Just thought I would share with u some spells that we have just modified/created for our RQII. We wanted a Stupefacation spell from RQ 3 and wanted to add some other variant spells that could give a sorcery more versitility during combat offensively, however I want to keep sorcery spells kind of subte, and not become like a crass D&D Fireball like. etc.
Let me know what you think and if you think they are balanced. We have not playtested them, we have not play tested RQII yet, still getting our heads around the rule variants and trying to convert our RQ3 characters.
If any one has made any more stuff do message me, would love to get other fans variants and creations.
PS why is there nothing in the Wiki? seems a real shame no RQII stuff has been put in!
All the best.
Additional Sorcery Spells
Skill House Rule
Spell effect is based on base grimore skill and temporary bonuses do not increase the effect, only the chance of successful casting of the spell.
Stupefacation – Autonomous, Resist Persistence.
The sorcerer causes even the most vicious of foes to halt in their tracks and become nothing more than harmful than the villiage idiot who wanders aimlessly around with no thoughts for his own.
This spell affects all creatures with sentient intelligence. It does not affect Fixed INT creature who rely on instinct or creature with no INT.
Each magnitude affects 3 INT of creature. The entire INT of the creature must be affected or the spell will have no effect. If successful the creature stops what it is doing and becomes a babbling idiot for the duration. The target is still aware of his surroundings but no longer reacts to them or knows who or what their purpose is. They will not attack or cast spells, however they will defend themselves if attacked. (The attacker would get a +20% surprised bonus) They have a chance of breaking the spell each attack with an unopposed persistence roll.
Encumber – Autonomous, Resist Resilience.
The sorcerer causes his victim to become burdened and weighted down by a magic force, he becomes slower. His hindered attacks and speed can swing the outcome in the sorcerer's allies favour.
This spell causes the target to feel more weighted down and becomes less agile. They may suffer serious penalties due to this. For each 10% skill the target incurs a +3 ENC and equivalant of +3 AP for calculation of SR and movement. (This does not provide any actual bonus to armour) If the target total ENC exceeds their STR+SIZ they will suffer the appropriate encumbrance penalty. The targets may also suffer a SR and movement rate penalty.
Lightning Charge - Concentration, Resist Resilience (at time of damage application)
The sorcerer causes particles around the target to gather charge and then unleash there devestating electrical energy upon the victim.
This spell does multiple D6 electrical damage to 1 or more RHL of the target after a period of time dependant on the strength of the spell and the sorcerers skill.
The sorcerer chooses how much damage they wish the charge to inflict up to a maximum of 6 damage every 20% of their grimore skill. The damage chosen must be in multiple of 6 and the sorcerer must also decide how many HL this will be divided between.
Once successfully cast the sorcerer must continue to concentrate for subsequent CAs to charge the electrical damage up to the damage initially chosen at which point the damage is applied if the target fails the opposed roll.
The charge rate is 1 per 10% grimore skill per CA.
When applied the damage is rolled in D6s with the number of D6 rolled being the number of dice required for the maximum outcome to equal the chosen damage. The damage is divided equally over the number of HL decided at time of casting.
The damage ignores all armour but any spell protection applies as Wrack spell. If the victim moves out of the spell range before the spell damage is applied, the spell has no effect and dissipates. The magician can cause the electrical charge to unleash at any time when concentrating during charging for reduced damage. In this case every full 6 points of charge currently applied will do 1D3 damage.
Eg Fredrick the Apprentice is venturing in sandy dunes looking for a Root Bane plant for his tutor. He suddenly spots 2 heavily armed orcs with scimitar and shields advancing on his position from 30m. The GM rules they will reach him after 2 Combat rounds.
He has Lightning Charge as one of his favourite spells and so has a Grimore(Lightning Charge) of 62% and Manipulation of 46%. He has 3CA per round. He immediately declared he is starting to cast Lightning charge for a max 12 points of damage. He will aim for 1Hit Location hoping to immobilse them before they reach him. He states he applying 2 point manipulation in Range and 1 point in Targets so to affect both orcs.( He doesn`t expect orcs to have any magical defence, but if given more time would have applied 2 points into magnitude.) Therefore it will take 3 full CA to cast. He rolls a 08 - The spell is cast at the very end of the first round. The next round Fredrick concentrates charging the lightning. Electrical energy sparks and crackles around each orc as they continue to advance and near his position.
The charge will affect the orcs once the charged to 12. His first CA charges 7 points, and second CA another 7 which now exceeds 12. The GM states just as the orcs are only a few metres a bright flash of electricity bolts flash through the air.
The orcs has Resilience of 42%. Against Fredricks casting roll of 08 - One rolls 22 and wins the opposed test and the other 79 and fails.
One orc is hit by the lightning for 8 (2d6) damage to his 19 (head) the GM states he fails his resilience roll and drops to the ground unconscious. The other orc unaffected by the spell continues to advance.
Still faced with an heavily armed orc, Fredrick states his 3rd CA beginning to retreat. As he has not yet been closed upon by the orc, Fredrick does not have to disengaged even though the orc has reached him. He would be subject to attack as he flees if the orcs initiative allows it to act first. The orc however lets Fredrick flee as he turns instead to inspect his fallen comrade.
