Runequest Thursday #164 - Wicked Witchcraft!
The last week or two i have updated and expanded my rules for Witchcraft. As defined, this style of magic comes form the practitioner making deals with supernatural entities, called Tutors, exchanging Personal POWer and possibly other service(s) for spell instruction. As written, the tutors could be any potent supernatural entity: an elemental lord, a dragon, a Beast Lord, or what have you Even a demon. The witch or warlock is not bound in perpetual service to the Tutor, unless they were really badly outclassed in the bargaining.
Burt what if they were bound long term, and/or to a powerful and malevolent force, like a demon, lich or dragon. They would gain magic from their service, but the available magic will probably unpleasant. Which could give rise to stories of evil witches that do terrible things. Especially if the service exacted for tutelage includes such acts.
So here are five spells that are more intrusive, and far less benign, than many of the others in the school.
BEAST MASTERY (Type) – Variable
Range – POW x Yards POW Check – Yes Duration – 1 Round
You can, with a successful POW Contest, hold a particular type of creature (chosen when the spell is learned, or dependent on the source of the tutelage) motionless and powerless, and with further effort of will direct its actions.
- At Magnitude 1, you can force the creature to stop where it is for the duration. It may act normally other than to move from its current space.
- At Magnitude 2, you can bind its ability to defend itself for the duration. It cannot attack, and cannot take actions to defend itself (Evade, Block, Parry, etc). It must still be struck by an attack normally however.
- At Magnitude 3 you can issue the subject a single simple command of up to three words. You need not share a language, your command is magical rather than verbal, and may be silent if you wish. The three words should include a verb and a noun, but you could substitute an action (like Pointing at a target) for the third “word”. The task must be something that can be accomplishable, at which time the command ends (if the duration lasts that long). Open-ended commands (like “Obey Me”) fail automatically.
- At Magnitude 4 you can significantly Imprint a single complex task of up to thirteen words into the mind of the beast. As Magnitude 3, it cannot be open-ended in nature, but could be more complex than a normal beast of its type could accomplish uncontrolled. So you could command a panther to track the one who made the tracks you point out and kill the maker of them, for example; or to attack anyone who attack you for the duration of the spell, etc.
You may also substitute the ability to perceive using the beast’s senses and from its locale for one of the Magnitude levels above. Your Range for doing so is the same as the range of the spell itself. You may devote ranks to extend the range and duration of the spell.
WRACK – Variable
Range – POW x Yards POW Check – Yes Duration – 1 Round
You cause terrible psychic pain in the target on a POW vs CON success. Each round that the target is affected, it must make a CON check. If it fails, it cannot act that round. If it succeeds on CON x5%, it can take a single action at -20%. If it Makes CON x 3%, it can take its full turn, at -20%. If it make Con x 1% it can act normally and has thrown off the effects of the spell.
You may devote ranks to extend the range and duration.
PARALYZE LIMB – Variable
Range – POW x Yards POW Check – Yes Duration – 1 Round
With a POW vs CON success you cause a limb to stop functioning for the duration of the spell. Roll hit location (1d4) on the following chart to determine location:
1 - Right Arm
2 - Left Arm
3 - Right Leg
4 - Left Leg
If you touch the limb with your own hand, that limb is affected. In combat or suspicious circumstances, this requires an unarmed attack roll, and the target may evade or block if aware.
You may devote ranks to extend the duration.
TRIPPY – Variable
Range – POW x Yards POW Check – Yes Duration – 1 Round
With a POW vs CON success you implant a strong sense of vertigo in the target. On the round in which you cast the spell, the target falls to the ground. Thereafter, each round of the duration, it must Make CON x 5% or stay on the ground, unable to rise. If it does rise, each round it must still make this roll to remain upright. The fallen target can move along the ground, as though crawling or at ¼ movement, and may attack, defend, cast spells, or whatever else, with a -20% to any attempt. In certain circumstances (Example: standing on a narrow ledge), there might be greater consequence for falling. Similarly, if the target falls out of sight, or into cover, it is affected by, and may even benefit from, such circumstances.
You may devote ranks to extend the duration.
POSSESSION – Variable
Range – Touch POW Check – Yes Duration – 1 Round
With a POW vs POW contest success your project your consciousness into the target.
- At Magnitude 1 or 2, your own body falls unconscious and prone, while you are completely consumed in the act of controlling the target. You can use any of the target’s abilities, but skills are limited by the lower of their skill percentage or your Witchcraft skill percentage.
- At Magnitude 3, you can take the normal number of actions per turn, split as you wish, between your own body and that of your current host.
- At Magnitude 4 and above, you can command your body and that of your host fully, allowing you to do anything either of you could do individually, but as you decide.
You may devote ranks to extend the range and duration.
More to follow! I am enjoying the Witchcraft system quite a bit. Attached is the up to date complete PDF of it, including today's "offerings".