Boojuulay
Topic Author
Posts: 4
Joined: Thu 08 Jun 2023, 20:07

Creating new spells and rituals

Sat 16 Sep 2023, 09:00

Hello everyone,

I was wondering if there was any good guidance or advice on creating new spells or rituals for Symbaroum? I had a look and couldn't find anything, and am mindful that I don't want to create something that would break the flavour and balance of the game.

Any tips would be appreciated.

Thanks :)
 
Dim_shadow
Posts: 4
Joined: Mon 18 Sep 2023, 23:30

Re: Creating new spells and rituals

Mon 18 Sep 2023, 23:41

I made many new spells and rituals for my own games. I've playtrsted all of them and they add a lot on fun new options for mystics of all sides. However, the pdf is a bit large and I can't upload it here, pm me and I'll mail you a copy.

-Dim
 
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MutantFromMars
Posts: 49
Joined: Tue 18 Jun 2019, 22:36

Re: Creating new spells and rituals

Thu 21 Sep 2023, 00:44

There isn't a formal ruleset for designing new spells within the game itself, folks like Dim_shadow above will no doubt have their own systems, or else have "eyeballed" their new magic to ensure it fits, so just bear in mind the following:

The Traditions broadly define magical effects. Theurgy has blessings and curses. Sorcery is dark magic that draws on corruption. Witchcraft is the magic of the storm winds, of blood and the natural world and Wizardry is codified magic, taking an almost scientific approach. Other Traditions exist in the game, and Mystics are wildcards, but still have their own constructed belief system. When adding a new spell to a tradition, make sure it fits. You probably wouldn't add a fire based spell to Witchcraft for instance, but it would fit fine with Wizardry.

A spell works just like any other ability in Symbaroum, it has escalating degrees of mastery and normally requires a Test to be passed to trigger.

Novice level effects that cause/heal damage generally start at 1D4 or 1D6 and affect a single target (per Test is feasible)
Adept will increase the dice to the next highest, so 1D6 or 1D8 and can affect more than one target, possible via a Chain.
Master will increase the dice again, so 1D8 or 1D10 and can affect more targets, or perhaps extend to include an ally in case of non-offensive spells.

Range and area of effect can increase with mastery level too. When designing a spell, just look at the other spells in the game and make sure yours isn't out of place.

Rituals are tougher to codify, they exist for a specific effect or purpose. The guideline here is to make sure the Ritual is of a similar power and effect level to those in the book, and haven't slipped more towards Ceremonies from the Game Mastery Guide, which are much more devastating in scope but require teams of ritualists acting in concert.

When adding something new, it might be worth considering if its actually needed, or if something existing in the game already does it fairly closely already.

Just as a matter of interest, what kind of spells were you thinking of adding?
 
Boojuulay
Topic Author
Posts: 4
Joined: Thu 08 Jun 2023, 20:07

Re: Creating new spells and rituals

Thu 21 Sep 2023, 10:30

Thanks MutantfromMars, I really appreciate the detailed answer.

It all makes sense re: the flavouring of the spells, and I grateful for the breakdown in how something might scale from Novice to Master.

I haven't got a specific spell in mind, but two of my players - one a sorcerer cast out from the Ordo Magica and one a Witch sent out from Karvosti - have expressed that something they would like to experience as part of our campaign is delving into the ancient ruins in Davokar and finding forgotten/lost/forbidden magic. Each player's angle is very different of course (one wants to use these magics to amass power, the other to safeguard them from falling into the wrong hands).

I just wanted to plan ahead so I have an idea what to do when the moment comes that they might find such magic, and be able to surprise my players by presenting something that they wouldn't have read about in the books.

Again, really appreciate your advice.
 
Dim_shadow
Posts: 4
Joined: Mon 18 Sep 2023, 23:30

Re: Creating new spells and rituals

Mon 25 Sep 2023, 15:43

Here are some spells and rituals I created for my own games. I also included updated versions of current spells that I felt needed more clarification.
Hope this works.
-Dim
 
Dim_shadow
Posts: 4
Joined: Mon 18 Sep 2023, 23:30

Re: Creating new spells and rituals

Mon 25 Sep 2023, 16:07

Rituals....

VEIL OF EGEONE-
Tradition: Wizard
You touch a target and cause them to either forget or recall a specific memory. You can remove a memory within a number of days of the event in question equal to mystic’s Resolute, but the ritual can restore a memory of any age, so long as it is the memory of an event the subject actually experienced.

OROKE’S OATH-
Tradition: Blessing, Witchcraft
Under the protection of this ritual, the mystic will not be attacked by any spider (beast) and becomes immune to their venom. The ritual has no power over spiders that have fallen into corruption (abominations) or to cultural beings with spider-like heritage such as the Arach. The ritual lasts for a full lunar cycle or until the mystic breaks the peace and attacks or damages a child of Oroke.

