Jump to content

Search the Community

Showing results for tags 'sorcery'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • The Chaosium Forums
    • Basic Roleplaying
    • Glorantha
    • RuneQuest
    • Call of Cthulhu
    • HeroQuest
    • Mythic Worlds
    • Cult of Chaos
  • The D100 Family
    • Mythras
    • OpenQuest
    • Renaissance
    • Revolution D100
    • Legend
    • Quest21
    • Upcoming Games
  • Other Stuff
    • Alastor's Skull Inn
    • Inactive forums

Blogs

  • Blog Trifletraxor
  • Notes from Underground
  • Blog Chaot
  • Blog soltakss
  • Blog RosenMcStern
  • Blog threedeesix
  • Blog Triff
  • Blog Aycorn
  • Blog tzunder
  • Blog PZiviani
  • Blog Conrad
  • Mos Eisley Cantina
  • Blog alexraccoon
  • Blog raymond_turney
  • Blog Merak Gren
  • Blog rleduc
  • Dark moon Chronicles- setting and info
  • Blog threshold
  • Blog skull
  • Blog rpgstarwizard
  • Blog Vorax Transtellaris
  • Blog travellingbeetle
  • Blog Bleddyn
  • Blog kevinhun
  • Blog jagerfury
  • Blog coyote
  • Blog Dryhad
  • Blog Peter K.
  • Blog Robar
  • Blog Tester
  • Blog ptingler
  • Blog nerdvana
  • Blog Old Timer
  • Blog smjn
  • Blog Stoatbringer
  • Blog Target
  • Blog Moonowol67
  • Sunwolfe's Blog of Holding
  • The Reign of Dragons
  • Sparrowhawk's Roost

Categories

  • RuneQuest in Glorantha
  • Generic
    • GORE
    • Alternate rules
    • GM Resources
    • Character sheets
  • Fantasy/Historic
    • Magic World
    • Mongoose RuneQuest
    • Middle Earth
    • Vhraeden
    • Warlords of Alexander
    • Classic RuneQuest
    • Ancient Rome
    • Fire and Sword
    • The Green
    • Other
  • Modern
    • Old West
    • Call of Cthulhu
    • Other
  • Science Fiction
    • Star Wars
    • Terminator
    • Halo
    • Other
  • Super Hero
    • City of Heroes
    • Superhero Characters
    • Other
  • Mythras
    • Classic Fantasy
  • Revolution D100

