Spells of Legend

Hi all !
I'm traducting in french the Spells of Legend add-on and I ask myself a great question about 2 spells ! I can't find the difference between Tradesperson's Boon and Artisan's Boon, maybe is there a subtil difference I can't see when I'm traducting. Can you tell me what is the difference ? It will help me a lot :p
 
Lilor[FR said:
"]Hi all !
I'm traducting in french the Spells of Legend add-on and I ask myself a great question about 2 spells ! I can't find the difference between Tradesperson's Boon and Artisan's Boon, maybe is there a subtle difference I can't see when I'm translating. Can you tell me what is the difference ? It will help me a lot :p
I wrote Tradesperson's Boon. You can tell it's mine, because I kind of left out "torturer," since I don't recognise torture as a legitimate trade, and substituted cartography and tannery.
Use mine. Ignore Artisan's Boon. :D
 
Artisan's Boon is mine. It is almost identical to Tradesperson's Boon - the inclusion of Torturer as a valid profession was intended to highlight the extent to which this spell could be used with a wide variety of skills. I was specifically thinking of Doctor Jest from Michael Moorcock's Elric novels when I wrote that.

The intention of both spells was to cut down the proliferation of the "+10% per point of magnitude" skill boosting spells in the Mongoose source material. Since writing that, I've come to feel that these spells should be eliminated from the game entirely and replaced by spells that either modify the difficulty level of a task or increase the chance of achieving a Critical Success on a successful skill roll. What do other people think?
 
While we're at it, here's a rough draft of another new spell for the next version:

Agony
Touch, Magnitude 1, Progressive, Resist (Persistence)
This spell aggravates an existing wound, causing excruciating pain to the target. This spell has no effect unless the target is already wounded. The spell lasts for a number of rounds equal to the Magnitude invested in it, up to a maximum duration equal to the caster's POW/3 (rounded down). If the target does not successfully resist, they lose one Combat Action each round due to the agony inflicted. The excruciating pain also makes it impossible for the taget to cast spells unless they make an additional opposed Persistence roll against the Common Magic skill of the caster. If anybody makes a successful Healing skill roll to treat the victim's wounds, the spell automatically ends.
 
Hi evrybody, i've finished my first traduction of this content (i will rework on traductions and syntaxes with the french community) , if you're interested here's the link to the topic :
Sorts de Légende v2.2

Thank you for your help and for this content always in expansion !
 
Peeps - I'm writing something that, I hope, will make it into print as part of the Spells of Legend book proposed. Even if my chapter never makes it into print, would you like to know about Shadow Bags and Ghost Rings, Lightning Rods, tonics, comestibles, talismans, periapts, magic clay and golem oil? Let me know.
 
alex_greene said:
Peeps - I'm writing something that, I hope, will make it into print as part of the Spells of Legend book proposed. Even if my chapter never makes it into print, would you like to know about Shadow Bags and Ghost Rings, Lightning Rods, tonics, comestibles, talismans, periapts, magic clay and golem oil? Let me know.
As they say, do the bears sh*t in the woods?
 
alex_greene said:
Peeps - I'm writing something that, I hope, will make it into print as part of the Spells of Legend book proposed. Even if my chapter never makes it into print, would you like to know about Shadow Bags and Ghost Rings, Lightning Rods, tonics, comestibles, talismans, periapts, magic clay and golem oil? Let me know.

Likewise! So many magical traditions depend on magical talismans that not having them in the game is sort of hollow spot. Certainly magic potions every kind are a gaming magic tradition; those would be a great addition to Legend.
 
Common Magic Spell with ALL KINDS of possible uses:

Dehydrate
Touch, Progressive
This spell removes the water from an inanimate object. Essentially drying it. Originally developed to dry fruits etc, the spell can be used to dry wet clothing, dry boots out and even dry wet firewood prior to burning. Each Magnitude of this spell will dry out one SIZE point of material. The spell does not work on living beings. This spell may also be cast into the air, drying out a high humidity area. If used on the air, an area 10x10x3 metres per Magnitude can be dried out. The air will reduce to 10% of the previous humidity, thus making a humid jungle-type area as dry as the desert. The dryness only lasts as long as natural conditions permit.

Hydrate
Touch, Progressive
Also known as a "wet willy", this spell makes a dry, inanimate object soaking wet. The spell does not create water, so the environment must be such that water is available either nearby or in the air (this spell does not work in the desert, but would work in an oasis). This spell cannot be cast on a living being. Each Magnitude can soak one SIZE point of inanimate material. This spell can also be cast in the air, increasing the humidity in the air. Desert-type dry air can be moistened to be like a humid jungle in an area of 10x10x3 metres per point of Magnitude. The moisture only lasts as long as natural conditions permit.

DISCUSSION:
Dehydrate can be used to dry out wet clothing after crossing a river or coming in out of the rain. It can also be used to dehydrate fruit, meat and other foods. Drying out green wood so it can be used in a campfire can also be used.

