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Home arrow ORE Fantasy arrow Sorcery Schools arrow The Practical Dabbler
The Practical Dabbler PDF Print E-mail
Written by Andrew J. Bonham   
Saturday, 23 January 2010

Whenever I look to make sorcerors in Reign, I find myself instantly drawn into the evocative Attunements. Which is well and good, but sometimes you want a concept somewhere between "attuned to this one school for life" and "from that culture and knows a spell or two". What you want is a professional dabbler-- A talented, and probably well-traveled, sorceror who has picked up the Intensity 1 Cantrips, and Intensity 2-3 commonly known spells, of quite a few schools.

So I thought I'd compile a list of all the canon Cantrips and Common Spells (generally, Intensity 2 or 3 spells that don't require attunement and aren't heavily tied into the school's philosophy; this excludes some spells that would be available but excluding them encourages breadth over depth), with a short phrase to remind me why a Dabbler would use them. Here's the result; maybe it will be helpful for someone else.
Cantrips:
  • Lesser Glyph of Iron Strength (Ironbone Priesthood)-- +1/+2 Body to actions; requires Expert: Painting
  • Spark (Wings of Words)-- 1 Shock damage, ignores armor
  • Fiery Nimbus (Flame Dancers)-- +1 Killing to a weapon; requires Dance
  • Ignite (Flame Dancers)-- Small Fire; requires Dance
  • Howl of Bloodlust (Night Hunter's Art)-- faster action in combat
  • Whiff of the Blood (Night Hunter's Art)-- +MD to Scrutinize rolls
  • Blossom Freshness (Way of the Wood)-- clean something/someone
  • Leafjaw (Way of the Wood)-- get energy from sun
  • Weather Wisdom (Aqueous Divination)-- predict next day's weather
  • Minor Smoke Form (Smoke Sculptors)-- make simple smokemass object
  • Smoke Arrow (Smoke Sculptors)-- bolt of Killing smoke
  • Stone Seal (Stoneheart Guardians)-- seal door with a rock
  • Mind's Eye, Clarified (Upunzi Visioning)-- remember anything seen
  • Edged Tongue (Crimson Guard)-- speak through a weapon; limited utility for non-mutes
  • Carving No Shape (Maemeck Quellers)-- grab mystic attention
  • Grifter's Gold (Mirror Magic)-- duplicate small object; punishable by blinding!
  • Light from Shadow (Fire Mimickry)-- make wood charm glow like a torch
  • Winter Brand (Fire Mimickry)-- charm that keeps warm for hours
  • This Little Hearth (Fire Mimickry)-- make charm into a cook fire

Common Spells:
  • Lesser Razor's Edge Rune (Ironbone Priesthood)-- makeshift sharp objects
  • Immolate (Flame Dancers)-- bolt of Killing fire; requires Dance
  • Brute Vitality (Equine Unity)-- auto-pass Vigor rolls
  • Water Stride (Equine Unity)-- walk on water; may not be common
  • Equine Might (Equine Unity)-- +ED to Body; may not be common
  • Creeper Climb (Way of the Wood)-- +MD to Climb rolls
  • Root's Questing Strength (Way of the Wood)-- +1 Body
  • Clearwater Oracle (Aqueous Divination)-- get a vague prophesy; may not be common
  • Nyctopian Vision (Shadowbinders)-- use Eerie instead of Sight in darkness
  • Shovel the Clouds (Smoke Sculptors)-- move smoke
  • Obdurate Cable (Stoneheart Guardians)-- make rope act like stone
  • The Gaze that Splits the Stones (Upunzi Visioning)-- see through a few feet of matter, or in dark
  • Armor Against the Arcane (Maemeck Quellers)-- AR1 vs magic
  • The Shape of Light (Fire Mimickry)-- make charm glow permanently; may not be common
  • Naked in Winter (Fire Mimickry)-- scar yourself to stay warm in the cold; may not be common

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

 
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