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Old 01-20-2017, 04:42 PM   #1
Phil Masters
 
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Default Discworld: Extra Spells

Another thing that got squeezed out of Discworld was some of the sample spells - so here they are, starting with...

Elementalism Spells

Atavarr’s Personal Gravitational Upset

This spell causes gravity to act at right angles to the norm on one subject, usually a person. They thus begin to fall sideways, in a direction determined by the caster; if they were standing on the ground to begin with, it becomes like a nearby wall, and they may grab fixed projections to save themselves with a DX roll. A second casting of this spell can either cancel the first, or set up a new falling direction, which must still be at right angles to the norm.

This spell has both offensive and helpful uses; for example, it can enable the subject to walk up walls, and might be used to help someone falling into a deep, narrow crevasse. However, its offensive power is more obvious; it can throw an opponent into a wall, and leave them seriously inconvenienced for its duration. Used in the open, it can be truly vicious, especially if there are no solid obstructions for some distance in the direction of falling; the subject’s best hope is to grab something on the ground, but if this isn’t done quickly, the roll will be at large penalties for the speed of falling. Flying beings have fewer problems, although they may need a second or two to orient themselves to the changed gravity; they can simply fly sideways until the spell wears off. -4 to skill, 3 MP, and this spell has a duration of 1 second, although it can be maintained; a quick casting will throw a victim sideways briefly, but accelerating them to serious velocities requires extended concentration and lots of MP.

Quondum’s Attractive Point

This spell creates a field of attraction centred on a point of the caster’s choice; the spell takes distance modifiers from the caster to that point. Anything already at the point is held stationary; anything else nearby is drawn towards it. The spell has a strength value, determined by the MP put into it, which acts to hold objects at the centre; the attractive force further away is equal to its strength minus the distance in yards from the centre. Thus, for example, a strength 20 casting acts at strength 13 on objects seven yards from its centre. Treat objects as being thrown, dragged, or whatever, as appropriate to their weight and the acting strength; of course, as they move closer to the centre, they become subject to more strength, and may hurtle off the floor. People caught up by the spell may make DX rolls to grab some fixed object, then roll a quick contest (p. 166) between their ST and the strength of the magic at their location each second for them to hang on.

Objects move in unguided straight lines under the influence of the spell, but may hit anything fixed that gets in the way; if they have had at least three yards to build up speed, treat them as being thrown by a being of strength equal to the spell strength at the point of impact. Of course, anything that breaks off with the impact will start moving itself. Objects from more than three yards out, light enough to be thrown by the spell’s strength at that point, arrive fast enough to damage anything at the centre.

The spell is cast at -5 to skill and has a strength of 5 for every MP put into it. It also has a duration of 1 second, but it can be maintained. After about five seconds, the attractive force may start pulling loosely-assembled objects apart with its local strength; details are left to the GM. Clothing is unlikely to be dragged off people who are hanging on to fixed points, but heavy armour might break its straps.
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