for the maximum increase of 9 points, the Chronicler should roll D100. On a result of 00, the sorcery becomes per- manent and those points are permanently added to the POW characteristic of the tar- geted character. However, after that, the spell does not affect the character any more, and he becomes unable to cast it again. In recompense, the character with the newly increased POW characteristic must now per- manently subtract 9 points from his or her other characteristics, in any combination, and make relevant adjustments to any val- ues calculated from those characteristics (characteristic rolls, Hit Points, Magic Points, characteristic modifiers, etc.).

SORCERER'S SPEED (1-3) Range: Touch Resisted: MP vs. MP
This spell allows you to increase the target’s maximum MOV by 1 per level of the spell while the spell is in effect. The spell can be cast on another species, such as a horse. Sorcerer’s Speed does not affect DEX. If a character casts Sorcerer’s Speed 3 for the maximum increase of 3 points, the Chroni- cler should roll D100. On a result of 00,
the sorcery becomes permanent and those points are permanently added to the MOV characteristic of the targeted character. However, after that, the spell does not affect the character any more, and he becomes unable to cast it again. In recompense, the character with the newly increased MOV characteristic must now permanently sub- tract 3 points from his or her other charac- teristics, in any combination, and make rel- evant adjustments to any values calculated from those characteristics (characteristic rolls, Hit Points, Magic Points, characteristic modifiers, etc.).

SORCERER'S STRENGTH (1-3) Range: Touch Resisted: MP vs. MP
This spell allows you to increase the target’s STR characteristic by 3 points per level of the spell, thus adding 3, 6, or 9 points to STR for the duration of the spell. This increase can also temporarily increase the character’s damage bonus and Effort roll. If a character casts Sorcerer’s Strength 3 for the maximum increase of 9 points, the Chronicler should roll D100. On a result of 00, the sorcery becomes permanent and those points are permanently added to the STR characteris- tic of the targeted character. However, after that, the spell does not affect the character any more, and he becomes unable to cast it again. In recompense, the character with the newly increased STR characteristic must now permanently subtract 9 points from his or her other characteristics, in any combina- tion, and make relevant adjustments to any values calculated from those characteristics (characteristic modifiers, etc.).
SORCERER'S SUPPLENESS (1-3) Range: Touch Resisted: MP vs. MP
This spell allows you to increase the target’s DEX characteristic by 3 points per level of the spell, thus adding 3, 6, or 9 points to DEX for the duration of the spell. Additional- ly, each level of this spell increases his or her Dodge skill by +6% for the duration of the spell. For example, a cast of Sorcerer’s Suppleness 2 adds 6 points to DEX and +12% to Dodge for the duration of the spell. Increasing DEX also temporarily increases the Agility roll and DEX-rank. If a character casts Sorcerer’s Suppleness 3 for the maximum increase of 9 points, the Chronicler should roll D100. On a result of 00, the sorcery becomes permanent and those points are permanently added to the DEX characteris- tic of the targeted character. However, after that, the spell does not affect the character any more, and he becomes unable to cast it again. In recompense, the character with the newly increased DEX characteristic must now permanently subtract 9 points from his or her other characteristics, in any combina- tion, and make relevant adjustments to any values calculated from those characteristics (characteristic rolls, Hit Points, Magic Points, characteristic modifiers, etc.).

SORCERER'S SURENESS (1-4) Range: Touch Resisted: No
Each level of this spell will increase the ef- fectiveness of the target’s Stealth skill by +20%, cumulatively, for the duration of the spell.

SORCERER'S TALONS (1-4) Range: Touch Resisted: No
This spell increases the damage roll results for a single weapon that augments an at- tacker’s hand such as brass knuckles or the cestus, or it increases the damage done with the Brawl or Grapple skills. Each level of the spell increases the damage by +1. As with other such spells, Sorcerer’s Talons will not increase the damage above the weap- on or skill’s maximum. This does not take into account a wielder’s natural damage bonus. The spell bonus is only applied to the weapon’s natural range of damage, with the character damage bonus being applied separately (and receiving no bonus itself). The spell needs to be cast on a single target and cannot be stacked—if the target has the spell cast on him- or herself, it does not af- fect any hand-weapons he is using, and if it
is also cast on an appropriate hand weapon, the bonus to damage is not applied twice.

SORCERER'S VITALITY (1-3) Range: Touch Resisted: MP vs. MP
This spell increases the target’s current CON characteristic by 3 points per level of the spell cast. For example, casting Sorcerer’s Vitality 3 on a character will increase his or her CON by 9 points for the duration of the spell. Increasing CON temporarily also increases Hit Points for the duration of the spell and aids in fighting off certain poisons, diseases, etc., as well as increasing the as- sociated Stamina roll. If any damage is tak- en while this spell is in effect, the extra Hit Points are the first to go. It is impossible to die or go unconscious while Sorcerer’s Vital- ity is cast upon a target, but a target with 0 or negative Hit Points will drop dead as soon as the spell’s effect ends, unless healing is applied before then. Further attacks against the character continue to accrue nega- tive Hit Points, and may result in the loss of limbs or other major wounds. Once the spell’s duration ends, however, the charac- ter dies immediately if successful measures were not taken to restore his or her health to a positive hit point total. The effects of any major wounds or limb loss are still in effect, unless otherwise treated successfully. If your character casts Sorcerer’s Vitality 3 for the maximum increase of 9 points, the Chronicler should roll D100.On a result of 00, the sorcery becomes permanent and those points are permanently added to the CON characteristic of the targeted character. However, after that, the spell does not affect the character any more, and he becomes unable to cast it again. In recompense, the character with the newly-increased CON characteristic must now permanently subtract 9 points from his or her other charac- teristics, in any combination, and make rel- evant adjustments to any values calculated from those characteristics (characteristic rolls, Hit Points, Magic Points, characteristic modifiers, etc.).

