View Full Version : V&V Spellbook
DSumner
09-13-2008, 01:12 PM
The Apocalyptic Challenge got me thinking some more about the role of magic in the official V&V sourcebooks and modules. I'll start this post off with a few characters who sport unique magical speills or magical devices and add more later on. I'm leaving out characters who were magically altered or enchanted but whose powers still follow the general descriptions.
Cardinal Rule, from The Greater Good
Armor B (Magic Device): ADR = 54, comes with a special Mace and built-in "Shock Studs" that do extra damage, HTH +3 to Hit, HTH +1d6 +1d8. The mace also has a built-in "Mental Enhancer" when using Mind Control that can affect specific groups of people as if making just a single attack. Victims attack at full power and get no resistance roll--they must be "deprogrammed."
The Mystic, from Battle above the Earth
Magical Spell Device: Rod of Power. Range = 30 inches. Turns victim non-corporeal until the victim saves vs. Intelligence on percentile dice. Attacks as transformation. four charges per day. [I think the module meant to say it attacks as Transmutation.--NPA]
Mystic's Rod of Power also has Devitatalization Ray, which is listed as a separate power.
The Fortune Teller, a circus performer from Organized Crimes
Magical Spell:
Hex Spell: With this spell Natasha can make the improbable probable. Attacks as Mind Control, 16 inch range, PR = 3 per use.
Lady Seven, From the Deeps of Space
Magical Spells:
A. Numerological Control. Lady Seven can change the rolls of her enemies in combat. Two rolls are made for each roll needed. The GM chooses (for Lady Seven) which roll is applied. Range = 25 inches. This spell costs movement and does not take an action to use. PR - 6 per turn.
B. Meteors: A form of Light Control, this spell causes a swarm of blinding-bright streaks of light to surround a victim, causing a blinding-light attack with a radius of four inches, and one weak Power Blast attack that does 2d4 damage on the main target only. PR = 4. Range = 10 inches. May be used only at night.
Two villains in Oppoents Unlimited have mutation powers that relate to magic.
Zairbos' Mutation: When fighting or angry, Zairbos' body breaks out in a glowing patter of mystic symbols that have eerie effects on all witnesses. Each witness must roll Intelligence or lower on 3d10 . If missed, the witness loses power points equal to the roll and immediately tries to flee. The psychic panic lasts for 2d6 turns. Zairbos wears a makeshift uniform and helmet to prevent his stigmata from affecting his allies; the costume is designed to be instantly torn away if necessary.
Lodestone's Mutation: Lodestone may deaded all magic within 30 inches by spending an action per turn. PR cost of magic cast in this area is funneled into his own power score, this boost lasts for six hours after these points are absorbed.
Two characters in Opponents Unlimited also sport magic wands.
Mr. Norman, the "Magician" of the Tarot Masters has this Magical Device: An ivory wand with three spells. Its power store contains 50 points, which can regenerate at a rate of 1 per minute. The three spells function as:
a) Weather Control, as written in the 2nd ed. rules.
b) Transmutation: polymorph living things into other living things upto twice their size or as small as 1/10 their size (special abilities like dragon's breath are not acquired).
c) solid energy illusions, based on weather/ice.
The Prankster's has a Special Weapon that resembled a magic wand: It can create any substance having a Structural Strength of exactly 1, forming a cubic foot or less of the desired substance per point of Power that Prankster channels through the wand. Creating substance in this manner costs an action. The device can create fully formed items, such as a banana, whipped cream pie, or a paper plate. It cannot create dangers substances, such as boling oil or acid. The device has an insignificant range. The substance created by the wand is totally real and behaves accordingly.
Here are a few more items:
Invulnerability (variation): Wraithman from "Opponents Unlimited" wears an Invulnerability suit that gives him 10 points of invulnerability from psionic, magical, and mental attacks--and -4 to be hit from non-damage attacks.
Teleportation Ray: An enchanted dragon stratue in the "Dragon" adventure described above (it's in the mail, Majestic) has several standard powers and fires a Teleportation Ray, that relocates opponentes 4 miles away. [That's not a standard attack type, so I suppose this might hit as Distintegration Ray or Paralysis Ray. -NPA]
"Solid Energy" Mammoth?: A magical villainess from that "Dragon" adventure as Solid Energy Illusions, and uses her power to create a 46-hit-point replica of Mammoth--the villain from the 2nd ed. rulebook! Since one of the villains in that adventure worships the goddess Hela, perhaps the bad guys are sympathetic to Mammoth, after that upstart Nomad sent him to limbo.
