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Wilhelm Eberhard
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Posts: 11

This is a custom variation of the “Spell Book" power for the Wizard class.

It could also be an optional additional class power.

Original power0 Spell Book (Free Power): Bonus: Make up three player-created wizard spells to put in your spell book. Each adventure you can cast each of these spells once. At every new level tier add a spell to your spell book for a total of 5 spells at epic level. Spell book spells are essentially freebie skill powers which require no roll to use. However, they must be approved by the GM first.

 

 

Custom variation: Astrological Variable Magic

 

 

The spells in the wizard’s spell book are not permanent.

They are valid for a limited time only (a week of «game time», an adventure, etc.).

The spells available depend on the position of stars and planets. The wizard simply knows which spells are possible at a given moment and can prepare them for later use.

 

This means the GM approves some player’s recommendations, picks appropriate spells for the adventure, determines them randomly or any combination of the previous options.

Optional rules:

 

1. For experts only: A knowledge roll with an RR of 10 or more (astrology) is required for the wizard to have access to each spell. On a critical failure, the wizard thinks he has prepared some powerful spell, but it wont work when cast (some funny side effects, such as a puff of pink smoke and the production of a bunch of pretty flowers are possible when the spell fails).

2. Extraordinary Spell: The wizard notices a rare astrological position that would permit him to prepare an extraordinary spell (such as a spell that would put everyone in a castle to sleep, including elves). But it has a proportionately high chance of failing (a high RR to cast). In a critical failure, something goes horribly wrong and the PC is afflicted with some undesirable effect: his skin and hair turn green, his health is seriously affected (his HPs and carrying capacity are lowered for several days) he acquires a temporary (or permanent) weakness or trait, etc.

Additional knowledge skill:

Astrology: The character knows and understand the meaning of the position of stars and planets. He can tell when it is an appropriate time for crafting wondrous magical items or conducting extraordinary ceremonies. Ex.: "When Mars, Saturn and the Moon aling in Scorpio, the evil cult of the Sea Dragon will attempt to bring back to life the formidable sea monster Katala".

This knowledge could be required to attemp creating, recharging or repairing magical items, or just used to give clues about the adventure: "I learnt that, when the Moon is in Orion, just over the horizon, the shadow of Dragon Mountain will show us where the entrance to the Tomb of the Dwarven Hero Kaldrin is. And that means, we must get there by Saturday at 6:30 pm, or we will have to wait for 11 years, guys!"

Random Spell Table

The GM can use this table to determine possible spells the wizard could use on the current adventure:

 

Roll 1d12:

1. Fog: Causes a large area to be filled with dense fog. Visibility within the fog is limited to only a few inches. This condition can be used to prevent combat or escape from attackers.

2. Binding rope: The wizard can enchant a rope creating a magical trap that, when activated by a set condition (coming within 1 foot of the rope, touching the rope, opening a chest which contains the rope, etc.) coils around the creature who activated the trap, binding him for 1d4 rounds.

3. Buoyancy: Enchants an armor. Prevents the character wearing the armor from sinking and drowning for 10 minutes (enough time to remove the armor or be rescued). The enchantment fades after the first activation or after a set amount of time (one week, one month) elapses, whichever comes first.

4. Web: Creates a mass of sticky strands that prevent 1d6 opponents from attacking for 1d4 rounds. Spiders, huge or very strong creatures are not affected. The spell can be used to block a corridor, to block small projectiles, which stick to the web (arrows, or spears, but not catapult stones),  or as a “safety net”, to catch one or more characters plummeting to their death.

5. Summon swarm: Summons a swarm of insects to attack the caster’s enemies for 1d4 rounds. Although the insects cause no HP loss (or maybe 1d6-4 dmg., minimun 0 dmg.), they lower the RR of the victims by 2 and give a 25% spell failure to spell casting enemies (1 on 1d4, 1-3 on 1d12, etc.). Monsters with thick hides or unable to feel pain (such as undead) are not affected.

6. Stinking cloud: Fills an area with stinking vapors that prevent creatures failing a ST from attacking. The vapors dissipate in 1d4 rounds. Undead, golems and other creatures that do not need to breath are unaffected.

7. Magic trap: Creates a magic trap that deals 2d6 fire damage when a set condition is triggered (open a chest, reading a book, etc.). The trapped object will also be damaged or destroyed by the trap, if it is flammable.

8. Teleport enemy: Teleports enemy away from caster. The destination is not controlled by the caster and is usually not far away. The enemy will be able to return in 1d4 rounds, unless prevented by a locked door, or other obstacle. The spell cannot be used to kill an enemy.

9. Open locks: Magically opens a lock.

10. Fear: Causes 1d6 opponents to flee the caster for 1d4 rounds. Undead and mindless creatures (such as golems) are not affected.

11. Escape: The caster flees combat/a prison by means of a limited form of teleport. The caster cannot control the location at which she will arrive. It will not be far away, though. It will be just out of sight from the original location.

12. Transportation: Some form of magical transportation is provided (a flying monster transports the caster, a mirror is transformed into a shimmering portal, etc.). This magic form of traveling can take the caster and maybe his party to some predetermined location designated by the GM (this can be used to send the party where adventure awaits for them!).

 


 

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May 14, 2013 at 2:45 PM Flag Quote & Reply

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