Improvised Sorcery

rgrove0172

Mongoose
Im working on the introductory adventure for our Hyborian campaign. Almost immediately I have a plot element that requires a bit of sorcery not available in the rules (not any of the supplements either) Its not a major thing, just a bit of color to explain a certain element in the story.

(Specifically a sorcerer performs a rite over the spilled blood of a recent murder victim summoning the spirit of the fallen for a brief question and answer session)

In my plotline the attempt fails, the spirit wailing hysterically instead of answering any questions.

Im wondering if any of you use impromptude magical effects like this as well or do you adhere strictly to the sorceries listed in the rules.
 
i use spells that arent in any of the books,but i try to stay as close to them as possible. what you want is basically a necromantic version of psychometry. as the books state not all the spells work exactly the same for every one.
 
Wow, how could I have missed that? Told you I was knew. Your right of course, Psychometry is exactly what I was looking for, with a little necromantic flare.

Thanks

Guess my question still stands though.
 
I couldn't care less what magic or creature is in the rulebook - when I am running an adventure and need a given effect to occur or creature to appear (however, the effect/creature is always something that is fitting for the genre/setting), then it happens. That makes the game much more mysterious and interesting than one such as the typical DnD game where everyone knows the spell list up and down and the monster manuals from front to back. What is your concern with doing such, are you worried a PC might complain that it isn't available to them or something? If so, then say anyone can research different magic than is in the book, that is just a representative sample of what may be available.
 
ask raven nicely to be put on her mailing list as her stuff is full of spells and details for DM eyes only at least that is how it is in my game 8)
 
Well, I imagine things get pretty out of control then, slaughterj. :P

rgrove0172, read the spell descriptions as indicating the effects, but not the affect. What happens is set, but how it happens is not. That could even be a variation on Summon Demon that only pertains to mortals or Raise Corpse plus Mind Reading that anchors the soul of a recently dead person to the mortal realm for a limited time.

In a way though, slaughterj hit the nail on the head to some extent. You needn't justify what you do as a GM to drive the story soley for the sake of making it "real" in game terms for the players. What you do to make things cool or propel the story don't need actual game mechanics to back them up or make them work. In essence, I only worry about such things when they'll directly interact with the PCs; then I need real hit dice, damage, etc.

Besides, it could be an obsscure scroll that your sorcerer has found just for that purpose, but due to his misunderstanding of it's power, the spirit gets free, wailing into the night...

:shock:
 
GM: Suddenly, with a convusion and a deep gurgling noise from somwhere in the center of his chest, Socath quivers and spews a gout of blood and bile on the foor. His face cracks and begins to roll like the wax of a long burning candle onto his robes, the blood only present as steaming vapour leaving nothing but his vestments and bones in a clatter on the stone floor....

PLAYER "A": Holy crap! What did that?

GM: <shrugs and looks innocent> Dunno. Make a terror check though...

:twisted:
 
I've got to agree with SlaugherJ. If I need a specific effect for a setting or campaign, I just do it and don't worry about having the perfect spell from the rulebook. Most of the people I play with are okay with it, as it is the fun and setting (and unpredictability) of the Conan game that appealed to us in the first place.
 
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