SHROUD-
Tradition: Witchcraft, Sorcery, Symbolist, Wizardry
The Mystic weaves a veil of twisting shadows around them to protect their identity. The unnatural darkness not only conceals their image, but it also alters their scent, changes their voice, and masks their shadow. While wrapped in the shroud, the Mystic cannot be easily identified by any outward means and is rendered (effectively) anonymous in most social situations; the mystic may add +5 to all Discreet rolls meant to conceal their identity. Furthermore, spells and abilities that are meant to pierce the illusion or cancel its effects have a second chance to fail. The ritual lasts until sunrise if performed at night, or sunset if performed during the day. The mystic may however, shed the illusion at will, instantly ending its effects. It is said the Dark Lords were so named because of their habitual use of this ritual; and why rumors of their escape from the Queen‘s justice persist to this day.


SCENT OF THE PREY-
Tradition: Witchcraft
The Mystic brands a target with a visible rune that signals their “wrongness” to the spirits of Davokar. While so marked, the bearer is cursed to attract the unwanted attentions of the natural creatures (Beasts) of the forest. Small and harmless creatures will try to avoid the cursed individual, while larger beasts and predators will feel challenged and become hostile toward them. With regards to creatures that already carry the seeds of corruption, or those that are fully corrupt (Abominations), the results are even more intense and usually lead to open violence and bloodshed. Those who use the Witchsight ability can see the brand for what it truly is. The curse can be broken with the Break Link ritual or by physically removing the rune, but not without inflicting 1d6 damage and 1d4 permanent corruption to the victim. .

SACRIFICE-
Tradition: Witchcraft, Sorcery
The Mystic ritualistically kills a Beast and offers its life force and body to a powerful spirit or god that the mystic has a previously made a pact with. In return, the spirit grants 1-3 XP back to the Mystic upon completion of the ritual. The Beast must be awake and aware for the duration of the ritual, though it may be drugged, restrained, or bound by some other mystical means. The manner and means by which a victim is sacrificed is unique to the spirit in question, but always the same for that patron spirit. This ritual must be learned once for each new spirit-pact the mystic has made. If this ritual is used on Cultural Beings, it is far more potent, and the Mystic gains a number of XP equal to 1d4 plus the Pain Threshold of the sacrificed. In the Great War, the Dark Lords sacrificed thousands of innocents to their dark gods before they were finally brought to justice. Abominations and Undead cannot be sacrificed.

WELL OF ANASIRON-
Tradition: Sorcery
The Mystic permanently enchants an item that has been previously created using the Soul Trap ritual, and which currently contains a soul. Anyone holding the vessel may, as a free action, transfer temporary corruption directly to the captured soul within. All transferred corruption becomes permanent to the captured soul. Should the soul within the vessel become totally corrupted (Corruption in excess of it Resolute), no further corruption may be transferred and the soul within becomes a Shade. Should the vessel be destroyed, the Shade is released, and it will wander the land unimpeded, attacking the living when and where it can. Use the same stats as the captures soul but add: Manifestation (I), Spirit Form (I), Terrify (I) and Undead (I).

CIRCLE OF POWER-
Tradition: Wizardry
The Mystic permanently transforms an existing Magic Circle, redirecting its energies to fuel and enhance mystic spells cast within its interior. Once a magic circle has been converted, it can no longer be used to communicate with others telepathically, nor can it be used as a portal for Seven League Stride. A mystic must stand completely within the confines and take 1d4 temporary corruption to activate a Circle of Power. Once activated, any spell or mystical power cast while standing inside the circle has one its quantifiable effects multiplied threefold (damage, number of targets, duration, range, etc…). The mystical spell otherwise behaves as usual and all other rules governing the spell still apply. The Circle of Power remains activated for as long as the mystic does not cross its boundaries or leave its confines. Regardless of the number of mystics who stand within the circle, only the mystic who activated it has access to its power. A version of this ritual also exists as a mystical ceremony. Such Relic Circles work in a similar fashion but enhance all of the mystical spell attribute tenfold. These greater power circles can only be created within the influence of a power node and are a coveted resource. Chapter houses and secret sanctum vaults are typically built around them to guard their power. Additionally, only masters of the order are ever given access and they are typically protected by trap wards and powerful guardians. In addition to the difficulty and inherent danger of their creation, a mystic must pay 1d4 corruption to activate it, and each full round they stand within its boundary. The mystic may cast any spell they know each round, but every spell cast within the circle costs 1 XP.

SOUL DRAIN-
Tradition: Sorcery
The Mystic destroys an item that has been previously created using the Soul Trap ritual, and which currently contains a soul. The one holding the vessel upon completion of the ritual may, as a free action, absorb the spiritual energy of the captured soul within to instantly heal themselves of physical damage and or critical effects. The stolen energy heals the user completely, returning all damage to a character’s Toughness stat. Alternatively, it can restore permanent injuries, regrow missing limbs, or heal attributes damaged by critical wounds or mystical abilities. Such restorative power does not come without cost and is not without risk. Restoring ones Toughness stat to its full value causes 1 permanent corruption point, while restoring an Attribute to its starting value costs 1 point of permanent corruption per Attribute point restored. Regardless of how the energy is used, the vessel and the soul contained within are forever destroyed.

DARK MARK-
Tradition: Sorcery
The Mystic brands a target with a visible rune that channels power from the yonder world into the target’s body granting them power- albeit at a great spiritual and physical cost. For every point of permanent corruption invested into the target at the time of the ritual, the target is granted 1d10+10 experience points. These experience points can be saved or spent as usual. The maximum number of corruption points a single mark can hold is equal to the target’s Corruption Threshold. All other rules for corruption remain the same (p. 176). The Dark Mark rune does not work on Abominations and the Undead.