More spells from published materials:
Malastra, The Great Iridium Con
A) Metalskin: Bestows ADR 66 on the caster, non-cumulative. PR is 12
B) Thunderbolt: Attacks as Lightning Control, doing 2d8 damage, and serving as a carrier for a Sonic Attack of 1d12. Range is 28 inches, PR = 7.
C) Sanctuary: Infallible Dimensional Travel to a previously specified area (the ConFederation base). PR = 7. Special requirement: A symbol must be dawn on the floor (or wall, or ceiling) to which the caster will return, with some precious material.
D) Silence: Prevents use of Sonics, Spells, Command words, etc. in a sphere of up to 18 inch radius. Range = 46 inches, PR is 2 per turn maintained. It requires an action to reshape or move the volume of silence (in addition to the PR for maintenance), but no additional PR for movement.
E) Jason’s Helm: Attacks as Emotion Control: those affected will be instantly enraged, hitting out at the nearest individual and never saving actions, until saving throw vs. Charisma is made (on percentile dice between turns). Range is 28 inches, PR = 10 per attempt, whether used against groups (radius of effect is 28 inches) or against an individual target.
I'll post the rest of his stuff later (Malastra's magic hammer and mask).
Here's a few spells I thought up, and figured some you guys might like to use them.
Inferno: On a successful attack role, the target is completely engulfed in mystical flames, which will continue to burn until extinguished, or the spell caster is killed or otherwise incapacitated. Attacks as Flame Power doing 1d12 damage per turn. Range is equal to Intelligence + Endurance. PR=8 per turn maintained.
Fireball: Attacks as Flame Control doing 1d12 damage. Range is equal to Intelligence + Endurance. PR=3 per an attack.
Sphere of Protection: Creates a mystical barrier that completely surrounds the caster. Defends as Force field. PR=1 per square inch covered by the sphere, +1 per 2 points of damage repulsed. The maximum area that can be covered is per the Force Field rules in the rule book.
The Eagle’s Claw: Attacks as Natural Weaponry for HTH+1d6 damage. R=INT x 2, PR=1
Spirit Drain: Victim is affected as though they were hit with a Devitalization Ray attack. R=INT x 2, PR=3
Iron Will: Allows the spellcaster to defend against mystical and psionic attacks as though they had Willpower (A). R = Self, PR=2 per turn.
Banshee’s Wale: Attacks as a Sonic attack inflicting 1d12 damage. PR=2, R= INT x 2
AnotherSKip
09-13-2008, 01:47 PM
do you want more magical spells ideas or just the published stuff?
DSumner
09-13-2008, 01:49 PM
do you want more magical spells ideas or just the published stuff?
That's up to you, as I've been posting both.
bishoplogan
09-13-2008, 08:26 PM
do you want more magical spells ideas or just the published stuff?
more more more we can never have enough creativity
:sawink2:
Omuraisu
09-16-2008, 12:42 AM
Here are some V&V conversions of some classic Call of Cthulhu spells:
http://paratime.ca/v_and_v/grimoire01.html
I've also used these spells in the past:
Dark Portal (Teleportation Spell): Maximum Distance = caster's power score in inches (x10000), creates a 5' x 5' portal, PR 4.
Demon's Breath (Flame Powers Spell): The caster can breathe fire with a range of 37" (S+E), does 2d12 Damage, PR 4 per attack.
Night Terrors (Emotion Control/Terror Spell): Range 1", PR 8 per successful hit, victim must make a saving throw vs. Charisma on d100.
Talk with the Dead: This spell allows the caster to talk to the dead. This ritual takes 4 turns to complete with a PR cost of 2/Turn (8 Total). Once the spell is complete, the caster can communicate with the number of dead equaling his Intelligence score.
Vision of Anubis (Paralysis Ray Spell): Eerie black light shines from the caster's eyes causing unconsciousness to the target. Range 52" (Ex2), PR 6/shot.
Cheers,
Tim
bishoplogan
09-16-2008, 07:00 PM
Here are some V&V conversions of some classic Call of Cthulhu spells:
http://paratime.ca/v_and_v/grimoire01.html
I've also used these spells in the past:
Dark Portal (Teleportation Spell): Maximum Distance = caster's power score in inches (x10000), creates a 5' x 5' portal, PR 4.
