Runic Magic (feedback requested)

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Runic Magic (feedback requested)

Postby Daz » Tue Nov 14, 2006 5:48 pm

I'm planning on running a campaign with the Conan rules but set in real world Saga Age Iceland. There's a lot of magic in the Icelandic Sagas that there aren't any spells for in Conan (at least in the basic book) so I decided to cook up some runic spells. I would appreciate some feedback and some help in setting appropriate power point costs and prerequisites.

Thanks!

Iron Can’t Bite Rune
PP Cost: ?
Components: S, M
Casting Time: 10 minutes
Range: Touch
Target: One piece of clothing
Duration: 10 minutes/scholar level
Prerequisites: ?

Grants the wearer of the clothing that the spell has been cast on 4 damage reduction against piercing and slashing iron weapons that cannot be circumvented by finesse attacks.

Improved Iron Can’t Bite Rune
PP Cost: ?
Components: S, M
Casting Time: 10 minutes
Range: Touch
Target: One Creature
Duration: 10 minutes/scholar level
Prerequisites: ?

Grants the wearer of the clothing that the spell has been cast on 8 damage reduction against piercing and slashing iron weapons that cannot be circumvented by finesse attacks.

Iron Can’t Bite (curse) Rune
PP Cost: ?
Components: V, S
Casting Time: standard action
Range: Close (25ft. + 5 ft. per scholar level)
Target: One Creature
Duration: 10 minutes/scholar level
Save: Will negates
Prerequisites: ?
Magic Attack Roll: Sets DC for target’s saving throw

If the target saves their failing throw the weapon they are currently holding loses 4 points of armor piercing, to a minimum of zero.

Wolfshirt
PP Cost: ?
Components: V, S
Casting Time: one full round
Range: Personal
Target: Self
Duration: 3 + Con rounds
Prerequisites: ?

Grants the effects of fighting-madness to the caster.

Lesser Shape-shifter
PP Cost: ?
Components: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 10 minutes/scholar level
Prerequisites: ?

As shape-shifter, but the caster can only assume one form (his totem animal, whichever animal he turns into the first time he uses this spell or spiriting sending spells counts as his totem animal). While shape shifted the caster gains no special bonuses to healing.

Lesser Spirit Sending
PP Cost: ?
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: Self
Duration: 1 hour/scholar level
Prerequisites: ?

The caster sends forth their spirit from their body in the form of his/her totem animal (whichever animal he turns into the first time he uses this spell or shape-shifting spells counts as his totem animal). His/her animal form can move as normal for that animal, can be attacked as normal and appears as a normal animal but cannot attack or effect matter in any way. The caster’s body is helpless while his/her spirit is away and can be attacked or incapacitated without the spirit being any the wiser. The caster can cancel the spell and return to his/her body as a free action.

Spirit Sending
PP Cost: ?
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: Self
Duration: 1 hour/scholar level
Prerequisites: ?

The caster sends forth their spirit from their body in the form of their totem animal (whichever animal he turns into the first time he uses this spell, lesser spirit sending or shape-shifting spells counts as his totem animal). His animal form can move as normal for that animal, can be attacked as normal and gains the physical attributes and whatever extraordinary abilities that their animal form has as with the shape-shifter spell but gains no special healing abilities. The caster’s body is helpless while his/her spirit is away and can be attacked or incapacitated without the spirit being any the wiser. The caster can cancel the spell and return to his/her body as a free action.

Ale Rune
PP Cost: ?
Components: S, M
Casting Time: 1 minute
Range: Touch
Target: One beverage container
Prerequisites: ?

If the cup/horn/glass/whatever that the spell is cast on contains a poisoned drink at the time when this spell is cast it shatters.

Beast Rune
PP Cost: ?
Components: S, M
Casting Time: 1 minute
Duration: 10 minutes/scholar level
Range: Personal
Target: Self

This spell grants the caster the ability to speak with and understand one species of animal for the spell’s duration.

Catch Rune
PP Cost: ?
Components: S, M
Casting Time: 10 minutes
Range: Touch
Target: One glove
Duration: 10 minutes/scholar level
Prerequisites: ?
You must have the hand wearing the glove that his spell is cast on free (holding nothing) to benefit from this spell. Once per round when you would normally be hit with a ranged weapon, you may catch it so that you take no damage from it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must be aware of the attack and not flatfooted.
Attempting to catch a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be caught.

Sickness Rune
PP Cost: ?
Components: S, M
Casting Time: 10 minutes
Range: Touch
Target: One piece of wood
Duration: One week/scholar level
Save: Fort DC 15
Prerequisites: ?

This spell is cast on a small piece of wood. If this piece of wood is placed under the mattress of a bed, whoever sleeps in the bed must make a DC 15 fort save every night that they sleep in that bed or suffer one point of Constitution damage.

Heal Rune
PP Cost: ?
Components: S, M
Casting Time: 10 minutes
Range: Touch
Target: One piece of wood
Duration: One week/scholar level
Prerequisites: ?

This spell is cast on a small piece of wood. If this piece of wood is placed under the mattress of a bed whoever sleeps in the bed regains one point of ability damage lost to disease for each night they sleep in that bed.

