Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

Thursday, April 12, 2012

12 Spells of a Fiery nature

You know one day I'm going to get the hang of this whole blogging thing and I'm going to update way more frequently. Anyway today's post comes from the fact that my girlfriend's character has had a book of fire spells since like game one of the campaign. She found it and just assumed all it would be good for is making a few fireballs (this is what I was thinking as well) but Doug's character is deathly afraid of fire so she hasn't touched the thing. But she wants to and after sharing her concern with me I realized, "why should fire magic be all about the burning? It's a diverse element of life and purification and stuff"

So I made a couple of Fire School spells that I hope are a bit more unusual. Since I use the villains and vigilantes system, spells that do not take a superpower slot require some kind of component usually. I'm not really sure how system agnostic these things are but I hope you find something from them.

1- Flashbang- After reciting this spell, the caster must swallow a gold coin. For the next 1d4 hours they will be able to produce a bright flash and spark whenever they snap their fingers. This is with any snap of the fingers. (one full tern to cast, cost is 5 power to cast, 1 for each finger snap)
2- Purifying Flame- The caster must burn a freshly cut plant at least a year old while casting this spell. If done correctly this will produce a green fire that can be used to purify a living thing of poison. It can alleviate the symptoms of most diseases but likely isn't a permanent cure. (on full tern to cast, cost is 5 power to cast)
3- Bottled Fire- This requires a fireproof vessel of some kind. The caster channels any kind of flame into the vessel to be used later. Most fires preserved this way do not require fuel until released. (one full tern to cast, 1 power to cast)
4- Fire's Protection- A significant chunk of metal must be melted as part of casting this spell. The caster can place a fiery aura on one individual around them. This lasts 1d6 rounds or minutes (This essentially gives them Fire Power Defense and can burn those physically touching them, what qualifies as significant is up to the GM, minor action to cast, 2 power to cast)
5- Fiery Tongues- The caster bestows a language to someone around them for 1d6 hours. A blue flame will also manifest above their heads. How good this person is at this language will depend on some kind of roll by the caster. A significant amount of written text in the specified language must be burned as part of this spell. (What is considered significant is determined by the GM, minor action to cast, 1 power to cast)
6- Fire's Rage- The caster channels a burst of fiery energy. This must be directed at a foe and it must be someone the caster has some level of animosity towards (GM's discretion but in general someone trying to kill you will work regardless of the situation). The caster must give up their anger towards that person. The greater the negativity, the greater the attack (again kind of up to the GM but the player should be able to make some kind of case) The damage can range from regular fireball up to three or maybe four times normal. Also further fighting the foe will be more difficult in someway (to hit penalty?) because the caster's heart won't be in it (one action to cast, 5 power to cast).
7- Edible Fire- The caster must burn a pound of food while casting this spell. They will then be able to absorb heat and flame as sustenance for the next 1d4 rounds (maybe?) This gives them a significant defense against fiery attacks and they can convert it into power (5+ depending on the flame, minor to cast, no power to cast).
8- Extinguish Flame- The caster must produce some amount of water while casting this spell. The more water, the more effective. The can also use water vapor (if there is ample amounts) or their own bodily fluids though this will leave them dehydrated and weakened. (minor to cast, 5 power to cast).
9- Eyes of the Dragon- This allows the caster to see in the infrared spectrum for 5 minutes or at least an entire session of combat. They must first rub ashes in their eyes which leaves blind for at least a round before and after the caster has the Eyes. (minor to cast, 2 power to cast)
10- Gate of Fire- This opens a portal to the realm of fire. At the very least this will scorch the surrounding area without some kind of magical or mundane protection. Without knowledge gained before casting there is little chance the caster will know what is on the other side of the portal, what might come through, or what might get sucked in. (action and 10 power to cast).
11- Commune with Fiery Being- The caster is able to telepathically communicate with fire elementals in the surrounding area or even reach a specific one on the Plane of Fire. There are many kinds of fire elementals and who the caster is able to get a hold of will depend on their Lore. Through this spell they will be able to barter with a creature for services. Combined with Gate of Fire they will be able to summon a Fiery Being to them through the realm of fire. (minor and 5 power to cast).
12- Heatwave- This spell moves matter to the next most energetic stage (solid to liquid, liquid to gas, gas to plasma, etc.) It does this without true heat however so there is usually no rise in temperature. By using this spell the caster begins to recognize strange connections and transitions between things in the universe. They must make a will check of some sort or act crazy for like a turn (action to cast, 2 power to cast)

Thursday, December 8, 2011

A Chart of Terrible Things

My players are about to go up against someone very much like Santa (the holidays are coming up) and his first mode of attack after they mess with his shit is trying to figure out their names.

