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Just was wondering if anyone had any ideas for spells that weren't included in the rules book?

For example, I am working on a system to incorporate Necromancy, Summoning, and Conjuring into my games. Already got an "Animate Dead" spell done.

Any others want to weigh in on this and add their 2 cents?

Stormbringer 5th edition (or Elric!, which is essentially the same game) has detailed rules for demon summoning. The Elric! sourcebook The Bronze Grimoire, likewise, has a comprehensive section on necromancy, with statistics for the animated dead. I'd recommend giving both of those a look.

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I am going to include a version of the transform spell that has a longer duration, but only allows you to transform to a single organism – and I (as the GM) will keep control over what versions are available.

Example:

Transform to Wolf: Subject maintains mental attributes and skills, but has the body (and fighting capabilities) of a wolf. No equipment travels with the subject. Duration is casters POW in hours.

Another version:

Transform to Orc: All the subjects’ attributes remain the same – he simply becomes, physically, an orc for POW hours. Note: Each time the spell is cast, the subject is recognizable as the same orc he/she was the last time.

This spell would allow the caster to explore a section of an old forest or sniff out a bandit lair without drawing too much attention – but in the game I run, a wolf is not likely to be a preferred form for fighting. Likewise, the orc spell could be used to infiltrate a group of orcs or even to create an alternate persona – but it doesn’t give the caster any combat advantages. The transformation becomes more of an information gathering spell.

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Stormbringer 5th edition (or Elric!, which is essentially the same game) has detailed rules for demon summoning. The Elric! sourcebook The Bronze Grimoire, likewise, has a comprehensive section on necromancy, with statistics for the animated dead. I'd recommend giving both of those a look.

I am a HUGE fan of the Bronze Grimoire. It has an outstanding list of necromantic magic.

I would try to get ahold of of AD&D's 'Complete Necromancer Handbook' for additional ideas for necromancer spells, another fantastic sourcebook.

And don't forget Realism Rule # 1 "If you can do it in real life you should be able to do it in BRP". - Simon Phipp

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  • 2 weeks later...

Just an update:

Just got done with a nice little handful of spells, including a few that I thought should have been in the core book. Here is my list so far:

Animate Dead-Animates a nearby dead creature (1 lvl. = 10 SIZ points) by giving the creature a point of the caster's POW. When spell is done (death of creature of a number of days = to the caster's POW before spell) rool against Luck to determine if POW returns.

Make Brittle- Every level adds a 3% chance that a target item will break.

Fear-Chance target will run in fear from the caster. Doesn't work on undead.

Dark Drain- Drains 1 HP per turn as long as target is in sight of caster.

Summon Animal-Causes an animal to naturally come to the caster.

Conjure Animal-Creatures an animal from energy. Animal must be instructed for any actions.

*Inspire-Every level adds 3% to targets Idea roll.

*=Spell added.

Edited by tilford_kage1985
added spell descriptions and new spell
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