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


RPG Biography


Current games


Location


Blurb

Found 16 results

  1. Ultor

    Additional Sorcery Spells

    I've attempted to put together a few more Sorcery spells, some of which represent adaptations of old favorite spells from previous versions of the rules, while others are completely new. None of these have been playtested yet except Tendrils of Hell. Feedback gratefully received. Abjure [Rune] - Separate Man [Element] Allows the recipient to do without an essential element for the duration of the spell. For instance, Abjure Air means the recipient does not need to breathe. Abjure Fire means the recipient does not need warmth, and is immune to all Cold and Fire damage. Abjure Earth means the recipient “floats” above the ground and may cross an abyss, etc., as if walking on air. Abjure Water means the recipient is immune to the effects of thirst and may walk on water. Abjure Darkness means that the recipient can see in even pitch blackness as if it were daylight. These spells may be cast on a Protective Circle. Agreement - Combine Harmony Truth Cast on the reaching of an agreement, the parties concerned (who should be within the range of the spell when it is cast) will abide by the agreement for the duration of the spell. All other parties and the spell caster will know if the spell is dispelled on one party. Animate [Substance] - Combine Movement [Element] This spell imbues an inanimate object with the ability to move. The wizard can animate a volume in SIZ equal to the Strength of the spell (or cubic meters in the case of insubstantial elements). Default movement rate is 1, but that can be increased by devoting extra MPs on a one-for-one basis.The animated substance can produce “limbs” that can perform skills at half the rating of the magician. Damage is calculated according to twice the SIZ of the substance. This spell requires extreme concentration, meaning an INTx1 roll is needed if the caster is damaged. Banish Spirit - Dispel Spirit The spell must overcome the MPs of the spirit with its Strength, and its strength must be at least half the spirit’s MPs. If successful, it banishes the spirit back to the Spirit World. It cannot be cast on a spirit trapped or bound to a physical object, but will banish a spirit possessing an individual. Banish Elemental - Dispel Spirit [Element] The spell must overcome the MPs of the elemental with its Strength, and its strength must be at least half the elemental’s MPs. If successful, it dissipates the elemental. Bless Marriage - Combine Harmony Fertility Ensure a happy relationship for the married parties for the duration. [[Pregnancy will result if desired.]] Blindness - Separate Fire/Sky Man If this overcomes the POW of the target, he/she is struck blind for the duration of the spell. Boon of Harana Ilor - Summon Harmony The target lays down any weapons and ceases any offensive action. Out of combat, this resolves any argument or disagreement in the caster’s favor. This spell may be combined in a Multispell. Boon of Larnste - Summon Movement This spell augments the movement rate of anything it is cast on for the duration. The augment is equal to the half the strength of the spell and can affect targets up to a maximum SIZ of three times the strength of the spell (thus a spell with strength 6 can affect a person of SIZ 18, or two people of SIZ 10 and 8, giving them +3 to their Movement rate). This spell does not boost Dexterity or give a bonus to SR. Curse of Acos - Dispel Movement This spell reduces the movement rate of anything it is cast on for the duration. The reduction is equal to the half the strength of the spell and can affect targets up to a maximum SIZ of three times the strength of the spell (thus a spell with strength 6 can affect a person of SIZ 18, or two people of SIZ 10 and 8, giving them -3 to their Movement rate). This spell does not reduce Dexterity or increase SR. Curse of Uleria - Separate Earth Life If the target fails to resist, he/she loses all sex drive for the duration of the spell and will not be able to “perform” or conceive. With long duration, this is an effective curse against nobility, Earth priestesses, or the tosser who spilled your pint. Dessicate - Separate Water Life If the target’s POW is overcome, he/she suffers the effects of extreme thirst, losing 1 general HP per hour for the duration of the spell. No sustenance will slake the thirst until the duration is over or the spell is dispelled and healing only delays the inevitable. This spell is an effective assassination spell when sufficiently powerful, and is often used by Arkati wizards. Diminish [Characteristic] - Dispel [Element] Reduces the target’s affected characteristic by 1 point per strength of the spell to a minimum of 1, if POW is overcome. The diminishment is temporary, for the duration of the spell. Attributes and bonuses are temporarily recalculated, weapons may need to be dropped if STR is affected, and Encumbrance etc may become a factor. If POW is diminished, MPs will not drop below 1 even if MPs are fewer than POW. A target affected by Diminish SIZ shrinks, which may cause clothing or armor to drop off. Draw [Creature] - Command Beast All creatures of the specified type within the range of the spell move towards a target (also within range) for the duration of the spell. The caster does not control the creatures once they arrive at the target unless another method is used. This spell is often used as a curse to infest a person or home with vermin. Enlarge [Object] - Summon [Rune] This spell increases the size of inanimate objects - the rune being appropriate to the object (plant for wooden objects, earth for stone etc.) The object grows proportionally, by a factor equivalent to the Strength of the spell, so a small rock subject to an Enlarge Stone 7 spell would grow by 7 times in height, width, and length. The spell may affect items up to 3 times the spell’s strength in SIZ. When the spell duration expires, the target returns to its original size. Fly - Combine Air Movement The target may be transported through the air by the caster for the duration of the spell. Each point of strength allows 3pts of SIZ to be transported (so a SIZ 15 human will require 5 points of strength). The movement rate is 6, but each point of strength not allocated to SIZ may increase this by 1. If the caster needs to maneuver the target, she should use her Air or Movement rune to succeed. A target may be slammed to the ground, with falling rules applying. [[Needs playtesting - falling damage may be OP]] Holdfast - Command Stasis Stops a target or object from moving or being moved for the duration of the spell. No amount of strength