BLOOD PACT-
Tradition: Witchcraft
The Mystic engages in a magical contract that binds their soul to another in agreement. The terms of the contract may be almost anything but are typically a specific action or prohibition in exchange for another. In any case, the terms must be agreed upon by both parties prior to the ritual’s start. Once bound, the mystic and their partner cannot engage in a second Blood Pact until the first has run its full course. A Blood Pact persists until it has been either broken by one or fulfilled by both parties; in the case of long-term or open-ended agreements, the pact ends after a year and a day from when it began. Should both sides abide by the terms of the pact, they each gain 2d10 experience points upon its completion. Additionally, so long as neither party has fallen completely to corruption (Corruption in excess of it Resolute), each party reduces their permanent corruption tally by 1d4 points. Should the terms of the pact be broken, both party members are instantly alerted, and the offending actor is punished with a deadly curse identical to the extreme effects the ritual Torment, the result of which cannot be removed with the Break Link ritual. It is widely known that to break a Blood Pact means certain death and none should enter one without care.

ELDER SIGN-
Tradition: Symbolist
The Mystic marks an individual with a powerful glyph to shield them from mystical attacks and the powers of corruption. The glyph is dormant until activated by its bearer with a free action, after-which it is considered active. It remains active for one hour. While the glyph is active, the bearer becomes immune to the mystical powers: Bend Will, Confusion, Curse, Dreamsend, Maltransformation, and Retribution. Additionally, if the bearer gains corruption from an outside source, the glyph automatically negates 1d4 points before it settles in the bearer’s shadow. If this would reduce the collected corruption to zero or less, the bearer gains no corruption. The bearer of an active Elder Sign will not be able to use any of their own mystical powers or magical objects that cost corruption. The Elder Sign is otherwise invisible and undetectable but blazes into full view whenever its protective powers are engaged. Receiving and Elder Sign costs [5 xp] from either the ritualist or to whom the sign is attached. There is no limit to the number of dormant Elder Signs that may be inscribed on a single target, but only one may be active at a time. If an Elder Sign ritual is used on a target with the Abomination or Undead trait the results are all but fatal. Against such targets, an active glyph the causes 1d4 points of permanent damage every turn that penetrates all armor and defenses.
 
Dim_shadow
Posts: 4
Joined: Mon 18 Sep 2023, 23:30

Re: Creating new spells and rituals

Mon 25 Sep 2023, 16:21

SPELLS



FLENSE-

The mystic throws a shadowy ribbon and catches his target. The spectral ribbon coils and slithers a wild and bloody dance; dutifully razoring through metal, flesh or bone.

Material: A shard of blood-stained glass. Tradition: Sorcery

NOVICE Active. If the Mystic succeeds with a [Resolute<- Evade Defense] test the force ensnares its target and slashes into them dealing 1d8 points of damage. Any critical wounds inflicted roll on the modified chart below:

ARM or LEG roll as: TORSO, CHEST, NECK, or HEAD roll as:

(1-8) Bleeding Wound (1-5) Bleeding Wound

(9-10) Severed Limb. ( 6-8) Vital Wound

(9-10) Mortal Wound.

ADEPT Active. Same as adept level, but the damage is increased to 1d10.

MASTER Passive. The mystic has learned to wriggle the ribbon between the narrow layers of its victim’s armor. Physical or natural armors or shields offer no protection from the mystical attack. This does not include armor-like abilities such as Robust or Berserker.



WRACK-

The mystic channels dark energy through a victim, crippling them with pain and draining their body of strength and vitality.

Material: A hand of glory. Tradition: Sorcery

NOVICE Active. If the Mystic touches a victim and succeeds with a [Resolute<- Resolute] they inflict 1d4 alternative damage [Strength] on the target, ignoring armor, as per the monstrous trait (p. 198). Immediately after suffering damage, the victim must pass a Strength test using the modified attribute, or they are incapacitated with pain and are unable to take their next action. Should a victim’s attribute be reduced to zero, they are killed; their body bursts and shrivels like rotting fruit left in the sun. Creatures that lack a pain threshold such as undead, and constructs are immune to the spell.

ADEPT Active. Same as Novice level, but the mystic can now affect a target at close range (one movement action).

MASTER Active. As per the Adept level, but the mystic can roll [Resolute<- Resolute] to sustain the attack, inflicting another (1) attribute damage per round. Should the mystic fail to maintain the attack or lose their concentration [Resolute<-Damage], the attack ends immediately.

GRANDMASTER Passive. If the mystic drains a victim completely of Strength and kills them, they may use the stolen energy to heal damage to their toughness a number of points equal to the victim’s original Strength attribute. If the mystic is not suffering any damage, the stolen energy may be spent to increase their maximum Toughness +1 permanently.



STORM LORD-

The mystic wields the raw elemental power of the storm to smite his enemies from afar.

Material: A wand of witch hazel. Tradition: Witchcraft

NOVICE Active. If the Mystic succeeds with a [Resolute<- Evade Defense] test, they summon a white-hot spark of electricity from their hand to strike an enemy in sight. The bolt inflicts 1d10 [elemental] damage. If the target is carrying metal weapons or wearing metallic armor, the damage ignores armor.

