Showing posts with label white. Show all posts
Showing posts with label white. Show all posts

Friday, 12 July 2013

52 Pages: Spells for Prophets

Like I said, the final 52 Pages version is going to swap out prophetic miracles for spells on cards that fit better with magic item generation and keeping your powers in front of you as a player.

A few things:

Flame Princess style, turning is a spell, so it's limited in use. I haven't decided yet but am leaning towards making prophets able to repeat their "miracle" casting of spells.

Restoring hit points is a separate per-day ability, so the low levels of the "gold" healing miracles are aimed at optimizing healing and managing injury, which is what happens when HP hit zero.

I resolved the "prophecy" problem by making it a level 1 orange spell, Augury, but giving it a fairly weak effect for anyone else but prophets.



Okay, now the mechanical part of the 52 pages is really done except for the tweaking. Play examples and GM advice, you are next.


Saturday, 25 September 2010

The Grand Mysteries: White and Black

Flip back here for rationale, and move here and down for the other colors' Grand Mysteries.

The Grand Mysteries of the sacred schools of magic, White, Black, Gold and Brown, are not carved on a cobwebbed tablet in the cellars of any ruin. The quest for them must needs involve the Divine, if it exists in the world; or at the very least, must involve a contact with a Principle higher than one's own mortal self. That Divinity, that Principle, may set additional tests, quests and trials before the Mystery is revealed. Attaining a level, at least three higher than that required to cast the sixth level spells, is recommended. Beyond that, the use of each Mystery is shrouded, though their power and dangers tend to make them once-in-a-lifetime choices.

The Grand Mystery of the White School: The Angel of Justice

The Angels of sacred magic are Presences that embody a Principle, within or beyond the Divine. Any manifestation of them to the senses is both fleeting and profoundly awe-inspiring: a vast shadow, a footfall with a sound as of an army, an addictive smell of petals and incense.

The White Angel champions the principle of Justice. Its Mystery consists of a petition to right a wrong, balance the crooked, forgive a mistake. The aspirant before this Angel must be sincere, must be persuasive, and above all must be right. The powers of Justice are legendary and approach those of the fabled Great Gray Mystery, the Wish.

But the White Mystery represents a fearful departure. Until now, the White powers of the aspirant have not been used impartially. They have been used to protect self and friends, blast the evil and those considered evil. The danger of the White Mystery is this: that justice is impartial. Justice may not see things your way. "Give back the children of Vadia the Notched Rose," petitioned her former comrade, a mighty hierarch whose name is lost, "it is not just that the plague should take all three but leave the mother to grieve." And, miracle! they came to life; but as they stood restored in the graveyard, passing goblin bandits slew them, just as Vadia had slain goblin children without mercy in her days as a freebooter. The decision of the Judge is final.

The Grand Mystery of the Black School::   The Angel of Death 

This is the deciding point for the practicioner of Black Magic. All the grimoires bound in human skin celebrate this achievement as the Triumph of Death, the chance to sit on a skeletal throne and rain vengeance down upon enemies heretofore distant or resistant.

A different possibility is mentioned by the few White Magic scholars who choose to mention the dire Angel of Death. Having abused, defiled, and added prematurely to the ranks of the dead many times over, the necromancer, approaching this Mystery, is given a final choice to stand with the Law of the Universe or defy it. In defiance, he is granted a grim, land-ravaging Triumph full of dancing corpses and tolling bells. But no true Angel of Death appears, just a lawless counsellor spawned of the sorcerer's own desires that will eventually either destroy him or condemn him to eternal misery as a lich.

With submission to the Law, the Angel appears in true aspect as Monarch of the Kingdom of the Dead, and grants the necromancer a painless, instant, inviolate death. In exchange, he may take with him three mortals by name, whoever or wherever they may be.

One Black tome (the fabled and possibly spurious Melanchiridion) claims it is possible to swear to both Law and Chaos, and reap eternal undeath that can end when it becomes wearisome, together with three flawless assassinations. Whether any aspirant has tried this audacious move, the Melenchiridion does not say.

Tuesday, 7 September 2010

Sacred Magic: Level 4 Spell List

With little commentary ... the fourth level.