Demon's Breath (Flame Powers Spell): The caster can breathe fire with a range of 37" (S+E), does 2d12 Damage, PR 4 per attack.
Night Terrors (Emotion Control/Terror Spell): Range 1", PR 8 per successful hit, victim must make a saving throw vs. Charisma on d100.
Talk with the Dead: This spell allows the caster to talk to the dead. This ritual takes 4 turns to complete with a PR cost of 2/Turn (8 Total). Once the spell is complete, the caster can communicate with the number of dead equaling his Intelligence score.
Vision of Anubis (Paralysis Ray Spell): Eerie black light shines from the caster's eyes causing unconsciousness to the target. Range 52" (Ex2), PR 6/shot.
Cheers,
Tim
I likethe Cthulhu spells from your site,I've been there a lot of times but never saw those.:sawink2:
Omuraisu
09-17-2008, 12:56 AM
I likethe Cthulhu spells from your site,I've been there a lot of times but never saw those.:sawink2:
They are listed from the Cthulhu Mythos Page (http://paratime.ca/v_and_v/cthulhu.html) as the 'Greater Mythos Grimoire'. I really need to update that Cthulhu page. It's on my to do sometime in this millennium list. ;) The CoC spells are also available on the index page in the drop down table under the Cthulhu Mythos heading ('Greater Grimoire').
Cheers,
Tim
Aj Woj
09-17-2008, 04:09 AM
Here are a couple -
Life Drain - A green energy pours from the caster into the victim, beginning to drain him of his life. HP drained is taken from the target and added to the HP level of the caster (after sleep, HP levels return to normal). Attacks as Power Blast. Drains 3 hp/phase, lasts 15 seconds. R = I. This is a channeling spell, meaning if the target passes outside of range the spell ends, and the caster can do nothing else while draining. Pr = 10.
Shadow Dagger - A dark mystical dagger hurls from the caster into the victim. If it hits the target's movement is slowed to 1/4 for 15 seconds. Attacks as hand to hand (+2 to hit, +1d4 damage). Range = A. Pr = 6.
Blink Strike - Teleports to a target with momentum, dealing +1d12 damage with any melee weapon (including HtH). R = I. Pr = 3.
Animal Stomp - The caster stomps with the vigour of an enraged bull, sending a shockwave through the earth, doing 2d12 damage in a 2" radius. Pr = 8.
Frenzy - For the next two rounds, for the caster's initiative roll an additional 3D10 (4D10 + Agility). Also, he takes 50% more damage (round down) from all attacks. Pr = 7 to activate.
Unleash - A red bolt of energy from the caster's body electrifies the target. 4D20 damage. R = Ix2. Pr = 30.
I got some more later...
DSumner
09-21-2008, 03:36 AM
Acid Rain: Menacing looking dark clouds rapidly form, before releasing a highly corrosive rain storm on the victim. Attacks as Chemical Power.2d8 damage, R=INT+END, PR=4
Aura of Fear: Attacks as Emotion Control/Fear, the spell caster generates an aura that will cause those coming into contact with it, to recoil in fear. R=CHRx2, Max area affected = Power/2”, PR=2 per turn.
Command: Attacks as Mind Control. The spellcaster may issue a specific verbal command such as “Run away”, attack your friend, etc. The victim must save vs. INT, or will be forced to comply with the spellcaster’s wishes. R=CHRx2, PR=12
Enrage: Attacks as Emotion Control. Area affected = CHR”. Anyone in the affected area must save vs. INT or, become enraged, attacking both friend and foe alike, until they either make successful save, or be come exhausted. R=INT+ENDx2, PR=20
Jaylyn’s Merciful Touch: The spell caster is capable of mystically healing the wounds of anyone he lays hands on. The spellcaster must be in direct physical contact with the person he is attempting to heal, and must do nothing else for one full turn. If successful, the spell will heal 3d10 points of damage. R=Touch, PR=8
Jaylyn’s Healing Slumber: Allows the spellcaster to slip into a coma like state. While in this state, the spell caster will heal wounds and recover power at an accelerated rate. They’ll recover HP, at their standard rate, each hour, instead of per day. While in this state, the spellcaster is completely defenseless. PR=15.