SORCERER'S WEAKNESS (1-3) Range: Touch Resisted: MP vs. MP
For each magic point spent, the spell tem- porarily decreases STR by three points. If the target is unwilling, match MP:MP on the Resistance Table to determine the spell’s success. This temporary decrease lowers the Effort roll, and may lower the Damage Bonus, as well as the target’s ability to wield a weapon (see minimum STR/DEX for each weapon). Loss of all STR leaves the victim an invalid for the duration of the spell, unable to fight or defend. If decreasing STR by nine points, the tar- get’s player also rolls D100. On a result of 00 the change is permanent. In recom- pense, the victim gets three points to add to characteristics other than STR. After that, the spell does not affect that victim, nor may he cast it. If of equal or greater Magic Points, this spell and Sorcerer’s Soul can cancel each other out. If of greater Magic Points, the sur- vivor spell takes full effect.

SORCERER'S WISDOM (1-3) Range: Touch Resisted: MP vs. MP
This spell increases the target’s current INT characteristic by 3 points per level of the spell cast. For example, casting Sorcerer’s Wisdom 3 adds 9 points to INT and increas- es the associated Knowledge roll by +45%(9 x 5 = 45) for the duration of the spell. If your character casts Sorcerer’s Wisdom 3 for the maximum increase of 9 points, the Chronicler should roll D100. On a result of 00, the sorcery becomes permanent and those points are permanently added to the INT characteristic of the targeted character. However, after that, the spell does not affect the character anymore, and he becomes unable to cast it again. In recompense, the character with the newly increased INT char- acteristic must now permanently subtract 9 points from his or her other characteris- tics, in any combination, and make relevant adjustments to any values calculated from
those characteristics (characteristic rolls, Hit Points, etc.).

SORCERER'S VOID (1-3) Range: Touch Resisted: MP vs. MP
For each magic point spent, the spell tem- porarily decreases POW by three points. If the target is unwilling, match MP:MP on the Resistance Table to determine the spell’s success. Decreasing POW lowers the Luck roll. This spell does not decrease current Mag- ic Points, but does affect the target’s ability to cast spells—a three-point casting of Void lowers the target’s POW from 20 to 11, and temporarily prevents the target from casting spells. A decrease in POW to zero leaves the victim without will and zombie-like for the duration of the spell. If decreasing POW by nine points, the tar- get’s player also rolls D100. On a result of 00 the Adventurer’s soul withers, and the change is permanent. After that, the spell does not affect that victim, nor may he cast it. In recompense, the victim gets three points to add to characteristics other than POW. If of equal or greater Magic Points, this spell and Sorcerer’s Soul can cancel each other out. If of greater Magic Points, the sur- vivor spell takes full effect.

SPIRIT SCREEN (1-3) Range: Sight Resisted: No
This spell acts as spiritual armor to protect someone from attack by spirits. Each point of the spell adds 2 points to the target’s de- fense against all types of spirit combat. It does not actually alter the characteristic be- ing attacked, but merely bolsters it against the effects of spirits. Use the target’s current characteristic value for all purposes other than spirit combat. The target will remain so protected for the spell’s duration.

TERROR (1) Range: Touch Resisted: POW vs. POW
This spell creates an inescapable feeling of horror and dread in the target. Failing the resistance roll, overwhelming fear and doubt engulfs the victim. He must stand in hesitation, unable to attack or make ripostes for the caster’s POW in combat rounds. Parries can be made normally. However, each time the victim is at- tacked, he has a chance of INTx1 or less to reclaim control, and fight off the effects of the spell.

UNBREAKABLE BONDS (3) Range: Touch Resisted: POW vs. POW
Any living thing this spell is cast upon will be seized and held as if bound by invis- ible chains of great strength. The person or thing being held cannot significantly move any limb, finger, tentacle, tongue, etc., as long as the spell’s effect lasts. This spell will only work on living beings, so it has no effect on undead, etc. The target can attempt to break the Un- breakable Bonds spell once per combat round by succeeding in a resistance roll of his or her STR vs. the Sorcerer’s current Magic Points. If successful, the Unbreak- able Bonds are broken. If unsuccessful, the target can try again next round. A 3-point Undo Sorcery spell can cancel Unbreakable Bonds.

