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Supernatural Law: New Orleans/Fantasma
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==Spells== '''Control the Dead (2d10)''' - 5 It doesn't matter that it's someone else's zombie. You have the access codes. Cost: 8 points Duration: Immediate Range: Touch Notes: You may take over a Risen Dead by making an Opposition Roll using Control the Dead + WLP against either the dead's Willpower Saving Throw or its caster's Control the Dead + WLP—whichever is better. If you succeed, you hijack the dead thing. You can control up to WLP x3 Risen Dead at any given time. Your Risen Dead fall apart if they move outside a 1-mile radius of you. '''Raise the Dead (1d10)''' - 4 You can imbue a portion of your will inside of a dead thing, reanimating the corpse and placing it under control. Cost: 7 per dead thing raised Duration: Until the Risen Dead is destroyed, the caster is destroyed, or the caster relinquishes control Range: Touch Notes: Raise the Dead requires 10 minutes of ritual to cast. Each Risen Dead functions as a zombie (see the Adversaries section) under your control. You can control up to WLP x3 Risen Dead at any given time. Your Risen Dead fall apart if they move outside a 1-mile radius of you. '''Speak to the Dead (3d10)''' - 6 The dead can tell tales. At least, they can with you. Cost: 4 Duration: One Scene Range: 50-yard radius around the deceased Notes: You may cast this Spell either on a corpse or on a place where a person died. If cast on a place, you must specify which person you are trying to conjure up. The 'dead' that you speak to is not so much a person's soul as it is their echo, and you may cast this Spell even if the person you are hoping to talk to has been dragged off to Hell by demons. The 'dead' is not always coherent, and it is usually stuck in the last few minutes of its life, constantly on loop. It can answer simple questions but may become confused if anyone tries to remind it that it is dead. How willing the 'dead' is to help depends on how the caster approaches it. '''Summon Ghost (3d10)''' - 6 Not only can you call up a ghost, but you can compel it to do your bidding. Cost: 5 Duration: One Scene Range: 1-mile radius Notes: Summon Ghost requires 10 minutes of ritual incantation to cast. After a successful summoning, you can command the ghost, communicate telepathically, and even see through its senses, although it will not obey any orders that would result in its imprisonment or destruction. Use the ghost information from the Adversary section. You may have up to 2 ghosts under your control at any given time. If you try to summon and command a specific ghost, it can resist you with an Opposition Roll using its Willpower Saving Throw against your Summon Ghost + WLP. If it succeeds, it breaks free and you can never command it again. '''Cure Wound (3d10)''' - 6 You restore bodily humors and mend broken limbs. Cost: 1 point Duration: Permanent Range: Touch Notes: Your target heals 1 Hit Point. You may spend up to +5 MP to heal an additional Hit Point per MP spent. If your target has a broken limb, you may restore it to full functionality for +5 MP. If your target is asleep or unconscious, you may wake them for +1 MP. '''Hardened Skin (2d8)''' - 4 Your skin takes on the color, texture, and durability of cement. Cost: 4 points Duration: One Scene Range: Self Notes: You gain +3 Protection to all Hit Locations. This effect does not stack with itself or with any other Spell or effect that hardens your skin. You may still wear armor over your Dragon's Skin. '''Lock (1d8)''' - 3 You can open, change, or create a lock. Cost: 1 point Range: Touch Duration: Permanent Notes: Under your touch, you may cause any mundane lock to spring instantly open—or reconfigure it so that it opens in a different way. If the lock is complex or electronic, you must pay an extra +1 MP. If the lock is magical, you must pay an extra +3 MP and make a Skill Test with Lock. The GM will set the difficulty. If you fail your Skill Test, you cannot attempt to open or change this lock again. You may also use this Spell to apply a magical lock to an object. Spend +3 MP and roll Lock + INT or CHR (your choice) to set its TN. You may also choose a condition that releases the lock (for example: fresh blood is spilled, someone says the Lord's Prayer, or a specific person touches the object.) '''Night Sight (3d8)''' - 5 Your eyes glow as you peer into the dark. Cost: 4 points Duration: One Scene Range: Touch Notes: You suffer no penalties for peering through mundane darkness. Magical Darkness only imposes a +2 TN penalty on you and restricts your vision to 10 yards. '''Sunlight (1d8)''' - 3 You conjure pure, bright sunlight—even indoors. Cost: 2 points Duration: One Scene Range: Range penalties apply. 20 yards is short range, 40 yards medium range, 80 yards long range Notes: The sunlight fills a 5-yard radius. You can increase the radius to 10 yards for +1 MP or to 20 yards for +3 MP. If a Darkness Spell is cast on the affected area, it triggers an Opposition Roll between the two mages using their Darkness and Light Spells plus relevant Attributes. If the Darkness Spell's caster wins, the sunlight is immediately snuffed out. '''Stone Shards (2d10)''' - 5 Stone fragments fire like rifle bullets from your palm. Cost: 1 point per attack for a 2d4. 2 points per attack for a 2d6 attack. 3 points per attack for 2d8 Duration: Instant Range: Range penalties apply. 5 yards is short range, 15 yards medium range, 25 yards long range Notes: You may attack multiple times in a turn with Stone Shards without needing to roll to cast the Spell again. You must still spend an Action and pay the MP cost each time and Multiple Action Penalties are incurred as normal.
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