Difference between revisions of "Blue Numidia"

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(Terrestrial Circle Sorcery)
(Terrestrial Circle Sorcery)
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=== Sorcery ===
 
=== Sorcery ===
 
==== Terrestrial Circle Sorcery ====
 
==== Terrestrial Circle Sorcery ====
; Demon of the First Circle : This spell cannot be cast quickly or instantly, and requires an uninterrupted ritual from sundown to midnight. At the conclusion of that ritual, a first circle demon from Malfeas.  First circle demons usually have no more than 8 HD, are unnamed, and have little personal identity.  You may summon a specific species; there is at least one will be suitable for any occasion.  The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.
+
; Slave-Spawn Summons : This spell cannot be cast quickly or instantly, and requires an uninterrupted ritual from sundown to midnight. At the conclusion of that ritual, a first circle demon from Malfeas.  First circle demons usually have no more than 8 HD, are unnamed, and have little personal identity.  You may summon a specific species; there is at least one will be suitable for any occasion.  The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.
  
; Seal of Regnal Dominion : The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster.
+
; Command of Absolute Order : The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster.
  
; The Bright God’s Canticle : This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle.
+
; Purity of Clear Action : This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle.
  
; The Trumpet of Far Utterance : This invocation requires an arcane connection to the desired target, albeit close friends or pantheon mates may be contacted without the benefit of such a link. When cast, the invocation summons a gauzy image of the target and a five-foot radius echo of their surroundings. A similar phantasm of the caster appears in the target’s proximity. Caster and target may speak to each other through these phantasms, and a single inanimate object no more than ten pounds in weight may be passed between the two. The tenuous link produces a 25% chance that the object will be lost in transit somewhere in the distance between the two, however, with a brief glimpse of its resting place provided. The link lasts until the caster drops it, to a limit of one hour. If the target doesn’t wish to accept the contact, worthy foes may roll a Spirit save to resist it. If the contact was unwelcome, the arcane connection crumbles after the spell is complete, whereas a voluntary communication leaves the connection intact and usable once more.
+
; Crystalline Voice Projection : This invocation requires an arcane connection to the desired target, albeit close friends or pantheon mates may be contacted without the benefit of such a link. When cast, the invocation summons a gauzy image of the target and a five-foot radius echo of their surroundings. A similar phantasm of the caster appears in the target’s proximity. Caster and target may speak to each other through these phantasms, and a single inanimate object no more than ten pounds in weight may be passed between the two. The tenuous link produces a 25% chance that the object will be lost in transit somewhere in the distance between the two, however, with a brief glimpse of its resting place provided. The link lasts until the caster drops it, to a limit of one hour. If the target doesn’t wish to accept the contact, worthy foes may roll a Spirit save to resist it. If the contact was unwelcome, the arcane connection crumbles after the spell is complete, whereas a voluntary communication leaves the connection intact and usable once more.
  
 
== Words and Divine Gifts ==
 
== Words and Divine Gifts ==

Revision as of 18:54, 2 August 2017

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Numidia.jpg

Blue Numidia, the Witch of Shellstone Island

  • Level: 1
  • Goal: To Force The Forge Goddess Ninegana to Kneel Before Her
  • Urge: To Starve Gods of the Sea and Storm of Worship
  • Sub-Type: Defiler
  • Sub-Type Bonus: Command of Magic. Once per scene, they may either dispel a theurgic invocation or low magic spell as an instant action, or use their action to immediately cast a theurgic invocation known to them without the usual cost for quick casting. They can sense magic in an object or area with a round's attention.
  • Patron Yozi: She Who Lives in Her Name
  • Secondary Yozis: Kimbery

Facts

  • Origin: Born to Make Weapons
  • Past Career: Witch of Shellstone Island (Curse-Eater Thaumaturgy)
  • Relationship: Filled with a Boundless Rage at the Gods
  • Others:

Attributes

Strength Dexterity Constitution Intelligence Wisdom Charisma
Score 13 14 10 16 13 8
Modifier +1 +1 0 +2 +1 -1
Check 8 7 11 5 8 13