Sea Rune
PP Cost: ?
Components: S, M
Casting Time: 10 minutes
Range: Touch
Target: One boat
Duration: One week/scholar level
Prerequisites: ?

This spell grants everyone in the boat that the spell is cast on a +2 bonus to all Profession (Sailor) checks.

Nith Rune
PP Cost: ?
Components: S, M
Casting Time: 1 hour
Range: Touch
Target: One carved stick with an animal skull on top
Duration: One month/sorcerer level or until destroyed
Saving throw: will negates
Prerequisites: ?
Magic attack roll: Sets DC for target’s saving throw

The caster carves a stick with various insults, attaches an animal skull to it and plants it in the ground. Whoever owns the land is affected as by the ill-fortune spell.
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Postby Ganconer » Tue Nov 14, 2006 10:13 pm

I love some of these spells you have posted Daz, Thank you!

Just reading thru the list gave me a couple of ideas for some adventures ;)

Have you checked out the Viking Answer Lady's website? That might give you a few more ideas for your adventures hopefully. I would have posted the link to her site but since I am at work most websites are blocked :(

Good luck with your campaign and thanks again for posting these!
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Postby Yogah of Yag » Tue Nov 14, 2006 10:21 pm

Wow, wow, wow! :shock:
This is a great idea!
As a former Germanic Studies/Scandinavian Studies major, I heartily approve of your concept for a RL Icelandic campaign. 8)
If you can make detailed citations of your inspiration-source (saga-names, etc.) that would be helpful.
Keep up the impressive work.

Someplace, buried deep, I've got the Islenzk Fornrit volumes of Heimskringla and Egils Saga Skallagrimssonar, Eldar Edda.....that takes me back!

This may also have some cross-over appeal for those who play the Slaine RPG and want a Nordic-centric campaign in Tir nan Og.
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Postby Daz » Wed Nov 15, 2006 1:00 am

Thanks for the feedback. What I could really use some help on is assigning appropriate Power Point costs and prerequisates for these spells, since I haven't made new Conan spells before.

Hmmmm, I should probably adapt some of this stuff as well: http://www.vikinganswerlady.com/seidhr.shtml
If you can make detailed citations of your inspiration-source (saga-names, etc.) that would be helpful.
Some of these are from memory of reading Sagas, some of these are adapted from the D&D 2nd Edition Viking Sourcebook which I assume is based on something. Remembered sources: Iron Can't Bite (all over the place, although the curse version of Iron Can't Bite doesn't quite fit with the Sagas I thought it'd fit well the with Conan magic system), Wolfshirt (I had Kveltulf from Egil's Saga in mind for this one), Shape Shifting (Hamhlypr, a number of stories, the bird shape-shifted bird that annoys Egil while trying to compose a Drapa to King Whatshisname in York), Spirit Sending (Hamfarir), Ale Rune (Egil uses this), Sickness/Heal Rune (Egil uses/encounters this too, the sickness rune is a botched love charm), Nith Rune (Egil again). A lot of these probably show up in other Sagas as well, but its Egil's Saga that I remember the best.
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Postby Daz » Tue Nov 21, 2006 7:21 am

Saga-ized curses:

Curses

Lesser Ill-Fortune (Basic Curse)
PP Cost: 2
Component: V
Casting Time: Standard action
Range: Evil eye, touch or magical link
Target: One creature
Duration: One day
Saving Throw: Will negates
Magic Attack Roll: Sets DC for target’s saving throw

-1 penalty on all d20 rolls. Does not stack with other curses. The caster can attach conditions to the curse at will (such as, “you will be cursed until you give me back my ship”).

Dull the blades
PP Cost: 1
Component: V
Casting Time: Standard action
Range: Evil eye, touch or magical link
Target: One bladed weapon
Duration: Unit sharpened
Saving Throw: Will of the person bearing the blade negates; if the blade is not currently being carried there is no saving throw. Heirloom-quality weapons give a +2 to the saving throw, sheathed weapons give +2 to the saving throw and primitive weapons give a -2 to the saving throw.
Prerequisites: (Magic attack bonus +1, lesser ill-fortune)
Magic Attack Roll: Sets DC for target’s saving throw

-4 AP penalty to a single bladed weapon. If a weapon’s AP becomes negative then there’s a -1 damage penalty for each point negative AP. As usual, strength bonuses cannot be used to increase AP if the weapon’s AP is 0 or lower.

Greater Dull the blades
PP Cost: 3
Component: V
Casting Time: Standard action
Range: Evil eye, touch or magical link
Target: One bladed weapon
Duration: Unit sharpened
Saving Throw: Will of the person bearing the blade negates; if the blade is not currently being carried there is no saving throw. Heirloom-quality weapons give a +2 to the saving throw, sheathed weapons give +2 to the saving throw and primitive weapons give a -2 to the saving throw.
Prerequisites: (Magic attack bonus +3, lesser ill-fortune, dull the blades)
Magic Attack Roll: Sets DC for target’s saving throw

-8 AP penalty to a single bladed weapon. If a weapon’s AP becomes negative then there’s a -1 damage penalty for each point negative AP. As usual, strength bonuses cannot be used to increase AP if the weapon’s AP is 0 or lower.