will move the target - the spell must be dispelled. It affects objects of up to 3 times the strength of the spell in SIZ. Palsy - Summon Death [or Stasis?] When cast on an opponent, this spell targets a random hit location. If the strength of the spell overcomes the HP of the location, that location is incapacitated for the duration of the spell. Limbs stop working, both legs stop working in the case of the abdomen, and the opponent falls unconscious in the case of the chest or head. No damage is incurred, but the spell must be dispelled to get the body part working properly again. Project [Sense] - Combine Movement [Element(s)] Allows the caster to use the appropriate sense at distance. The sense starts at the caster’s body and moves at a rate of 12, up to the maximum range of the spell (so 900m per turn). The caster must concentrate to maintain the projection, but may also use it as appropriate to cast spells. Additional Runes may be added to represent additional senses, e.g. Sky, Darkness, and Earth to allow Sight, Listen, and Search senses. The projected sense “point” is visible to such magic as Second Sight, and the caster may be targeted through it as if within range. Punishing Wind - Combine Movement Air The equivalent of Finger of Fire for air. The “fingers” are continuous blasts of air. If they do damage, the target must succeed in a test of SIZ vs the strength of the spell to avoid knockback as per p.224. Ratslaff’s Last Laugh - Summon Combine Disorder Illusion An area effect spell, this causes all who fail to resist the strength of the spell with their Magic Points to become argumentative and to lie. This will probably start fights and cause lasting resentments. It is commonly used by scheming Arkati sorcerers in Ralios to promote circumstances they can take advantage of. Rebuild - Separate Disorder Earth Repairs any cracks, fallen stones, tumbled walls etc, within the area of effect up to a SIZ limit equivalent to 3 times the Strength of the spell. Regenerate - Summon Life Cast on a target who has died, this “rebuilds” the target, bringing them back to life in a new body formed from the wreckage of the old (the old body disappears). The strength of the spell must exceed the highest characteristic of the dead target. All characteristics, etc., are rerolled, but the target retains skills, knowledge, spells, etc. Sex is rolled randomly. A cult may need some persuasion that the regenerated character is who he/she says they are. A wizard that knows they are dying may cast it on themselves to avoid death. [[Yes, this is Dr Who regeneration. Sue me.]] Rock Barrage - Combine Movement Earth The equivalent of Fingers of Fire for the earth element. The wizard creates a continuous stream of small rocky projectiles that cumulatively inflict damage. Sculpt [Element] - Command Combine Stasis [Element] Allows the caster to shape an element into the form the wizard desires for the duration of the spell. The maximum volume affected is equivalent to 3 times the strength of the spell in SIZ or the strength in cubic meters for insubstantial targets. Artistic or artificial qualities are determined by an appropriate Craft, Lore, or Devise roll. Variants of this spell exist for Plant and Beast runes, allowing the caster to “sculpt” clothing made from fiber, hides, or wool. Shrink [Object] - Dispel [Rune] The opposite of Enlarge. This spell decreases the size of inanimate objects - the rune being appropriate to the object (plant for wooden objects, earth for stone etc.) The object shrinks proportionally, by a factor equivalent to the Strength of the spell, so a boulder subject to a Shrink 7 spell would decrease 7 times in height, width, and length. The spell may affect items up to 3 times the spell’s strength in SIZ. When the spell duration expires, the target returns to its original size. Summon Boggle - Summon Disorder Conjures up a Boggle, a spirit of Disorder, for the duration of the spell, which will do its best to create disorder. Boggles defy rules and are immune to anything anyone might try to throw at them. They are subject only to the dictates of Maximum Game Fun. A Boggle might, for instance, be dispelled by being tricked into saying its name backwards. Tendrils of Hell - Combine Movement Darkness The equivalent of Finger of Fire for freezing Darkness. Venom - Command Death If the caster overcomes the target’s POW, he inflicts a Poison attack with a POT equal to the Strength of the spell. Poison rules apply as per p.157. Wakboth’s Seed - Combine Fertility Chaos Cast on a pregnant target, this spell will ensure the offspring is born with a Chaos Feature if it is born within the duration of the spell.It is the offspring’s POW that needs to be overcome, not the mother’s. Water Festival - Combine Movement Water The equivalent of Fingers of Fire for water. The tendrils force their way into the mouth and nose to inflict a form of drowning damage. They cannot affect anyone who does not need to breathe.
  2. So while trying to test the munchkinery of Linked spells (for that other thread) I went looking in RQG's Sorcery chapter for the Spell Matrix Enchantment. There's no equivalent spell description, but rather a generalized section on p.390, "Inscribing Spells." The text I'm concerned with is: My questions are: How does this affect the MP cost of the spell? Can an Inscription be linked with other spell matrices? I see a few interpretations for MP: They do not cost MP, and the inscribed levels are added after the sorcerer's manipulation. They do not cost MP, and the inscribed levels are added before the sorcerer's manipulation (so further manipulations are more expensive, I think?). They do cost MP, and only remove the need for the sorcerer to manipulate the spell. To my eye, (2) seems to be the closest to a RAW interpretation, but as a GM I would probably play with (3), since that seems the most balanced. Interpretation (3) makes sorcery inscriptions basically parallel to the spirit magic Spell Matrix Enchantment (but without an actual spell description, unlike both sorcery and spirit magic's Magic Point Enchantments). I'm curious what others think the correct RAW interpretation is here, as well as if there's other options I've missed. Personally, I think the RAW is that sorcery inscriptions can't be linked with spirit magic or Rune magic spell matrices, and that is part of why they weren't written up as a spell description. As a GM, I'm inclined to allow a linked matrix by an adventurer who has access to multiple methods of magic (such as an initiate of Lhankor Mhy or the Seven Mothers & other Lunar cults) for MGF, but the consequences and potential munchkinery of that choice are best left for the other thread.
  3. Manu