ADEPT Active. As per the Novice level, but the mystic may now chain the attack to strike multiple targets in range.

MASTER Active. With a successful [Resolute -5] test, the mystic summons a mighty bolt of lightning from the heavens to strike an enemy in sight. The bolt inflicts 2d10 [elemental] damage. If the target is carrying metal weapons or wearing metallic armor, the damage ignores armor. Should they survive, the target struck must pass a [Strong-5] test or they become knocked down and stunned, losing their next available action; other individuals within one movement action of the intended target must pass a [Strong] test or they become knocked down and stunned as well. The bolt hits unerringly, but both the casting mystic and the target must be standing under the open sky for the bolt to strike true. Once it has been loosed, the mystic must wait for 2d6 rounds for sufficient energy to build in the air again before another bolt may be summoned and unleashed.



ORBS OF ZENDAI-

Corruption draws around the mystic as inky-black orbs. The shadowy moons spin in wild orbits about their master’s head, moving to protect him from harm; or loosed as arrows of acidified magic.

Material: The mystics own corruption. Tradition: Sorcery

NOVICE Active. With a Resolute test, the mystic summons three (3) fist-sized orbs. As a passive ability, the orbs move to intercept melee and ranged attacks aimed at the mystic, absorbing two (2) points of damage each before vanishing. The mystic need not be aware of the attack to benefit from the protection. Alternatively, as a combat action, one or more of the spheres may launched as a missile weapon with a successful [Resolute<- Evade Defense] test. Each orb may target a single victim or multiple targets in sight. Each orb inflicts 1d4 [acid] damage, ignoring armor. Unless they are used as protection or fired, the spheres endure for the remainder of the scene.

ADEPT Passive. A fourth orb is added to the mystic’s pool.

MASTER Passive. A fifth orb is added to the mystic’s pool. The damage inflicted by each orb increases to 1d6, ignoring armor.




ARCTIC BAPTISM-

The mystic unleashes the frigid spirits of the uncaring winter to drain the life and warmth from his enemies, impaling them on spears of ice, or shattering their bodies with unyielding waves of frost.

Material: A shard of blue ice. Tradition: Witchcraft

NOVICE Active The caster summons and flings a rock-hard shard of ice at a target. If the mystic succeeds with a [Resolute<- Evade Defense] test, the attack deals 1d10+1 points of piercing damage.

ADEPT Active. As per the Novice level but now the caster summons and directs a cone of frost and ice that inflicts 1d10+1 points of elemental damage as a chain to targets in sight.

MASTER Active. The mystic unleashes a potent snap of elemental cold. All creatures (save the caster) within one movement range roll [Strong<- Resolute]. A failed roll inflicts 1d6 alternative damage [Quick] on the target, ignoring armor, as per the monstrous trait (p. 198); a successful save inflicts only one (1) point. Against non-living objects, the cold causes no damage, but it does flash-freeze water and makes metal items brittle (add a second chance to break per exposure). Against buildings or structures, the cold snap reduces the fortification total value by 3 per exposure (but, no more than half of its original value). A living creature that has their Quick attribute reduced to zero has frozen to death. The undead, which are unable to die again, are instead frozen solid where they stand and effectively immobilized for the rest of the encounter. Multiple snaps have an accumulative effect. All effects endure for the remainder of the scene.



GATE FLAME-

The mystic conjures a coherent stream of fire and molds it into the shape of an elegant hand weapon which only the mystic a can wield.

Material: A bit of brimstone. Tradition: Pyromancer only

NOVICE Active. By making a successful Resolute test the Mystic conjures a blazing weapon composed entirely of flame into their dominate hand. Regardless of shape, the weightless weapon causes 1d8 fire (elemental) damage and has the quality Flaming (p. 119). The mystic may wield the melee weapon by rolling their Resolute rather than Accuracy to attack. In addition, because it is composed entirely of fire, the hand weapon is useless for defense against an opponent’s attack. However, neither may it be parried by an opponent’s weapon or shield; it can only be evaded. The conjured weapon lasts for the scene or until willfully “dropped” by the mystic.

ADEPT Active. As per the Novice level but the damage of the hand weapon is increased to 1d10.

MASTER Active. As per the Adept level but a conjured weapon may now take the form of a smoldering whip of serpentine flame thus gaining the Long Quality.

. .

SHIELD WALL-

The mystic hardens the air and transforms it into a shimmering barrier.

Material: A pearl. Tradition: Wizardry

NOVICE Active. By making a successful Resolute test the Mystic hardens a wall of air just in front of him. The wall is wide enough to cover most corridors and divide most rooms. When in a larger room or when outside, one can get around the wall using a double Movement Action, but it can also be flown over with only one Movement Action. The wall is slightly visible, but it does not impair one’s vision. As a structure, it will resist all physical and mystical attacks that do not directly attack their victim’s mind. (p. 106 DAMAGE ON BUILDINGS). The shield itself has a Toughness of 10 and Breakpoint/Fortification value equal to one half of the Mystic’s Resolute (rounded up). It will last until it is breached or until the Mystic fails a Resolute test.

