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Legend Ceremonial Magick


p_clapham

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Here are some rules I've come up with after perusing through Enlightened Magic.  It is pretty much just a slow version of the Sorcery rules with some bells and whistles from Lankhmar Unleashed.

 

Two different kinds of Magick

 

Low Magick: Minor spells, typically one or two intensity that can be cast in one or two combat actions, but cannot be manipulated. These are taken from the Folk Magic in Runequest6 and Common Magic from Legend. Low Magick spells have a Magnitude equal to the magic points used in casting them, and take a number of combat actions to cast equal the magic points spent in casting them. Low Magick spells cannot be combined with other Low Magick or High Magick spells.

 

High Magick: Greater spells that can be manipulated or even combined with other High Magick spells, but are ritualistic in nature and take much longer to cast. High Magick uses a modified version of the Sorcery rules. It takes ten minutes per magic point spent on the spell to cast High Magick. An additional advantage of High Magick over Low Magick is that it can be cast in groups. High Magic Spells are subject to the Law of Sympathy and Contagion.

 

Sympathy/ Contagion is rated from a one through five depending on the strength of familiarity between the Sorcerer and the target. Sympathy can be represented by being simply acquainted with the target, to knowing detailed information about their life, such as the names of their loved ones or their social security number. Contagion is a magical connection between objects that the target held or possessed. This ranges from a briefly handled object to actual pieces of the target's body such as fingernail clippings or hair.

 

  1. The caster has never met the target before, and has no token the target has held at any point. -20% to the caster's Manipulation skill

  2. The Caster knows the target's name, knows some details of the target's life, recognizes his face, and/ or possesses a item once touched by the target. This adds +5 to the caster's Manipulation skill.

  3. The caster has met the target on several occasions, and/ or possesses one of the target's personal items. (A weapon, lock of hair, or a piece of clothing). This adds +10 to the caster's Manipulation skill.

  4. The caster is intimately familiar with the target. Alternately he possesses some of the target's saliva or tears. This adds +10 to the caster's Manipulation skill and one to the spell's final Magnitude.

  5. The caster knows the target almost as well as he knows himself. Alternatively he possesses some of the victim's blood or a body part such as a eyeball or finger. This adds +30 to the caster's Manipulation skill and two to the spell's final Magnitude.

 

Group casting: One Sorcerer is designated as the leader of the circle, he is the one who directs the energy of the spell, and makes the final roll. The other sorcerers acting as assistants must know the spell in question in order to help in the casting. Each assisting sorcerer adds his base Sorcery(Grimore) and Manipulation scores to the final spell. All sorcerers casting the spell can freely spend magic points or points of POW to power the spell. In the event of a Magickal backlash all sorcerers involved in the spell are effected.     

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