| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

Sorcery Extensions

Page history last edited by Bruce Mason 12 years, 10 months ago

RuneQuest II House Rules::Sorcery Extensions


Intensity

Intensity is a term that refers to the caster's Grimoire skill divided by 10. A caster with a Grimoire skill of 43 will cast Intensity 5 spells. All published spells which say that for each Grimoire/10 the spell does X can be read as "does X per Intensity."

 

New Traits

 

Area. A spell that effects an area rather than a single target. Areas may include spheres, cylinders, squares, cones or unique shapes.

 

Charges (X). A spell with the charges trait can be used the specified number of times during its Duration. The first charge is expended when the spell is cast. Each other charge is expended as a Combat Action on the caster's turn. Charges (Intensity) or Charges (Magnitude) means it has a number of charges equal to its Intensity or Magnitude respectively. If the spell has the resist trait then each Charge is resisted separately. Although the spell keeps the same manipulations for its duration, the caster can change targets for 

 

Concentration (ends). Spell expires as soon as concentration ends. Unlike normal spells.

 

Instant. The spell takes effect then immediately ends. Such a spell cannot have its Duration manipulated.

 

Formula

A formula is a version of a spell that is cast with a fixed effect and levels of Manipulation. Formula spells cannot be manipulated. Every formula spell has a minimum skill level listed. To be able to cast the spell, the magician must have an appropriate Grimoire skill that would allow the casting. Each formula has its magic point cost listed. The casting time for a formula is 1 Combat Action per MP. If the skill roll is a failure all the MPs are lost. On a critical success the spell costs 1 MP less than normal (to a minimum of 1)

 

Effect types

Rays, cones, areas, volumes etc

 

OGL spells that could be adapted to fit RQ


 

 

 

 

Other Spells

Illusion

Unlike the Phantom senses which have no physical reality, the illusions are called into existence. While Concentrating the caster may manipulate the illusion. If not concentrating the caster can choose to have the illusion fade or to remain locked in its last state.Using multiple targets allows multiple sources of illusions though the caster can only concentrate on one at a time. E.g. Using 5 targets for a Sound illusion could allow a Barbershop Quintet.

 

Sound: While not concentrating can produce a loop of sound that lasts for 5 seconds per Intensity of the spell.Intensity 1: whisper, 3 - normal speech, 6 - loudest human shout, 9 - thunder clap. At Intensity 6 or so the illusion may cause temporary deafness if directed. Pit Grimoire vs Persistence

 

Light: Intensity 1 - faintest light (or shadow). 3 - equivalent of a candle, 6 - lantern equivalent, 9 - direct midday sunlight. Light can also be used to create darkness by removing light from an area or opacity by preventing light from passing through.

 

Odour. As above. Intensity 9 can cause nausea.

 

Taste. Can be used to change the taste of a physical object.

 

Touch: can be used to change the feel of an object.

 

Substance. Creates a physical substance. Can be gas, liquid or solid. If gas then 1m diameter per Intensity. If liquid, 5 litres per Intensity. If solid 5 kg per Intensity. Using Magnitude doubles, trebles etc. e.g. at Magnitude 5 a 6 Intensity gas (diameter 6m) can be expanded to 30m diameter a liquid would be 150 litres and a solid would be 150kg.

 

Aura. Can create (or mask) a magical aura.

 

Many classic sorcery spells are versions of these illusions.

 

Bolt (Rune)

Concentration

Casting this spell enables the sorcerer to fire bolts of magical energy at an opponent. There is a different version of this spell for each rune. Once cast, the sorcerer gains the ability to project a number of bolts equal to their Grimoire skill divided by 10. The power of the bolt depends on their Grimoire Skill and follows the same progression as Wrack.

 

The caster can fire a single bolt as a Combat Action by concentrating succeeding at a Grimoire; failing the skill test means that the bolt was fired but missed. Each bolt has the Resist (Evade) trait and ignores 1 point of Armour per point of Magnitude. The caster can choose a different target each time they use the spell. If the spell has been manipulated to allow multiple targets then each time the bolt is fired, the caster may fire at as many different targets as is possible but they can choose to affect fewer targets than the maximum; in either case a single grimoire skill roll is used for all targets.

Example: Mikolos with Grimoire 73 and Manipulation 65 successfully casts Bolt (Darkness) with Range +2, Targets +4 and Magnitude +1. This will allow him to use the spell 8 times with each bolt doing 1d8 damage that ignores 2 points of armour. Each time he invokes his bolt spell he can target up to 5 different enemies at once 

 

Blast (Rune)

Concentration

This spell allows the sorcerer to create explosive blasts of magical energy based on the rune being invoked. Casting the spell successfully allows the sorcerer to use it a number of times equal to its grimoire skill/10. The damage of the blast follows the same progression as the Wrack spell. Unlike most spells, this spell must use the Targets Manipulation because that determines the blast area. Each additional Target gives the blast a radius of 1 metre. Targets caught in the blast radius can use Evade to dive for cover if their MOV score minus Armour Penalty is at least twice the distance to safety. Mikolos with a Manipulation of 63 could for eaxample cast it with Range +2 and Targets +5 to give it a blast radius of 5m,


To hit the target area successfully requires a Grimoire skill roll. Failing means that the caster missed the intended spot. GMs can choose whether this means that the spell misfired harmlessly or, if so inclined, can calculate by how much it missed. One way to do this is to use a d12 to determine the direction of the miss (12 is north, 6 is due south, 1 is north east and so on). To find how many metres it missed by, and the tens and units dice together. If it is not possible for the blast to centre in that place then it explodes as near as possible. Example, Mikolos rolls 92 a miss. The GM asks him to roll a d12 and gets a 3 so it has landed 11 metres due east of its intended target. Luckily for Mikolos this is away from him. His companion Signy is not so lucky. On a fumble, the spell explodes in the caster's hands... 

Comments (0)

You don't have permission to comment on this page.