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  • #16
    Sorry it took me so long to reply - I just didn't notice someone else had actually replied to my post. :/
    Someone suggested to me to convert from Chaosium's Call of Cthulhu RPG. I think that's a great idea - the magic level is fairly similar (and I like my Martin with a large dash of Lovecraft anyway) - it's not meant to be used a lot by PCs. I keep looking for a CoC rulebook in used book stores, but haven't come across one yet. I'm just copying/pasting the file that I have. I haven't necessarily tested all of these for balance, and some of them were suggestions from other threads on this forum. See what works for you.

    Blood Magic

    An Injury (or Wound, if the sorcerer can take no more injuries) can be voluntary taken:
    • In lieu of a Destiny Point when casting a spell
    • To re-roll 1s when casting any spell or ritual
    • To re-roll a single test when casting a spell or ritual
    • To add 1D when casting any spell or ritual

    The penalty to the sorcerer from the Injury (or Wound) doesnít apply until after the spell is cast, but is suffered whether or not the spell is cast successfully.


    Burning Hands- Spell

    Test: Will (Sleight of Hand)

    Destiny: Spent

    Multi-colored witch-fire bursts from the sorcererís fingers. The releasing test is made against the targetís CD, with initial damage equal to the casterís Agility (bypassing armor). It attacks targets in a cone in front of the caster as follows: the square directly in front of the caster, then an additional square on either side, then 2 squares on either side (1 square, 3 squares, 5 squares). The fire is inextinguishable, and its damage ignores armor. Targets must make an Agility (Dodge) test of 12 or catch on fire, taking an additional 2d6 damage for 2d6 rounds.


    Heal- Spell, Ritual

    Spell

    Test: Will (Treat Injury)

    Destiny: Spent

    On a roll of 15 or higher, all Injuries and HP are immediately returned.

    On a roll of 24 or higher, Wounds are also immediately healed.

    Ritual

    Test: Alignment: Healing (Diagnose): 15

    Invocation: Healing (Treat Ailment): 15

    Unleashing: Will (Dedication): 18

    Destiny: Spent

    Alignment, Invocation, and Unleashing can be as appropriate. For example, Alignment would be anointing the target, perhaps painting runes or holy symbols them. Invocation would be guided prayer and meditation. At the end of 30 minutes, the sorcerer tests Will, and if successful, immediately removes a normally-irrevocable Drawback such as Maimed, Impaired Sense, Marked, Crippled, Eunuch, Mute, etc.



    Shadowmeld- Spell

    Test: Will

    Destiny: Spent

    If the Sorcerer succeeds at a Will (9) test, he adds +2D to all Stealth checks, and re-rolls all 1s. The spell lasts for 1 hour per level of success.



    Neutralize Poison- Spell, Ritual

    Spell

    Test: Will

    Destiny: Spent

    Resonance: living plant or animal into which the poison is drawn

    Test Healing (Treat Ailment) vs poisonís Diagnosis value. A success neutralizes the poison.

    Ritual

    Test: Alignment: Knowledge (Nature): 9

    Invocation: Healing (Treat Ailment): 9

    Unleashing: Will: 9

    Destiny: Spent

    Alignment consists of anointing the subject in garlic oil.

    Invocation is the verbal chanting of the spell.

    If the Unleashing test is successful, any effects subject has suffered due to poison within the last 24 hours are undone. A second level of success increases the retroactive cure to within a week. Three levels increases to a month, and four to a year. No Resonance is required for the ritual Ė the wound the Sorcerer takes represents him absorbing the poison.



    Call Lightning- Spell

    Test: Will

    Destiny: Spent

    Resonances: none required

    Test Will vs SD, damage Will. Damage bypasses armor. If this spell is cast where lightning is already present, there is no maximum to the levels of success.



    Wake the Drowned God- Ritual

    Test: Alignment: Knowledge (Astronomy) (15)

    Invocation: Will (15)

    Unleashing: Will (6)

    Destiny: Burnt (21)

    Resonances: Soapstone bowl, horn

    Alignment for this ritual is about making sure the stars are right. The Sorcerer must succeed in the Knowledge roll to discover a propitious time for the Invocation. The stars may not be right within the Sorcererís lifetime. If the Knowledge roll fails, the Sorcerer will get a false date, and all further preparations are useless.

