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Talismans can also be used to achieve a few other effects. A potion doesn't require that the caster speak the magic words, but obviously must be consumed or applied to be successful. A talisman could also incorporate a sympathetic component, in which case it could be used for any spell against that target, rather than a specific spell against any target. Other, similar effects may also be possible.
 
Talismans can also be used to achieve a few other effects. A potion doesn't require that the caster speak the magic words, but obviously must be consumed or applied to be successful. A talisman could also incorporate a sympathetic component, in which case it could be used for any spell against that target, rather than a specific spell against any target. Other, similar effects may also be possible.
 
==Researching Spells==
 
 
Magic in Mournra is largely lost. For a sorcerer or enchantress to learn new magics, they must usually be found in some ancient ruin or taken as a prize from some other magic-user.
 
 
It is, however, possible to develop spells through careful experimentation and research. This is a long process, and is almost always performed over the Winter Phase as part of a character's training. It is very difficult to do, though the possession of magical items can aid greatly in the process. The process is often very unpleasant, as well, and can involve a number of questionable tasks.
 
 
For a magician to perform spell research as part of her Winter Phase, she must meet one of three conditions:
 
1. She has trained a magic skill (not including Crown Tongue), and put all of her points gained into it.
 
2. She has a magic skill (other an Crown Tongue) already at 20 or higher, and performs no other training.
 
3. She is in possession of a magical item which she wishes to study.
 
 
If the magician meets one of these criteria, she simply specifies more or less what she is trying to research when she does her training. It has to either be a spell related to the skill being trained or at 20, or be a spell related to the magical item. The sorceress then attempts two rolls: one of Crown Tongue and one of the appropriate magic skill. If both rolls succeed, the spell is successfully researched. Some very potent spells may require a critical success in the magic skill to successfully research. Below is a list of modifiers which can affect the roll, some favorable to the caster, others not.
 
 
You have seen someone else perform the spell: +5
 
You research the spell prudishly: -10
 
You research the spell recklessly: +5*
 
You research the spell unnaturally: +10*
 
You are researching with a written scroll: +5
 
The spell is not of your Natural Talent: -5
 
You research the spell in a magical place or time: +5 or more
 
You research the spell in an oppositely magical place or time: -5 or more
 
 
Researching a spell prudishly means that you are going out of your way not to do anything inappropriate - you aren't scrounging for corpses or testing the spell on servants (or otherwise involving them if we're talking deadly magics). Reckless research means doing such this more than strictly necessary. Unnatural research means human sacrifices, unnatural liaisons with monsters, and otherwise doing things which would get you in huge trouble. In short, normal research makes other people uncomfortable but doesn't usually cause harm; prudish research seeks to avoid even this discomfort, reckless research puts people at risk, unnatural research is just straight up hurting them (or otherwise effecting their fears).
 
 
A critical success on the magic skill roll may be worth some small benefit with the spell - perhaps a free talisman or similar small benefit. A fumble on the magic skill roll means that things go wrong somehow. This is usually bad, but not necessarily, and may or may not directly affect you. When researching recklessly, a natural roll of 1 or 2 will always cause something to go wrong, though the spell may be successfully researched regardless. When researching unnaturally, something always goes wrong, though the research is very likely to also succeed.
 
  
 
==Spells==
 
==Spells==
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*Dim Sight 9
 
*Dim Sight 9
 
*Blight 10
 
*Blight 10
*The First Curse of the Razha 10
 
Cast upon a man (only) and causes him to stutter uncontrollably, imposing a -2 on all Orate, Flirting, and Singing rolls, and a -5 on any spell casting rolls. The spell requires the target to have offended you in some way, and lasts until the target apologizes publicly (you tell the target this as part of casting the spell). Otherwise, it lasts indefinitely, or until you lift the curse or die.
 
 
*The Third Curse of the Razha  14
 
Cast on a man (only) and strikes him impotent. While under the effect of the spell, if he crits a Lustful roll or fumbles a Chaste roll, he goes mad. The spell lasts indefinitely, or until you remove it or it is removed magically (your death has no impact on the spell).
 
 
 
*Infertility 12
 
*Infertility 12
 
*Wither Field 25
 
*Wither Field 25
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*Slumber 10
 
*Slumber 10
 
*Fear 10
 
*Fear 10
 
This spell causes the target to treat the caster as if they were a creature with a Valorous modifier. Anyone wishing to attack or approach must pass a Valorous roll. On a fumble they flee in terror, on a failure they can try again the next round. The penalty starts at -0 for a successful casting and increases to -5 for +5 Mana and -10 for +10.
 
 
 
*Name of The Seven 15
 
*Name of The Seven 15
 
*Inflame Passion 15
 
*Inflame Passion 15
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===Flame===
 
===Flame===
 
*Control Flame 5+
 
*Control Flame 5+
 
The sorcerer takes mental control of a single fire. The fire is assumed to have some sort of size, which is on the same scale as for creatures. So, a size 10 fire is about as big as a normal lady. That probably equates to a sizable bonfire. For a character who is on fire, the fire is half the character's size.
 
 
When the spell is cast, the caster can control a fire of size up to the total amount of mana generated. This "costs" only 5 of that mana. The remainder of the mana can be spent to affect duration, increase the number of targets, or increase control over the fire. For every 2 points of mana "spent" over the base 5, the caster can influence the size of the fire by 1 point. So, if she devotes 10 mana to controlling the fire above the default 5, she could raise or lower the size by up to 5. She can continue to adjust the size of the fire over the duration of the spell, but by no more than 2 points per round, and never beyond the range she paid for. Reducing a fire to size 0 extinguishes it, causing the spell to end immediately. If the fire moves outside of the caster's range, she can influence it back towards that range, but not away from it.
 
 
While under the caster's control, the fire resists being extinguished, but concerted effort can still put it out, as can severe conditions. Effectively, the caster can "heal" the fire.
 
 
 
*Burning Hands 16
 
*Burning Hands 16
  

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