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Bog's WorldAltogether elsewhere | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Spells of the GoddessBeguilePP 4
You may target one male (any species so long as > animal intelligence). If the target fails Resistance Roll then you have him under a certain degree of control – he will attempt to please you and even obey you, so long as this does not conflict with his nature. The target gets a RR every hour after first bewitched. If you ever ask him to act against his nature he make immediately make another Resistance Roll to break the glamour. Success at breaking free gives a +10 bonus to Resist any future glamour you target against him, although it does not mean he won’t continue to regard you with affection, even love. Repeated use of the spell against the same target wears down their resistance. If you beguile the same target before the first has worn off, he suffers a -10 penalty to his RR (and all future ones due to time or asking him to do something unnatural.) In addition, an additional beguile increases the time interval for additional RRs from every hour to every day (then to every week, every month, for the third or fourth (or more) successful beguiles). Betraying HandPP 5, plus 1PP per round to maintain
Causes victim (if the fail RR) to begin attacking themselves with their own weapon [they will use own OB, possibly at +20?, only magic DB applies?]. The victim will continue to use their own weapon on themselves every round that the spell operates, but gets a new RR against every attack. If any RR succeeds the spell is broken. Charm Against ContusionsPP: 20
This is a pre-emptive healing spell, for use before you go into battle. The ritual consists of a spoken blessing while rubbing a light salve all over your body. The salve must be made beforehand of pounded and distilled herbs. Making the salve is a Medium check of Apothecary skill, although the herbs are quite common – a day’s effort will provide enough for ten spell castings. You make a Ritual Magic skill check when casting the spell. The result is the maximum number of Concussion Hits that the spell will restore [or more? – what is the Difficulty?]. While the spell is in effect every time you are injured at the end of the round you automatically regenerate the full amount of damage inflicted that round (this includes negative hits). The spell remains active until it has restored the total maximum Hits, you are killed outright, or one day has passed, whichever happens first. Circle of NaturePP: 8 (plus 1PP (each) to negate a summoning spell)
Must be worshipper of an Earth deity (Blodeuwedd, Danu or Carnun). This spell negates any natural magic spells/effects within area of effect. It also acts as a magical barrier against any spells or effects that may be cast while it is active. Each spell already active in the area gets an RR to resist the negation of the spell. Likewise any caster wanting to override the Circle to cast a natural magic spell must make an attack roll against the Circle (which gets an RR). The Circle also (at the discretion of the caster), negates the effects of summoning of natural creatures (not other planar creatures). This extra effect costs an extra 1PP per spell the caster tries to negate. Negating a natural summoning spell causes the creatures to revert to normal behaviour (such as de-animating trees or causing hordes to disperse). Cloak of BlacknessPP: 1 per 10’ radius
This spell causes a point chosen by you to radiate magical darkness (‘unlight’) over an area as big as the power you can put into it. The darkness obscures all normal lights, and not even creatures that can normally see in the dark can see in the shrouded area. Cure InjuryPP: from 1 to 10
You may pour your power into the healing of a wound. Up to 10 PP may be spent per spell, but if necessary you can repeat the spell. [Need mechanism for healing – suggest refer to Open and Closed Channelling Healing lists for equivalence?] Divination by EntrailsPP: 15
This spell allows contact with the caster’s deity, or agents thereof, who will answer 1 yes/no question per round. The spell requires the ritual sacrifice of a living victim, and the answers are provided by the death-spasms, blood-spurts and pattern of entrails. Answers will be correct, within the limits of a deity’s knowledge – “unclear” is a legitimate answer as deities are not omniscient. Answers will usually be yes, no or another single word, but when necessary (if otherwise would be contrary to the deity’s interests) a short phrase (up to 5 words) may be given. Answers will always be structured to further the interests of the deity, and at best will merely provide information to aid decisions of character. Any power obtained from the sacrifice can be used to power this spell (as per normal Ritual Sacrifice – this requires a separate skill roll?), but if so any extra is wasted. Sign of Inner StrengthPP: 1
This Sign [ Throughout the duration of the spell it is used instead of any RRs required to make against Mental Attacks. [As written it means the total Magic Ritual skill roll (including skill) is used instead of the roll for RRs. So all things being equal this is probably better (you get to add skill), but if you make a poor Ritual roll it might be worth re-casting until you get a better result? In order of PP required:
Other Magic Conversion NotesEP = PP Bless skill = Magic Ritual skill
Ritual Sacrifice Table:
Using Ritual Sacrifice for more advanced levels than 0 is probably a Magic Ritual skill roll: to increase max power obtained, and also to add to own EP (or use immediately), rather than store in a stone (although this also simply assumes that have PP – i.e. accessible PP as a spelluser).
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