ADEPT Active. The wall of air curves and bends until it forms a circle that surrounds the Mystic and his allies, as well as any enemy combatants within melee range when the power is activated. It can still be flown over with a Movement Action. The shield will last until it is destroyed or until the Mystic fails a Resolute test.

MASTER Active. The wall of air curves and bends until it forms a dome that covers the Mystic and his allies, as well as any enemy combatants within melee range when the power is activated. The shield will last until it is destroyed or until the Mystic fails a Resolute test. The shield’s Fortification value is now equal to Mystic’s full Resolute.



EYE OF PRIOS-

The warm light of Prios is summoned to banish the darkness; or blind the profane with its radiance.

Material: None. Tradition: Theurgy

NOVICE Passive. The Mystic conjures a miniature sun that diligently floats by their side and sheds a gentle white light. The holy light is pure and steady, and it is not affected by the elements. The sun shines for one night (or day) before fading.

ADEPT Passive. The caster may cause the sun to burn with great intensity, doubling its light but halving its duration. Additionally, the Sun may be tied to another (willing) person or instead anchored to a location by the mystic.

MASTER Active. The miniature sun explodes in a brilliant cascade of blinding light. All targets in sight, save the Mystic and those protected by him, must succeed a [Vigilant] test or become blinded. The condition persists until a successful [Vigilant] test is passed. Blinded victims make one test every half hour to regain their sight. Undead, Abominations and those afflicted with permanent blight marks are particularly vulnerable to this effect and make their tests with a penalty of -5.




CONJURE-

The mystic draws on the unseen pattern of reality and gives their desire a false shape. For a time, the impossible object exists in the real world as a perfect reflection of the mystic’s will.

Material: None. Tradition: Illusionist only

NOVICE Active. By making a successful Resolute test the Mystic can conjure a simple handheld item or tool. The item is composed of an unknown grey pseudo-matter of an appropriate weight and shape as its real-world counterpart. It is solid but fragile. Should the object take direct or intentional damage, the mystic must succeed an integrity test roll of Resolute (-Damage). On a failed test, the item vanishes as if it had never been. At the Novice level of skill, the mystic is limited to simple objects of a single solid shape with no moving parts. If the object is used as a weapon or tool, it is restricted to Short weapons and can include only one (1) given Quality of that weapon or tool. The conjured item lasts for a single scene.

ADEPT Active. As per the Novice level, but slightly more complex and durable items can be conjured. The conjured item is still restricted solid shapes but may fuse them together to create simple moving parts (chain links, hinges, or cogs and wheels). All items, regardless of shape, ignore 1d4 points of damage from all attack on their integrity. The mystic must test to maintain the conjured item once the acquired damage has exceeded this threshold. If a tool or weapon is created, it can include none or all of the given Qualities of that item. Conjured weapons are no longer limited in form, and function identically to their real-world counterparts.

MASTER Active. As per the Adept level, but conjured items are not limited to solid shapes and monotone colors. Conjured items can include realistic colors or patterns and pliable or flexible forms like clothing and armors. Additionally, the mystic can create multiple copies of the same item, but they remain linked. If any of the items should lose their integrity and vanish, they all do. Conjured clothing or armor (regardless of its appearance) functions like traditional armor but with a protection value of only 1d4 points. Any damage taken in excess of that amount is suffered by the wearer and immediately forces a integrity test (as per adept level). If a tool or weapon is conjured, the mystic can include all or none the item’s typical given Qualities. In addition, the mystic can enhance the tool or weapon by imparting on it a single (new) Quality as if it were a Master crafted item. Mystical Qualities are not possible.

GRANDMASTER Passive. At a cost of XP, the mystic can make a single conjuration permanent and no longer subject to an integrity test. The XP cost is equal to one-tenth the cost in thalar of the object (minimum of 1 XP).



FAR HAND-

Thin strands of magic drift thru the air performing the will of the Mystic as deft and unseen hands.

Material: None. Tradition: Wizardry

NOVICE Active. The mystic creates an invisible force that can manipulate an object(s) in sight as if it were held in the mystic’s own two hands. At this level of skill, only one stationary object may be controlled each round, and only the most basic of maneuvers may be attempted (push/pull/lift/hold). Living creatures can be manipulated only if they are relatively still when the power is first activated; moving targets are not yet possible (see Adept level). Any relevant test to manipulate an object in sight is rolled as the mystic’s Resolute. The force moving the object is potent but too slow and ponderous to be used effectively in most combat situations. It could, however, be used to seize hold of an enemy’s melee weapon or brace a door to someone’s attempts to force it open. In both cases, the skill would be opposed by the opponent’s Strong attribute. Once activated, the power lasts until the Mystic fails a Resolute test or loses their concentration. Objects travel at a speed of one movement action (10 m) each round. The difficulty to manipulate an object is based on its general size (see below).

Object Size Difficultly Object Size Difficultly

Minuscule (Diminutive III) +8 Large (Robust I) -2

Very Small Diminutive II +4 Huge (Robust II) -4

Small (Diminutive I) +2 Massive (Robust III) -8

Medium 0 Giant (Colossal I) -16

ADEPT Active. Multiple objects may be manipulated during a round simultaneously as chain. All skill tests to manipulate the object(s) are rolled individually as previously described.