Mirror Image: This spell creates a mirror image of the spellcaster. Treat as Illusions (A). R=INTx2, PR=2.+1 per each additional 2 images created.
Mystic Bolt: Attack as Powerblast, 1d20 damage, R=ENDx2, PR=3
Sleep: Attacks as Mind Control. Victim must save vs. INT on d100 or sleep for 1d8 hrs. R=INT, PR=10
Steel Skin: The spellcaster’s skin becomes impervious to harm. The spellcaster is treated as though thy had 30 points of Invulnerability. R=Self, PR=8 per turn.
Thunderclap: When the spellcaster claps his hands, a massive sonic boom is created. Attacks as Sonic Abilities. 1d12 damage, R=END, PR=3
Tokor’s Mighty Fist: A giant mystical fist forms from the ether, allowing the spellcaster to strike his enemies from afar. Attacks as Force Field. 1d12 damage, R=ENDx2, PR=2
Food Eater Lad
09-28-2008, 11:29 PM
This is a cut and paste from my house rules;
Magic
Magic is the ability to tap into the various forces and manipulate them to your will. This is a great power, but it takes a lot of intelligence and knowledge to utilize it effectively. No magician was created overnight. It takes a long time and a lot of patience to become a mage. Magic is treated as a secret and is guarded by powerful orders. There are a few Orders in my game: The Coven, the Esoteric Order of the Dragon, and the Freemasons. Each has its own agenda. They don’t take kindly to rogue practitioners. Each leader of an order is called a Magus, and the best magus on earth is called the Arch magus. There is only one at a time.
To be a mage takes knowledge. And you need these knowledge areas in order to cast spells.
1. Occult
2. Mysticism
3. Spellcraft
Once you learn spell craft, you are a mage. But it’s the next knowledge areas that make you a great mage. These KA’s are secrets. And each order is privy to but a few.
The seven circles of magic are: Enchantment, abjuration, divination, necromancy, conjuration, alteration and evocation. (Just like D&D LOL). Illusion is now part of enchantments. Each is one knowledge area and must be found. I assign each spell to a circle and if the mage didn’t learn that circle of magic, he can’t cast that spell. Some spells are from two or more circles. Rarely will as spell caster learn all seven circles of magic.
Each spell costs an inventing point to learn, so magic is a slow and costly career! A normal human mage with more than 10 spells is a very very rare thing. This is why so many mages resort to magic items. Now to cast a spell, the mage need to speak, move and think. If this can be done, no spell is cast.
For example, the spell “Fulmination” (evocation magic) cost 4 power and it casts a lighting bolt. The caster spends 4 power, and 4 movement points. For the next four phases he is casting this spell. If the mage’s action was on phase 20, then the spell will fire off on phase 16. If he is hit and takes damage, or hindered during the casting time, the spell is lost, the power and movement spent. This is why most mages will have goons to protect them. Or carry amulets that instantly fire off prepared spells. Magic can be very deadly but it can also be hard to do.
As spell craft is a skill, it requires a skill roll with each spell too. If you fail the skill roll, you can not cast this spell at this time. If you failed by ten or more, the spell effects the wrong target, if you failed with a natural 20, then freaky stuff happens ( GM’s discretion). If you are hit or loose focus DURING the casting of a spell, you spend the power spent on that spell up to that phase.
To learn how to create new spells you must learn the knowledge area Spell theory. This is a very hard secret to learn.
And if one wanted to learn to create new spells, one must learn Spell Theory. This knowledge gives a mage the understanding of the forces of magic to create knew spells and effects. Also, this knowledge area gives the magic the expertise to recognize what spell is currently being cast by the motions and chants of the caster. Save Id20 to predict what spell is being cast.
Spells
Lots of spells require the use of a material component. The component can be on the person of the Mage, not in the hand, unless the spell says so specifically. So Mage’s will typically carry a bag of components on their person.
Synchronicity Pr=6. (Enchantment, evocation) This spell alters probability to cause some sort of coincidence to happen. The caster expresses their desired result and rolls Cd20. The lower the roll, the better the result. I use this guide; A success of 5 or less, a minor coincidence happens; 6 to 10, a rare or bizarre coincidence happens; 11-15, a once in a lifetime event can occur; 16-20; a one in a millennium event occurs. Any over 20 results gives a miraculous event.