    Sedalpist sorcery

    I'll start very soon a campaign in Umathela, where the Sedalpist are numerous. And most probably one of my player will play one. It is said (in the Guide) that : Sedalpists have incorporated many of the meditative techniques of the Cult of Silence, and seek to attain a state of Perfect Reason through meditation How could I translate this into game play? There is no 'mysticism' in RQG that could fit.
  4. Good morning, just a few questions for the group. Starting Reputation Page 82, upper right, Starting Reputation. Says most Free occupations add +5% and most Noble occupations add +10%. Looking at some of the occupations, Healer, Noble and Warrior for example, i don't see the bonus to reputation they offer. Is there a list i'm missing? Sympathetic magic p387. It says a sorceror can use sympathetic magic. Since it says 'can' does that mean it's optional? If yes, it brings up more questions. Casting an air rune spell on Windsday gives me a 10% bonus, but casting a water rune spell on Windsday gives me a 10% penalty. So, since i'll be casting air rune magic most of the time, can i chose to have Sympathetic magic effect me only on Windsdays? What if i want to pick and choose other days? Or, what if I choose to only have the bonus effect me and not the penalty, since it's optional? I think i'm missing something because my above doesnt sound right. Thanks, Gil
  5. Version 1.0.2

    334 downloads

    A collated list of the Magic World and Advanced Sorcery spells. Arranged alphabetically by category (Sorcery, Necromancy, Rune Magic, etc. MP cost Effects Range Source and page number. There is a field for "Type" that you are free to use or ignore which is for a house-rule I use for keeping track of Black Magic, and affects to Allegiance through spell-casting. The .docx file can be used to add/delete whatever want .
  6. PhilHibbs

    RQG Sorcery

    Sorcery seems very time-consuming to cast! What does the "x Points" number of a spell mean in game mechanical terms? Is this the amount of Free INT it takes? Is it the minimum intensity or MPs to get the base effect? If the latter, then the example on page 384 is wrong. Ah - I think I get it - it's the number of runes/techniques, and the example actually says it has a base MP cost of 2 because of the two runes (Fire/Sky, Summon). Presumably it does not take two Free INT, just one.
  7. Baelor