Greater Ill-Fortune
PP Cost: 8
Component: V
Casting Time: Standard action
Range: Evil eye, touch or magical link
Target: One creature
Duration: One year
Saving Throw: Will negates
Prerequisites: (Magic attack bonus +3, lesser ill-fortune)
Magic Attack Roll: Sets DC for target’s saving throw

-4 penalty on all d20 rolls. Does not stack with other curses. The caster can attach conditions to the curse at will (such as, “you will be cursed until you give me back my ship”).

Glam’s Curse
PP Cost: 2+ (see below)
Component: V
Casting Time: Free action
Range: Evil eye, touch or magical link
Target: One creature
Duration: One year
Saving Throw: None
Prerequisites: (Magic attack bonus +4, lesser ill-fortune)

Can only be cast when at -1 to -9 HPs and can be cast even when otherwise unable to act. The spell uses all of the caster’s power points and then kills the caster (fate points notwithstanding). The victim receives a penalty to all d20 rolls equal to the caster’s remaining power points divided by three. The caster can attach conditions to the curse at will (such as, “you will be cursed until you pay my son compensation for my death”).

Ill-Fortune
PP Cost: 4
Component: V
Casting Time: Standard action
Range: Evil eye, touch or magical link
Target: One creature
Duration: One month
Saving Throw: Will negates
Prerequisites: (Magic attack bonus +1, lesser ill-fortune)
Magic Attack Roll: Sets DC for target’s saving throw

-2 penalty on all d20 rolls. Does not stack with other curses. The caster can attach conditions to the curse at will (such as, “you will be cursed until you give me back my ship”).

Mass Dull the Blades
PP Cost: 8
Component: V
Casting Time: Standard action
Range: All blades not currently carried by allies within a radius of 30 ft. + 5ft. per scholar level from the caster
Target: Bladed weapons
Duration: Unit sharpened
Saving Throw: Will of the person bearing the blade negates; if the blade is not currently being carried there is no saving throw. Heirloom-quality weapons give a +2 to the saving throw, sheathed weapons give +2 to the saving throw and primitive weapons give a -2 to the saving throw.
Prerequisites: (Magic attack bonus +3, lesser ill-fortune, dull the blades)
Magic Attack Roll: Sets DC for target’s saving throw

-4 AP penalty to a single bladed weapon. If a weapon’s AP becomes negative then there’s a -1 damage penalty for each point negative AP. As usual, strength bonuses cannot be used to increase AP if the weapon’s AP is 0 or lower.

Nithigr Bones
PP Cost: 2
Component: S, V
Casting Time: Standard action
Range: Touch
Target: One creature
Duration: 1 round/scholar level
Saving Throw: Will negates
Prerequisites: (Magic attack bonus +2, lesser ill-fortune, seithr eyes)
Magic Attack Roll: Sets DC for target’s saving throw

If touched, the target must make a will saving throw or become paralyzed for the duration of the spell.

Skorpna Curse
PP Cost: 10
Component: V, S
Casting Time: Standard action
Range: Evil eye
Target: One creature
Duration: One round/Two scholar levels
Saving Throw: Will negates
Prerequisites: (Magic attack bonus +5, lesser ill-fortune)
Magic Attack Roll: Sets DC for target’s saving throw

Target is reduced by one size category per round (results: +2 dex, -2 str (minimum 1), -2 con (minimum 1), +1 to hit, +1 defensive value, -5 speed, melee weapons deal less damage). After being shrunk the target stays small but a greater warding can return the victim to his original size and the victim gets a new saving throw each day to reverse the spell’s effects.

Wind’s Hated Son
PP Cost: 5
Component: V, S
Casting Time: 5 minutes
Range: Evil eye, touch or magical link
Target: One creature
Duration: One month
Saving Throw: Will negates
Prerequisites: (Magic attack bonus of +3, lesser ill-fortune)
Magic Attack Roll: Sets DC for target’s saving throw

Causes all non-magical wind within a one-mile radius of the victim to die.
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Postby Daz » Thu Nov 30, 2006 6:01 am

Saga-ized Counterspells

Next up: Hamfarir (shapechaging)

Galdr

Warding Chant (Basic Galdr)
PP Cost: 2
Component: V, S
Casting Time: Standard action
Range: Personal
Effect: One or more spells already affecting you
Duration: Instantaneous
Magic Attack Roll: Opposes opponent’s Magic Attack Roll

For each harmful spell already affecting the caster, the caster may make a magic attack roll opposed by the sorcerer who had cast a spell on him to cancel the spell completely.

Frey’s Chant
PP Cost: 5 per use
Component: V, S
Casting Time: 1 round
Range: 25ft + 5ft per scholar level, emanating from the caster
Duration: Concentration
Prerequisites: Perform (ritual) 12 ranks, greater warding chant, warding chant
Magic Attack Roll: Opposes opponent’s Magic Attack Roll

The caster begins the chant at no magical cost to him and whenever a enemy casts a spell on one of the caster’s allies, the caster can substitute his magic attack roll for the saving throw of one of his allies.