Find Familiar Pr=25+ (Conjuration, divination, evocation) This spell summons a small animal, commonly a bird or cat. This creature can communicate with its summoner, either via language or telepathy. The mage can use his familiar to act as his agent in other worlds, planes or simply other locations. The familiar will gather information and or act as the mage’s representative as needed. A mage with a familiar will gain +10% more experience as the familiar roams about gathering data. A mage can override his familiar’s mind and take him over. They can use all or none of the animal’s senses.
A Mage can use his training to train his familiar. All familiars are considered “metas” for purposes of buying powers, even if the mage is not!
A mage can have one familiar per 5 levels.
To cast Find Familiar, the mage spends 25 power points and 25,000exp. Also the ceremony costs about $20,000. The caster then rolls Id20. If he makes it, he finds a familiar. For each extra $1000 spent, the mage gets a modifier of one to the die roll. On a natural roll of 1, a special familiar is found. Special familiars can be almost anything! If the familiar is killed, the caster takes 25 damage
Jump: Pr= 3 (enchantment) A character’s jump rate is x10 for one jump. Needs a grasshoppers legs to cast. One pair per spell.
Fireball: Pr=3 (evocation) 1d12 damage as a fire ball shoots and hits a target. No force, just flame. Range equals level +charisma in movement points.
Time Bomb: Pr=5 (evocation) creates an invisible bomb that detonates for 1d20 in a 50’ radius. Caster must give a specific time for it to go off.
Ghost Form: Pr=5+5 per turn. (Enchantment/Necromancy) turns non corporealness. Needs some cloth from a corpse to cast.
Soul Burn: Pr=15 (Necromancy) as devitalization. Does 2d10 off the power score of the target and they also must make a moral check.
Star Gazing: Pr=120. (Divination) Can only be cast at four specific days a year. Make an inventing roll divided by two. Casting costs 60, 000 dollars in materials.
Food Eater Lad
09-28-2008, 11:30 PM
Scary Friend.: Pr=10+5per arm. (Conjuration) Summons a glob of gooey matter with stretching defense and an initiative of 30. It has 5 hits and a movement of 50. It can attack once per turn, per arm. It can not be hurt except by magical attacks or energy. Each arm has 2 hits. It uses the caster’s power for rolling. Damage is as the caster’s normal HTH.
Mind speak: Pr=1+1 per turn. (Enchantment/divination) Attacks as mind control. Caster can understand and converse with target via mental link. Needs a copper coin to cast.
Wild Fire: Pr=5 (evocation/evocation) 2d12 damage. Creates a ball of flame that travels at 200 movement and caster can see through it to guide it like a guided missal. Use caster’s agility score for turns if needed.
Sparks: Pr1=1per target. (Evocation) Does 1d4 damage in a 50 radius. Doesn’t need to hit all targets for spell to work.
Blessed Calm: Pr10 (enchantment) As emotion control. 1 roll is made vs. everyone in 100’ radius. Whoever fails the save, looses next action, turns off all defenses, and rests.
Gift of Laughter: Pr=5+5 per target. ( enchantment) As emotional control. Targets save vs. Id20 or loose actions. However, I healing rate is gained per action as laughter is the best medicine. Each target must save per action. Caster needs to do something funny to cast the spell.
Soul Assassin: Pr=75 (necromancy) Caster looses 5 charisma every time this spell is cast. Target saves vs. current power or die. No resurrection can save the corpse as the soul is gone. Caster needs some dirt that was passed over by a shadow of an undead to cast.
Arcane Contention: Pr=100. (conjuration/evocation/enchantment) Creates a neither world were two wizards may duel in safety. When one wizard is beaten the spell is broken and both return unharmed. The loser must give up 1 spell to the victor of the victor’s choice. While in the neither world, all material components are not needed.
Polymorph Self: Pr=10. (alteration) Any shape or size desire up to 100 lbs per level of the caster. A cocoon is needed to cast this spell.
Become: Pr=25.(alteration) Must touch target. Caster becomes that target in all respect until unconscious, dead, dispelled or caster becomes something else. Caster must have a lump of carbon to cast this spell.
Word Of Command: Pr=5 (enchantment) target is attacked by mind control or does what the caster asks for their next action. One action only per casting.
