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So if you don't understand, let me explain - a little. I made this Game - The Game of the North (You'd love it). Now, if you know about RPGs you might know that the player's guide traditionally comes loaded up with long, long lists of spells. I, personally, hate that - its lame to learn all the spells in the book, it's tedious to have to study them all for exploits & so on. Plus maybe a lot of the time you don't play a spellcasting character - so a waste of time/space for everyone.

My solution was to come up with a system for making your own spells using a few guides & indicators. I really thought that would appeal to people - in particular the thing I wanted to address was this: As the GM, I run the game and work on it when I'm not running it - I straight up love that shit, I really do, it's one of the main things about me that I like doing. Now, as a player I find, I like having something to do between sessions - hence my old Spellbook Project -

My assumption in putting together the Game of the North was - give people things to do away from the table - let them engage a deeper way. Now. That's not for everyone. Which is, whatever, a shame? A shame for me anyhow. In playtesting it seems players want to have spells explained & made for them. So I'm using the neato rules I came up with and I'm making up spells. But I think, it's probably worth it for me to assemble my spellbook pictures & whatnot into some coherent element within this - just so I can put 'em in a book and people can have it as a possession - so I'm working on that! Anyhow The Blue Book is the example section for casting magic spells about summoning. Here's the whole explanation of that:
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Here's the first part of The Blue Book
Conjuration of Mot: You call into existence the god-thing of the Qlp of Azure Mot, the demon of accidents & destruction. The world-shaker, typhoon maker, the implacable trickster of destruction. Mot is the chaos of catastrophe personified. It appears when commanded & unleashes its bizarre stochastic harms upon your adversaries. Mot is a being of curses, destruction & pain. It appears, when commanded to, as a gaunt man with numerous obvious injuries, near death but laughing. This being has an unspeakable power in the world and so a Wizard that is not suicidally reckless only summons the barest shade of Mot – thus it appears ghostly and indistinct in the world when called. Mot must be compelled to obedience during its time in the world but it does not struggle or evince any kind of resentment so long as it is allowed to unleash its terrible curses at will. The conjuration of Mot requires that certain signs & incantations be uttered but otherwise is cast in a single round.
Level: 2 Duration: 2 Rounds
Effects: The ghostly manifestation of Mot appears for two rounds and it attacks on all of its turns using its curses. It has 1 HD or 2 HD if called by a chaotic wizard.
Mot Pasxionixta XAOSI
HP – 5 (1HD) AC – 12 Saves – 18 Initiative 16 Chaotic
Attack: The Shade of Mot uses spells to attack. It is the manifestation of the magical power of Curses and only uses curses to attack. Gaze of Mot – Deals 2d4 damage to a single target. Scream of Mot – Inflicts d4 damage to a 10’ area. Curse of Mot – Inflicts Blindness or Deafness on a single target. Mot’s Galvanic Curse – Deals 1d4 to one target, and then 1d4 to another target irrespective of line of sight. Mot’s Phlogiston Curse – Deals 1d4 damage to a single target which bursts into flame.
The Shade of Mot is a weak shadow of the real being behind it, this aspect is indistinct and barely real, but this belies the vast power that exists behind the being. If a chaotic caster (i.e.: one willing to risk great danger) summons the being – all damage dice that Mot inflicts using its curses are increased to d6’s.

