Showing posts with label white. sacred. Show all posts
Showing posts with label white. sacred. Show all posts

Saturday, 31 July 2010

Sacred Magic: Level 1 Spell List

Spells are grouped together to show parallels and symmetries in form.

Gold is the more valuable school with fewer effects, just because I think access to healing magic is one of the most sought-after things out there and players would run a cleric class with no armor, no turning, and no spells other than healing, strictly to min-max the party, even if it would get boring after a while (cleric henchmen would be ideal). I have, however, buffed up a number of things I always have considered weak, like bless.

Yep, turning is a spell (series of spells, really) without a wonky table. Raggi's Flame Princess rules also handle things this way, but of course worldmakers are free to include any spell as an inherent class ability. Bless and Consecrate don't stack with themselves.

Also, some of my cleric class options include spells from other schools, so they can do divinations, Bible-style miracles, and the like. These three schools' spells are very tightly focused on what they do.

I like the idea of Black magicians and priests being scary in the same way a Rust Monster is scary, hence the  spell Defilement.

Is the White School monster-huntery enough for ya?


#
Name
School
Rge
Dur
Save
W1
Consecration
White
0
3 hrs
None
Imbues object or 1’ cube of substance with holy essence that does 2d4 damage (substance) or +1d4 damage (object) vs. unholy; protects it from physical corruption
B1
Defilement
Black
0
Perm
None
Physically corrupts object or 1’ cube of substance (rusts metal, rots wood, fouls food and drink) [or makes it unholy, with effects as Consecration but against holy beings]
G1
Purification
Gold
3’
Perm
None
Frees object or 1’ cube of substance from unholy influence and physical corruption
W2
Protection From Light Wounds
White
0
30 min
(Con)
Protects from 1d6+1 hp damage, plus a like amount from unholy beings or Black magic
B2
Cause Light Wounds
Black
30’
None
(Con)
Harms for 1d6+1 hp
G2
Cure Light Wounds
Gold
0
None
None
Heals 1d6+1 hp
W3
Turn Unholy
White
30’
1 hour
(No stat)
Repels 1d8HD + 2HD/ caster level unholy beings in 120 degree arc; affected beings group save, at +/-2 per point difference between group HD and caster level
B3
Command Unholy
Black
30’
1 hour
(No stat)
Charms 1d4HD + 1HD/ caster level unholy beings in 120 degree arc; affected beings group save, at +/-2 per point difference between group HD and caster level
G3
Banish Unholy
Gold
30’
1 hour
(No stat)
Destroys 1d4HD + 1HD/ caster level unholy beings in 120 degree arc; affected beings group save, at +/-2 per point difference between group HD and caster level
W4
Holy Light
White
0
3 hours
None
60’ radius light in air or nonliving object, brightens when unholy beings or objects are in 60.’
B4
Unholy Darkness
Black
0
3 hours
None
20’ radius magical darkness on air or nonliving object, [darkens when holy beings or objects are in 60’]
W5
Bless
White
3’
1 hour
None
Up to 6 beings get +1 on hit, damage, save rolls, and armor improves by 1, double effect fighting unholy beings.
B5
Curse
Black
3’
1 hour
(Wis)
Up to 6 beings get -1 on hit, damage, save rolls and armor worsens by 1, [double effect fighting holy beings]

Wednesday, 28 July 2010

Sacred Magic: Black, White, Gold

 Sacred Magic is the name collectively given to three Schools of Magic - Black, White and Golden - whose effects and understanding are associated with the Divine order.

The purpose of White magic is to protect life and well-being, through the metaphor of light.

The purpose of Black magic is to bring an end to life and well-being, through the metaphor of darkness.

The purpose of Golden magic is to restore life and well-being that has been destroyed, through the metaphor of the Golden Body, flesh and blood.

The relationship among these magics, alignment, religion and morality is complicated at best, and depends heavily on the world travelled to. For now, accept a promise to sketch out some ideas later that fit the Schools into varying worldviews, from Christian to Pagan to Taoist.

I use general categories here of "Holy/Unholy" things and creatures, which you may define at will. But one of the key decisions that can't be ignored when describing magic effects in the theology of a campaign is whether the two are:
  • symmetrical, so that Holy and Unholy each have special virtue against each other, 
  • or asymmetrical, so that Holy things are effective against Unholy things but Unholy things don't especially affect Holy things any more than they affect other things, and maybe even less. 
I'll assume here a symmetrical world, but the way to change it is easily shown; I'll put any symmetrical effects of Unholy vs. Holy in [square brackets].

The essence of these Schools can be summed up in these variations on a popular first level spell. Yes, Cause is ranged and not touch (but you get a save); it should be one of the baddest damage spells out there, not something that requires you hit and does as much damage as that mace you are holding in your hand that by the way also doesn't require a saving throw.


Protection from Light Wounds

White, Level 1
Duration: 30 minute
Range: 0 (Touch)

By touching a being, the caster protects him or her from any form of damage to hit points other than permanent drain. The protection will negate the first 1d6+1 hit points of damage taken by the being from any source within the duration, rolled openly. The spell also protects, while it lasts, from an additional and equal amount of hit point damage from black magic attacks or from physical and spiritual attacks from Unholy creatures. Tally this amount separately, subtracting unholy damage from it first, before the more general pool is tapped.


Cause Light Wounds

Black, Level 1
Duration: None
Range: 30'

By pointing at a living being, the caster inflicts a horrible wound in the flesh if the target fails to save (CON bonus). The wound does 1d6+1 hit points of damage. [Double this amount if the being is Holy.]



Cure Light Wounds

Gold, Level 1
Duration: None
Range: 0 (Touch)

By touching a fleshly living being, the caster heals him or her of 1d6+1 damage.

Next: Spell lists begin.