Enervate: Pr=4 (Necromancy) attacks as paralysis. 4d10 off power. Range is C’.
Throbbing Bones: Pr=3 (necromancy/enchantment) Attacks as paralysis. Target’s agility is cut in half. Each action costs 2 extra power from pain. Save E d100 per turn. Caster needs the knuckle bones of a hand to cast this spell.
Identity Artifact: Pr=5+5 per hour. (divination) This spell is what a Mage uses to find out what a magic artifact does. There is a 10% cumulative chance per hour to divine what the item does. The caster needs a silver mirror, and a small glass lens.
Ray of Weakness: Pr=7 (enchantment) Target looses 10%-100% of their carrying capacity for one full minute. Caster needs kitten fur to cast. Range is casters C in feet.
Reality Warp: Pr=7+7 per turn. (enchantment/alteration) Causes all surroundings to wig out and become all “Ditkoesque”. All in spell area suffer a -4 to hit and save due to the amorphous nature of reality. Range is 25’ radius per level.
Probability: Pr=6 (alteration/enchantment) This spell warps probabilities so improbable things occur. 60% of the time it’s helpful. 30% it’s harmful. 10% of the time its just plain wacko. Need a die carved from ivory to cast.
Beguile: Pr=3 (enchantment) As mind control. Target believes what caster says. The target can save Id20 once per minute.
Shape Change: Pr=13+3 per minute. (alteration) This is a more powerful form of polymorph self. The caster can turn into anything that they have experienced personally and gain its powers and abilities.
Suggestion: Pr=1 per turn of casting. (enchantment) as mind control. Target does what caster suggests. They save Id100 once a day to realize the deception.
Wall of Fire: Pr=3+1 per turn per 10’ (evocation) Caster makes one side “cool” on side hot. All those on the hot side take 1d12 damage. If they go into the flames, they take 1d20. Caster needs a burnt stick.
Cure Poison Or Disease: Pr=50. (Necromancy/enchantment) This spell removes all poisons or disease from a target. Caster needs honey to cast this spell. Target must eat the honey.
Dispel Magic: Pr=5+1 per level of the magic being dispelled. (abjuration) This spell negates magic that is targeted. The chance is 100% minus the level of the magic being
dispelled. A magic Item can not be dispelled, just go dormant for as many days as level of the caster.
Sleep: Pr=15. (enchantment) Target is attacked by paralysis. It attacks all within 50’ radius except those named by the caster. Each turn the targets save Ed20 per turn. Caster must sprinkle sand in the road.
Slumber: Pr=25 (enchantment) As sleep but the save is Ed100.
Coma: Pr=50. (enchantment) as sleep but save is Ed100, once per week.
Abyss: Pr=115. (conjuration/evocation) This spell summons a hole in space that attacks the target. Target saves Sd100 or pulled into the hole in space. The Abyss is hostile for human life, they take 3 damage per turn. The caster looses 5 charisma.
Food Eater Lad
09-28-2008, 11:31 PM
Fires of Hell: Pr=4. (enchantment/necromancy) Attacks as paralysis. 1d12 off power, and then target must save vs. Ed20 or be forced to tell the truth to a question. Caster needs some blood scrapped off a torture device.
Clone: Pr=10 per basic hit. (enchantment/necromancy) This spell creates an exact duplicate of a target. The caster needs blood, or some other part of the original to create the clone. It takes one month per basic hit to grow. This spell costs 10,000 dollars a week in supplies and support. Remember the clone will have no memories that the original had.
Shadow Assassin: Pr=35 (Conjuration/Necromancy/Enchantment) The target’s shadow rises to attack its owner as death touch. Caster needs a bone carved into a spike from some sort of undead.
Sanctuary: Pr=1+1 per turn. (enchantment/abjuration) The target of this spell can not be attacked unless the spell is over, or broken by the target making an aggressive action. Attackers must make a save vs. Cd100 to be able to attack target. Caster must hand the target a dove’s feather to cast this spell.
Duo Dimension: Pr=4+4 per turn. (alteration) The target becomes two dimensions. When they turn sideways, they no longer exist for all intents and purposes. A piece of paper is needed to cast this spell.
Eyes of the Peacock: Pr=7per day. ( divination/alternation/enchantment) This spell creates 100 invisible eyes witch watch for the target. They get a 100% detection rate. The eyes can see in normal light, infra, night vision. Peacock feathers are needed to cast this spell.