UNDERSTANDING (1) Range: Touch Resisted: No
The caster understands and speaks a lan- guage that he does not normally know, or knows poorly (i.e. less than 20%). The nom- inal skill level granted by the spell is 20%. This spell also cancels the effect of Babble in the listener’s mind.
point it will perform a task for the Sorcerer before departing to its home in the Other- world. The task is generally related to the type of spirit: a healing spirit could be used to drive off a disease spirit, a fear spirit could possess a hated enemy, etc. The Bestiary chapter contains rules for many types of spirits. The Chronicler is en- couraged to create more to suit his chron- icle. By expending one point of Permanent POW, the Sorcerer may create a permanent binding object. However, once this is done, the spirit may not exit the object unless it is broken. Permanent bindings are most ef- fective for spirits of the power and intellect variety. If the target is unwilling, the caster must make a successful MP vs. MP match on the Resistance Table before this spell takes ef- fect. The spell endures for 1D8 minutes.

WIND-WALKING (4) Range: Touch Resisted: No
The target suddenly finds himself lifted upwards by a great wind, and suspended thou- sands of meters above the land or sea, but without harm. The target breathes normally, and experiences no discomfort, except the terror of being suspended without visible support. When the spell ends, the target is returned to wherever he was before the spell took effect. If the target is unwilling, the caster must make a successful MP vs. MP match on the Resistance Table before his spell takes effect.

WINGS OF THE SKY (4) Range: Touch Resisted: No
This spell causes a mass of air to suddenly appear in a small room or small open area for the duration of the spell. The howling re- gion of air has a wind force of STR 2d6+6; those caught in it must succeed in a diffi- cult Agility roll to remain standing. This spell must be known before air elementals can be summoned or invoked using the Summon Elemental spell. Undo Sorcery 4 can negate this spell, but any air that has arrived will remain. Flames of the Sun can cancel this spell if cast upon the same area.

WITCH SIGHT (3) Range: Touch Resisted: No
Your character learns the approximate strength of a target’s POW characteristic, defined as one of the following (compared to your character’s POW):
• Much Stronger Than Me (more than dou- ble your character’s POW)
• Stronger Than Me (up to double)
• Equal To Me (within one or two points)
• Weaker Than Me (down to half)
• Much Weaker Than Me (less than half)
The spell can be canceled by or shielded against by Undo Sorcery. During the spell’s duration, your character can also see ema- nations from any invisible beings, elements, and spirits, and can follow or trace where sorcerous entities have recently passed. The Chronicler should determine if this spell works to detect characters made invisible through technology or another type of power.
The spell will also detect beings of extremely high Allegiance to a particular force, at the Chronicler’s discretion. Witch Sight is almost always used in summoning demons or elementals. If your character is using the Summon Demon spell and has cast Witch Sight on himself, the Chronicler should roll the number of D8s you specified for the demon’s POW, and tell you the demon’s relative POW. Without using the Witch Sight spell you risk summoning an unbindable demon. Similarly, if an artifact or magic item has an intelligent being like a de- mon or an elemental bound within it, you can use the Witch Sight spell to mental- ly converse with the being in the object, providing it is able and willing. This process takes a full day of studying the artifact and requires a successful roll of POWx1 or less, but does not require the Witch Sight spell to be cast until the actual moment when communication is desired. The Chronicler should tell you whether your character has succeeded in the adequate time for study and if the POW x 1 roll is successful. The Chronicler does not need to inform you ahead of time if the be- ing inside the artifact is able to or willing to communicate, or if a particular language skill is required to communicate successfuly.


UNDO SORCERY (1-4) Range: Touch Resisted: No
Each level of Undo Sorcery cast on another spell or spell-affected item can negate 1 lev- el of Unbreakable Bonds, Bounty of the Sea, Flames of the Sun, Fury, Gift of the Earth, Liken Shape, Make Fast, Make Whole, Mid- night, Moonrise, Muddle, Pox, Refutation, Wings of the Sky, or Witch Sight. If the levels of Undo Sorcery are lower than the spell it is cast upon, the levels of Undo Sorcery are subtracted from the ongoing spell, weaken- ing it but otherwise allowing it to remain in effect.

WARD (3) Range: Touch Resisted: No
As this spell is cast, your character must walk and define a line of 15 meters or less in length, or a circle of 15 meters or less in diameter. Afterwards, your character will become automatically aware the first time any enemy crosses the line or enters the circle. Once the spell is cast, it is ready to go but does not actually activate until the line is crossed. No further effort is required to maintain the spell, and for a little-traveled path or area, it might take years before any- one sets it off and alerts your character. At the Chronicler’s discretion, the use of powers such as the Witch Sight spell or oth- er means of detecting sorcery or magical emanations will identify a Ward. Undo Sor- cery 3 will eliminate a Ward.

WAVE-WALKING (4) Range: Touch Resisted: No
This spell works only when the target is in or on a body of water. As he desires, the target is buoyed on the waves or carried down be- neath the waves by a great current, but with- out harm or discomfort. The target breathes normally, and can stay submerged for the duration of the spell. The spell ended, the target returns to the approximate location at which he began.

WRACK (1) Range: Touch Resisted: MP:MP
Boils the flesh of the target, and removes 1D3 Hit Points from the target’s total; can be recovered by the normal means of Physik and Healing.

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