Greater Warding Chant
PP Cost: 4
Component: V, S
Casting Time: 1 round
Range: Touch
Duration: Instantaneous or one hour per scholar level
Prerequisites: Perform (ritual) 10 ranks, warding
Magic Attack Roll: Opposes opponent’s Magic Attack Roll

It can either be used exactly like the warding chant or it can be cast in advance and automatically comes into effect when a harmful spell is cast on the target, after which it dissipates.

Master Warding
PP Cost: 8
Component: V, S, M
Casting Time: 10 minutes
Range: 10 feet
Duration: One minute/scholar level
Prerequisites: Perform (ritual) 15 ranks, warding
Skill Roll: Perform (ritual) DC 18

An invisible barrier surrounds the sorcerer, moving with him, causing all magical effects, spells, magic items etc. to not function when within the range of the spell. Summoned creatures disappear while within range of the spell and blink back into existence when the spell ends of the caster moves on.

Materiel Component: Incense worth 250 silver

Odin’s Chant
PP Cost: 2 points per hour
Component: V, S
Casting Time: 1 round
Range: 25ft + 5ft per scholar level, emanating from the caster
Duration: Concentration
Prerequisites: Perform (ritual) 4 ranks, warding)
Magic Attack Roll: Opposes opponent’s Magic Attack Roll

While the chant is in effect all attempts to use magical means to gain information about the caster or his companions must beat the caster’s magic attack roll with their own magic attack roll for their spell to function.

Thor’s Chant
PP Cost: 2 points
Component: V
Casting Time: 1 standard action
Range: 25ft + 5ft per scholar level
Duration: 10 minutes/scholar level
Prerequisites: Perform (ritual) 4 ranks, warding)
Magic Attack Roll: Sets DC for target’s saving throw

This spell eliminates any supernatural DR that the target may possess for the duration of the spell. Very useful for countering the use of the iron can’t bite rune.
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Postby Spectator » Fri Dec 01, 2006 5:12 am

What a great thread; I love reading your new variety of spell. It seems like such a great variant for the Nordheimer Spellcasters.

I would suggest a 'glamour' type spell a la "Pendragon" RPG, its kind of very appropriate for this genre of magical lore.
Keep these ideas coming.
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Postby Daz » Fri Dec 01, 2006 5:48 am

I would suggest a 'glamour' type spell a la "Pendragon" RPG, its kind of very appropriate for this genre of magical lore.
Keep these ideas coming.
That does that do?

The two schools I've posted with complete rules so far are pretty much just repackaged spells (except the Dull the Blades spells, are those balanced?). The more creative bits are coming soon, I should be able to finish up the Hamfarir (shapechanging) style this weekend.
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Postby Krushnak » Fri Dec 01, 2006 7:31 pm

daz i think iron cant bite should grant the target immunity to all iron(and steel) weapons. they can still be hurt by silver, gold, bronze etc. that way you could have bronze cant bite etc. and only allow one type on each time.

for dull the blades i think it should only apply to blade weapons ie/ swords, daggers and spears but maybe not axes and definately not bludgeoning weapons.

ive been thinking about using the conan rules for a mythological norse game and have been toying with the idea of giving the players a list of bloodlines they can choose from at character creation to give them certain bonuses but to also set forth what they intend for their character and give them some more flavour. a bloodline can only be chosen by all the characters once unless they choose to be related.

some ideas were:
'blood of heroes'- you can reroll one d20 a day in game. must accept second roll.
'blood of champions'- +1 bonus to attack rolls and to dv
'blood of the were'- gains 1hd of the chosen creature, usually bear or wolf and the other bonuses for being a were creature.
'blood of nobles'- +1 bonus to all charisma based checks, diplomacy is always a class skill.
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Postby Daz » Sat Dec 02, 2006 3:30 am

daz i think iron cant bite should grant the target immunity to all iron(and steel) weapons.
That would make sense flavor-wise and I think I'll add that as Greater Iron Can't Bite, (good idea) but I think its too powerful for a low-level scholar and its such an iconic Saga type magic that I really want low level characters to be able to use it so I think I'll keep the lesser versions that just give you DR.
that way you could have bronze cant bite etc. and only allow one type on each time.
I'm not sure that would be worth implementing. How many bronze weapons are there anyway? Also there's no such magic in any story that I know of and I want to keep the magic to either converted Conan spells or things that directly come from the Sagas.
for dull the blades i think it should only apply to blade weapons ie/ swords, daggers and spears but maybe not axes and definately not bludgeoning weapons.
That's why I say "bladed weapon." It would apply to axes but not to clubs.
have been toying with the idea of giving the players a list of bloodlines they can choose from at character creation to give them certain bonuses but to also set forth what they intend for their character and give them some more flavour
Am doing something like that but am doing it in a more lazy way. I'm having starting as a Noble counting as having a good bloodline and normal Vikings being the vanilla Hyborian race while people with a bit of trollblood count as Nordheimers or Hyperborians rule-wise.
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Postby Daz » Sun Dec 03, 2006 5:35 pm

Hamfarir (shape-changing/animal totem magic)

Note: Many of these spells relate to the caster’s totem animal. A totem animal can be any natural animal, is chosen at character creation and can never be changed.