Hydrate is perhaps less useful as a source of water must be available; this spell does not create water but moves it, so some water, even if just in the air, must be available. It could be used to rehydrate dried food to make it more palatable.
 
Prime_Evil said:
The intention of both spells was to cut down the proliferation of the "+10% per point of magnitude" skill boosting spells in the Mongoose source material. Since writing that, I've come to feel that these spells should be eliminated from the game entirely and replaced by spells that either modify the difficulty level of a task or increase the chance of achieving a Critical Success on a successful skill roll. What do other people think?

I prefer the +10% per point. That also increases your critical chance by 1% per point.
 
Rikki Tikki Traveller said:
Hydrate
Touch, Progressive
Also known as a "wet willy", this spell makes a dry, inanimate object soaking wet. The spell does not create water, so the environment must be such that water is available either nearby or in the air (this spell does not work in the desert, but would work in an oasis). This spell cannot be cast on a living being. Each Magnitude can soak one SIZE point of inanimate material. This spell can also be cast in the air, increasing the humidity in the air. Desert-type dry air can be moistened to be like a humid jungle in an area of 10x10x3 metres per point of Magnitude. The moisture only lasts as long as natural conditions permit.

.

re: "wet willy" .. I hate seeing modern day slang terms in the rules. If you want to add color, then put it in context, such as examples ("The children of Bugtown call it the 'wet willy' spell.", or, "The barbarians of the Dusty Plains call it the 'washyer head' spell.".)
 
GamingGlen said:
Prime_Evil said:
The intention of both spells was to cut down the proliferation of the "+10% per point of magnitude" skill boosting spells in the Mongoose source material. Since writing that, I've come to feel that these spells should be eliminated from the game entirely and replaced by spells that either modify the difficulty level of a task or increase the chance of achieving a Critical Success on a successful skill roll. What do other people think?

I prefer the +10% per point. That also increases your critical chance by 1% per point.
Agreed. One or the other of these spells should go, or they could both be replaced by a general spell with a parameter such as

The (Skill) Master's Touch
Magnitude 1, Progressive, Triggered
Actually a range of spells, each affecting a different non-magical skill. Thus, in addition to such spells as Armoursmith's Boon (affects a Craft skill test involving working with metal), Mason's Boon (affects a Craft skill test involving working with stone), Bandit's Cloak (affects Stealth), Bearing Witness (affects any skill test involving detecting truth and lies), Cauterise (affects First Aid and Healing skills) or Entertainer's Smile (affects Dance, Sing or Play Instrument), and Golden Tongue, Thunder's Voice and Understanding, each of these spells affects one spell or a narrow range of spells centered about a theme, such as manufacturing.

Thus a (Skill) Master's Touch spell exists for Athletics, Acrobatics and Brawn; (Skill) Master's Touch spells exist for Lore and Culture; for Art and Oratory; for Courtesy, Influence, Insight and Seduction, and even for Meditation, Streetwise, Track or Teaching.

Each (Skill) Master's Touch confers a +10% bonus to the next skill check of the specified skill per point of Magnitude. The skill bonus cannot stack with any other kinds of skill-bonus spells.


On an unrelated point, how come Golden Tongue and Understanding only confer a +5% bonus per Magnitude? In my game, that is an error: both those spells confer a standard +10% bonus per Magnitude, not +5% per Magnitude.
 
Two versions of the same spell. One Common Magic, the other Sorcery.

Possession
Duration Special, Magnitude 5, Ranged, Resist (Persistence)
Using this spell a caster can transfer his consciousness into another body.
The caster's consciousness is transferred out of his body, leaving it comatose, and enters the target's mind. The caster is unaware of what is happening to his body.
There are two forms of possession, Dominant and Covert.
Dominant Possession occurs when the possessing entity literally takes complete control of the possessed body. The victim is fully aware that its body has been taken over but is absolutely helpless, unable to take any action at all. The possessor does not have access to any of the memories, skills or magic of the possessed but substitutes its own INT, POW and CHA, memories, skills and magic instead.
To detect a dominant possession requires a successful, unopposed test of either Perception if viewed magically, or Spirit Walking.
Covert Possession is when the spirit hides in the body of the possessed, riding it like a hitchhiker. The victim retains complete control over his body and remains completely unaware of his possession, unless the spirit chooses to inform him of its presence. The possessor senses everything the victim senses, but cannot access the victim's memories, thoughts or feelings.
Some spirits take over the victim’s body at night when they are sleeping, thus keeping their existence secret – save for inevitable physical exhaustion and fleeting nightmares. Another example of covert possession is a curse or disease spirit which infects that creature with some form of debilitation. No manner of magic or healing will stop the effects until the spirit responsible is somehow cast out.
No creature can ever purge itself of a possessing entity. They may only be exorcised by a separate individual defeating the possessor in spirit combat, or by successfully casting a specific type of expulsion magic. If the original body of a mortal possessor has been killed in its absence, then its soul dies when it is exorcised. Spirits merely return to the spirit plane.
Needless to say, a possessing spirit or soul can willingly abandon a possession at any time – unless they have been maliciously bound to that particular body. This spell terminates anyway, at the very next sunrise or sunset.