    Against the Blood Gods

    Just wrote up some skills and Talents (not unlike Legend "Heroic Abilities") useful in the fight against the minions of the Blood Gods in D101's Savage North, as well as rules for Demonic Tattoos, something that the cultists probably would like. https://d-infinity.net/game-content/runequest-thursday-181-against-blood-gods
  8. So, after plenty of reading, I've got a solid handle on the various ways a character can have grimoires and spells, the interoperation of the techniques and the runes to describe specific spells within a grimoire's theme, and so on. I'm good on the principles. What I'm really struggling with are the fictional capabilities the rules are trying to represent. I never played RuneQuest or HeroQuest 1, the only examples I have to go on are the examples in the HQ:G book and the historical things referred to in the Guide. Are there things that are particularly difficult or impossible for sorcery to accomplish? Things like instant communication from afar or teleportation have significant impacts when present within a setting, are those available? Are they easy? It seems like life extension must be difficult or impossible since people like Delecti or the Brithini have to go to such extreme lengths to achieve it. I expect ressurection to be off the table for Malkioni as they don't believe in the afterlife the way that the Theyleans do. Might a Lankhor Mhy sage develop a Seperate Death from Man spell though (even if using it might draw unwelcome attention from Humakt or Daka Fal cults)? Could a Combine Man & Air spell permit flight, or is the Middle-Air just for Air Rune Theists? In the play examples, Magatheus & Orensulva both cast spells more or less instantly within the flow of the narrative, so there's a bit of a baseline there for things that a competent sorcerer can do on the go. OTOH, we also have allusions in the fiction for things that require groups, rituals, preparations, holy/astrologically-significant days, etc. Are those just augments or calling on a community's magic resource? What are things that a sorcerer would need to go to such lengths to accomplish that they couldn't do alone or quickly? Tapping is mentioned as a way to gain magical energy to empower one's spells, but without any detail. It it just a way to get an augment in the future? What about the magnitude of spell effects, do those play into the resistance one might roll against to cast them? Say a grimoire had a Banish Man from Your Presence(Dismiss Man) spell and a Force an Army to Retreat (Dismiss Man) spell within it. The caster's ability rating with this grimoire is the same either way. Should the former face Moderate resistance while the latter Nigh Impossible? What about Tapping Earth from a pebble vs a boulder? (I have a similar struggle with what the bounds should be for things that a Theistic Initiate cannot do, but the Devotee level feats in the cult write-ups at least give some guidance there.) Ian commented on RPG.net the last week, "You only really need materials if they have a shared fiction that you don't all share or know." I need materials to provide this shared fiction, please. I know it's OK for my Glorantha to vary, but I really have no clue what the baseline is from which I might deviate. The examples in HQ:G and the Sartar & Pavis books are very few, while the Guide mostly mentions epic things that Zzabur or the God Learners did, which is a bit out of scope for typical PCs. I'm half tempted to hunt down old RQ & HQ1 books for examples, but with so much changed since then I don't know if that's really a solution. Help, please?
  9. Anyone else using freeform magic in your Magic World game? If so what rules are you using? What GM challenges have cropped up? As for me we use our own house rules The Second Way which is a take off of deep magic. My biggest challenge so far are the player's creative use of magic to solve problems in general and the availability of gate spells in particular.
  10. Acording to HQ:G p.172, sorcery works by applying one of the four principles to one or more runes. Those logical principles are two pairs of opposite verbs: - Summon / Dismiss - Combine / Separate And two lonely verbs: - Command - Tap I somehow felt it was incomplete, and thus, trying to restore the balance, I searched the opposite verbs that are lacking to those two lonely principles: - When a sorcerer commands something, he is ruling over it: It obeys the sorcerer. The opposite of commanding is setting free, allowing it to act freely. So the balancing principle of COMMAND is FREE. - When a sorcerer is tapping something, he is draining its "itselfness", what causes it to be it. The opposite of taking away essence is giving existence. So I name the balancing principle of TAP as VIVIFY, despite a stone is not alive. Anyway, with these two new pairs, we envision the forgotten and forbidden tecniques of the God Learners: "Freeing" and "Vivifying"! And this immediately reminded me of Zistor and the Machine City. What do you think? Am I missing something or am I elaborating too much?
  11. Akerbakk

    BRP Unified Powers

    Version 1.2.1

    293 downloads

    Hello fellow gamers! Unified Powers is Akerbakk's first contribution to BRP Central. This is a document that brings all powers from the BGB together in one place, eliminates redundancies, and assigns separate rulesets called 'Power Origins' to differentiate how characters use them. The ruleset is based on BRP from the BGB with some houserules. Most significant is that I added a characteristic, Awareness (AWA), and all Characteristic rolls are replaced with Attributes - this is to promote opposed roll mechanics wherever possible: Attributes are percentile scores determined by a combination of two characteristics each. They collectively quantify your character’s mental, emotional, and physical resilience. 1. Willpower =2(INT+POW)+10: Determines if the character’s mental focus will hold up. Use to resist mental probes and attacks and to avoid distractions. 2. Composure =2(AWA+AFF)+10: Determines if the character will startle or balk under pressure or fear. Used when calm or levelheadedness is needed. 3. Physique =2(STR+CON)+10: Measures the character’s overall health and fortitude. Used to resist injury, poisons, and diseases or for prolonged physical exertion or hardship. Unified Powers is a draft, and comments/ideas are welcome!
  12. View File Magic World & Advanced Sorcery Spell Index I simply collected all of the Magic World and Advanced Sorcery spells and put them in tables. Arranged alphabetically, show MP cost, effects, range, source and page number. There is a field for "Type" that you are free to use or ignore which is for a house-rule I use for keeping track of Black Magic, and affects to Allegiance through spell-casting. The .docx file can be used to add/delete whatever want and save out as PDF. Submitter Nick J. Submitted 10/19/2016 Category Magic World  
  13. hi ! i'm wondering if Lhankor Mhy initiates will be full sorcerers or if they still can use runic magic like before in RQ2/RQ3? thank you
  14. pachristian

