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magic_arcane_background [2016/11/21 05:45]
andrew [Lesser Mysteries]
magic_arcane_background [2018/03/04 05:23] (current)
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   * Binding - This power allows spellcaster to supernaturally heal their comrades from damage or poison. ​ It is identical to the Healing power in the Savage Worlds rulebook. ​   * Binding - This power allows spellcaster to supernaturally heal their comrades from damage or poison. ​ It is identical to the Healing power in the Savage Worlds rulebook. ​
  
-  * Cursing - Cursing is the dark art of placing a doom on somebody. ​ Curses are best placed on somebody in the sorcerer’s immediate presence, but if the victim of the curse is not present, the sorcerer must at least know the victim and have either a close personal possession (a piece of well-worn clothing or other item to which the victim is emotionally attached), or a body part or secretion (hair, saliva, fingernails,​ etc.) of the victim. ​ Curses add a -2 penalty to all rolls the victim makes for the next encounter on a successful opposed spirit roll.  If the victim loses the opposed roll by 4+ they are cursed for the entire game episode. ​ The curse rebounds on the spellcaster if they roll a 1 on their magic die.  ​+  * Cursing - Cursing is the dark art of placing a doom on somebody. ​ Curses are best placed on somebody in the sorcerer’s immediate presence, but if the victim of the curse is not present, the sorcerer must at least know the victim and have either a close personal possession (a piece of well-worn clothing or other item to which the victim is emotionally attached), or a body part or secretion (hair, saliva, fingernails,​ etc.) of the victim. ​ Curses add a -2 penalty to all rolls the victim makes for the next encounter on a successful opposed spirit roll.  If the victim loses the opposed roll by 4+ they are cursed for the entire game episode. ​ The curse rebounds on the spellcaster if they roll a 1 on their magic die.  ​Curses cost the spellcaster 2 power points.
  
-  * Prophecy - Prophecy is the art of either seeing into the future or else divining something that is not readily apparent. The kind of questions that can be answered by Prophecy fall into two categories, the broader "Will I succeed?"​ or "​Should I go ahead?"​ type of questions, and the much more specific "Who is?" or "Where is?" type.  ​**How many questions? What power point cost?**+  * Prophecy - Prophecy is the art of either seeing into the future or else divining something that is not readily apparent. The kind of questions that can be answered by Prophecy fall into two categories, the broader "Will I succeed?"​ or "​Should I go ahead?"​ type of questions, and the much more specific "Who is?" or "Where is?" type.  ​The first type of questions ​may be performed relatively quickly and only costs 2 power points per question. ​ The second type of prophecy requires an hour of preparation and costs 3 power points per question. ​  
  
-  * Scrying - The Mystery of Scrying is the practice of sending one’s consciousness,​ or maybe one’s spirit, astral body, or soul, away from one’s physical self and having it travel quickly to distant places to spy out what is happening there. To do so, the sorcerer enters a deep trance, usually one aided by certain drugs. ​ The spellcaster makes a magic roll.  On a roll of a 1 on the magic die, they overdose and remain unconscious for eight hours without an opportunity to scry.  On a failed roll, the scrying attempt is incomplete and the spellcaster gets incomplete or conflicting information. ​ On a success, they are able to discern one important scene, but perhaps from a single point of view or without auditory or visual information. ​ On a success of 8+ the scrying spellcaster is able to view the entire scene from many points of view, with both audio and visual information.  ​+  * Scrying - The Mystery of Scrying is the practice of sending one’s consciousness,​ or maybe one’s spirit, astral body, or soul, away from one’s physical self and having it travel quickly to distant places to spy out what is happening there. To do so, the sorcerer enters a deep trance, usually one aided by certain drugs. ​ The spellcaster makes a magic roll.  On a roll of a 1 on the magic die, they overdose and remain unconscious for eight hours without an opportunity to scry.  On a failed roll, the scrying attempt is incomplete and the spellcaster gets incomplete or conflicting information. ​ On a success, they are able to discern one important scene, but perhaps from a single point of view or without auditory or visual information. ​ On a success of 8+ the scrying spellcaster is able to view the entire scene from many points of view, with both audio and visual information.  ​Each separate scrying attempt costs the spellcaster 5 power points per scene.
  
   * Witchfire - The Witchfire Mystery sorcerously unleashes energies to damage or outright destroy things.This is the ability to cast blasting magic. ​ The rules are the same for the //Bolt// power in the Savage Worlds rulebook. ​   * Witchfire - The Witchfire Mystery sorcerously unleashes energies to damage or outright destroy things.This is the ability to cast blasting magic. ​ The rules are the same for the //Bolt// power in the Savage Worlds rulebook. ​
magic_arcane_background.txt · Last modified: 2018/03/04 05:23 (external edit)