MASTER Reactive. The Mystic gains an added level of finesse, strength and speed needed to manipulate or seize hold of moving objects and living creatures. Living targets resist with their Strong attribute. In the case of “catching” a fast-moving target (such as the bolt of a crossbow in flight or an object falling from great height) the mystic tests Resolute at a minimum penalty of (-10) regardless of its size.

GRANDMASTER Passive. The difficulty of lifting objects larger than Medium is cut in half.




SHATTERING HYMN-

The mystic sings a resounding song powerful enough to bursts the internal organs of its victims and crack stone. In the final days of the empire, Elven war-sages learned these songs and used them in battle to topple the walls and towers of the Symbaroum Lords.

Material: Song. Tradition: Troll Singing Only

NOVICE Active. With a [Persuasive<- Resolute] the Mystic ‘s song wounds a chosen enemy inflicting 1d4 damage per turn direct to their toughness. This damage ignores all physical and mystical armor and abilities that grant armor-like bonuses such as Robust or Berserk. The strain of singing this deadly song inflicts 1 point of damage per turn to the Mystic’s own toughness. This damage cannot be avoided.

ADEPT Active. As per the Novice level, but now the Mystic can sing a chain and inflict 1d4 damage per turn to all enemies in sight. All victims are allowed their own resistance check.

MASTER Active. As per the Adept level, but the song gains the Wrecking quality against targeted structures and fortifications in sight. Structures and fortification are not allowed a resistance check, however, barriers sealed with the ritual Sealing/Opening Rite are immune to the damaging hymn.



EARTH BINDING-

Stone, soil, plants and ore can bind those who threaten a servant of the gods. The mystic can let the unrighteous sink into the ground, deep enough to prevent all movement, possibly in such a tight grip that it harms the target.

Material: A fistful of soil. Tradition: Witchcraft / Blessing

NOVICE Active. With a successful Resolute test, the mystic can let a target sink into, and get stuck in, the ground. The bound creature is unable to move but may use ranged weapons and mystical powers. The creature remains bound until the mystic loses concentration or fails a [Resolute←Strong] test.

ADEPT Active. The mystic can establish a chain of earth binds. If the mystic manages to bind a target with a Resolute test, he or she may attempt to bind another one, and so on until an attempt fails. Affected targets remain bound until the mystic loses concentration or fails a
[Resolute←Strong] test.

MASTER Active. Like Adept, but the ground is clamped so tightly around the victim’s legs that he or she also takes 1D6 damage per turn (ignoring Armor).



EARTH SHOT-

With wild gestures and chanting song, the mystic can make the earth itself attack those who threaten a servant of the gods – rocks are pulled from underneath soil and grass and hurled forcefully at the unrighteous target.

Material: A holy symbol. Tradition: Witchcraft / Blessing

NOVICE Active. The mystic pulls a sharp-edged boulder from the earth and hurls it at a target. With a successful [Resolute<- Evade Defense] test the attack hits, dealing 1D8 damage.

ADEPT Active. Like Novice, but the mystic pulls 1D4 boulders from the ground, which may be hurled at either one or multiple targets. Each rock counts as a separate attack.

MASTER Active. Like Adept, but instead of boulders, swarms of smaller rocks are hurled forcefully at the victim/victims. The projectiles are small and sharp enough to hit their target through tiny gaps, creases, and cracks, thereby ignoring Armor.



CRUSHING COIL-

The mystic captures their victim in invisible bands of force and crushes them with the power of their mind.

Material: An Iron Band. Tradition: Wizard

NOVICE Active. The Mystic rolls Resolute and on a success catches its victim in the grip of the spell and inflicts 1d4 crushing damage ignoring armor.

ADEPT Active. As per the Novice level, but the damage is increased to 1d6.

MASTER Active. As per the Adept level, but after the initial attack, the Mystic may spend an action to sustain the crushing force an additional turn by rolling {Resolute<- Strong]. If the mystic loses the test or loses concentration [Resolute<-Damage] the spell fails and the attack ends. Damage is increased to 1d8.



MIND THROW- (Updated)

The mystic can use its mind to move and throw loose objects, or even enemies.

Material: A Glass pearl. Tradition: Wizardry

NOVICE Active. The mystic can hurl an unattended object in the surrounding area as a missile weapon or use it to block certain incoming attacks. The mystic must first make a Resolute (-Difficulty) test to lift the object as a free action. Once lifted, the object hovers slightly in place until the mystic launches it at their chosen target as a combat action with a {Resolute<- Evade Defense]. If an object is used as a temporary shield it is thrown in the path of an attacker instead, granting the mystic a one-time special Defense equal to [Resolute + Skill]. An object may only be used as a missile or shield once per power activation. Furthermore, a shield object, must be of a size equal to or greater than its attacker or it automatically fails. The power’s difficulty and the damage it inflicts is based on the object’s size (See below). Depending on the missile’s trajectory, the mystic may gain a back-strike damage bonus if the target is unaware of the attack. At Novice level, only medium sized objects or smaller may be manipulated.