    During Invocation, the Sorcerer chants the spell, burning 1 DP every minute for 20 minutes. He must exhort the water in a bowl made from a special greenish soapstone from the home planet of the Drowned God. This bowl must be enchanted using Investiture of Item. If the Sorcerer doesnít wish to burn his own destiny, he can sacrifice humans instead of burning destiny points. This sacrifice consists of drowning them in the bowl. Once drowned, the sacrifices return as Wights under the Sorcererís control.

    The Unleashing doesnít need to be performed by the Sorcerer Ė whoever blows the horn makes the test. The horn must also be enchanted using Investiture of Item. When the horn is blown, the blower must burn the final DP.



    Call/Calm Storm- Ritual

    Test: Will

    Destiny: Spent

    Resonances: none

    Effect Alignment (Knowledge [Nature]) Invocation (Will) Unleashing (Will)

    Rain or Wind 9 12 12

    Rain and Wind 9 12 17

    Thunderstorm12 12 22

    Hurricane 12 18 24

    Alignment consists of meditation. It takes 5 minutes for Rain or Wind, 10 minutes for Rain and Wind, 30 minutes for a Thunderstorm, or an hour for a hurricane.

    During Invocation, the Sorcerer beseeches the forces of nature to become calm/enraged. This is a verbal spell.



    Control Tide- Ritual

    Test: Alignment: Knowledge (Nature): 9

    Invocation: Will: 9

    Unleashing: Will: 6

    Destiny: Spent

    Resonances: none

    Alignment consists of meditation. This takes 15 minutes.

    Invocation is a verbal spell, which takes 5 minutes.

    If the ritual is successfully unleashed, it means that the sea advances/retreats 3y for 1 hour. Each additional level of success either maintains the change for an additional hour or causes the tide to advance/retreat by an additional 3y.



    Steer Current- Spell

    Test: Endurance

    Destiny: Spent

    The Sorcerer doubles the movement rate of his vessel. The sorcerer must maintain concentration as long as he wants the spell to remain in effect. A test must be made at the beginning of every hour. The difficulty starts at 12 and increases by 5 every hour.



    Song of the Siren- Spell

    Test: Will

    Destiny: Spent

    This spell is only effective within sight of a body of water. The Sorcerer makes a Will test.

    All individuals that can clearly hear the sorcerer whose SD is < the Sorcererís roll must move at full speed towards the water, ignoring everything around them. Each round, the victims may make a Will test against the Sorcererís passive Persuade (Convince) to break the spell. The Sorcerer can still make 1 Lesser Action every round while maintaining the song.

    If the Sorcerer stops singing, victims not already in the water will stop moving toward it, but victims already in the water need to pass their Will check to get out.

    Once a victim in the water, they will swim toward the bottom and stay there, suffering the effects of drowning. The victim canít attempt to swim to the surface until they pass their Will test.



    Saltblood- Spell

    Test: Endurance (Stamina)

    Destiny: Spent

    The Sorcerer tests Endurance (Stamina) vs 12. He can breathe underwater for a number of hours equal to the levels of success.



    Bounty of the Deep- Ritual

    Test: Alignment: Survival

    Invocation: Will

    Unleashing: Will

    Alignment takes 1 hour, where the Sorcerer places totems and draws mystic runes on the shore. The Sorcerer must succeed on a Survival (9) test.

    Invocation takes an hour, while the Sorcerer chants in the language of the deep. A Will test of 9 doubles the fish population in the area for a month. Every level of success above the first doubles the fish population again.

    Finally, during the Unleashing, the Sorcerer must succeed on another Will (9) test. Failure means that the inverse effect occurs (i.e. Ĺ fish population for a month, possibly 1/16).



    Speak with Dead- Spell, Ritual

    Spell

    Test: Persuade (Convince)

    Destiny: Spent

    The Sorcerer can ask the spirit of the recently dead questions. The difficulty is based on the freshness of the corpse, and the Sorcerer can ask 1 question per level of success. The Sorcerer must speak the same language as the deceased.

    Time since death Difficulty

    < an hour 6

    < 8 hours 9

    < a day 12

    < a week 18

    Ritual

    Test: Alignment: Knowledge (9)

    Invocation: Persuade

    Unleashing: Will

    Destiny: Spent

    Resonance: powdered silver (210ss), candles

    During Alignment, the Sorcerer draws a pentagram with silver dust, lighting candles at the five corners. This takes 2 hours.