Once he does that he can add them to The Naughty list. At least that's what he calls it, it's also a slightly telepathic book of really evil things and causes terrible things to happen to those who have their names written in it.

Before you say anything, this is totally like the Book of Vile Darkness and the Death Note from the show Death Note. I'm glad it is because those things are cool.

Here's what can happen to you if your name is written in the book. Feel free to use it as a random curse chart as well.


1- random possession turned to coal
2- shadows writhe around you and attack at ill-opportune moments
3- vomit up stomach contents and can't keep anything down very easily
4- confronted by your worst fear
5- a loved one turns on you
6- you feel constantly embarrassed and uncomfortable, this makes it hard to do most things especially talk to people
7- vital organ is separated from rest of body, still functions but is very vulnerable, must be carried and protected
8- greatest weakness is exaggerated
9- hears constant whispering, can't hear as well, will eventually go mad
10- all body hair turns to webs, at best this is highly itchy, they will bite if someone tries to remove them, if player has venom/poison so will the spiders
11- a terrible deed you once did is now done to you
12- you develop a craving for your own flesh
13- Terrible luck, critical failure three times as often
14- you sweat blood, also pours from eyes, ears, nose, and mouth
15- teeth grow extremely long and twist together, cannot talk or eat unless broken or fixed
16- become brittle like glass, when your struck you tend to crack or shatter
17- dead loved one rises as murderous intelligent zombie and will come after you (think blackest night) they'll likely rise where they were buried (though they may just appear near you) either way you'll feel the dread as they track you down
18- people around you are compelled to tell you terrible things and critique you
19- change genders (may not be so bad)
20- your own personal plague follows you around, this can be anything from locusts to a cloud of fire, it'll act fairly randomly but mostly in your disinterest

I'll leave it up to you on how player's can reverse these curses. For me it's going to be some heavy duty magic or ritual, or maybe just invisible ink over their names. The book's pages are normally indestructible so you can't just tear your name out.

There's also a Nice list and having your name in that can cancel out any effects of the Naughty list. Just having your name in that book gives you a random benefit that I may post later.
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Wednesday, October 19, 2011

Songs of the Old World

Long before man covered the world in steel and smog, magic was more powerful and accepted as a fact of life.

Magicians and magical creatures living in modern times have only limited access to the primordial energies that were once common and they have to struggle much more to master their abilities.

Those looking for a quicker route to power often seek out certain works of art created during the old days. These can be anything from paintings to songs. Once something with supernatural abilities gains exposure to these works they receive a rush of ancestral memories with new insight to their power.

Once such song was by Florence the Bard who is said to have thought with the Wisdom of Owls and sang with the Voice of Dragons.

The ultimate form of this sound is recorded on a piece of magically cut crystal. Listening to the vibrations from this crystal can have such an incredible effect that listeners can awaken whole new abilities. Some of these are ancient and long forgotten so the results can be unpredictable.

Friday, September 16, 2011

Mirrors of Moment

Many cultures have become fascinated with mirrors. Their surfaces are told to hold secrets and wonders by many. But few mirrors are as powerful as the ones of Moment.

These have been ritually prepared to capture the instances they reflect but for only a split second. Once they have done this, the mirror appears as a framed, but very realistic picture of whatever it has captured.

Those who know the proper words or gestures can release these images from the mirrors and cause those who have done so to briefly relive whatever event the mirror had been reflecting. Originally this was done to preserve things of historical significance such as a king's coronation, but some priests have fashioned these mirrors into weapons by capturing such things as a raging storm, rampaging animal, or even a vicious plague.

Weaponized mirrors will often work only once as it is far easier and cheaper to prepare them this way, but mirrors of history were often funded by rich proprietors and as such can replay their reflection nearly infinitely.

These historical moments are more than just illusions as well. As long as one relives the few minutes a mirror can hold, they can interact with it physical and any persons in the reflection will react to their presence. No objects can be taken from the reflection, but wounds can be dealt from it.