WIZARD VIOLENCE
For use with Nbateman’s Fantasy Violence
Magi are ranked from 1-5, as per below.
- Hedge-Sorcerer
- Local Wonder-Worker
- Wizard
- Archmagus
- Wizard-King A 0 means you know not of the Blackest Artes, you filthy rube.
Most Spells are slow as fuck. Resolve spells after all other combat procedures.
Warding
Most Magicians have a pool of Warding. If you don’t, what’s wrong with you? Are you an idiot? A point of warding is a single concrete magical defense. Examples are:
- Shield Spells
- Salt and Chalk Circles
- Protective Talismans of a Single Type
Whenever a spell is cast at someone with warding, roll 1d20 and consult below.
| D20 | Effect |
|---|---|
| 1-10 | Unscathed |
| 11-15 | Fractured |
| 16+ | Broken |
Unscathed means the warding remains. When a warding method fractures, it accumulates a +2 to rolls. Broken means a warding die is removed and all bonuses are cleared. The salt circle is blown away, talismans burst into flame, the forcefield is shattered like glass, etc. Once all warding is removed, spells damage as Normal.
Spell Combat
An uncontested spell causes a Warding/Injury roll, with a bonus equal to the attacker’s Rank.
Most spells are not uncontested. There a 2 ways to contest a spell: Counters and Clashes.
Example: Aleister, a novice Magician, is on the business end of a curse from a Deep One cultist, which is to fill his lungs with water. Being unprepared, the spell hits instantly and he must roll Warding with a +2 due to the cultist being Rank 2.
To Counter a spell, the Attacker rolls 2d6+Difference between the Attacker and defender, while the defender rolls 1d6 per answered Question below:
- The Spell is of Opposite Nature (Water vs Fire)
- The Spell is of Opposite Function (Summoning vs Banishment)
- The Spell is the Same Nature or Function (Two Fire Spells or Two Summoning Spells).
Example: Say Aleister is expecting this spell and wishes to counter it. Attempting to muster a fire-breath spell, he rolls 2d6 (Fire is opposite to water, They’re both damage spells) while the cultist rolls 2d6+1 (The Cultist is Rank 2 while Aleister is Rank 1). Aleister rolls a 9 while the cultist rolls an 8; A success, as Aleister overwhelms the water in his lungs with fire and expels it forth.
To Clash Spells, Roll 2d6+the differences between the two casters. Consult below for effects.
- If the difference is 1 or Less, both combatants are damaged.
- If the difference is 2, the one with the lower roll must roll Warding/Injury.
- If the difference is 3 or more, the one with the lower roll automatically looses warding/takes an injury and rolls Warding/Injury.
Example: The cultist makes a pentagram sign against Aleister’s Fire Breath, and the two roll 2d6, with Aleister gaining -1 due to the difference between the two. The cultist gets a 4 and Aleister gets a 5, meaning both roll warding as Aleister’s flame pushes past the cultist’s shield spell with over-exertion, damaging himself in the process.
Spirits
Spirits are considered Entities, and as so use similar rules for them.
Spirits have one statistic: Power. This is how many D6s they roll in Melee, their Evasion (depends if they’re Quick or Big, quick creatures subtract while big creatures add) and the amount of times they can go down.
There are 2 kinds of spirits: Bound and Unbound.
- Bound spirits are things with forms and names. They do not gain or loose Energy as they have a stable nature. Angels, Elemental Lords, Greater Demons, etc.
- Unbound spirits roll Energy at the end of the round, adding 1 Die per every 6 and loosing 1 die per every 1. Unbound spirits are wild and reckless, nameless horrors and mutating demons.
To command a spirit is considered a magic attack, rolled vs their Energy, with a higher roll being a successful command. Ties and Lower are ignored.
- A difference of 1 is a subtle command. The spirit obeys with minimal effort.
- A difference of 2 is a standard command. The sprint obeys what is given.
- A difference of 3 or more is a mighty command. The spirit obeys with double strength, recognizing you as a worthy mortal.
Grimoire
The Malqû Ritual
Create a doll of the attacker. Drown it in black water and strike it on the ground. Burn it and keep chanting. As the fire rages it will burn off any curse affecting you.
Shadow Daimon
As the sun sets, go to an empty plain whilst wearing a headband with eagle and ibis feathers in your ears. Offer forth a meal of Wheat Meal, Mulberry, Seasame, Thrion and Beet. Prostrate and Chant to it until the sun rises and, when the light cascades over your body once more, your shadow is free
Shadow Daimon
Energy: 1
Type: Bound, Quick
Harm: Being connected to its master while in the presence of fire grants 1 Energy, another 2 if you stand near the flame. When it is disconnected, it can only be harmed by light, loosing 1 energy per round light is flashed at it. The darkness grants it -2 Evasion.
| Roll | Result |
|---|---|
| 1-15 | Fine |
| 16-17 | Injury |
| 18+ | Down |
Banishing Ritual of the Pentagram Connect yourself to the universe by imaging yourself as the Kabbalistic Cross. Face each of the cardinal directions and draw forth pentagrams in the air. Any spirits in your presents suffer a magical attack.
9th Sigil and Ring
Chant for D6 rounds while wearing an inscribed ring and pendant. After those rounds are up, choose an effect. This can be done continually.
- Lighting: A target is instantly hit with Lightning, making 8 Injury Rolls.
- Hail: Cover the ground in hail, make evasion worse by 1 per layer of hail.
- Shooting Stars: Crush up to 8 targets with 2 wound rolls as they are battered with shining stones.
- Earthquake: Crack forms in the ground, all fall and make Injury Rolls.
- Hurricane: Injury Roll or get blown away by mighty winds as sharp as sabers.
- Waterspouts: Create a Waterspout that pushes whatever is bought in it up several yards.
- Destroy: An object rolls as if it were a shield, a trashed result meaning it crumbles to dust.
- Control Elements: Cause 1 of the 4 elements in your presence to move like a limb: striking, grabbing or blocking to your command.