Wednesday, August 9, 2017

Spells and spellcasting for classic Stormbringer (Post 2 of 3)

This is the second of three posts about my rules system for magic and spellcasting in classic Stormbringer. It picks up right where the previous post left off, with individual spell descriptions.  Please see the first post in this series for the rules mechanics that this magic system uses.

Here, then, is the next spell in the series...

Holy Suspension of Empyrean Regulation
DIF: 18     Casting Time: 1D3 rounds     Duration: 2D4+1 rounds
Required: Wings of a dragonfly (+2), tongue of a snake (+4), whiskers of an alley or barn cat (+1), plumage of a hummingbird (+1)
Description: Casting this spell upon a willing target-- either the caster himself, or another person-- accelerates that person's senses and reaction time, allowing that individual to perform superhuman feats of quickness. For the duration of this spell, all of the subject's movement rates are tripled. The character may also take two actions per combat round (once whenever the character chooses to act, regardless of initiative order, and once again after everyone else has acted). Finally, the character's DODGE, TUMBLE, JUGGLE, and SLEIGHT OF HAND skill bonuses are all tripled (if those bonuses are positive modifiers-- use normal skill bonuses if they're negative modifiers) for the duration of this spell.
Critical Failure: The target's reaction time is actually slowed instead of speeding up, so that he or she may only act once every second or third round (and the character always acts last on each of those rounds). In this case, the spell remains in effect until the character has taken 2D4+1 actions (instead of 2D4+1 rounds). 93+
Failure: The target may take no action whatsoever on his or her next turn.
Critical Success:  The target is able to take three actions per combat round for the normal duration of this spell.  This additional action takes place at the beginning of each round, before anyone else has acted. 02-

Inhabitation of Cold Steel
DIF: 23     Casting Time: 1D3 combat rounds     Duration: 3D4+2 combat rounds
Required: Any one-handed melee weapon*, a glove or gauntlet*, a piece of shell from a dragon's egg*, a drop of human blood (not the caster's)
Description: This spell will cause a single hand weapon to animate and fight on the caster's behalf. The weapon can be used to guard a particular location or person, block a passage or hallway, or relentlessly attack a specified enemy, which it will do for the entire duration of the spell. Magical weapons, or weapons containing bound entities, may not be animated by means of this spell. The weapon used in this casting will make attacks at 45% (plus the caster' own attack bonus for that weapon type) and parries at 55% (plus the caster's own parry bonus for that weapon type). Initiative for the animated weapon is determined normally, using the caster's own statistics to determine combat order. This spell is dispelled if the weapon is broken (as described in Stormbringer combat rules, or if the weapon "takes" damage exceeding the caster's POW rating in a single round.
Critical Failure: Naturally, the animated weapon immediately begins to attack the caster, and will continue to do so for the duration of this spell. 99+
Failure: The spell has no effect.
Critical Success: The weapon is capable of making 1D4 attacks per round (roll 1D4 each round to determine the number of attacks) while this spell is in effect. 02-

Joining of Kindred Will and Spirit
DIF: 23     Casting Time: Varies (see below)     Duration: N/A
Required: Two doses of Hellebore
Description: Through the use of this spell, the caster is able to assist another sorcerer with that sorcerer's own summoning and binding attempt. The caster begins chanting this spell's incantations at the same time that the other sorcerer begins his conjuration, and the casting time for this spell exactly equals the time required to summon and attempt to bind the type of entity being sought. When the summoner begins his attempt to bind the spirit so summoned, the caster makes a POW vs DIF roll to determine whether he or she will be able to assist, before the summoner makes his or her own summoning and binding rolls. If this POW vs DIF roll is successful, the summoner may add one-third of the caster's POW rating (rounded up) to his or her own POW for purposes of determining whether the summoning and binding were successful (use INT instead of POW when embodying virtues). This temporary boost is only for purposes of that single summoning and binding attempt, and only one such attempt may be made per casting of this spell. The caster is unable to take any other actions until the binding attempt has been completed, or the benefits gained from this spell are lost. The GM and caster should keep the success or failure of this spell a secret until the summoner begins to make summoning and binding rolls.
Critical Failure: Instead of boosting the summoner's POW rating by one-third of the caster's POW (rounded up), this spell actually decreases it by the same amount. Additionally, the caster falls into a deep trance for 1D10 rounds, making him or her extremely vulnerable to attacks by angry (and unbound) entities. 92+
Failure: The summoner's POW is unaffected, but the caster falls into a deep trance for 1D3 rounds.
Critical Success: The summoner's POW is temporarily boosted by an amount equal to one-half of the caster's POW (rounded down), instead of the usual one-third (rounded up). 03-