Aspect of the Beast (basic Hamfarir)
PP Cost: 1
Component: V
Casting Time: Full round action
Range: Personal
Target: Self
Duration: 10 minutes/scholar level

The caster takes on one element of his totem animal. This can be Low Light Vision, a +3 competence bonus to a relevant skill, or +5 feet/round to land speed. For example a caster with an eagle totem animal could use this spell to get a +3 bonus to spot but not a +3 bonus to Jump since that is not related to eagles.

Animal Ally
PP Cost: 6 points
Component: V, S, M, XP
Casting Time: 1 standard action
Range: 1 mile/scholar level
Duration: Instantaneous
Prerequisites: Survival 6 ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw

Effects: see animal ally spell in Conan d20 book (p. 207). Too long to summarize here. Gives you familiar/animal companion-type critter.

XP cost: 150

Awake the Beast
PP Cost: 8 points
Component: V, S, M
Casting Time: 5 minutes
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates and see below
Prerequisites: Survival 15 ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw

Effects: see awful rite of the werebeast, page 197. Too long to summarize here. The spell turns the target into an obedient were-creature. The only change is that the form of were-beast must match the target’s totem animal.

Banish the Beast
PP Cost: 4 points
Component: V, S
Casting Time: 1 action
Range: Touch or Evil Eye
Target: One human
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Survival 15 ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw

If successful, this spell returns a human in animal shape to its human form. This dispels such spells as Wolf Shirt and returns casters using spirit sending spells to their bodies.

Bear Shirt
PP Cost: 4 points and see below
Component: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 3 + con bonus rounds and see below
Prerequisites: Survival 7 Ranks, Aspect of the Beast

This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. In addition this spell grants the caster a temporary +2 HP/level (maximum +20), a +2 bonus to saves vs. massive damage and immunity to saves vs. massive damage while he has any of the temporary hit points granted by this spell. This spell cannot be cast while wearing armor (helmets and shields are fine) and armor cannot be donned while the caster is under the effect of this spell.

Bones of Life
PP Cost: 1 point/hit dice of creature
Component: V, S, M
Casting Time: 1 hour
Range: Touch
Target: The bones of one creature that in life had a maximum of one HD/casters scholar level
Duration: Instantaneous
Saving Throw: None
Prerequisites: Heal 15 ranks, Survival 15 ranks, Summon Beast, Raise Dead

Returns a single non-magical animal to life.

Material component: various herbs worth 20 sp/HD of the creature

Calm the Beast
PP Cost: 2
Component: V, S
Casting Time: 1 standard action
Range: Touch, Magical Link, or Evil Eye
Target: One animal
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Survival 4 Ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw

If the target animal fails its will save it becomes calm an unwilling to attack. If this is cast on a summoned creature or a creature under the control of a sorcerer, then the sorcerer makes the will save instead of the animal. The target gets a -2 to its saving throw if its species is the caster’s totem animal and a +2 to its will save (cumulative) if it is radically different than the caster’s totem animal, if the caster or his allies have attacked it, or if it is in any way magical (controlled, summoned, transformed etc. etc.).

Control Magical Beast
PP Cost: 9
Component: V, S
Casting Time: 1 standard action
Range: Evil Eye
Target: One magical beast
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Survival 10 Ranks, Handle Animal 10 Ranks, Summon Beast, Animal Ally
Magic Attack Roll: Sets DC for target’s saving throw

Using this spell the sorcerer gains an initial rapport with a magical beast. However afterwards the caster must institute a regimen of training to get the beast to follow orders and the beast’s loyalty is natural, not magical, and it can turn against its master if mistreated. A caster can only control creatures whose combined hit dice equal his caster level in this manner.

Dream of the Beast
PP Cost: 1
Component: V, S
Casting Time: 1 hour
Range: 100 miles/caster level
Target: One sleeping human
Duration: Concentration
Prerequisites: Survival 8 Ranks, Aspect of the Beast, Interpret Dreams
Saving throw: none

The caster appears in the form of his animal totem in the dreams of his target. The caster cannot speak or write but can use its actions in the target’s dream to attempt to send a message to the target.

Dreki Shirt
PP Cost: 8 points and see below
Component: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 3 + con bonus rounds and see below
Prerequisites: Survival 10 Ranks, Aspect of the Beast

This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. In addition this spell grants the caster a temporary +4 HP/level (maximum +40), a +4 bonus to saves vs. massive damage and immunity to saves vs. massive damage while he has any of the temporary hit points granted by this spell. This spell cannot be cast while wearing armor (helmets and shields are fine) and armor cannot be donned while the caster is under the effect of this spell.

Greater Summon Beast
PP Cost: 4+ points
Component: V, S, XP
Casting Time: 1 standard action
Range: 1 mile/scholar level
Target: One animal
Saving throw: Will negates
Duration: 1 minute/scholar level
Prerequisites: Survival 6 Ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw


As Greater Summon Beast in the core rules, except there is no experience cost if an animal of the same species as the caster’s totem animal is summoned and not focus is needed. Animals that match the caster’s totem animal receive a -2 on their will saves, while other get a +2.