(Any pros on the rules should check that last flee statement is fair application of rules?)
Let me know what you think and if you think they are balanced. We have not playtested them, we have not play tested RQII yet, still getting our heads around the rule variants and trying to convert our RQ3 characters.
If any one has made any more stuff do message me, would love to get other fans variants and creations.
PS why is there nothing in the Wiki? seems a real shame no RQII stuff has been put in!
All the best.
Additional Sorcery Spells
Skill House Rule
Spell effect is based on base grimore skill and temporary bonuses do not increase the effect, only the chance of successful casting of the spell.
Stupefacation – Autonomous, Resist Persistence.
The sorcerer causes even the most vicious of foes to halt in their tracks and become nothing more than harmful than the villiage idiot who wanders aimlessly around with no thoughts for his own.
This spell affects all creatures with sentient intelligence. It does not affect Fixed INT creature who rely on instinct or creature with no INT.
Each magnitude affects 3 INT of creature. The entire INT of the creature must be affected or the spell will have no effect. If successful the creature stops what it is doing and becomes a babbling idiot for the duration. The target is still aware of his surroundings but no longer reacts to them or knows who or what their purpose is. They will not attack or cast spells, however they will defend themselves if attacked. (The attacker would get a +20% surprised bonus) They have a chance of breaking the spell each attack with an unopposed persistence roll.
Encumber – Autonomous, Resist Resilience.
The sorcerer causes his victim to become burdened and weighted down by a magic force, he becomes slower. His hindered attacks and speed can swing the outcome in the sorcerer's allies favour.
This spell causes the target to feel more weighted down and becomes less agile. They may suffer serious penalties due to this. For each 10% skill the target incurs a +3 ENC and equivalant of +3 AP for calculation of SR and movement. (This does not provide any actual bonus to armour) If the target total ENC exceeds their STR+SIZ they will suffer the appropriate encumbrance penalty. The targets may also suffer a SR and movement rate penalty.
Lightning Charge - Concentration, Resist Resilience (at time of damage application)
The sorcerer causes particles around the target to gather charge and then unleash there devestating electrical energy upon the victim.
This spell does multiple D6 electrical damage to 1 or more RHL of the target after a period of time dependant on the strength of the spell and the sorcerers skill.
The sorcerer chooses how much damage they wish the charge to inflict up to a maximum of 6 damage every 20% of their grimore skill. The damage chosen must be in multiple of 6 and the sorcerer must also decide how many HL this will be divided between.
Once successfully cast the sorcerer must continue to concentrate for subsequent CAs to charge the electrical damage up to the damage initially chosen at which point the damage is applied if the target fails the opposed roll.
The charge rate is 1 per 10% grimore skill per CA.
When applied the damage is rolled in D6s with the number of D6 rolled being the number of dice required for the maximum outcome to equal the chosen damage. The damage is divided equally over the number of HL decided at time of casting.
The damage ignores all armour but any spell protection applies as Wrack spell. If the victim moves out of the spell range before the spell damage is applied, the spell has no effect and dissipates. The magician can cause the electrical charge to unleash at any time when concentrating during charging for reduced damage. In this case every full 6 points of charge currently applied will do 1D3 damage.
Eg Fredrick the Apprentice is venturing in sandy dunes looking for a Root Bane plant for his tutor. He suddenly spots 2 heavily armed orcs with scimitar and shields advancing on his position from 30m. The GM rules they will reach him after 2 Combat rounds.
He has Lightning Charge as one of his favourite spells and so has a Grimore(Lightning Charge) of 62% and Manipulation of 46%. He has 3CA per round. He immediately declared he is starting to cast Lightning charge for a max 12 points of damage. He will aim for 1Hit Location hoping to immobilse them before they reach him. He states he applying 2 point manipulation in Range and 1 point in Targets so to affect both orcs.( He doesn`t expect orcs to have any magical defence, but if given more time would have applied 2 points into magnitude.) Therefore it will take 3 full CA to cast. He rolls a 08 - The spell is cast at the very end of the first round. The next round Fredrick concentrates charging the lightning. Electrical energy sparks and crackles around each orc as they continue to advance and near his position.
The charge will affect the orcs once the charged to 12. His first CA charges 7 points, and second CA another 7 which now exceeds 12. The GM states just as the orcs are only a few metres a bright flash of electricity bolts flash through the air.
The orcs has Resilience of 42%. Against Fredricks casting roll of 08 - One rolls 22 and wins the opposed test and the other 79 and fails.
One orc is hit by the lightning for 8 (2d6) damage to his 19 (head) the GM states he fails his resilience roll and drops to the ground unconscious. The other orc unaffected by the spell continues to advance.
Still faced with an heavily armed orc, Fredrick states his 3rd CA beginning to retreat. As he has not yet been closed upon by the orc, Fredrick does not have to disengaged even though the orc has reached him. He would be subject to attack as he flees if the orcs initiative allows it to act first. The orc however lets Fredrick flee as he turns instead to inspect his fallen comrade.
(Any pros on the rules should check that last flee statement is fair application of rules?)