The Great Castlemourn Campaign Magic

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Mana

A magician's personal mana is equal to the sum of their Sight and Crown Tongue skill ranks divided by 6.

Additionally every location has ambient mana which any magician can tap into. This requires a Geomantic Lore test so the first thing a wise magician does upon entering an area is attune themselves to the ambient mana of that area.

Ambient Mana

  • 1d6: City
  • 2d6: Town, village, farmed field, orchard
  • 3d6: scrub wood, seasonal grazing
  • 4d6: wild areas not traversed by people, graveyards
  • 5d6: low level magical place
  • 6d6+: high level magical place

Magical places often have additional mana for specific Talents. These ratings are guidelines and specific places may have more or less ambient mana. It is even possible for a place to have zero or even negative mana as well. These magical dead zones are rare and nearly always dangerous.

Casting Spells

Gather dice due to personal and ambient mana and roll them against the mana cost of the spell. If the roll exceeds the needed amount you may increase its duration or number of affected targets as shown in the tables or increase its base effect as noted in the spell description.

Duration 1 hour 6 hours 1 day 1 week 1 month 1 season 1 year 5 years 25 years Lifetime
Cost +0 +3 +5 +7 +10 +12 +18 +25 +30 +35
Targets < 6 Half Dozen Dozen Sm Crowd Lg Crowd Village Sm Army
Cost 3 per 15 20 25 35 45 55

Spells

Animal Friend

  • Understand Animal (4)
  • Talk To Animal (8)
  • Summon Animal (15)
  • Command Animal (25)

Banish

  • Turn (Creature Type) varies
  • Banish (Creature type) varies

Blessing

  • Attention 3
  • Enhance Blessing 5
  • Good Luck 8
  • Fertility 12
  • Bless Village 15
  • Remove Curse varies
  • To Victory 15

Control Creature

  • By Type varies

Curse

  • Clumsy 8
  • Dim Sight 9
  • Blight 10
  • Infertility 12
  • Wither Field 25
  • Lampoon 25

Demonize

  • By Type

Dispel

  • Unravel Magic (Effect)
  • Counterspell (Effect)
  • Offensive Dispel (Effect +5)

Divination

  • Augury 10
  • Divination 18
  • Commune with God 25

Divine Miracle

  • Intercession 10
  • Intervention 25
  • Miracle 55


Emotion

  • Slumber 10
  • Name of The Seven 15
  • Inflame Passion 15
  • Charm 15

The enchantress uses this spell to create a directed trait of 2d6 points. It must be a trait beneficial to her, and directed towards her. Generally acceptable traits might include Chaste, Lustful, Generous, Merciful, Just, Trusting, or Forgiving. Multiple traits can be affected for the same price as for affecting multiple people. Fumbling this spell might result in the caster gaining the directed trait, or in the opposite trait being affected.

  • Suggestion 15
  • Fascinate 15
  • Create Passion 25
  • Dominate 25

Flame

  • Control Flame 5+
  • Burning Hands 16

You shoot forth a huge gout of fire from your hands, about 20 yards long and in a considerable arc. More or less everyone in the direction of your choice is lit on fire, though the spell does no direct damage. People with shields may roll against the value of their shield to escape the flames, unless they are using the shield in close combat or aren't holding it at all.

Fumbling the casting of this spell means that a freak gust causes the flames to blow back in the wrong direction.

  • Fire Shield 12

Glamour

Healing

  • Improve Aid 5
  • Improve Care 5
  • Heal Fast 15
  • Treat Disease 18
  • Transfer Wound 3/1d6
  • Instant Healing 5/1d6

Necromancy

  • Oracle 10
  • Command Corpse 15
  • Animate Corpse 30
  • Raise Graveyard 55

Protect

  • Ward Person varies
  • Ward Place varies
  • Offensive Ward varies
  • Trap Object varies
  • Ward vs Creature varies

Sacred Space

  • Magic Circle 4+

Shapeshift

  • By Creature 10+

Summon Creature

  • By Type varies

Travel

  • Swiftfoot 5
  • Swifthoof 10
  • Footrun 10
  • Footfly 15
  • Open Ley Line 15
  • Dimension Door 25
  • Teleport 50

Weather Control

  • Change Weather 5+
  • Nice Weather 12
  • Good Rain 12
  • Call Storm 18