banner_nemesis

Project Nemesis

Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.

Login

Who's Online

We have 79 guests and 1 member online

Total Users

2510 registered
0 today
0 this week
57 this month
Last: RacerDawg
Home
More Spells for Reign PDF Print E-mail
Written by Gyromancer   
Thursday, 27 August 2009

Some new spells for various Sorcery schools.

Darkeater (Darkened Path. Duh!)
Intensity: 3
Casting: Seven minutes
Duration: Width in hours
Attunement: No
Effect: The caster performs a stealth check. This attunes the caster to shadow magic by consuming all darkness in +-50 ft. radius.

The caster must stand in a place of relative darkness before she begins. During casting the sorceror attempts to blend into the shadows, practicing perfect stillness and silence (stealth check) for seven entire minutes. If she succeeds, she quite literally consumes the darkness around her in one giant gulp - the amount of shadows required varies, as perfect darkness is more filling than normal half-lit shadows. For the next hours, the caster can use the darkness she devoured to power her Shadowbinding spells.

As a side effect of this spell, any area targeted actually becomes slightly lighter due to the caster consuming the darkness. Such areas become visible as if lit by a soft, twilight glow, such as might be found during an exceptionally bright full moon. All sight penalties drop by 1.

Lighteater (darkened path)
Intensity: 3
Casting: Combatitive
Duration: Width in minutes
Attunement: Yes
Effect: Blocks out the light of several fire sources for a few minutes.

The caster sprinkles a bit of obsidian dust around him, which extinguishes up to twenty sources of light with a similar base (fire... magic... whatever). This does not remove their heat or ability to burn things.

Grove defenders (priests of Setekesh)
Intensity: 6
Casting: Eight minutes
Duration: Height in hours
Attunement: Yes
Effect: Summons (height) number of rank 3 unworthy opponents immune to morale attacks, with an armor of 1 vs. edged weapons

The Conjoiner calls upon the sacred Godess to protect the lands anointed to her, ie. this spell can only be cast while standing in a consecrated grove of Setekesh. The caster anoints the heart of the grove with oils, milk, pure water and then spills enough blood (not necessarily his own, but it must be human) to do two points of shock damage to one limb, all the while mumbling supplications to the Godess.

If the spell is succesful, the heart of the grove immediately begins to swell with vital energies - onlookers experience heart palpitations and cold sweats as the spirit of the Godess enters the physical world, grounding itself in her holy land. The ground ruptures as a leafless black tree sprouts up within seconds, maturing and bulging until the trunk simply splits open, spilling forth all manner of monstrous life. The minions produced are shifting forms, mixtures of animal muscle and plant mass - all skinless and glistening, jumbled limbs and horns and claws and suppurating wounds (or mouths?). The creatures are loyal to the caster and utterly fearless.

Once the duration runs out, the summoned creatures immediately collapse and crumble to dust. They make an excellent fertilizer.

The Call of the Grave (voodoo school of magic)
Intensity: 6
Casting: Combative
Duration: Repeats for Width rounds
Attunement: ???
Effect: Attack spell. The spell does Width+3 shock, and waste dice in shock, and repeats for Width rounds.

To cast the spell the caster must burn some living or dead flesh into ashes. A finger's worth is generally enough - for those perverse enough to extract it from the living, the process deals one killing damage to the target limb.

Upon casting the spell the sorceror blows the ashes gently towards a target, calling down the wrath of the Grave Mother. The target is wracked with pain as hungry spirits try to drag him into an early death, his body withering under the wrath of the Beyond.

Wake the Dead (voodoo)
Intensity: 5
Casting: Eight minutes
Duration: Permanent
Attunement: ???
Effect: Animates a single corpse to obey the caster.

The caster mixes the juices from a sappodilla fruit and the bark of a grumichama tree - both are (un?)fortunately common in tropical areas - to produce a crimson paint called basumata, which he then applies in sacred patterns to the face of a corpse. After the spell is cast, the magic moves from the paint into the corpse, animating it (it should be noted that after this point the paint serves no purpose, and contrary to popular belief washing it away does not break the spell).

The zombie is utterly loyal to the caster and possesses limited cognitive abilities. It can speak (slowly) and will generally give off an aura of mild mental retardation. The spell prevents the corpse from decaying any further, though it does not remove rot that has already occured. A fresh, unwounded corpse would not necessarily appear to be a zombie unless inspected very closely. On the opposite end, the spell can animate a skeleton, but that's a bit too visible for most vodouns, especially as this spell is considered ILLEGAL in most decent places.

Dead Men Tell Tales (voodoo)
Intensity: 3
Casting: Slow 3
Duration: Height in minutes
Attunement: No
Effect: The caster binds a ghost to a corpse and compels it to speak truthfully and to the best of it's knowledge.

To cast the spell, the caster must pierce the corpse's tongue with a silver pin (the pin is not consumed in the casting and can be re-used). The spell will obviously not work on a corpse that is lacking a tongue; in fact, the entire head must be relatively whole (though the rest of the body is not necessary) for the spell to be cast.

If it succeeds, the momentarily animated spirit must answer the caster's questions truthfully. The spirit cannot lie, nor can it remain silent, but clever ones can omit certain truths if they so desires. Sorcerors should phrase their questions carefully if summoning spirits of enemies.

This spell is forbidden by most communities as it's considered a desecration of the dead.

Judgement of the Loa (voodoo)
Intensity: 4
Casting: Slow 3 (as the loa debate amongst themselves)
Duration: Instant
Attunement: ??
Effect: Curses or blesses one target with luck. Requires (social skill here) check.

The vodoun can bestow one target with unexpected good or bad luck. He can even cast this on himself, though casting more than once a day on yourself is a rather poor idea. A pompous windbag who keeps on telling the loa how great he is is just asking to be taken down a peg or two. (There are no limitations like this on other people, though each additional casting on the same person during the same scene nets a cumulative -1 penalty to the skill check).

To cast the spell the vodoun must take time to explain to the loa why they should bring about good or ill fortune to the target. This requires a (skill + stat) check. If it succeeds, the spell proceeds to the Sorcery roll. If it fails, the spell still proceeds to the Sorcery roll, but the loa have decided to accomplish the exact opposite of what the caster wished!

The actual effects of the spell are entirely up to the GM - the caster only generally praises or condemns the target, and it is up to the loa to act as they see fit. The roll determines how significant the stroke of luck is, and how soon it arrives.

Height:
4 & 5 - Very small boon or bane. Enough to cheer you up or make you glum for a while.
6 & 7 -Minor luck. Argh! / Yesss!
8 & 9 - Significant stroke. It's terrific / horrible!
10 - Major luck. You'll remember this day (perhaps in your nightmares).

Width:
2x Within a day.
3x Within this scene or the next - or hours, whichever is shorter.
4x Within seconds.

And now for something completely different! There's an ORE random creature generator at the Nemesis Project site. I used it for the first time yesterday and rolled up this beauty:

Large, spiky, armoured blooddrinker. No arms. Flies, swims, hoards, nocturnal. Fairly fragile. Very stealthy. It took some time to combine all that into the final result.

Comments
Add NewSearchRSS
Only registered users can write comments!

Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
< Prev   Next >

Latest Comments

One Roll Nemesis PC

Generate Nemesis Character

REIGN Mook Minder


Mook Minder

Greenbox Generator

Generate Green Box

Insanity Generator


Generate Insanity

One Roll Companies

Generate Company

One Roll Talents


Generate Talent
Free Joomla Templates