Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Thursday, October 3, 2013

Diabolists for the Realms


The Diabolist is the paradoxist who serves the forces of the Outer Planes, Limbo or the Netherhells.  Diabolists generally have a patron demon but pay homage to whatever evil being will give them power.  Diabolists are intended as an NPC class.

Diabolists advance and Fight as Clerics or by HD type if a monster is applied the Diabolist "template".  They have no weapon restrictions and gain skills as Clerics.  Diabolists may use all Clerical magic items.  Diabolists may be of any Evil Alignment.  A diabolist whose alignment becomes good forever loses his diabolist levels and abilities.  Taints remain however.

Diabolists get access to a wide range of spells, depending on the being with whom they are communing. A general chart follows :

Worship              Grants                       
Demogorgon        Reversed Clerical and Magic User spells
Jubilex                Magic User and Druid Spells
Yeenogu             Reversed Clerical and Illusionist Spells
Orcus                 Clerical, Reversed Clerical Spells, Illusionist Spells
Slaadi Lords        Illusionist Spells, Magic User Spells
ArchDevils (et al)    Reversed & Clerical Spells
Lolth                  Clerical and Magic User Spells
Demodands        Reversed Clerical Spells
Daemons            Druidic and Magic User Spells
Elemental Lords   All Spells of their Element plus Druid
Outer Gods         All Spells
Old Ones            All Spells
Great Old Ones   All Spells
Elder Gods         All Spells
Misc Demons     Any 1 category of spells (clerical, druidical, magic user or illusionist)

Diabolists get d8 Hit Points each level and stop at 10th , and can use spells by the following chart:

Hit Die                     Level        1st    2nd    3rd    4th    5th    6th    7th    8th    9th
Less than 2HD            1             1
2 HD                        2-4           2       1
3 HD                        5-6           3       2        1
4 HD                        7-8           4       3        2      1
5 HD                        9-10         5       4        3      2       1
6 HD                       11-12        6       5        4      3       2       1
7 HD                       13-14        7       6        5      4       3       2       1
8 HD                       15-16        8       7        6      5       4       3       2       1
9 HD                       17-18        8       7        6      5       4       3       3       1   
10+ HD                   19+           9       8        7      6       5       4       3       2      1

Diabolists take damage from Holy Water (1d4) and Holy Artifacts (2 per round) and may not cross magic circles.
All Diabolists are 10% likely per level to suffer some form of Demonic Taint and Demonic Boon.
Use your favorite Chaos and Mutation charts.

Tuesday, September 24, 2013

Tagger Magic 

For ShadowRun (I use first ed you can use these in second as well)


Wiz Kid gangs are a real threat n the big city , and their tags deliniate the borders of their power. It isn't just gang signs , for the Wiz Kids the tags are a source of power. The accidental discovery of tagger magic in the Seattle Metroplex in 2051 by the Hellkatz led quickly to an underground explosion of magical warfare. Tagger magic is the art of tapping ambient street energies , the kind that form City Spirits , and putting them into a sort of community pool for the magical group that made them. As long as the tags are visible , they generate energy for the gang and can be burned off if additional magical power is needed. The energy they produce also acts as a mild stimulant and intoxicant for the members of the magical society while it is active.

So what is a magic tag ? Good question , chummer. A magical gang tag is a piece of art infused with the magical energy of the creator group, that acts as a siphon for ambient energies. They are created in threes , generaly no further than a block apart , or an exit in the case of highway gangs(with a tag on the on ramp , in the rod somewhere and the next exit sign) what is important is the area is a single domain of city. Once a trio is made they harvest energy for the group that made them. The tags cost one karma each set to make , and while in any area bordered by the tags of her group a magican can use them to make magic stronger or to resist burn damage. The tags must be placed in a visible area in an urban enviroment. Tags in a place of power - such as the Seattle Needle or St Louis Arch generate more power , but are rarely allowed to stay up.

While in a tagged area all spells cast by a member of the group either get an extra point of force or the caster gets an extra die to resist drain, 2 dice if the tagged area is a place of conspicuous attention like a monument. They also have a feeling of intoxication similar to having a red bull and vodka. If they wish to "burn" the tag they can get an additional die to either force or resist drain , but the tag is destroyed. It also kills thier buzz , which is the real reason most don't do it. The tags also can be used to help resist summoning drain , summoners in the tag zones roll one extra die to resist drain from summoning.

So how do you shut down the tags to make the gangers feel the heat ? Well you can physically destory the tagged area , a sledgehammer usually does the trick, of course you have to destroy everything for a meter around the outermost edge of the tag. This tends to make the landlords picky. Less destructively , and more commonly, you tag over them , with intent using another groups symbols, once you break all three down, the area is untagged and the former taggers get some nasty feedback , a few hours of nausea or migraines treat as a Light drain injury. You want to bust them magically ? Fine , the tags once created are visible from Astral Space and can be attacked the same way spell locks can be however they are treated as Force 3-6 objects due to their dispersed nature are the power flow through them. Because of their nature the creators cannot be attacked through them , excess energy just flows back into the enviroment. Spirits or Elementals are often bound to protect a groups tags from Astral attack. If another Wiz Kid gang tags over your markers you take more severe feedback , all members of the burned group take a Moderate Magical Mental Wound, suffering migraines, bloodshot eyes and nosebleeds.

Requirements : to make tagger magic the Wiz Kid must be part of a magical group (as most wiz kids are) and have some sort of art medium handy , usually spray paint , and a point of karma. They are treated as spell locks for magical restrictions. This limits most groups to a home turf of 30 or so blocks since few Wiz Kids have more than 5 or 6 members. It usually takes 8-30 minutes and a roll vs Magic Theory and Street Ettiquette with a target number of 6 to set up a magical tag (30 minutes - 2 minutes for every success on an Street Ettiquette, Magic Theory ) , a failed roll means another area must be tagged.

Magical Tags have the side effect of causing the background count of an area to drop until the tags break , the area's background then jumps by 1 for a few hours. Area that have magic tags on them tend to attract free spritis , and paranormal animals , and Gargoyles especially tend to congregate near them. 

Corporations have attemped to pull this same trick off , but as of yet the has been no success at making corp bill boards or other advertisements work as mana harvesters.It is only a matter of time however.

Monday, September 23, 2013

Egg MacGuffin with Cheese

A plot hook device to explain anything in your world ...


The Horn of Legends
The Horn is an ancient device , although it may be older (horn of the cosmic bull of norse myth maybe) it appears to be a ram's horn trumpet with a mouthpiece of gold.

When blown at a sight , which is the origin point of a legendary thing with a hint of truth to it (which certainly includes belief or tradition), the Horn will produce the physical living embodiment of that legend. 

Could be used to create Godzilla, the Slasher, Dracula, Superman, or any number of others .  If the Horn is sounded again with the Legend within 12 feet the legend returns to nothingness - but now has the ability to re-emerge on certain times of the year...