    Hrestoli in RQ6/Mythras

    Has anyone out there set up rules for Hrestoli advancement in the Nash-Whittaker RQ systems? I put this in the Glorantha section because I thought I'd get more response. Their standard system of order advancement is Rank 0 (common) - nothing, Rank 1(dedicated) - 5 skills at 50%, Rank 2 (proven) - 4 skills at 70%, Rank 3 (leader) - 3 skills at 90%, and Rank 4 (overseer) - 2 skills at 110%. Hrestoli advance through the castes of Commoner, Warrior, Wizard, Leader. My thought is that a character would have to qualify for the rank of "Leader" in his existing caste, to apply to become a common member of the next caste. The skills required for each caste may have some overlap, but not much. Can anyone tell me about their experiences with a Hrestoli-based game?
  15. Akerbakk

    Unified Powers for BRP

    Hello fellow gamers! I have uploaded my first contribution to BRP Central. It is a document entitled Unified Powers, and can be found here http://basicroleplaying.org/files/file/516-brp-unified-powers/ Unified Powers was born out of a desire to have all powers in one place. I've played GURPS. I've played Savage Worlds. I like the way they do powers, but I prefer BRP/ D100 as a system. I want my players (and myself as a GM) to have as many options available for powering characters, and I feel that the different power categories with separate spells/powers/etc is too confining for my tastes. In Unified Powers, powered characters choose a 'Power Origin', a ruleset that governs how their powers work systemically and narratively in the game. Then they choose their powers from a generic list, flavor it all to fit the game, and voila! Your [wizard, sorcerer, priest, psi, super] is ready to go. Here is how I have set up my Power Origins, in quick bullet point format: WIZARDRY (Rote casting of magical formulae to create mystical effects.) -Moderate amount of starting Spells (INT/2) -Fast power progression: Buy a new spell with Experience (EXP) = PP Cost for one level. -Very skill dependent; Powers are split across 5 different skills (Spell Colleges) with an occupation required. -Access to a versatile craft skill that greatly expands the wizard's power and abilities (enables wizard to make staves, familiars, and scrolls). -Can increase skill percentile by increasing casting time. -Can cast spells silently with extra PP cost and successful simultaneous Stealth roll. SORCERY (Fantastic manipulation of reality through improvisatory enchantments.) -Lesser amount of starting spells (INT levels of spells) -Moderate power progression: Buy a new level with EXP = PP Cost -One skill (Sorcery), with disastrous fumble results. Armor penalizes skill. -Metamagic can alter the statistics (targets, range, damage, duration) or link spells. -Sorcerers can weave Power points into spell. Safely done with time, extremely risky if rushed. DIVINE MAGIC (Channeling the power of a deity into the world.) -Vast amount of starting powers, but limited PP to use (Deity Alignment = PP Cost limit) -Slow power progression: Increase Alignment or gain further blessings. -Less skill dependent: Faithcasting casts the powers, Knowledge (Religion) has supportive roles. -Blessing: a free power gifted by the deity that fits the individual cleric's calling. -Requires attention to the tenets of his faith for cleric to retain his powers. PSIONICS (Unlocking hidden powers of the mind.) -Small amount of starting powers (POW/5) -Expensive power progression: EXP cost = 5x Power Point cost of new power. -Skill dependent: Powers split across 3 Psionic categories. -Higher skill means greater Power Point efficiency. Can further extend Power Points by Rending (1 HP = 1 PP) -No limit to power level except Power Points available. SUPER POWERS (Extraordinary abilities from a myriad of sources.) -Moderate starting powers: Point-based budget from highest Characteristic to buy powers per level at outset. Power modifiers can increase budget. -Laterally increasing cost to upgrade powers. New powers typically unavailable. -Generally not skill nor Power Point dependent. -Power Stunts enable super to use powers in creative ways and temporarily mirror effects of other powers. Requires Power Points. Unified Powers is a draft, and comments/ideas are welcome.
  16. Daelkyr

    Necromantic Magic

    I have the BRP system and was thumbing through it. The magic and sorcery system is very basic and that's fine, but what I didn't see in it was anything pertaining to Necromancy. In the world that I've been making, Necromancy plays a huge part in it. Are there rules on making Zombies/Skeletons and the like, or even lichhood? I don't mind if it goes to either Magician or Sorcerer as I plan on using slightly modified versions of both as it is. I just want there to be Zombies and Skeletons running around messing the day up and having the option for my players to do the same.
×