1
Mass Cure
Gold
0’
None
None
Heals 2d8+2 damage to each living being in 10’ radius
2
Mass Protection
White
0’
3 hrs
None
Gives 2d8+2 extra hit points to each living being in 10’ radius (unholy sources do half damage against them)
3
Mass Wounding
Black
30’
0
Body (Con)
Does 2d8+2 damage to each living being in 10’ radius from target
4
Cure Poison
Gold
0’
None
None
Removes the effects of poison from a living target
5
Protection from Poison
White
0’
1 day
None
Makes a living target immune to poison
6
Poison
Black
5’
None
Body (Con)
Poisons a single living being
7
Banish Unholy/[Holy]
White/[Black]
30’
1 day
Will (Wis)
Sends unholy [holy] being to its own plane, or to its lair for a day if it is of this plane. Save is at +/-1 for each HD/level of difference.
8
Holy[Unholy] Weapon
White/[Black]
0’
1 day
None
Gives weapon +1 per 4 caster levels to hit and damage, bonuses doubled against unholy [holy] creatures
9
Cure Critical Wounds
Gold
0’
None
None
Heals for 6d8+6 points of damage
10
Cause Critical Wounds
Black
30’
None
Body (Con)
Wounds for 6d8+6 points of damage

Wednesday, 1 September 2010

Sacred Magic: Level 3 Spell List

Okay. After a sojourn in Spain, and being laid low by a nasty bug, I'm back on the case. In actual play news, rumor has it a couple of local friends are looking to get into some roleplaying, including a girlfriend who has never played before and is rarin to go. Stay tuned...

Some notes:

Animate Dead spells are always hard to balance. The 4 zombie/8 skeleton max per level is a decent compromise, letting lair-sized armies accumulate without being ridiculously strong.

There ain't no disease rules like Runequest disease rules, attacking stats directly (Yet another reason why 3E D&D can also be subtitled "Runequest Wins!").

The full writeup will have a table of suggested curses. Things like "Misses the first time in combat against any opponent," the old reliable charisma busters, "takes double damage from swords/animals/fire/etc." At this level, the black magic diseases and curses are nasty, more about vengeful NPCs than combat effective PC's. 

Protection from Disease: Your friend under carousing rules ...


1
Animate Dead
Black
30'
None
None
Animates 2 skeletons or 1 zombie per caster level. Caster may control undead equal to two castings of the spell, and have undead equal to four castings.
2
Hallow Dead
White
30'
None
Monster
Protects 1 corpse per caster level from animation or conversion to undead, and does 1d6 damage/caster level to all undead in 30' radius, save for half.
3
Curse
Black
30'
None
Mind (Wis)
Target either does 1 worse on all his or her rolls until dispelled, or some other curse approved by GM (not more powerful than other 3rd level Black magic)
4
Remove Curse
Gold
0'
None
None
Removes a supernatural curse from target
5
Fortune
White
0'
1 day
None
Target is protected from supernatural curses, does 1 better on all his or her rolls, and gets 1 reroll this day (as Prayer)
6
Protection from Disease
White
0'
1 day
None
Target is immune from contracting new diseases
7
Cure Disease
Gold
0'
None
None
Target is healed of one disease
8
Cause Disease
Black
30'
Until cured
Body (Con)
Target contracts a disease (choose random ability, lose 1d6 points/day if save fails, until dead at 0; 3 saves in a row heal disease)
9
Circle of Protection
White/[Black]
10'
1 hour
None
Unholy [holy] beings cannot cross 10' radius circle
10
Cure Serious Wounds
Gold
0'
None
None
Heals 4d8+4 damage
11
Protection from Serious Wounds
White
0'
30 min
None
Gives 4d8+4 temporary hit points (unholy sources do half damage against them)
12
Cause Serious Wounds
Black
30'
None
Body (Con)
Harms for 4d8+4 damage

Thursday, 19 August 2010

Sacred Magic: Level 2 Spell List

And now, back to magic. A few notes.

Prayer is a less wimpy buff even as a level 2.
Sympathetic Healing is inspired by Meditations on the Tarot (for that matter, so is Constraint/ Break Constraint) and is an attempt at a powerful but more strategic healing spell for level 2.

1
Evoke Auras
Black/White
30’
3 min
None
Causes visible light or darkness to outline holy or unholy beings, places and objects within sight range
2
Constraint
Black
90’
1 min
Mind (Wis)
Stops one being from moving or speaking
3
Drain Light Wounds
Black
30’
None
Body (Con)
Living being takes 1d6+1 hp damage, heal the same amount of caster’s hp damage.
4
Prayer
[Black]/White
30’
3 min
None
Allows target's controller to reroll one die for an attack, save or action within the spell’s duration
5
Restore Object
Gold
0
None
None
Physically mends a broken or corroded object
6
Slow Ailment
Gold
0
1 day
None
Delays the effects of poison or disease
7
Sympathetic Healing
Gold
0
None
None
Heals 3d6+3 hp, caster takes the middle die rolled as hp damage; or transfers poison or disease to caster, new saving throw
8
Break Constraint
White
90’
None
None
Loosens physical or magical restrictions on movement or speech; if magic, 5% to fail per level of difference vs. higher level caster