Resources

Total Free
Essence 2
Influence 2 2 Earned per Month
Dominion 0 0 0
Wealth 0

Saving Throws

Base Mod Armor Penalty Final Save
Hardiness 14 14
Evasion 13 13
Spirit 14 14

Hit Points

Current Maximum
8 8

Armor

  • AC: 2
  • Type: Gift
  • Shield: -
  • Description: Body of Water
  • Saving Throw Penalty:
    • Hardiness 0
    • Evasion 0
    • Spirit 0

Attacks

  • Base Attack Bonus: +1
  • Fray Die: 1d8
Description Attribute Attack Bonus Damage
The Claws That Catch Strength +2 1d10+1 (Magic Weapon; Commit Effort for Scene to make all attacks in Scene deadly/incapacitating to lesser foes or do straight damage to mobs of lesser foes)

Lesser Magics

Thaumaturgy

Curse-Eater Thaumaturgy (Archmage) - Detect, dispel, redirect, and create curses.

Sorcery

Terrestrial Circle Sorcery

Slave-Spawn Summons 
This spell cannot be cast quickly or instantly, and requires an uninterrupted ritual from sundown to midnight. At the conclusion of that ritual, a first circle demon from Malfeas. First circle demons usually have no more than 8 HD, are unnamed, and have little personal identity. You may summon a specific species; there is at least one will be suitable for any occasion. The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.
Command of Absolute Order 
The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster.
Purity of Clear Action 
This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle.
Crystalline Voice Projection 
This invocation requires an arcane connection to the desired target, albeit close friends or pantheon mates may be contacted without the benefit of such a link. When cast, the invocation summons a gauzy image of the target and a five-foot radius echo of their surroundings. A similar phantasm of the caster appears in the target’s proximity. Caster and target may speak to each other through these phantasms, and a single inanimate object no more than ten pounds in weight may be passed between the two. The tenuous link produces a 25% chance that the object will be lost in transit somewhere in the distance between the two, however, with a brief glimpse of its resting place provided. The link lasts until the caster drops it, to a limit of one hour. If the target doesn’t wish to accept the contact, worthy foes may roll a Spirit save to resist it. If the contact was unwelcome, the arcane connection crumbles after the spell is complete, whereas a voluntary communication leaves the connection intact and usable once more.

Words and Divine Gifts

Words

Artifice 
Heroes with the Artifice Word can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation may look odd, and any "food-stuffs" are inedible, it functions and lasts as well as a normal object of its type and usual substance. The hero’s crafting efforts for a day count as 100 laborers per character level when an estimate is needed.
Sea 
Heroes with the Sea Word have an invincible defense against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity.
Sorcery 
Godbound affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells.

Divine Gifts

Transmuter (Action) 
Commit Effort for the scene and turn one 10 x 10 x 10 foot cube of material per hero level from one physical substance into another. Items being used or held by a creature cannot be changed. If the effect is used to somehow harm targets, they take a 1d6 damage die for every two character levels of the hero, rounded up. If the substance being created is rare or precious, Effort must be committed for the day. Extremely rare and magical substances cannot be created this way, though mountains of gold can be fabricated. See the Wealth Word for limits on the use of this newfound treasure, as it is all too easy to inflate a region’s mundane economy into chaos.
Body of Water (Constant) 
Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.
Tsunami Hand (Smite) Action 
Commit Effort for the scene. You strike a blow which becomes a crashing wave, rushing up to 200 feet in width, 30 feet in height and 100 feet in length before it drains away. Small buildings and fragile structures are destroyed, and creatures take your level in points of damage, tripled for Mobs. The wave can be cast in a smaller area if desired, does not harm targets you wish preserved, and vanishes after it breaks so as not to leave the area inundated.
Adept of the Gate (Constant) 
You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them.
Wizard’s Wrath (Instant) 
Commit Effort. Your Fray die can harm even worthy foes, those enemies of greater hit dice than you have levels. This power also affects those gifts that allow you to apply your Fray die as part of their effects, increasing the potency of such powers.

XP and Dominion Log