Blood Magic: Basic Spells
Back in the day, I made a sorcery-based subsystem for Blood Magic. It even saw play a couple of times, and the results were satisfying. While it isn't really intended for PCs, the rules must exist for NPCs as well. Now that I'm touching up all the spellcasting traditions in my setting, I reached blood magic, and I left the mechanics intact, but I had to tweak the existing spells a bit. Unlike shadow magic and all the previous spellcasting traditions that now have separate spell list posts, this one not only will have a spell list, but also its own spells that are not tied to Wizardry. This post has some basic spells that were part of the original post.
Absolute Madness
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Ranged): 44 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 30 minutes.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Hit Points, 1 HP, -10%; Disadvantage, Bad Temper (6), Berserk (6) with Battle Rage, Bully (6), +70%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; No Signature, +20%; Selective Area, +20%; Takes Extra Time 1, -10%) [39]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add more Area Effect (+50%) [+5/level].
Keywords: Resisted (HT).
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: 6 seconds.
Statistics: Affliction 1 (HT; Accessibility, Living creatures with blood only, -20%; Agony, +100%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/30, -30%) [23]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Keywords: None.
Full Cost: 41 points.
Full Cost (Lesser): 14 points.
Full Cost (Greater): 124 points.
Casting Roll: Will, rolled as a Quick Contest against the summoned being’s Will.
Cost: 2 HP.
Casting Time: 10 minutes.
Casting Time (Lesser): 10 minutes.
Casting Time (Greater): 1 hour.
Range: 10 yards.
Duration: Hours equal to margin of victory on Quick Contest of Will.
The summoning itself requires 10 minutes of preparation and ritual. At the end of the casting, you must pay 2 HP and make a Quick Contest of Will against the outsider to force it to appear. If you are victorious, the outsider arrives. It then makes a reaction roll. On Poor or worse, treat it as an Unwilling Ally – it will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, it will serve you reasonably faithfully. You can replace this reaction roll with a suitable Influence skill, which varies depending on what type of entity you summon. Unusual skills may apply for this purpose – Law (Diabolic Contract) for devils, Merchant for yugoloths, Ritual Magic (Blood Magic) for demons, and so on.
You can also summon outsiders to answer questions. Treat this as a Contact Group with an appropriate knowledge category, an effective skill of 18, and a reliability that depends on the reaction roll: Unreliable for Poor or less, Somewhat Reliable on a Neutral reaction, Usually Reliable for Good, and Completely Reliable for Very Good or Excellent reactions.
Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the summoned being. However, there is no HP cost to maintain this spell, only to cast it. A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
Two other versions of this spell summon beings of different potency. Lesser Blood Binding calls forth an outsider worth up to 25% of your point value. Greater Blood Binding calls an outsider worth up to 150% of your point value, and requires one hour to cast. Treat creatures summoned with the Lesser version as having an effective skill of 12, while Greater Blood Binding provides effective skill 21.
Statistics: Ally (Fiend or Far Realm entity; Built on 75%; Constantly; Adjustable, Can provide information, +150%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Lesser Mana Sensitivity, -5%; Maximum Duration, hours equal to margin of victory, -5%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Quick Contest of Will, -15%; Special Abilities, +50%) [41]. Lesser Blood Binding has Ally, built on 25%. Greater Blood Binding is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks rules by allowing free maintenance, but this is offset by imposing a HP cost to cast and dimensional “range” penalties.
Keywords: Missile, Obvious.
Full Cost: 10 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Cost: 1 HP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
Statistics: Impaling Attack 1d+2 (Blockable, -5%; Costs Hit Points, 1 HP, -10%; Increased 1/2D, 2x, +5%; Lesser Mana Sensitivity, -5%; Reduced Range, 1/2, -10%) [10].
Keywords: Resisted (HT).
Full Cost (Touch): 18 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 22 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 10 seconds.
Statistics: Burning Attack 1d (Accessibility, Living creatures with blood only, -20%; Based on HT, +20%; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Symptoms, 1/3 HP, Terrible Pain, +180%) [50]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
Keywords: Resisted (Will).
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
Keywords: Resisted (HT).
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: Instantaneous or 3 minutes; see text.
Statistics: Affliction 1 (HT; Accessibility, Living creatures with blood only, -20%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Secondary Paralysis, +30%) [19]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Keywords: Information.
Full Cost (Basic): 35 points.
Full Cost (Improved): 45 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 HP.
Casting Time: 4 seconds.
Range: Unlimited (standard) – Unlimited (long-distance).
Duration: Instantaneous.
If the detection roll is successful, the GM makes a second roll against the caster’s IQ. Talent applies here but range penalties do not. Success reveals what the blood source is, if the caster is familiar with it, or gives a more vague description, if the caster is not familiar with it.
The basic (35-point) version of this spell takes standard range penalties. The improved (45-point) one uses long-distance modifiers.
Statistics: Detect (Blood; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Precise, Nontargeting, +90%; Selective Effect, +20%; Takes Extra Time 2, -20%) [35]. The improved version adds Long-Range 1 (+50%) [+10].
Keywords: Information.
Full Cost: 22 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 HP.
Casting Time: 1 minute.
Range: Unlimited (long-distance).
Duration: Instantaneous.
If the detection roll is successful, the GM makes a second roll against the caster’s IQ. Talent applies here but range penalties do not. Success reveals the level of Sorcerous Empowerment (Blood) and Talent of the detected blood mage.
Statistics: Detect (Blood Mages; Costs Hit Points, 1 HP, -10%; Immediate Preparation Required, 1 minute, -30%; Lesser Mana Sensitivity, -5%; Long-Range 1, +50%; Precise, Nontargeting, +90%; Selective Effect, +20%) [22].
Keywords: Obvious.
Full Cost: 40 points.
Casting Roll: IQ-3 or Plane Skill (see text).
Cost: 1 HP or more (see text).
Casting Time: 10 seconds.
Range: Self.
Duration: Instantaneous.
If successful, you will arrive at your intended destination. However, if you fail, you will not be transported anywhere. In the case of a critical failure, you will end up in an unintended location chosen by the GM.
If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
When shifting to a coterminous or a separate plane, you arrive with a deviation of 1dx100 miles.
The HP cost of this spell depends on the “planar distance.” To shift between two different layers of the same plane, spend 1 HP. To shift between two bordering planes (such as the Abyss and Pandemonium), spend 2 HP. Spend one additional HP per each additional degree of “removal.” Shifting to the Far Realm requires you to spend 10 HP regardless of your plane of origin.
To cast this spell, you must hold a small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends you.
If you wish to visit planes that you have not been to before, you must discover a natural portal, critically fail, or "hitch a ride" with another planeswalker. If you are in physical contact with another character that is traveling between planes, you can "hitch a ride" even if the character initiating the shift does not want company. Only the person initiating the shift makes a casting roll; wherever they end up, you do too.
Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 HP. You can offset this penalty (but never get a net bonus) by voluntarily spending additional HP; each HP cancels -1 in penalties. If you roll a critical success, you recover all HP spent on this casting. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d HP, and all your magical powers shut down for 1d seconds. You may buy off this penalty as a Hard technique for each plane.
Statistics: Jumper (World; Costs Hit Points, -5%; Drift, Variant, -40%; Improved, +10%; Lesser Mana Sensitivity, -5%; Limited Access, Lower Planes and Far Realm, -25%; Nuisance Effect, Cannot hurry the jump, -5%; Requires an appropriate forked metal rod, -15%; Uncertain Encumbrance, +25%) [40].
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