Heroic Aura: Pr=5+5 per turn. (enchantment) This spell gives the target a shimmering aura that grants invulnerability of 25 points. The caser must hunt and kill a large predator themselves and make a pelt of its skin per casting of this spell.
Time Warp: Pr=10. (enchantment) The caster can warp time to speed themselves up. They can increase their initiative by their level. Caster needs a copper wire, twisted into a coil to cast.
Wither: Pr=15. (necromancy) as paralysis. The target takes 1d20. Caster gets the hits that were lost. The target area becomes withered until fully healed.
Black Sphere: Pr=25+2 per turn. (Conjuration) This spell summons a ball of negative energy. This ball of Anti Matter can travel at speeds of I + level of caster in movement points. The ball does 8d10 damage per turn. The caster must make a save vs. I per action to control the ball. If the roll fails the ball will speed towards the caster. The ball has disintegration defense and 25 hit points. The caster needs a black pear to cast.
Exorcise: Pr=75+level of the possessor. (abjuration) The Caster tries to send the spirit out of the body that it inhabits. Success is 50% + caster’s level minus the possessor's level + 1% per extra power spent on this spell.
Empower: Pr=100. (enchantment/conjuration) This spell creates the tiny worm hole in a target’s brain that connects them to the source of metapowers. The target gets 1d8 metapowers. They also get two weakness. This totally replaces any metal powers they may have had. The caster must spend 10,000 experience points per power gained by target as well as have a symbol drawn on the chest of the target. This symbol fades once the spell is complete.
Mystic Impotence: pr=20. (abjuration) This spell strips the target of one paranormal type of ability. This means the target looses either spell casting, pcionics, or metapowers. They must save once a week on Id100 to regain those powers. If the lose lasts a year, then it becomes permanent. The caster needs saltpeter to cast this spell.
Restoration: Pr=40. (Necromancy) This spell restores a target from paralysis, and or heals a lost limb. If used on a corpse, the corpse becomes freshly dead. If cast on an undead they take 1d100. Caster must touch target. Caster needs a frog leg to cast this spell.
Banishment: Pr=80. (abjuration/conjuration) Range equals Caster’s charisma in feet. The target is banished to another plane of existence. The target must save Ed100 or its is whisked away.
Light: Pr=1+1 per hour (evocation) This spell creates a ball of light that will illuminate a 50’radius. It also causes invisible beings to cast shadows. A dead glow bug is needed to cast.
Pyrokineses: Pr=3+3 per turn. (Evocation) Can control flame. 2d12 damage per attack. This spell doesn’t create fire, you can just control.
Confusion: Pr=2. (enchantment) Target attacked as emotion control. If hit, the target looses next action.
Twister: Pr=15. (enchantment/alteration) Creates a tornado that attacks as vibratory for 3d20. There is a 100’ range. Can attack up to 10 basic hits at once.
Bind: Pr=10 per band. (conjuration/evocation) Energy bands are summoned that bind limbs. They attack as force feild and if successful, the target must save Sd100 per turn to break out.
Detect Magic: Pr=5 ( divination) Caster can instantly see magic auras. Detect Hidden x3. If the roll is under caster’s intelligence, the circle of magic can also be gleaned.
Read Magic Pr=5 per turn (divination) Caster can read any arcane language. A perfectly ground lens must be used, and is consumed by the spell.
Food Eater Lad
09-28-2008, 11:32 PM
Sorcery : Sorcery is the act of invoking Powers, sometimes called Sources, for magical aid. Usually this aid is in the form of spell like effects called Hexes.
A hex is cast by invoking the Power for aid. You have to speak, think and move slightly to use an invocation. The invoker must save Cd20. If a 1 is rolled the caster gets one point of charisma. If a 20 is rolled, you loose one. Karma can be used, but it doesn’t nullify a 20 or get you the bonus of a 1.
If the C rolls is under, the invocation works. If over, it doesn’t. If it is failed by 10, you have upset the Power and can not invoke it until it is appeased. To add a hex to your inventory requires an inventing point.
You need mysticism, occult, and sorcery to become a sorcerer. Helpful knowledge areas are ones that give information about Powers and their interests.
