New magic type - spirit magic

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Slloyd14
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New magic type - spirit magic

Post by Slloyd14 » Wed Feb 21, 2018 10:51 am

Hello all! I'm thinking of rules for a bronze age type scenario where survival is the main theme and I have come up with a magic user like a shaman. Their power comes from asking spirits to do things for them. They perform rituals to do the magic that last at least 30 minutes (so no attack spells as there would not be time) and then make offerings to pay the price of the spell. There are 20 spells but they are customisable so that duration, range, area and number of targets can be changed (like Sorcerers of Ur-Turuk) but they cost a lot more.

Spirits and spirit magic

Spirits are everywhere in the game and they have different levels of powers. Contacting and bargaining with a spirit requires the hero to do a ritual. This requires the Magic – Shamanism skill. The ritual requires a minimum of 30 minutes to complete. There are other modifiers. After the ritual, the hero makes a roll. If they succeed, they call a spirit who may help. If they fail, no spirits come. If they get a critical failure, a malevolent spirit will curse the spirit magician (use the spirit magic Oops! Table)

Spirit magic casting situation Modifier

Each additional 30 minutes spent on the ritual +1

Magician has demonstrated devotion within 1 year* +2

Caster has 3 or more points in Religion – Shamanism +2

*An act of devotion could include a pilgrimage or helping to build a shrine or temple to the spirit.

If the spell is a success, then the caster has to work out what effect they want and work out the cost. They then need to pay the cost with any combination of blood, wealth or worship. However, a caster can have “Stored” points to pay the cost called Favour. The caster’s maximum Favour is equal to their MAGIC + their Magic – Spirit Magic skill. It starts at 0 for starting characters and the only way to increase it is by performing a ritual offering to the spirits. This is the same as casting a spell, except no roll needs to be made and there is no effect. All that happens is that the caster spends 30 minutes performing a ritual before offering blood, wealth and/or worship. They will then get a number of Favour points equal to the amount they obtained with the ritual.


Spirit Magician spells

Blessing (1)

The target(s) get a +2 bonus to luck rolls for the duration of the spell.

Wilderness Blessings (1)

The target(s) may act as if they have the Survivor talent and the Trapmaster talent for the duration of the spell.

Blessed Journey (1)

The target(s) may act as if they have the Animal friend talent for the duration of the spell. The target(s) are also immune to the effects of extreme weather and extremes of temperature for the duration of the spell. The spell acts as the priest’s Sanctuary ability.

Blessing of health (1)

The target(s) may act as if they have the Robust and Fast Healer talents for the duration of the spell. Since these talents both take at least 1 day to work, the spell will not do anything unless it lasts 1 day or more.

Spiritual Sight (1)

The target(s) may act as if they have the Hawkeye and Darkseeing talents for the duration of the spell.

Heartiness (1)

The target(s) automatically succeed against all luck tests against diseases and poisons. They do not need to deduct a luck point when they do so.

Strength (1)

The target(s) gain the benefit of the Strongarm and Fleet Footed talents for the duration of the spell.

Awareness (1)

The target(s) gain the benefit of the Light Sleeper and Combat Reactions talents for the duration of the spell.

Curse (1)

This affects the targets who must be named and within range of the spell. They get a -1 penalty to all rolls for the duration of the spell.


Message (2)

The caster can send a telepathic message to a number of targets within a certain range.

Spirit messages (2)

The caster can gather information from spirits within the range of the spell. The spirits will know no more than what they have seen or heard.

Find (2)

The caster thinks of a particular substance (for example water, gold or food) and the spell gives the general direction of that substance within the range of the spell for the duration of the spell.

Tongues (2)

The target(s) can speak all languages and speak with animals for the duration of the spell.

Growth (2)

All plants within the radius of the spell will grow 50% faster for the duration of the spell.

Change weather (2)

When the caster casts this spell, they can increase or reduce the cloud cover and/or wind speed by 1 step in either direction (see pages 71-72 of the heroes’ companion). This works over the radius of the spell for the duration of the spell. Alternatively, they can try to force it to rain, by making a die roll against the cloud cover. If the caster rolls less than the cloud cover value, then it starts to rain or snow.

Cure (2)

The spirits cure the target(s) of one disease or poison.