Lesser Awake the Beast
PP Cost: 4 points
Component: V, S
Casting Time: 1 minute
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Survival 12 ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw

Permanently transforms the target into his totem animal. Humans in totem animal form have the stats of a normal animal of that species (including low intelligence) or an animal ally of that species owned by a sorcerer whose scholar level is equal to character level of the transformed human (minus the “special” abilities), whichever is better. The target of this spell retains only vague memories of his life as a human.

Lesser Shape Shifting
PP Cost: 8
Component: V, S, M
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 3 + con bonus rounds and see below
Prerequisites: Survival 12 Ranks, Aspect of the Beast

You assume the form of your totem animal (no clothes or other objects transform). The assumed form cannot be more than twice your scholar level in hit dice. You take on your own or the assumed form’s attributes, BaB, saves, etc. whichever are greater but retain your own hit points (this transformation does not heal you in any way). You can cast any spells that have solely Verbal components in your assumed form but cannot take any actions that your assumed form would not be able to do (speaking etc.). As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point.

The caster can return to his own form at will and you revert to your human form if slain.

Material component: herbal concoction worth 100 SP

Lesser Spirit Sending
PP Cost: 4
Component: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: Self
Duration: 10 rounds/scholar level
Prerequisites: Survival 10 Ranks, Aspect of the Beast

The caster sends forth their spirit from their body in the form of his/her totem animal. His/her animal form can move as normal for that animal, can be attacked (with a 50% miss chance) and appears as a ghostly or insubstantial animal and cannot attack or effect matter in any way. The caster’s body is helpless while his/her spirit is away and can be attacked or incapacitated without the spirit being any the wiser. The caster can cancel the spell and return to his/her body as a free action.

Material component: a herbal concoction worth 20 sp.

Savage Beast
PP Cost: 4
Component: V, S
Casting Time: 1 standard action
Range: Evil eye or touch
Target: One living creature plus see below
Duration: 1 round/scholar level plus see below
Saving throw: Will negates
Prerequisites: Survival 9 Ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw

This spell turns a normal animal (max HD 16) berserk. The target gets the affects of the fighting madness and diehard feats and any creature bitten by the animal must make a saving throw or feel the affects of the spell themselves 2d10 rounds later.

The savage beast can be instructed by the caster to attack a single creature or group of creatures within its line of sight.

Shape-shifting
PP Cost: 10
Component: V, S, M
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 10 minutes/scholar level
Prerequisites: Survival 15 Ranks, Aspect of the Beast

As shape-shifting spell in the Core rules but the material component is an herbal concoction worth 500 sp rather than gems.

Material component: herbal concoction worth 100 SP

Speech of the Beasts
PP Cost: 1
Component: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/scholar level
Prerequisites: Survival 4 Ranks, Aspect of the Beast

This allows the caster to speak to any animal of the same species as his totem animal.

Spirit-sending
PP Cost: 10
Component: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: Self
Duration: 1 hour/scholar level
Prerequisites: Survival 12 Ranks, Aspect of the Beast

The caster sends forth their spirit from their body in the form of his/her totem animal. His/her animal form can move as normal for that animal and can be attacked as normal. The assumed form cannot be more than twice your scholar level in hit dice. You take on your own or the assumed form’s attributes, BaB, saves, etc. whichever are greater but retain your own hit points (this transformation does not heal you in any way). You can cast any spells that have solely Verbal components in your assumed form but cannot take any actions that your assumed form would not be able to do (speaking etc.). The caster’s body is helpless while his/her spirit is away and can be attacked or incapacitated without the spirit being any the wiser. The caster can cancel the spell and return to his/her body as a free action.

Material component: herbal concoction worth 100 SP

Summon Beast
PP Cost: 1+ points
Component: V, S, XP
Casting Time: 1 standard action
Range: 1 mile/scholar level
Target: One animal
Saving throw: Will negates
Duration: 1 minute/scholar level
Prerequisites: Survival 4 Ranks, Aspect of the Beast
Magic Attack Roll: Sets DC for target’s saving throw

As Summon Beast in the Core rules, except there is no experience cost if an animal of the same species as the caster’s totem animal is summoned and not focus is needed. Animals that match the caster’s totem animal receive a -2 on their will saves, while other get a +2.

Wolf Shirt
PP Cost: 1 point and see below
Component: V, S
Casting Time: 1 full round
Range: Personal
Target: Self
Duration: 3 + con bonus rounds and see below
Prerequisites: Survival 4 Ranks, Aspect of the Beast

This spell gives the caster all of the effects of the Fighting-madness feat. As a free action the caster can extend the spell’s effects for an additional 3 + con bonus rounds at a cost of one power point. This spell cannot be cast while wearing armor (helmets and shields are fine) and armor cannot be donned while the caster is under the effect of this spell.
Spectator
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Postby Spectator » Mon Dec 04, 2006 2:45 am

I love it, keep bringing the new nordheimer flavor to us.

