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Ultor

Additional Sorcery Spells

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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.

Edited by Ultor
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2 hours ago, Ultor said:

 

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.

 

Ah, the Sorcerer's Apprentice spell...

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9 hours ago, Ultor said:

This spell may be combined in a Multispell.

RQG's sorcery no longer has multispelling.

I really like the Abjure spell, but I think it could be more precise. (I should note here that I have a fondness for overprecision in game text.) For example, can the target of Abjure Earth functionally fly--airwalk into the sky? Since they could cross a ravine, that implies to me that this isn't restricted to hovering just above the ground. Are they locked to the same altitude as when they cast? Awkward in Boldhome & other Sartarite cities--which might not be a bad thing.

9 hours ago, Ultor said:

Default movement rate is 1, but that can be increased by devoting extra MPs on a one-for-one basis.

I think it would make more sense to phrase this in terms of spell Strength. Perhaps something like "Each added point of spell strength allows the sorcerer to either animate an additional point of SIZ, or give the animated object an additional point of MOV."

9 hours ago, Ultor said:

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.

I suggest avoiding "augment" here, since it has an actual definition in RQG's rules text. The way I read this, a really big target would by default end up with a really big bonus to their MOV. Ex, a SIZ 30 creature would require strength 10 minimum to affect it, but would immediately get +5 to its MOV. Additionally, I wonder if the Combine technique might make more sense here? I see both Summon & Combine having valid explanations.

9 hours ago, Ultor said:

Curse of Acos - Dispel Movement

Likewise, I can see this making sense with the Separate technique.

9 hours ago, Ultor said:

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.

Could increasing Dessicate's strength worsen the effects? I'm thinking of the experience of dehydration, where you're just kinda thirsty, then parched, and so on. Something about strength altering the rate at which the victim becomes unquenchably thirsty... I suppose it could work as-is, just with a simple notion of Separate, since you'd need to dump a lot of MP into the spell for it to really be effective. (I'm thinking aloud here.) 

9 hours ago, Ultor said:

Palsy - Summon Death [or Stasis?]

I like using Stasis here. Any simple Technique + Rune combination for a killing spell seems to me like it should be more than "just" a sorcery spell. Even though these are given without context, I feel like a sorcery spell which can "summon death" would be something big and grand, like "Look out for that magus, he can summon death!"

9 hours ago, Ultor said:

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.

This seems scary powerful in creative hands. How do these increases interact with other beings? For example, enlarging a SIZ 18 rock with Enlarge Stone 6 to be SIZ 102 while in a 3m x 3m x 3m space. Enlarge Stone 10 on a SIZ 30 brick in a city or castle wall would increase it to SIZ 300, probably shattering the wall entirely.

9 hours ago, Ultor said:

resist the strength of the spell with their Magic Points to become argumentative and to lie.

RQG wording would reference their POW being overcome.

10 hours ago, Ultor said:

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.]]

At first I disliked this because I associate "Regenerate" with regrowing limbs. But as I think on it, I'm more and more coming to enjoy it. I like how it differentiates sorcerous resurrection from divine resurrection. I think it should be more specific (because of course I do), particularly in how it works to dodge death. Just have a casting of this spell on one's person at the time of death? After all, most people--even sorcerers--don't have the advantage of cinematic & foretold deaths ;). I also suggest that the new body is physical rerolls only; INT, POW, and CHA remain the same to represent that it's the same basic person. A clause that any enchantments or spells active on the target are no longer in place might be useful (to preemptively avoid player arguments). Also, how much time does it take for the target to regenerate? I suggest a full turn (5min, 25 melee rounds). Drawing from Dr. Who, is there an adjustment period? Not the full "surprise, regrew my hand cuz MAGIC" shtick, but perhaps a temporary penalty to physical skills the first few days/week regenerated?

I have similar thoughts on Venom as I did for Palsy, but I'm not sure a better way to runically describe the RQ3 spell.

I really enjoy Summon Boggle. I don't have any useful comments about it, but it amuses me. Sounds like a nightmare for both the players and the GM.

10 hours ago, Ultor said:

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.

Can it affect creatures who breathe water?

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2 hours ago, Crel said:

Additionally, I wonder if the Combine technique might make more sense here? I see both Summon & Combine having valid explanations.

I expect that different schools will teach more or less the same spell but with different techniques - Combine vs Summon, Dispel vs Separate, Stasis vs Movement, Harmony vs Fertility etc.

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4 hours ago, Crel said:

RQG's sorcery no longer has multispelling.

Thanks, @Crel for all those helpful comments. I'll take a look at them tonight and edit the OP to reflect them where appropriate.

My draft advanced sorcery rules contemplate restoring either Multispell or RQ6/Mythras Targets. I'm still in two minds about that - I meant to take out all references to Multispell for this post and clearly missed one.

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2 hours ago, PhilHibbs said:

I expect that different schools will teach more or less the same spell but with different techniques - Combine vs Summon, Dispel vs Separate, Stasis vs Movement, Harmony vs Fertility etc.

I suspect that's right. There's more than one way to skin Yinkin.

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Are you planning to stick with a Free INT centered system? Personally, I strongly prefer systems where the spell skill directly correlates with MP that can be spent but I think there's positives both ways.

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The fly spell is all and all much better than its rune equivalent, which I feel breaks setting convention. Sorcerers should struggle to be better flyers than Orlanthi.

At the minimum I'd reduce the strength to SIZ tradeoff drastically to  1:2, 1:1, or even 4:3. I also don't like the use of a rune in place of a skill check. Orlanthi get away with that because they're channeling a god, sorcerers should have to learn it the hard way.

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