Object Size Damage (Quality) Difficultly

Miniscule (Diminutive III) 1 +8

Very Small (Diminutive II) D4 +4

Small (Diminutive I) D6 +2

Medium D8 0

Large (Robust I) D8+D4 -2

Huge (Robust II) D8+D6 -4

Massive (Robust III) D8+D8 (Massive) -8

Giant (Colossal I) D8+ D10 (Massive, Wrecking) -16

ADEPT Active. The mystic is now capable of using the power of his or her mind to lift and throw heavier objects or living creatures. To lift and throw a living target the mystic first makes a Resolute (-Difficulty) test based on the target’s size as per the Novice level and a [Resolute <- Strong] to launch the target as a combat action. A thrown enemy takes the same amount of damage they would inflict as a missile weapon and lands one movement action away (10 paces) on their back. Enemies cannot be used as temporary shields unless they are dead or functionally helpless.

MASTER Active. The mystic can throw a chain of targets or create a chain of shield objects.

GRANDMASTER Passive. The difficulty of lifting objects larger than Medium is cut in half.



DREAMSEND-

The mystic cleverly weaves the enigmatic dream-stuff of another to suit their purposes.

Material: Incense of Witchwood. Tradition: Witchcraft, Wizardry

NOVICE Active. The mystic touches a sleeping target and rolls {Resolute<- Resolute] to engage the spell. Upon success, the mystic is able to influence the dreamscape of the sleeper’s dream, crafting the landscape and introducing key actors to their liking. Dream persona act in accordance with the mystic’s over-all desires but are not puppets in the control of the casting mystic. If a message is to be conveyed or an experience crafted, the details of the event are left to the dreamer’s subconscious. Regardless of what takes place within the dream, it remains a dream and nothing that happens inside it can harm the dreamer’s body or mind in any way. Upon waking, the mystic gains +1 to all Persuasive skill tests with the target the following day.

ADEPT Active. As per the Novice level, but the mystic is able to spectate on the dream without being seen or noticed by the dreamer. In this way, the mystic may observe the dreamer firsthand as they interact to the dream. The mystic need not be sleeping to watch the dream, but they must remain close by and must focus their mind to the task in a quiet place. At this level, the mystic is still not able to take direct control of specific characters in the dream but may dictate the words and dialogue of key actors. Also, they are free to interact with the environment in subtle ways; (moving objects, opening doors, untying knots, etc). Upon waking, the mystic gains +2 to all Persuasive skill tests with the target the following day. The mystic may also give the dreamer a temporary Nightmare (p. 57) as per the burden of the same.

MASTER Active. As per the Adept level but now the mystic has total control over the dream landscape and all of it actors with the exception of the dreamer (who remains in control of themself). Nightmares and hazards created in the dream can cause deep and lasting psychological damage on the dreamer. If the mystic chooses to use the dream to attack the victim in this way, they inflict 1d8 points of damage to the dreamer’s Resolute attribute as per the Alternate Damage (p. 198) monstrous trait (which instantly shocks the dreamer awake). Upon waking, the mystic gains +3 to all Persuasive skill tests with the target the following day.




SHAPESHIFT – (Revised)

The mystic’s understanding of the essence of nature makes it possible to take the form of beasts – a talent that the snake witches of clan Gaoia are particularly renowned for.

Material: A bit of fur or skin from the beast in question. Tradition: Witchcraft

NOVICE Active With a successful Resolute test, the mystic can take the form of a small beast

With the trait Diminutive (I) or (II); practical when wanting to escape or when scouting, but useless in combat. While in the diminutive body, the mystic’s Attributes remain unchanged, but mystic’s Toughness and defenses are recalculated and he or she may re-roll all Discreet and Quick tests. Additionally, enemies do not get a Free Attack against the mystic when in the diminutive form, even if they withdraw from melee combat or hurries past an enemy. The mystic does not have to test Resolute to remain in beast form but must pass a Resolute test to change back. For the duration of the transformation, the mystic counts as a beast. If the mystic becomes the victim of powers that affect beasts, then it may choose to remain in beast form – and hence suffer the effect of the power – or revert to its original form.

ADEPT Active. As per the Novice level but the mystic can assume the form of larger and more complex forms. The beast form chosen has the Attributes of the mystic but also gains access to beast shapes with the following traits: Amphibian, Armored (I), Carapace (I), Crushing Embrace (I), Fly (I), Leap (I), Natural Weapon (I), Night Perception, Observant, Poisonous (I), Prehensile Claws (I), Tunneler (I), or Web (I). Only Beasts are possible, the mystic may not shift into forms that are imaginary, contradictory, or mixed in unnatural ways. The total number of traits that a mystic may maintain in a single beast form may not exceed three (3).

MASTER Active. As per the Adept level but the mystic can now assume the form of a truly imposing beast, gaining access to the supplemental traits: Acrobatics (I), Feint (I), Fleet-Footed, Iron Fist (I), Pack Mule, Natural Warrior (I), Regeneration (I), Robust (I), These advanced traits may be mixed with a chosen beast form without the previous limits imposed. The total number of traits that a mystic may maintain in a single beast form may not exceed four (4 levels).

GRANDMASTER Passive. As per the Master level but the mystic has access to all trait’s second level (II) of power. The total number of traits that a mystic may maintain in a single beast form may not exceed eight (8 levels).



BRIARSTAFF-

The hungry spirits of nature merge with a wooden staff in hand, granting the Mystic a deadly weapon against their enemies.