    During Invocation, the Sorcerer beseeches the spirit of the dead to manifest. The difficulty of the Persuasion test is based on the length of time since the target died. A failure during the Invocation deals a Wound to the Sorcerer.

    Time since death Difficulty

    < a day 6

    < a week 12

    < a month 18

    < a year 24

    Now that the spirit has been summoned, the Sorcerer focuses his will for the Unleashing, compelling the spirit to speak. When the Sorcerer makes his Unleashing Will roll, the silver for the pentagram blackens and becomes useless. The difficulty is based on whether the spiritís corpse is present.

    Corpse Difficulty

    Present 9

    Absent 18

    The Sorcerer can talk with the spirit for a number of minutes based on the level of success:

    1: 1

    2: 3

    3: 6

    4: 10

    Comment


    • #17
      Slamming Wave/Hammer of the Waters

      Create a massive wave coming towards the sorcerer's location


      Roll Will vs 18 and create a massive wave with a very good chance to wash away both fleets and un-walled coastal settlements, and settlements with lesser walls as well



      Implant Suggestion- Spell

      Test: Persuasion (Any)

      DP: Spent

      If Persuasion test is successful, the Sorcerer wins a Standard Intrigue. The less likely the victim was to agree to the intrigue, the sooner they will be free of the Sorcererís influence.



      Red Sign- Spell

      Test: Knowledge (Sleight of Hand)

      DP: Spent

      The Sorcerer traces a symbol in the air. This spell effects all supernatural creatures within 10y. The Sorcererís test is compared to their SD. Each creature with a SD < the Sorcererís test takes a Wound.



      Wither- Spell

      Test: Heal (Treat Ailment)

      Destiny: Spent

      To cast this spell, the Sorcerer must be able touch the target. The Sorcerer must succeed on a Fighting (Brawling) test to touch an unwilling target. If the Sorcerer, doesnít touch the target, the DP isnít spent. If successful, Test Heal (Treat Ailment) vs SD. Success deals Will damage, which ignores armor. 2 levels of success causes an Injury. 3 levels causes a Wound. 4 levels gives the target the Crippled drawback. Effects stack.



      Witch Ball- Spell

      Test: Knowledge (Forage)

      Destiny: Spent

      The Sorcerer invests a ball of roots, bile, blood, decaying matter, etc, with a curse. It takes a full day to make a Witch Ball. It weighs 1 pound. The ball must be thrown at the target (the Sorcerer canít be holding it when it hits the target) with a curse. The Witch Ball is a short range missile weapon. The Sorcerer must succeed in hitting the target with a Marksmanship (Thrown) test, then defeat the targetís SD with a Knowledge (Forage) roll. If the Sorcerer has the Knowledge Focus (Nature), he may add Education and Research bonus dice as test dice. If this test succeeds, the DP is spent.

      A success deals Will damage, ignoring armor. 2 levels of success deals an Injury. 3 levels deals a Wound. 4 levels blinds the target. Effects stack.



      Spectral Razor- Spell

      Test: Will

      Destiny: Spent

      The Sorcerer summons a magical blade. It can be seen as a faint shimmer in the air and lasts until the Sorcerer dispels it or lets go of it (note that walking around with a nearly invisible blade could be dangerous). It ignores armor, and its damage is based on a Will test:

      9: Will -1

      14: Will

      19: Will + 1

      24: Will + 3



      Dread Curse- Spell

      Test: Will

      Destiny: Spent (+1 Wound)

      The Sorcerer curses a target within line of sight. Based on the Sorcererís Will test vs the targetís SD, the target suffers the following effects (which stack):

      1 level of success: Wound

      2 levels of success: target takes the Drawback Sickly

      3 levels of success: target takes the Drawback Mute

      4 levels of success kills the target.



      Glammer- Spell

      Test: Deception (Act)

      Destiny: Spent

      The Sorcerer changes his appearance by testing Deception (Act) vs 12. A success makes him look like anyone else, but canít change his size by more than 20%. The spell lasts for 1 hour, and every additional level of success doubles its duration (i.e. 4 levels of success lasts 8 hours). Note the Sorcererís roll when testing. Anyone who knows the Sorcerer or the person heís impersonating sees through the illusion if their passive Awareness (Notice or Empathy) exceeds the Sorcererís test.