Lessening of the Infernal Protector's Might
DIF: Special (see below)     Casting Time: 2D4+1 rounds     Duration: 1D3 rounds
Required: Caster is capable of summoning demons of protection (+5)
Description: This spell can be used to safely bypass demon doors without first defeating them in a POW struggle. Once cast upon a particular door, it will become inert and ineffective for the entire duration of this spell. Each caster may only make a single attempt to cast this spell against a particular demon door-- further casting attempts will automatically fail. The DIF of this spell is equal to the POW of the demon door plus two.
Critical Failure: The caster immediately loses 1D4 points of POW, and must then defend against the demon door's normal POW vs POW attack. 99+
Failure: The spell has no effect.
Critical Success: The spell functions normally, and the future this particular demon door will allow the caster-- and only the caster-- unrestricted access to whatever lies beyond. 02-

Minor Restoration
DIF: 20     Casting Time: 24 hours     Duration: Permanent
Required: None
Description: This is a minor healing spell which the shamans and priests of every continent have heard of. During the entire 24-hour casting period, the spell's target will experience accelerated healing, providing that he or she rests for the entire day. At the end of this full day of recuperation, the spell's target will have healed 1D2 points of damage (above and beyond normal healing), provided that the caster succeeds with his or her POW vs DIF roll.
Critical Failure: The spell's target will not regain any hit points, and must roll to avoid a nasty infection (or other complication, as appropriate). Treat this as a potentially fatal disease (see "Damage from Disease, section 3.9.4.4). 00
Failure: The spell has no effect.
Critical Success: The spell's target regains an additional hit point, and, if the caster is also wounded, he or she will also regain 1D2-1 hit points. 02-

Ocean Call of the Zephyr
DIF: 19     Casting Time: 1D4 rounds     Duration: 1D10+10 rounds
Required: a boat with sail at sea*, a wooden cup or bowl*, a quantity of the caster's own blood (1D4 damage points' worth), a horn or trumpet (+5)*, incense or aromatic herbs (+1), 3 strands of silk from a spider's web
Description: This spell creates a localized gust of wind across the ocean's surface, which can propel the caster's boat or ship at twice its normal movement rate (or, alternatively, can hinder another ship or boat's movement, causing it to move at one-half it normal rate of sail). Either way, the target vessel must be moving by sail (as opposed to being rowed).
Critical Failure: The caster's boat is capsized by a sudden gale which appears out of nowhere and dissipates almost as quickly. 98+
Failure: The spell has no effect.
Critical Success: The target vessel may either move at 4x normal speed or be slowed to one-fourth its normal speed, OR the caster may elect to double the spell's duration. 05-

Refuge of the Dragon Princes
DIF: 21     Casting Time: 1D6 rounds     Duration: 3D6 rounds
Required: a dragon's scale (+3), 1 dram of ground tortoise-shell, the carapace of a red desert scorpion, an egg, a large pearl*
Description: This spell creates an invisible magic shield around the caster (and up to two other individuals, if the caster so desires). Treat this shield as if it were demon armor (CON 15, POW equals the caster's own POW) for purposes of determining damage. Note that this shield blocks attacks made from within the shield against those outside of it as well as blocking attack made from outside the shield against those within it. Also note that even though the magical shield functions like demon armor, it isn't truly demonic in nature or origin.
Critical Failure: The magical shield will still block attacks made from inside the shield against those on the outside, but will have no defensive benefit whatsoever to those within it. 97+
Failure: The spell has no effect.
Critical Success: The shield will protect those within it, but will not block attack made from inside it against those on the outside. 02-

