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 (Short-Range): 40 points.
Full Cost (Ranged): 45 points.
Casting Roll: Will.
Cost: 3 HP.
Casting Time: 1 hour.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: Instantaneous.
Once the requested service is completed, the creature needs only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions the spell remains in effect for a maximum of margin of victory days. Note that a clever recipient can subvert some instructions – the recipient needs only to follow the letter of the verbal contract. Blood Binding cannot be dispelled, as its duration is instantaneous, and it functions even in no-mana areas.
If you fail your casting roll, you cannot cast this spell on the same subject again within 24 hours.
Statistics: Affliction 1 (HT; Accessibility, Only on willing subjects, -20%; Accessibility, Only on fiends and Far Realm creatures, -60%; Costs Hit Points, 3 HP, -30%; Heart Attack, Variant, +300%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 3, -30%; Lesser Mana Sensitivity, -5%; Link, +10%; Malediction 1, +100%; No Signature, +20%; Requires Magic Words, -10%) [30] + Mind Control (Accessibility, Must share a language, -10%; Accessibility, Only on willing creatures, -20%; Accessibility, Only on fiends and Far Realm creatures, -60%; Accessibility, Only to impart Obsession with no self-control roll, -40%; Based on Will, +20%; Conditioning Only, -50%; Lesser Mana Sensitivity, -5%; Link, +10%; Reliable 5, No net bonus, +40%; Requires Magic Words, -10%; Short-Range 1, -10%; Slow and Sure, 1 hour, +40%) [10]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% on Affliction [+5] and removes Short-Ranged 1, -10% from Mind Control [+0]. Note: Even though Reliable is not applicable to Mind Control, here it is applied to negate penalties that depend on the value of the imparted disadvantage. The enhancement has an increased value and does not provide a net bonus.
Keywords: Resisted (Will).
Cost: 1 HP or more + character points, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
If the creature fails to resist, the caster must spend a number of unspent character points equal to the point total of the called being / 200, rounded up, and the creature is transported from its plane of existence to the caster’s plane along with everything it is carrying. It appears in a random safe place within 1dx50 miles of the caster.
Then, the caster must make another uncontested casting roll to transport the creature to any safe spot that can support the ensnared creature within 10 yards, usually into a prepared trap. This additional roll does not require any extra time – it is done effectively simultaneously with the first roll, so the outsider does not get any chance to act between shifting planes and teleporting to the caster’s location. The distance between the creature and the caster penalizes this casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher. Since the distance between caster and the creature may be unknown to the caster, the exact penalty also may be unknown.
|
Distance |
Skill Penalty |
|
10
yards |
0 |
|
20
yards |
-1 |
|
100
yards |
-2 |
|
500
yards |
-3 |
|
2
miles |
-4 |
|
10
miles |
-5 |
Add an additional -1 for each 10x
increase in distance.
Apply a bonus of +1 to this second casting roll per 1 additional HP spent. You must declare this before you cast the spell, and you lose the HP whether you succeed or fail.
If this second casting roll fails, the creature remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the creature also learns the distance towards the caster. If the roll succeeds, the creature is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. Usually, the caster follows-up with a casting of Blood Binding to persuade the ensnared creature to perform a service in exchange for freedom. In any case, many extraplanar creatures react at least at -3 to the caster of Blood Ensnarement, or at least -4 if ensnared into a trap.
Statistics: Affliction 1 (Will; Advantage, Blood Ensnarement, +1,850%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Lesser Mana Sensitivity, -5%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%) [45]. Note: “Blood Ensnarement” is Jumper (World; Accessibility, Only fiends and Far Realm creatures, -35%; Based on Will, +20%; Cannot Escort, -10%; Cannot Follow, -20%; Costs Hit Points, -5%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Lesser Mana Sensitivity, -5%; Limited Access, Only to the summoner, -20%; Warp Jump, +10%) [95] + Warp (Accessibility, Only fiends and Far Realm creatures, -35%; Anchored, Only to the summoner, -60%; Based on Will, +20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Lesser Mana Sensitivity, -5%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Warp Jump, +10%) [90].
Apply a bonus of +1 to this second casting roll per 1 additional HP spent. You must declare this before you cast the spell, and you lose the HP whether you succeed or fail.
If this second casting roll fails, the creature remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the creature also learns the distance towards the caster. If the roll succeeds, the creature is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. Usually, the caster follows-up with a casting of Blood Binding to persuade the ensnared creature to perform a service in exchange for freedom. In any case, many extraplanar creatures react at least at -3 to the caster of Blood Ensnarement, or at least -4 if ensnared into a trap.
Statistics: Affliction 1 (Will; Advantage, Blood Ensnarement, +1,850%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Lesser Mana Sensitivity, -5%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%) [45]. Note: “Blood Ensnarement” is Jumper (World; Accessibility, Only fiends and Far Realm creatures, -35%; Based on Will, +20%; Cannot Escort, -10%; Cannot Follow, -20%; Costs Hit Points, -5%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Lesser Mana Sensitivity, -5%; Limited Access, Only to the summoner, -20%; Warp Jump, +10%) [95] + Warp (Accessibility, Only fiends and Far Realm creatures, -35%; Anchored, Only to the summoner, -60%; Based on Will, +20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Lesser Mana Sensitivity, -5%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Warp Jump, +10%) [90].
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: Instantaneous.
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%) [18]. 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. If you planeshift additional creatures by overloading the spell (see below), then the penalty is based on the worst Encumbrance level among the targets. On a failed roll with margin of failure equal or lower than this penalty, you shift planes but leave excess cargo behind. If you were planeshifting with additional targets, all of them shift planes but leave excess cargo behind. On a critical failure, you lose 1 point of IQ for each Encumbrance level used to penalize the casting roll as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep for at 8 hours. If you require more or less hours of sleep due to traits, this time is modified by them as well. If you have Doesn’t Sleep, you still have to rest for 8 hours.
When shifting to a coterminous or a separate plane, you arrive with a deviation of 1d100 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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