Watch (2)

Spirits watch over the target(s) for the duration of the spell as if they are under the effect of the Sentry wizardry spell.

Shapechange (4)

This only affects the caster. The caster transforms into an animal of their choosing for the duration of the spell. This spell acts as the priest ability Shape change.

Ward (4)

This spell affects an area. Evil and malicious spirits who try to enter the area while the spell is still working must make a roll as if they are being subjected to a priest’s Ward ability. They must roll their skill vs the skill + Magic – Spirit Magic value + 3 of the caster. If they fail, they are repelled until the ward runs out. If they succeed, they are able to enter the warded area, but if a new ward is placed on the area, they have to make the roll again.

Summon animal (4)

This spell summons a small animal that is typical for the terrain the spell is cast in. The animal acts as if the caster has the Familiar talent for the duration of the spell.

Duration

Duration Cost modifier

1d3 hours +1

1d3 days +3

1d3 weeks +7

1d3 months +13

Targets

Number of targets Cost modifier
1 +0
2-4 +1
5-10 +2
11-25 +3
26-50 +5
51-100 +7

Area effect

Area Cost modifier
5m radius +0
10m radius +1
50m radius +2
100m radius +3
500m radius +5
1000m radius +7

Range

Range Cost modifier
Self +0
Touch +1
Up to 10m +2
Up to 50m +3
Up to 100m +5
Up to 500m +7


Cost

Each point that the ritual costs can be paid with any combination of the following things:

Blood: The caster/volunteer loses 1 stamina points. An animal/human sacrifice may be made.

Wealth: The caster offers a gift of coins or treasure worth 10 gold pieces.

Worship: The caster/volunteer provides 1 hour of worship or meditation in the spirit’s honour before the ritual. The volunteer must also have at least 1 point in Magic – Spirit magic. The worship cannot be broken and every hour after the 3rd hour, the caster needs to make a MAGIC + Religion - Shamanism test to keep up the worship/meditation.

The spirit magician may also perform a 30 minute ritual and then pays the prices in order to gain points of Favour. Remember that the spirit magician’s maximum Favour is equal to their MAGIC score + their Magic – Spirit Magic score. They cannot increase their maximum Favour except by increasing either their MAGIC or Magic – Spirit Magic. This is also the only way to restore Favour.

Oops! Table

2: The caster will encounter a powerful hostile monster. The next time they travel in the wilderness, their encounter roll will be an 18 for that particular terrain.

3: All plants within a 100m radius of the caster wither and die!

4: A spirit curses the caster. Lose 1 LUCK point.

5: A chilling cold surrounds the caster. All within a 10m radius of the caster take 1d3 stamina points of cold damage.

6: All animals shun the caster. All fishing and hunting rolls the caster makes automatically fail for 1d6 days. The caster may find plants to eat.

7: The caster develops red plague! (No save)

8: The next time the caster travels outdoors, they are attacked by a pack of 1d6 wild dogs.

9: The caster automatically fails their next test for luck.

10: The spirits create a whirlwind that picks up the caster and dumps them up to 1 mile away. This also causes 1d6 damage.

11: The caster loses 1 SKILL point.

12: An earthquake strikes the area around the caster! Treat this as the earthquake wizard spell that also affects the caster.
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A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.

Ruffnut
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Posts: 693
Joined: Fri Aug 26, 2016 8:17 am

Re: New magic type - spirit magic

Post by Ruffnut » Wed Feb 21, 2018 11:55 am

:shock: THIS IS AMAZING!
He just sits there tapping away all day on a tiny screen. But he tells everyone that he is slaying Orcs.

Nuvole!
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Re: New magic type - spirit magic

Post by Nuvole! » Wed Feb 21, 2018 2:33 pm

Losses of LUCK and SKILL are to initial score or current score?
He's a real Nowhere man, sitting in his Nowhere land, making all his Nowhere plans for Nobody.

Slloyd14
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Re: New magic type - spirit magic

Post by Slloyd14 » Wed Feb 21, 2018 3:01 pm

Nuvole! wrote:Losses of LUCK and SKILL are to initial score or current score?
Just current scores.
http://virtualfantasies.blogspot.com/

A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.

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