Regression of Mortal Generation
DIF: 23     Casting Time: 1D3+1 hours     Duration: Special
Required: The blood of a great black ape diluted with wine or other fermented beverage; two sprigs of flowering asphodel, one bunch of chaosweed, a small dried lizard, the skull of an olab (+3 if the caster is Melnibonean; no penalty if caster is of another race)
Description: The caster-- or another willing target-- is transformed into a hulking, primitive brute, incapable of true reasoning. This primitive beast will be entirely focused on accomplishing a single task (one simple enough to be articulated by the caster in no more than five words) and cannot be deterred or distracted from accomplishing that goal short of being killed. Once this objective has been accomplished, the spell's effects will begin to fade (in game terms, the spell will expire 1D6+1 rounds after this takes place). For the entire duration of this spell-- from its successful casting to its expiration-- make the following adjustments to the target's characteristics and derived bonuses: reduce INT and CHA to a maximum of 1D3 each; add 2D6 to STR; add 2D8+2 to CON; add 1D2 to SIZ; subtract 1D4 from DEX if it is already 8 or more. The character cannot use any 'mental' skills or perform feats of magic while this spell is in effect, and is incapable of using any weapons more complex than a cudgel. Any wounds taken by the spell's target are first applied against the extra hit points provided by the character's temporary rise in CON, so that the character will not take any permanent damage against his or her normal hit points until this number has been exceeded.
Critical Failure: The spell's target is permanently altered, and will be too stupid to remember his or her goal. It is likely that the beast will attack the other characters before fleeing into the woods (create a new character). 97+
Failure: The caster loses 1D2-1 points of INT and the spell has no other effect.
Critical Success: The caster may mentally dispel this magic at any time, regardless of whether the target's assigned mission has been accomplished.  05-

Rending Immolation of Heaven and Earth
DIF: 25     Casting Time: (1D10) x 12 rounds     Duration: Special (see below)
Required: a live raven, a pile of smoldering coals, a brass oil lamp, a human skull, a sack of ashes, 5 drams of sulfur, 1 dose of Hellebore, a pair of iron pincers, an anvil, over 100 lit candles, a human sacrifice (+10)
Description: The few surviving copies of this ancient Melnibonean text are incomplete, making its casting a very dangerous proposition. Upon successful casting of this spell, the caster has 1D3-1 rounds to flee the site of its casting (usually via the services of a teleport demon) before everything within 1000 yards of the caster is obliterated in a bath of flaming destruction from above. Characters caught within this radius of effect are doomed unless they can duck underground for cover, or are protected by very heavy earthworks; in either case, they must roll POWx1 or be annihilated in the fiery blast. The ancient Melniboneans considered this spell to be a most potent form of battle-magic, often sending a a sorcerer or two into battle with a few thousand sacrificial slave-warriors for protection, just so that this spell could be used to wreak havoc on the armies of the Emperor's enemies.
Critical Failure: The effects of this spell are concentrated upon the caster, regardless of where the caster happens to be when they occur. The sudden blast of hellfire will simply follow the caster, even if he or she has fled to another plane of existence.  85+
Failure: Caster explodes in a flaming mess, inflicting 1D6 damage upon all within ten feet.
Critical Success: Caster automatically has three full rounds to flee the 1000' area of effect for this spell, and receives a permanent POW increase of 1D3 points. 01