Were there any charm/ illusion/ invisibility/ suggestion spells on the sagas?

How about divination and necromancy?
Daz
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Postby Daz » Mon Dec 04, 2006 3:06 am

"Were there any charm/ illusion/ invisibility/ suggestion spells on the sagas?"
Definately. There's a Saga in which a witch hides her son from people who want to kill him by making him appear to be various household objects as long as the witch maintains her evil eye and a bit of hypotism too.
I'll write up a bunch of Norse spells of that kind as the Seithr Sorcery Style

"How about divination"
Lots and lots. I'll write up some of that stuff for a Spa Sorcery Style

"Necromancy"
Not really except for being able to ask dead people questions and the bodies of dead sorcerers being very restless. I can't think of any examples from the Sagas of Sorcerers TRYING to create undead, just ending up as undead themselves.
Spectator
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Postby Spectator » Wed Dec 06, 2006 9:00 am

I cant wait!
Your contributions to the MAgic system are immense.
I hope you can compile these into a word document one day!
Daz
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Postby Daz » Thu Dec 07, 2006 6:26 am

Most of Spa and Seithr spells are repackaged/renamed old ones but there's a few new ones too. Runes are almost all completely new spells and are mostly done.

One more hamfarir spell:

Wrath of the Beast
PP Cost: 1+ points
Component: V
Casting Time: 1 free action
Range: Personal
Target: Self
Duration: Instantaneous
Prerequisites: Survival 4 Ranks, Aspect of the Beast

For every power point you spend you gain a +1 bonus on all melee attack and damage rolls for the next round. You can spend one power point per scholar level.
Daz
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Postby Daz » Thu Dec 07, 2006 5:23 pm

Runes

Luck Rune (Basic Rune)
PP Cost: 2
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: See below

The caster carves a rune and specifies who it will benefit and in what specific situation it will benefit them (for example, “luck for Bolli Bollarson in the duel against Haakon the Mad tomorrow” would be good, while “luck for Bolli Bollarson next time he gets attacked” would not be). Once the rune is triggered (for example by the duel starting) it grants +1 to all d20 rolls. The rune is then must be worn by whoever it grants luck to for it to be effective. The rune lasts for 1 day/scholar level in an inactive form, but once triggered it grants benefits for 1 minute/scholar level.

Ale Rune
PP Cost: 2
Component: S, M
Casting Time: 1 minute
Range: Personal
Target: One object
Duration: Instantaneous
Prerequisites: Knowledge Arcana 4 Ranks, Luck Rune

You carve a rune into a drinking vessel (or cut your hand and write a rune on it with your blood). If the drink contains poison the drinking vessel will shatter.

Beast Rune
PP Cost: 2
Component: S, M
Casting Time: 1 minute
Range: Personal
Target: One object
Duration: 1 minute/scholar level
Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune

The caster carves a rune which allows him to speak to one specific animal for the duration of the spell.

Catch Rune
PP Cost: 4
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 hour/scholar level
Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune

The caster places a rune upon a glove and whoever wears the glove benefits from this spell for its duration. You must have the hand wearing the glove that his spell is cast on free (holding nothing) to benefit from this spell. Once per round when you would normally be hit with a ranged weapon, you may catch it so that you take no damage from it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must be aware of the attack and not flatfooted.
Attempting to catch a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be caught.

Greater Iron Can’t Bite Rune
PP Cost: 9
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 hours/caster level
Prerequisites: Knowledge Arcana 16 Ranks, Luck Rune

This spell is cast on an object that grants the wearer complete immunity against slashing and piercing iron weapons which cannot be finessed around. This does not function is the wearer wears armor of any kind (helmets and shields are OK).

Greater Luck Rune
PP Cost: 8
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: See below
Prerequisites: Knowledge Arcana 12 Ranks, Luck Rune

The caster carves a rune and specifies who it will benefit and in what specific situation it will benefit them (for example, “luck for Bolli Bollarson in the duel against Haakon the Mad tomorrow” would be good, while “luck for Bolli Bollarson next time he gets attacked” would not be). Once the rune is triggered (for example by the duel starting) it grants +4 to all d20 rolls. The rune is then must be worn by whoever it grants luck to for it to be effective. The rune lasts for 1 day/scholar level in an inactive form, but once triggered it grants benefits for 1 minute/scholar level.

Health Rune
PP Cost: 2
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 day/caster level
Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune

This spell is cast on a small piece of wood. If this piece of wood is placed under the mattress of a bed whoever sleeps in the bed regains one point of ability damage lost to disease for each night they sleep in that bed. Once all ability score damage has been recovered the disease is healed.

Iron Can’t Bite Rune
PP Cost: 3
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 hours/caster level
Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune

This spell is cast on an object that grants the wearer +4 DR against slashing and piercing iron weapons which cannot be finessed around. This stacks with barbarian DR and helmets but not with armor of any kind.

Improved Iron Can’t Bite Rune
PP Cost: 6
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 hours/caster level
Prerequisites: Knowledge Arcana 12 Ranks, Luck Rune

This spell is cast on an object that grants the wearer +8 DR against slashing and piercing iron weapons which cannot be finessed around. This stacks with barbarian DR and helmets but not with armor of any kind.

