Spells of Legend

Discover the Legend RPG, Mongoose's fantasy game.
Prime_Evil
Greater Spotted Mongoose
Posts: 1468
Joined: Thu Oct 13, 2005 3:41 am

Re: Spells of Legend

Postby Prime_Evil » Wed Feb 08, 2017 1:40 am

For those of us who think that Hand of Death is far too powerful for a Common Magic spell, here's a modest replacement:

Stun Touch
Instant, Magnitude 1, Progressive, Resist (Resilience), Touch, Trigger
This spell charges the caster's body with magical energy. The caster must touch a single living target to discharge this energy. If the target is wary of the caster's intentions, the caster must make a successful Unarmed attack to touch the target. This spell has a duration equal to the caster's POW. If the caster does not touch a living creature within the period, the stored energy dissipates. If the caster touches the wrong person while the spell is active, the spell discharges and the unfortunate victim must resist.

In either case, if the victim fails a Resilience test to resist the effect, they fall unconscious for a number of rounds equal to double the Magnitude of the spell. Armour protects against this spell. Each AP worn on the target hit location reduces the duration of unconsciouness by one round. A target who resists the Stun Touch suffers no ill effects beyond a mild sensation of vertigo. This spell has no effect on targets whose SIZ is greater than the caster's POW. Undead creatures and artificial construct such as golems are immune to this spell.

If the caster rolls a critical success, double the duration of the target's unconsciousness. But if the caster fumbles the spell they accidentally discharge it and must resist falling unconscious themselves.
Prime_Evil
Greater Spotted Mongoose
Posts: 1468
Joined: Thu Oct 13, 2005 3:41 am

Re: Spells of Legend

Postby Prime_Evil » Thu Feb 09, 2017 5:38 am

For today's contribution, here's a useful Sorcery spell that addresses a classic fantasy trope.

Ever wonder how the bad guy always manager to survive certain death every time? Read on...

Clone
Autonomous

This spell creates an exact duplicate of the caster. The caster must spend one point of permanent POW to imbue the clone with a semblance of life. The clone lies in a state of suspended animation until the spell expires. The appearance, characteristics, and skills of the clone reflect those of the caster. The caster can awaken the clone at any time within the spell's duration. If the caster is alive when clone awakens, it has access to the caster's memories but is free-willed. In this case, treat the clone as an NPC run by the GM. The personality of the independent clone will be similar - but not identical - to that of the caster. If the caster dies while a sleeping clone exists, the caster's life force transfers to the clone. This occurs at the end of the following round. The clone awakens with full awareness of what transpired up to the point of death. In this case, the player may run the clone as a replacement for the dead adventurer. In either case, the point of permanent POW spent to imbue the clone with life is not refunded. If the spell expires before the clone awakens - either as a free-willed entity or as a replacement for the caster - the clone crumbles to dust. Manipulation can extend the duration of the spell to ensure the clone is available when needed. The clone does not disintegrate when the duration of the spell expires if it is activated before this point. A sleeping clone can be destroyed by inflicting enough damage to disable its head or chest hit locations. A sorcerer can only have a single active clone at any given time. When a sorcerer creates a new clone, the previous ones turns to dust. If the Sorcerer rolls a Critical Success while casting this spell, the clone created sleeps indefinitely until needed. But if the caster fumbles the casting, the clone has motivations and values diametrically opposed to those of the caster. For an example of how this works, consider T'sais and T'sain from the story "Turjan of Miir" in Jack Vance's Dying Earth sequence.
Prime_Evil
Greater Spotted Mongoose
Posts: 1468
Joined: Thu Oct 13, 2005 3:41 am

Re: Spells of Legend

Postby Prime_Evil » Sat Feb 18, 2017 9:54 am

And here's a very useful Common Magic spell...

Deflection
Duration (Special), Magnitude 1, Progressive

The spell enables the caster to deflect arrows, crossbow bolts, and similar projectiles. The deflected projectiles must have a SIZ or ENC less than the caster's POW/3. Thus, the caster cannot use this spell to deflect siege engine missiles. The caster must spend a single Combat Action each round to deflect incoming missiles. The maximum number of missiles that the caster can deflect in a single round is equal to the Magnitude of the spell. An adventurer who casts this spell at Magnitude 4 can deflect up to four missile attacks per round. A handful of pebbles or the shrapnel from an explosion counts as a single missile for this purpose. The spell can also avert falling rocks or other natural effects that behave like missile attacks (GM's discretion). The caster may use any weapon or improvised item to turn the missiles aside. The caster can also divert them with their bare hands. The item or hit location used to avert the missile is not harmed. The deflected missile lands 1d4+1 meters away from the caster in a random direction. The caster cannot cause the deflected missile to ricochet off a surface or strike a nearby foe. In the case of missiles that explode on impact (such as a flask of burning oil), a successful Evade test avoids detonating it. This spell cannot be used to deflect magical attacks such as firebolts. This spell is active for a number of rounds equal to the caster's DEX.

Who is online

Users browsing this forum: No registered users and 10 guests