Conjuration of Shammat: You conjure demons from the dark side of the Blue Moon, the Qlp of the Pasxionixta XAOSI. Shammat is the general of the XAOSI and commands many, many legions. When summoned Shammat appears in the form of a great rider, a warrior riding upon a dragon, clad in armor & wielding a dozen weapons in its twenty hands. Shammat is imposing, but it does not unleash its own martial power upon the world, it is too responsible & benign for that, rather, the conjurer must impose upon Shammat to release the least of its warriors upon the world for a brief skirmish in aid of the conjurer. Shammat cannot be bargained with, will not be threatened, and cannot be defeated by anything short of its true contenders – that is, other Mondragora, Gods or Titans. Shammat’s legions must be tested in war often in preparation for the foretold battles that will end the universe. As such he is pleased to lend his warriors to the world to determine which of his warriors are fit for this great battle. Shammat appears, when summoned, gives a piercing cry and releases these soldiers. The warriors of Shammat come in the form of metal-bound humanoids, beings bound in iron, bronze, silver & gold each according to their ranks in Shammat’s legions. When Shammat is called he makes an accounting of the battlefield and determines which of his units to deploy. In this respect, Shammat manifests the magical discipline of Summoning.
Level: 4 Duration: 4 Rounds
Effects: No mortal wizard has ever been able to summon Shammat itself. Instead a token communication is offered to the Demon-King and it responds according to its own wishes by granting one of the following effects.
Ironmen of Shammat Pasxionixta XAOSI
HP – 5 (1HD each) AC – 14 Saves – 18 Initiative 16 Chaotic
4 Ironmen are summoned
Attack: The ironmen are armed with a pair of swords each. On their initiative turns they rush at opponents and make two attacks (+3 to hit, d8+1 damage).
Bronzemen of Shammat Pasxionixta XAOSI
HP – 10 (2HD each) AC – 16 Saves – 16 Initiative 118 Chaotic
2 bronzemen are summoned
Attack: The bronzemen are armed with a pair of shortbows each (they have 6 arms). On their initiative turns they fire two arrows apiece. (+5 to hit, d8+2 damage)
Silverman of Shammat Pasxionixta XAOSI
HP – 20 (4HD) AC – 18 Saves – 16 Initiative 20 Chaotic
1 silverman is summoned
Attack: The Silverman has 6 arms and makes 3 battle-axe attacks per round (+5 to hit for d10+2 damage each)
Goldman of Shammat Pasxionixta XAOSI
HP – 20 (4HD) AC – 18 Saves – 16 Initiative 20 Chaotic
1 goldman is summoned
Attack: The goldman uses a huge bow that requires all six of its hands to properly use. It attacks once per turn the arrows launched by the goldman are huge & have a difficult time striking individual targets, however they are very destructive to buildings & fortificaitons, the goldman can breach walls & collapse small buildings with its attacks.

Conjuration of Adon: You conjure a manifestation of the being Adon – worshipped in the most ancient ages as a god, though it is no god. Adon is a spirit of beauty & vanity whose weakness is ornamentation & wealth. It has power over the magic of Transformation & makes a fair teacher. The manifestation of Adon is 4 HD & lingers for a few hours before departing. It uses its actions to cast transforming magic at everyone it sees altering their appearance to suit it. The Manifestation of Adon regards all beings on this plane of existence as its lovers and uses its magic to create them as brides. Adon can be talked to and reasoned with exclusively in the Vada language. The summoning of Adon requires 10 minutes to cast & an offering of 400 Sp worth of jewelry, clothing or other finery has to be proffered. No control is exerted over the demon once he is summoned, he can only be entreated, usually by offering him riches or sexual gratification.
Level: 4 Duration: 4 Hours
Effects: Summons the 4Hd (3hd for non-chaos summoners) Demon Adon.

Adon Pasxionixta XAOSI
HP – 24 (4HD) AC – 16 Saves – 10 Initiative 18 Chaotic
Attack: Spells, Adon casts level 4 or lower Transformations once per round & knows some of its own Transformations (which it may teach). It favors a few spells: Make Delightful – Transforms any person, object or creature into a more beautiful (to Adon) version of itself. This is a permanent transformation of the plain into the beautiful. Bride of Adon – This transformation causes a target to become immediately fecund and for an unmovable ring of gold to appear on their finger. Their clothing & accoutrements change, becoming gaudy, garish & fine. Warform – Adon changes itself into another creature – usually into a warrior-type PC of 4HD or fewer. It retains this form for up to 4 rounds. Jewelfood – By some alien means Adon consumes jewels & treasure – transforming these into a part of its own body. Doing so destroys the jewels but invigorates Adon – this technique is peculiar to the demon & has little in the way of practical use.



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