Sorcerers are bridges between True Mages and Priests. A priest uses invocations, but believes and worships the power they invoke. A sorcerer does not. In fact, the sorcerer may even hate or simply not care about the Power he is invoking. A sorcerer is motivated by their own interests, not the power’s interests. They may do the Power’s bidding, but that is so they can further their own interests in the long term.
A sorcerer that is reduced to 0 charisma by a roll is reduced to a Zombie like thrall of the Source they invoked. He is a raving lunatic now.
Higher Powers may have penalties on their rolls as they are harder to access. Beings like Azathoth are notoriously hard to invoke, and Sorcerers suffer a –of up to 10 to invoke it. Often a Source may demand a stiff price for their assistance.
Some Powers ( or Sources) invoked by Sorcerers
Angels: This group consists of the beings created by Elohim (god) as his minions. Once in a great while, a mortal is born that can transcend it’s own limitations and become an angel
Devils: This group is made up of angels that fled this universe to be free of Elohim. They sometimes return using avatars so they can remain hidden and free of Elohim’s influence.
Anarchs: These are beings from the Plane of Chaos. They are extremely powerful. Most surpass Angels or even Elohim. Some Anarchs are Arioch, Jubilex, Balo
Orders: These are beings from the Plane of Order. They are extremely powerful. Most surpass Angels or even Elohim. Some Orders are Nodens, Krios, Arawn
Elders: These are vastly powerful beings older than the universe. Their origins are unknown. Their motivations are beyond human understanding. They outrank Elohim as Elohim outranks humans. Some Elders are Azathoth, Yog Sothoth, Shubniggurath,
Demipowers: These are powers that reside in another power’s realm. Orcus rules a sub realm within Elohim’s, as does Riyanion. Other Demipowers are The Keeper of the Inn Between, The Last Place, the gods of Arcadia, Dispater, Cain,
Metas: Rarely does a meta acquire enough power to become a Source on it’s own. The Rift was one of these rare metas.
Uniques: This is a catchall for other beings that don’t quite fit in with the other categories. Some known unique Sources are Elohim, O, Chronos, The King of All Tears, the Logos, they vary in power to supreme in their own realm ( Elohim) to supreme almost everywhere ( O).
Not much is known about Powers. Just finding a name can take a lifetime.
Stephane
09-28-2008, 11:35 PM
FEL: I remember that you had a fairly extensive Mystical side to your house rules. You obviously had developed that side of your games quite well.
Ja§on
09-30-2008, 08:26 PM
A couple from Apollyon, the only V&V mystic I've played:
Tongue of Babel: Speak and understand any earthly tongue, detect and hear the truth behind any spoken falsehood, cannot lie while Tongue is in effect. (Pr=1/minute). Overseer mode: Acts as Mind Control, direct verbal commands only. (PR=15/use)
Note of Jericho: Opens all locks/latches and disables all manmade security devices within a 1" radius per 1 PR spent. Requires one round of music/dance per increment.
bishoplogan
09-30-2008, 08:36 PM
wow FEL you have an intense library
have you ever made stats for runes,glyph or wards for V&V
:sasmokin:
Food Eater Lad
09-30-2008, 08:49 PM
wow FEL you have an intense library
have you ever made stats for runes,glyph or wards for V&V
:sasmokin:
Its something I have been working on for a future adventure.
bishoplogan
09-30-2008, 10:18 PM
Its something I have been working on for a future adventure.If you get a chance post them I would enjoy seeing your take on them:th_dblthumb2:.
:sasmokin:
DSumner
01-05-2009, 04:20 PM
And like B2K, bump, bump, bump. Plus I've got a couple of new goodies to add to the list.
AnotherSKip
01-12-2009, 10:22 AM
New conceptualised but not well defined spell:
Sumoned Items: While Astrally active the mage gestures and weapons appear These items use HTH damage based off of using the C CAp formula using the following subsistutions. I=S, C=E, Inventing points x10= 1/2 wt.
4 PR/item lasts C minutes
bishoplogan
04-09-2009, 10:43 AM
Bump bump bump
bishoplogan
04-09-2009, 11:00 AM
FEL if u get a chance post ur runes ideas
D let us see those goodies(not the ones down below)
DSumner
04-10-2009, 12:48 AM
D let us see those goodies(not the ones down below)
Sorry for not posting them sooner. I had them jotted down on some paper, and I misplaced the two pages. As soon as I find them, I'll post the stuff.
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