Material: A Wooden Staff. Tradition: Witchcraft / Blessing

NOVICE Passive. With a successful Resolute test, wicked thorns erupt along the business end of a wholly wooden quarterstaff or cudgel. A weapon that is so enchanted loses the Blunt quality in combat; effectively increasing its damage impact by one step for the rest of the scene.

ADEPT Passive. The weapon becomes uncharacteristically strong in the caster’s hands. The weapon gains the Deep Impact quality and any test that would cause the weapon to break has a second chance to fail.

MASTER Passive. The thorns become venomous and barbed, breaking off in their victim’s body causing life threatening injuries. The weapon inflicts a mild poison (d4 damage for d4 rounds) on a successful hit. The caster is immune to this poison.



MALTRANSFORMATION – (Revised)

The mystic has grasped that physical appearance is a dynamic concept and knows how to use that insight to transform its enemies into weaker forms.

Material: A pupa or an egg. Tradition: Witchcraft

NOVICE Active. With a successful a [Resolute←Resolute] test the mystic can turn a target into a harmless beast with the trait Diminutive (I) or (II), (the Mystic decides which). The target gains all the bonus and penalties of their smaller form and stays in that form until the mystic breaks concentration or fails a [Resolute←Resolute] test. This test is made each turn on the mystic’s Initiative. The harmless animal otherwise keeps the target’s original Attributes but may not use any of their Abilities, Skills, or Powers. This power only works on Cultural Beings and a potential victim gains a bonus to the Resolute resistance based on their personal Threat Rating; Ordinary (0), Challenging (+2), Strong (+4), Mighty (+8), Legendary (+16).

ADEPT Active. The mystic no longer has to concentrate to keep the Maltransformation active; it is ongoing until the mystic fails a [Resolute←Resolute] test.

MASTER Active. The mystic can trigger a Chain of Maltransformations. If the mystic succeeds

in transforming one target, he or she may attempt to transform another one, and so on until a transformation attempt fails. The Maltransformation is ongoing until the mystic fails a Resolute test, made each turn for each target.



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AEGIS OF DEFLECTION-

The mystic weaves a glowing matrix of force in the air; confounding their enemy’s attacks against them.

Material: A crystalline prism. Tradition: Symbolist, Wizardry

NOVICE Active. With a successful Resolute test, the mystic gains a special 1d4 bonus to their combat Defenses for the rest of the scene. Only one such enchantment of this kind can be active at a time. If a higher version of the spell is cast, it replaces the lower result. The defense is ineffective against attacks that are not physical in nature.

ADEPT Active. As per the Novice level, but the caster also gains a number of Armor points equal to the defense points gained for the remainder of the scene.

MASTER Active. The mystic may now share the special defense bonus (but not the armor bonus) with one other individual by touch. The ally must be willing and must endure 1d4 temporary corruption.



BLACK BOLT – (Revised)

During The Great War, the black bolts of the Dark Lords, ensnaring and burning their targets, were feared by all. In more recent days, other sorcerers have discovered that they can do the same, by extending their tainted souls and using them as a whip that traps and corrodes the enemy. The mystic cannot cast a new black bolt as long as at least one enemy is ensnared by the power, but he or she is free to make use of other mystical powers.

Material: A shard of volcanic glass. Tradition: Sorcery

NOVICE Active. With a passed [Resolute←Evade Defense] test, the character casts a black bolt at an enemy. If successful, the target is hit and suffers 1D6 Acid damage, ignoring Armor. Also, the target is trapped and may not act until it manages to break free, which requires an opposed Resolute test (one roll is made each turn after the first) or happens automatically if the mystic loses concentration, [Resolute –Damage]. Unless resisted or broken, the bolt continues to cause damage to its victim(s) each round if the controlling mystic wishes it.

ADEPT Active. The character casts a chain of black bolts. This works just like at the novice level, but for every target that is hit by the bolt another enemy may be attacked, until a failed success test is rolled. All affected enemies may try to break free from the effect of the power, and if one of them succeeds all of them are immediately free to act. The same happens if the mystic loses concentration, [Resolute –Damage].

MASTER Active. The character casts a chain of black bolts, just like at the adept level, but ensnared targets must break free individually; they cannot help each other like at the adept level. If the mystic loses concentration [Resolute –Damage] all targets are immediately freed from the entangling darkness.



MOTHER’S EMBRACE-

The spirit of the Earthmother soaks deep into the mystic’s body protecting them from harm.

Material: A small stone idol. Tradition: Witchcraft / Blessing

NOVICE Active. With a successful Resolute test, the mystic’s skin takes on the color and texture of ruddy dirt or stone and the mystic gains 1d4 armor that is immune to armor piercing attacks to all locations save their eyes. The protection lasts for the duration of the scene before crumbling away.

ADEPT Passive. The protection increases to 1d6.

MASTER Passive. The protection increases to 1d8.

GRANDMASTER Passive. The mystic transforms into an immovable statue of green adamant stone that is totally impervious to all forms of physical or elemental damage. The mystic can remain in such a state indefinitely. However, unless they are standing within an active witch’s circle, the mystic will perish from the lack of food, water and air and their body will remain a statue forever.

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