The Sorcery version is similar, with the following traits, and almost the same wording:-

Possession
Autonomous, Resist(Persistence)
Using this spell a sorcerer can transfer his consciousness into another body. This spell affects a maximum of 3 POW per point of Intensity.
The caster's consciousness is transferred out of his body, leaving it comatose, and enters the target's mind. The caster is unaware of what is happening to his body.
There are two forms of possession, Dominant and Covert.
Dominant Possession occurs when the possessing entity literally takes complete control of the possessed body. The victim is fully aware that its body has been taken over but is absolutely helpless, unable to take any action at all. The possessor does not have access to any of the memories, skills or magic of the possessed but substitutes its own INT, POW and CHA, memories, skills and magic instead.
To detect a dominant possession requires a successful, unopposed test of either Perception if viewed magically, or Spirit Walking.
Covert Possession is when the spirit hides in the body of the possessed, riding it like a hitchhiker. The victim retains complete control over his body and remains completely unaware of his possession, unless the spirit chooses to inform him of its presence. The possessor senses everything the victim senses, but cannot access the victim's memories, thoughts or feelings.
Some spirits take over the victim’s body at night when they are sleeping, thus keeping their existence secret – save for inevitable physical exhaustion and fleeting nightmares. Another example of covert possession is a curse or disease spirit which infects that creature with some form of debilitation. No manner of magic or healing will stop the effects until the spirit responsible is somehow cast out.
No creature can ever purge itself of a possessing entity. They may only be exorcised by a separate individual defeating the possessor in spirit combat, or by successfully casting a specific type of expulsion magic. If the original body of a mortal possessor has been killed in its absence, then its soul dies when it is exorcised. Spirits merely return to the spirit plane.
Needless to say, a possessing spirit or soul can willingly abandon a possession at any time – unless they have been maliciously bound to that particular body.


It's up to you to determine whether Possession should be a thing in your setting; and whether or not it should be Common Magic, Sorcery or both.
 
GamingGlen said:
re: "wet willy" .. I hate seeing modern day slang terms in the rules. If you want to add color, then put it in context, such as examples ("The children of Bugtown call it the 'wet willy' spell.", or, "The barbarians of the Dusty Plains call it the 'washyer head' spell.".)

OK, I guess I agree with that statement. I also considered "Squishy Boots".
 
I'm not sure if Alex Greene has released a newer update than this, but here is the link to v2.25 of the Spells of Legend :

https://docs.google.com/document/d/1keopIhSCGQ3BN36hZSxmR2ZWmmE46W2iT5PgD-uv7eA/edit?usp=sharing
 
There's a new version coming soon - I'm working on it at the moment. Sorry for the delay...I've been sick and have had to deal with a couple of real-life dramas over the past couple of weeks.
 
In the meantime, I'm working on my take on summoning magic, to go with the other stuff I have been working on - enchantments and ritual magic (group castings).
 
Here are some more Sorcery sensory spells.

Scent of Fear
Concentration, Resist (Persistence)
Intuition allows a sorcerer to discern a target's fears, as if he had made a successful Insight roll. The spell affects a maximum of 3 POW per Intensity.

A target who is aware that this spell is being used may attempt to conceal his fears, gaining another opposed Persisence test against the caster’s Sorcery (Grimoire) each time the caster attempts to read a new fear.

Sense Airflow
Concentration
This spell allows the caster to sense the direction and speed of air movements within Range.
Among other things, the spell allows the caster to pinpoint the position of an invisible person in the vicinity by sensing the movement of air in the target's wake; but this spell has other uses, such as sensing wind speed to predict the weather, discerning wind patterns to enable efficient Shiphandling and increasing the accuracy of shooting at range by allowing the caster to compensate for windage, allowing a bonus of +10% per Intensity to ranged Combat Styles to offset negative situational and environmental penalties.

As with all other Sense spells, this spell is blocked by a combined thickness of 1 metre of wood/earth/metal/water per Intensity, or by a combined thickness of one centimetre per Intensity of any kind of metal. However, since this spell tends mostly to be used in the open air this is not generally a consideration.

Read Currents
Concentration
This spell allows the caster to sense the direction and speed of water movements within Range. This can be used to discern and measure tidal and other currents in the area, detect maelstroms in the water and sense hidden underwater hazards such as submerged rocks by the disruptions to water currents, allowing a bonus of +10% per Intensity to Boating and Shiphandling skills to offset negative situational and environmental penalties.

This spell is optimised for water, and is not blocked by any thickness of freshwater or saltwater.
 
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