Restoration of the Multitude's Sundered Identity
DIF: 17     Casting Time: 1D10+10 rounds     Duration: Special
Required: A podium, balcony, stump, soap-box, or other place suitable for addressing a crowd (+4)*, clean, bright clothing (+2)*, expensive oils or perfumes (+1), 1 glass of good wine (+1)
Description: This spell enables the caster to mesmerize large groups of people (usually an audience of at least 100 individuals) by delivering an impassioned speech containing some sort of 'call to action.' The use of this spell differs from the ORATE skill, which can also be used to sway large crowds, in that it charms people magically, whereas the use of ORATE persuades people with words. Most of the spell's subjects are not permanently persuaded of anything; the majority will eventually revert to previously-held points of view, and will likely suspect that something magical or unnatural clouded their reason, while a smaller core will be converted to the caster's cause. The game mechanics for this spell are fairly simple: with a successful casting, a portion of the caster's audience (three times the caster's CHA, as a percentage) can be compelled to take a specific action which the caster openly called upon them to take during a public speech delivered by the caster (this action is usually a simple command-- something which the caster can express in a sentence of seven to ten words, plus the reason that the crowd should undertake it). These converts will become a mob bent on furthering the caster's stated goal (as they understand it). Of these converted audience members, a further percentage equal to the caster's ORATE skill will be permanent converts, with a strong belief in the moral imperative of the caster's call to action, and these 'true believers' may even band together in clandestine organizations once the spell is no longer in effect to further act towards the specific goal articulated in the caster's speech. Once the spell has been successfully cast and an angry mob has formed, the larger total audience will begin to dwindle over the next 2D6 rounds, until only the caster's mob and the smaller group of true believers within it remain. At this point, the caster can incite that mob to violence with a single successful ORATE roll, and the resulting frenzy of mob violence will continue for as many minutes as this ORATE roll succeeded by. Once this frenzy has ended-- or as soon as authorities respond with force-- the remaining crowd will disperse, although as mentioned above, the 'true believers' within that mob will not abandon the caster's cause.
Critical Failure: The entire audience is offended by the caster, becoming an angry mob, intent on rending the caster (and any companions) limb from limb. 95+
Failure: A percentage of the audience equal to twice the caster's CHA is temporarily swayed by the caster's words, but a percentage of its remaining members equal to three times the caster's CHA will become outraged against the caster. There is a 50% chance that the two sides will violently clash for 2D4-1 combat rounds, at which point the caster should make an ORATE roll to see which side prevails (a successful roll means that the caster's side is victorious, while a failed roll means that those outraged against the caster have won; this skill roll is just a game mechanic, with the caster delivering no actual speech or oration). If the side opposed to the caster prevails, the crowd will then pursue the caster to deliver a rough form of mob justice. If the two sides do not clash in the streets, each faction will taunt and jeer the other, with tensions remaining high, for 1D20 times three minutes-- and then the crowd will disperse.
Critical Success: The audience will unite behind the caster, with 100% of the audience members becoming temporary converts and a percentage equal to the caster's ORATE skill becoming 'true believers.' The caster can incite the mob to violence at any time with a successful ORATE roll, with the violence continuing for as many minutes as this ORATE roll succeeded by times five.  03-

Reversing the Stream of Perceived Chronology
DIF: 25 (+1 per extra person affected)    Casting Time: 17+1D6 hours    Duration: Special
Required: A small hourglass*, a handful of autumn leaves, several pressed or dried flowers, a portrait of a recently-deceased individual (death must have occurred within one lunar month, or 28 days)*, ritual is cast by moonlight (+1), a sundial*, an antique item (at least 100 years old)*, a tome of history*, the umbilical cord of a newborn child less than one year old, a butterfly, ten acorns, all persons affected by the spell (including caster) permanently sacrifice one attribute point.
Description: This spell will send the caster and up to a half-dozen or so compnions back in time by exactly twenty-four hours. The caster and all companions will appear in the exact places that they were twenty-four hours ago, doing the exact same things with the exact same people. Any personal items lost during the previous twenty-four hours will be returned, and any personal items acquired during the previous twenty-four hours will be lost. The characters' hit points will be returned to the same number of hit points that they had twenty-four hours previously. Events which had previously occurred between this point in time and the time that the spell was cast may be repeated or altered, as the players choose, although any skill rolls taken during this period must be re-rolled whenever an action from the previous twenty-four hours is repeated. Any character who originally died in the "original" time stream, however, is still fated to meet his or her demise, except that this time they will have an ill foreboding of their impending doom. Such characters will die "again" in a similar manner, but not always in the exact same way, that they died in the "original" time stream. Due to the lengthy casting time required for this spell, the caster should begin the necessary rituals immediately after the occurrence of an event that he or she wishes to alter, or the caster and company may find themselves returned to a point in the past where it is too late to change that historical event. Until the "original" twenty-four hours have passed, and the caster and companions have progressed to the point in the "present" where this spell originally took effect, the caster must sacrifice an additional 1D6 points of POW to make further attempts to cast this spell, and an additional 2D6 points of POW for any further attempts beyond that, so that it becomes progressively more difficult to cast this spell and repeat the same chronology of events more than once.
Critical Failure: The caster (and all companions) are hurtled back in time much further than originally intended; this could be during the reign of Iumbric III, Child-Emperor of the Bright Kingdom, or even an age when dinosaurs roamed the Young Kingdoms (GM's choice). 94+
Failure: Double the number of attribute points permanently by each spell subject (to 2).  The spell has no effect.
Critical Success: The caster may choose any point of time within the last 3D12+24 hours to return to, and any characters slain during this period can be "rescued" by the time-traveling players. Additionally, all attribute points sacrificed during the casting of this spell will be restored when the characters have "progressed" back into "present time." 02-

I'll try to finish this series with a third and final blog post within the next few days...

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