      Summon Demon- Ritual

      Test: Alignment: Knowledge (Research)

      Invocation: Will

      Unleashing: Will

      Destiny: Burnt

      Resonance: 8 drops of quicksilver, 8 drops of blood, 8 drops of pus, 8 tears of a virgin

      During Alignment, the Sorcerer chants the name of the demon (Eligos), rearranging the letters in all possible permutations. The name is chanted in Common, the Old Tongue, Valyrian, Ghiscarii, and Yi Tish. This takes 100 minutes, and requires a Knowledge (Research) roll of 18. If Alignment fails, nothing happens, the Destiny point is unused.

      During Invocation, a drop of each material is added to a silver bowl, one at a time, focusing on the demonís true name, which has been revealed during Alignment. If the Sorcerer fails a Will test of 12, the Destiny point is only used, not burnt, but the Sorcerer takes a Wound.

      If the Sorcerer fails the Will test of 18 for Unleashing, the Destiny is still burnt, the Sorcerer takes a Wound and the Forgetful (or Dullard, if he already has Forgetful) and Nemesis Drawbacks. Eligos has been summoned to this dimension, but not to the Sorcererís location. Eligos will seek out the Sorcerer to destroy him.



      Banish- Ritual

      Test: Alignment: Knowledge (Research)

      Invocation: Will

      Unleashing: Will

      Destiny: Burnt (2)

      Resonance: 14 drops of garlic and 14 grams of powdered silver (5ss) for mixing, powdered silver and iron for drawing the demonís true name (110ss).

      During Alignment, the Sorcerer chants the name of the demon (Eligos, the cherub of Bael), rearranging the letters in all possible permutations. The name is chanted in Common, the Old Tongue, Valyrian, Ghiscarii, and Yi Tish. This takes 100 minutes, and requires a Knowledge (Research) roll of 18. The demonís true name may have changed from when it was summoned. If Alignment fails, nothing happens, the Destiny points are unused.

      During Invocation, a drop of each material is added to a silver bowl, one at a time, focusing on the demonís true name, which has been revealed during Alignment. If the Sorcerer fails a Will test of 12, the Sorcerer takes a Wound in addition to burning both Destiny points.

      If the Sorcerer fails the Will test of 18 for Unleashing, the Destiny is still burnt, the Sorcerer takes a Wound and the Forgetful (or Dullard, if he already has Forgetful) and Nemesis Drawbacks. Eligos will bend all his efforts to destroying the Sorcerer.



      Summon Merling- Ritual

      Test: Alignment: Knowledge (Research, Sleight of Hand)

      Invocation: Will (Convince)

      Unleashing: Will

      Destiny: Spent

      Resonance: a tongueless bronze bell (2ss)

      During Alignment, the bell is carved with runes of otherworldly origin. It takes a full 8 hours to carve the runes, and ends with a test against difficulty 15.

      During Invocation, the Sorcerer shakes the bell rhythmically while chanting the spell. This takes an hour, and requires a test against difficulty 12. The Destiny point isnít spent if the Invocation fails.

      Finally, the Sorcerer releases his Will and tests against 5. Every level of success summons 1 Merling (no max Ė for example, a roll of 30 summons 6 Merlings). The Destiny point is spent whether or not the Sorcerer succeeds in the Unleashing.



      Bind Merling- Ritual

      Test: Alignment: Persuasion (Convince): 6

      Invocation: Will: 12

      Unleashing: Will: 12

      Destiny: Invested

      Resonance: None

      This spell can only be accomplished if the Sorcerer speaks the Old Tongue.

      Rank in Old Tongue Penalty/Bonus to Alignment

      1 -2D

      2 -1D

      3 +1B

      4+ +1D

      This ritual takes 5 minutes, during which all 3 tests must be made. A failure during Invocation or Unleashing means the Destiny point is spent.



      Call Up Being

      Bring a being back to life from its Ďessential saltsí. A large amount of blood is needed, and if it isnít human, or the caster isnít a Blood Mage specialist, a DP must be spent as wellÖ

      Comment


      • #18
        Can you post some of your conversions? I'm always interested in seeing what other people have come up with.

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