Improved Love Rune
PP Cost: 6 points
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 day/scholar level and see below
Prerequisites: Knowledge Arcana 15 Ranks, Luck Rune
Saving throw: Will negates and see below
Magic Attack Roll: Sets DC for target’s saving throw

The caster carves a rune (that only works for one target) and places it under the target’s mattress. The target must be attracted to the caster’s gender or the spell does not work. Every night that the target sleeps in the bed that has the rune under the mattress they must make a will saving throw or become completely devoted to the caster. One the target fails his saving throw the effect is permanent unless the rune is broken. The caster can then order the target to do most anything that he wants (except for impossible orders such as “forget everything that has happened today”). If the target is ordered to do something against his nature or witnesses the caster do something that he find repugnant (such as the caster murdering a member of the target’s family), the target gets a new saving throw (with a +1 or +2 bonus if the order is suicidal or otherwise extremely against the target’s nature) for each such order. If the target passes any such will save the spell is broken.

Improved Luck Rune
PP Cost: 4
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: See below
Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune

The caster carves a rune and specifies who it will benefit and in what specific situation it will benefit them (for example, “luck for Bolli Bollarson in the duel against Haakon the Mad tomorrow” would be good, while “luck for Bolli Bollarson next time he gets attacked” would not be). Once the rune is triggered (for example by the duel starting) it grants +2 to all d20 rolls. The rune is then must be worn by whoever it grants luck to for it to be effective. The rune lasts for 1 day/scholar level in an inactive form, but once triggered it grants benefits for 1 minute/scholar level.

Love Rune
PP Cost: 2 points
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 day/scholar level and see below
Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune
Saving throw: Will negates and see below
Magic Attack Roll: Sets DC for target’s saving throw

The caster carves a rune (that only works for one target) and places it under the target’s mattress. The target must be attracted to the caster’s gender or the spell does not work. Every night that the target sleeps in the bed that has the rune under the mattress they must make a will saving throw or view the caster favorably. This does not make the target willing to do anything obviously stupid or suicidal, just be positively-inclined towards the caster. One the target fails his saving throw the effect is permanent unless the rune is broken. Of course if the caster does something offensive to the target (like kill a family member) the target will no longer view the caster favorably.

Also if the first magical attack roll made by the caster is less than 10 (modified) then the rune functions as a Sickness Rune instead of a Love Rune.

Nith Rune
PP Cost: 4
Component: S, M
Casting Time: 1 hour
Range: See below
Target: One creature
Duration: One year/caster level
Saving Throw: Will negates
Prerequisites: Knowledge Arcana 4 Ranks, Luck Rune
Magic Attack Roll: Sets DC for target’s saving throw

The caster carves a pole with various images (usually the target in sexually compromising positions) and attaches an animal skull to the top of the poll and drives it into land on the property of the target. As long as the pole remains in place and the target fails his will save, the target takes a -2 penalty on all d20 rolls. Does not stack with curses of any sort.

Sea Rune
PP Cost: 8 points
Component: S, M
Casting Time: 1 hour
Range: Personal
Target: One boat
Duration: 1 month/caster level
Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune

The caster carves runes into the hull of a boat that grants the crew +2 to all Profession (sailor) checks while on the boat.

Sickness Rune
PP Cost: 4 points
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: 1 week/scholar level
Prerequisites: Knowledge Arcana 8 Ranks, Luck Rune
Saving throw: Fort negates
Magic Attack Roll: Sets DC for target’s saving throw

The caster carves a rune into an object that only works on one target. This rune is then placed under the mattress of the target’s bed. While sleeping in that bed, the target does not heal any ability score damage and must make a saving throw every night or suffer one point of constitution damage.

Shield Rune
PP Cost: 2 points
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One shield
Duration: 1 week/scholar level
Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune

The caster carves runes into a shield that makes it as hard as iron, which ups the shield’s hardness to 10.

Shout Rune
PP Cost: 2 points
Component: S, M, V
Casting Time: 10 minutes
Range: Personal
Target: One object
Duration: Instantaneous
Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune

The caster carves a rune into an object then shouts; this breaks ropes, chains, doors, walls, etc. The caster makes a strength check of +8 normal or five times their scholar level +8 whichever is greater to break the object.

Strength Rune
PP Cost: 3 points+
Component: S, M
Casting Time: 10 minutes
Range: Personal
Target: One pole
Duration: one hour/scholar level
Prerequisites: Knowledge Arcana 6 Ranks, Luck Rune

The caster carves runes on a pole and drives it into the ground. The next person who touches the pole gains a bonus to strength of 2 and two more for every additional 3 power points expended. The caster can give the recipient a maximum bonus of 2 or the caster’s scholar level, whichever is greater.
Jotenbjorn
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Postby Jotenbjorn » Mon Dec 07, 2009 1:14 pm

Great work, so yoinked for my Nordheimers.
Looking for a game in Tempe, Az. E6 Conan ftw!

http://www.obsidianportal.com/campaign/hyborian-steel - Still looking for players!

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