Sorcery: Urban Druid Spellcasting
Urban druids cast spells in the same way druids do, although
they get their spells from the power of the city's spirit rather than from
nature. Their spells are oriented toward society and construction, including
the ability to change shape into different humanoids and creatures found in
urban environments. The most powerful urban druids can transform into objects
or even constructs.
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Sorcerous
Empowerment by default has the Magical,
-10% limitation included, but we will replace it with Urban, -20% for this advantage and for the Sorcery, -15% power modifier itself. Thus, all spells will have at
least a -20% limitation from the power modifier. To balance out the additional
limitation in the internal construction of the Sorcerous Empowerment advantage, we will additionally apply Reliable
2, +10%. This will give a +2 bonus to rolls made for hardcore
improvisation. After these adjustments, the cost of the Sorcerous Empowerment
advantage will not change.
This makes the spells depend on the collective
consciousness of urban dwellers instead of magic. Technology does not impair the use of urban druidic
powers. Use the following table to estimate the penalty.
Environment |
Penalty |
City with a population of 5,000 or more |
0 |
City with a population of 3,000-4,999 |
-1 |
Town with a population of 1,500-2,999 |
-2 |
Town with a population of 1,000-1,499 |
-3 |
Town with a population of 400-999 |
-4 |
Town with a population of 100-399 |
-5 |
Settlement with a population of less than 100 |
-6 |
Wilderness within 1 mile of a settlement |
-7 |
Wilderness within 1-10 miles of a settlement |
-8 |
Wilderness within 11-40 miles of a settlement |
-9 |
Primordial wilderness far away from civilization |
-10 |
A spell that requires no die roll loses 10% of its
effectiveness (bonus to reactions or skills, DR, etc.) per -1 instead. If the
penalties total -10 or worse, you’re powerless.
In addition, the new power modifier requires you to
take a -10-point disadvantage that will represent the mystical practices of
urban druidism. Typically, this is Disciplines of Faith (Mysticism) [-10] (p.
B132) or Vow (Own no more than your horse can carry) [-10] (p. 161). Should you
transgress, your powers will be revoked instantly, but you can get back in good
standing by completing a minor quest.
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Some spells
require somatic, verbal, and/or material components. This is accomplished by
adding the Requires Magic Words, -10%,
Required Gestures, -10%, and/or Requires Material Component, -10%
limitations to the spells. The combinations of these limitations may vary from
spell to spell. This will make urban druids easier to counter.
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FP cost should
not be always 1 FP. This will add a bit of bookkeeping, but is useful for
balancing powerful spells, such as Teleport. The same applies to casting times.
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The caster’s
spell repertoire must be limited to urban druidic spells. This is roughly
equivalent to five colleges – Communication and Empathy, Food, Knowledge,
Making and Breaking, and Technological spells with the addition of body
transformation spells that can polymorph him into another city dweller or a
construct and spells that transport you within a city or between cities. Sorcerous Empowerment gets no scope limitation.
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Advantages
granted by urban druidic Buff spells should have the Urban, -10% modifier, because they are limited by the presence of
civilization, but do not require the subject to engage in mystical activities.
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For hardcore
improvisation, urban druids use Religious Ritual (Druidic) instead of
Thaumatology.
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When rolling a
critical failure on a casting roll, use the City
Botches Table (Pyramid #3-58, p. 38).
- After all adjustments, Sorcerous Empowerment (Urban Druidic) costs 20 points for level 1 + 10 points/additional level.
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