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magic_arcane_background [2016/11/21 13:42] – [Dark Secrets] andrewmagic_arcane_background [2016/11/21 13:45] – [Lesser Mysteries] andrew
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   * 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.  
  
-  * Witchfire - The Witchfire Mystery sorcerously unleashes energies to damage or outright destroy inanimate and animate 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. 
  
  
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 The greater mysteries are only available to wild cards who are at least seasoned. The greater mysteries are only available to wild cards who are at least seasoned.
  
-  * Goety - One of the greater Mysteries, this is the sorcery of conjuration, command, and banishment of supernatural creatures from beyond the boundaries of the world, those commonly called demons.  This power is identical to the Zombie power from the Savage Worlds rulebooks, with the exception that instead of bodies, sacrifices comprised of the blood of the living are required to call up demons.  The demons summoned are extras with a D4 in all ratings except for a Spirit of D10.  They have a Fighting of D6, and may use melee weapons.  They have a toughness of 4.  +  * Goety - One of the greater Mysteries, this is the sorcery of conjuration, command, and banishment of supernatural creatures from beyond the boundaries of the world, those commonly called demons.  This power is identical to the Zombie power from the Savage Worlds rulebook, with the exception that instead of bodies, sacrifices comprised of the blood of the living are required to call up demons.  The demons summoned are extras with a D4 in all ratings except for a Spirit of D10.  They have a Fighting of D6, and may use melee weapons.  They have a toughness of 4.  
  
-  * Necromancy - Necromancy deals with calling up the dead from the beyond, and perhaps to animate them as undead.  This power is identical to the Zombie power from the Savage Worlds rulebooks.  Zombies are extras with a D4 in all ratings except for strength of D8 and a Vigor of D10 giving them a Toughness of 7.  They have a Fighting of D4 and may not use melee weapons.+  * Necromancy - Necromancy deals with calling up the dead from the beyond, and perhaps to animate them as undead.  This power is identical to the Zombie power from the Savage Worlds rulebook.  Zombies are extras with a D4 in all ratings except for strength of D8 and a Vigor of D10 giving them a Toughness of 7.  They have a Fighting of D4 and may not use melee weapons.
  
   * Demonic Anatomy - This mystery allows a sorcerer to temporarily adapt their bodies to match those of demons from the underworld.  This power may be used as either the Armor power, the Smite power (but only for melee weapons), or the Boost/Lower trait power in the Savage Worlds rulebooks.  One difference is that these powers may only be used on the spellcaster, and they may not be "disrupted" like other magical powers as they are maintained.  On a roll of a "1" on the magic die, a demonic taint stays with the spell caster even after the power fades and they take on a permanent aspect of a demon in addition to being shaken.  For every three permanent demonic taints, the player loses a point of charisma from a visible deformity.     * Demonic Anatomy - This mystery allows a sorcerer to temporarily adapt their bodies to match those of demons from the underworld.  This power may be used as either the Armor power, the Smite power (but only for melee weapons), or the Boost/Lower trait power in the Savage Worlds rulebooks.  One difference is that these powers may only be used on the spellcaster, and they may not be "disrupted" like other magical powers as they are maintained.  On a roll of a "1" on the magic die, a demonic taint stays with the spell caster even after the power fades and they take on a permanent aspect of a demon in addition to being shaken.  For every three permanent demonic taints, the player loses a point of charisma from a visible deformity.  
  
-  * Hypnosis - With the mystery of hypnosis the sorcerer forces his will on his victims’ will, right up to the point where the sorcerer commands his victim’s view of reality. This Mystery requires neither formulas nor gestures, just that the sorcerer makes eye contact with his victim.  The sorcerer may choose to make a suggestion that something isn't as it appears, or that a figment of the victim's mind is real.  This effect will last for the duration of an encounter.  Alternately, the sorcerer may plant a command in the victim's head that is triggered in a particular case (or immediately).  This version of the power lasts for only a single round after it is triggered.  Either effect requires an opposed spirit roll to succeed against the target, rolled at the triggering event or time.  If the roll beats the target by +4 the power may be used for the target to harm their allies.  On a success of 8+ the power may be used to force the target to harm themselves.    +  * Hypnosis - With the mystery of hypnosis the sorcerer forces his will on his victims’ will, right up to the point where the sorcerer commands his victim’s view of reality. This Mystery requires neither formulas nor gestures, just that the sorcerer makes eye contact with his victim.  The sorcerer may choose to make a suggestion that something isn't as it appears, or that a figment of the victim's mind is real.  This effect will last for the duration of an encounter.  Alternately, the sorcerer may plant a command in the victim's head that is triggered in a particular case (or immediately).  This version of the power lasts for only a single round after it is triggered.  Either effect requires two power points and an opposed spirit roll to succeed against the target, rolled at the triggering event or time.  If the roll beats the target by +4 the power may be used for the target to harm their allies.  On a success of 8+ the power may be used to force the target to harm themselves.    
  
 ===== Dark Secrets ===== ===== Dark Secrets =====
magic_arcane_background.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1