Wonder & Wickedness is almost perfect. You'll need it to make sense of this as a resource, so go and buy it if you don't have it yet.
I've used bits of it in almost everything I've run since I read it, but it does have a couple of gaps in some details. One of them is how every Maleficence also does something special; each has a secondary effect added from a one-word descriptor. It has some suggestions, and you could come up with something new every time if you want, but I started using these tables a while back to save time and precious imagination during character creation, and I've used them for a while now. It makes it so you don't end up defaulting to "fire" and "ice" or whatever.
There's usually a round table discussion before any casting with Wonder & Wickedness, since the spells tend to be so potent and interesting. With these Maleficences there tends to be a nice chat about if it's really the best time to unleash the most horrible cloud of spiders (or whatever) every time.
They're great even if you aren't playing as a Magic-User. I was a Fighter in a friends' game recently, and the description of how the shadows became "unstuck" and began slicing someone to ribbons at the Magic-Users request was really memorable for all of us (the survivors came after us with farm implements, but that's another story.)
Anyway, the tables: Descriptions and sketched out effects for Magical Attacks and Defenses using the "Wonder and Wickedness" system, avoiding the common "magic missile" and "magic shield" aesthetics. They're in that sparser W&W style, but you can add more detail if your game needs it.
In general I have things last an amount of time (Round or Turn) equal to the level of the Magic-User who cast it (that's what "several rounds" means). I use the generic term "Save" because I use a 2 save system, but you might use a 5 save system, and so on. Damage done by a Maleficence or its after-effects are always an open-ended (or exploding) die.
Oh also, if a character uses some kind of thingy (wand or dagger or something) to cast their Maleficence I promise I won't take it away just to screw them over, since it's just fluff (unless it was a situation where they'd be unable to cast anyway, you get the idea).
Your Maleficence
Roll 1d12
1. is summoned up and guided by you with dramatic, sweeping gestures
2. emerges from your pointed finger
3. spews out from the tip of your staff or wand
4. emanates from a medallion or amulet
5. appears as you assume a strange pose
6. is thrown out from your opened palms
7. sprays out from your open mouth
8. bursts forth from your heart or solar plexus
9. is a geyser from your forehead
10. beams out from your eyes
11. appears from an empty space above your head
12. is projected out from a ceremonial object you carry (dagger, skull, crystal, idol, tablet, goblet).
in the form of
Roll 1d20
1. SWARMING
flying horde of assailants that besiege the target (a sudden flock of carnivorous birds or bats, a plague of tremendous locusts or other winged insects, an army of fae folk with tiny sharp things). The target is disoriented by this hostile cloud and flails around blindly for several rounds, only moving a few yards in a random direction until a Save is made.
2. BEAM
A thin shaft of pure colored light, a laser-like line so bright it looks solid (1d8: red. orange, yellow, blue, green, indigo, violet, white). The target and nearby witnesses must Save or be blinded for several rounds. Whatever is killed by this crumbles to ashes.
3. INFERNO
A long rolling tongue of unearthly fire (1d6: pink, blue, green, violet, black, white). This flame ignites something not normally so flammable after the initial scorch, which then burns, while nothing else does. (1d4. 1. things of metal, 2. skin and flesh, 3. the air like a continual fireball around the target, 4. the ground itself, in a circle around the target). These things burn for several turns.
4. SHADOW
The shadows become a sharpened whirling vortex. +1d6 Damage if the target is in chiaroscuro deep shadows, +2d6 if they are in complete darkness.
5. ABSENCE
A swirling, undulating amoebic mass of pulsating dark and emptiness that causes the target to blur and fade as it envelops them. The target dissolves into the air if they are killed. The useful mind of the target is temporarily erased if they survive, leaving them in a stupor unless they Save.
6. SCIROCCO
A screaming wind carrying particles like ground glass and sandpaper grit. The target is flung back 5' per level of the Magic-User unless a Save is made, with loose possessions thrown much farther.
7. ENERVATION
A dim crepuscular ray of light that withers what it lands on, wrinkling skin and crackling living surfaces with aridity. The target will act last on following rounds, and suffer penalties equal to the level of the Magic-User. Those killed by this desiccate into little dolls.
8. IMPALING
Long dark iron needles, or sudden spears of moonlight silver, or glowing translucent arrows fly forth and impale the target. They are pinned in place, or to the wall, unless a Save is made.Forms and shapes that shoot forth and collide, shatter, and explode.
9. PANIC
A (1d4: mirror-like, transparent, dull metallic, glittering stony) (1d4: disc, triangle, cone, cube) with a sound like (1d4: glass shattering, vibrating bells, an angry choir, hideous thunder). The target and those nearby must Save or react as if they failed Morale for several rounds.
10. GELID
A column of air freezes, void of oxygen, the temperature dipping to below that of the void around the stars for an instant. Unless a save is made, for several rounds after the target may shatter into pieces when struck unless another save is made.
11. BILE
A jet and spray of vile sizzling fluids of a syrupy consistency (1d4: yellow, brown, grey, red). These saturate the target and “soften” them unless a Save is made: whatever strikes them afterwards does twice as much damage for several rounds. If killed the target melts into an oily pool of colors and material.
12. IMP
A sudden assault by a hellish creature (1d4: A snake-thing with arms and wings, a leaping fish with limbs, a small nude pig man, a howling bipedal cat). While mangling the target it takes something from them to return to the Magic-User, before departing whence they came. This can be a mere stolen object, or a severed limb if the target is thoroughly mangled.
13. MIDAS
A cloud of sparkling and twinkling glitter, motes of magic dust. The target is shredded by tiny flakes, and what falls off from them is transformed into precious metal shavings. They crumble into gold and silver leaf as they die. The amount of damage inflicted multiplied by the level of the Magic-User in SP litters the ground around the Target, if they are killed by this.
14. VENOM
A sudden carpet of stinging insects: beetles, spiders, centipedes, and worms that en-robe the target, devouring them as they are filled with venom. For several rounds afterwards the target must Save or suffer 1d6 additional damage.
15. DISTORTION
A contained field of optical distortion warps, wraps, and folds around the target. They are are contorted physically by this, malformed and bent into cubist contortions. Targets must Save or remain in this form for several rounds, severely impaired in movement and action until they unfold.
16. FORCE
A shiny ribbon of vibration and movement thrashes the target, reducing them to a quivering blur thrashing through the air before depositing them on the ground in a place of the Magic-Users choosing, 10' away per Level, unless a Save is made.
17. ERUPTION
Stony ejecta, hot mud, and heaps of dirt and loam are hurled onto the target, knocking them prone, helpless and half-buried unless they Save. If killed they are swallowed whole by the earth into an impromptu burial mound.
18. RESTRAINT
A tiny silver thread, a braid of unknown hair, a length of intestinal rope, or a sort of strange wormy tendril wrap about the target to constrict, crush, and hinder movement. The Target must Wrestle to escape, the Magic-User adding their Level to the contested roll.
19. SPASM
A cobweb-seeming branch of fine spidery lightning (1d4: red, yellow, black, grey) that jaggedly arcs onto the target. This leaves the target numbed and stupefied unless they Save, causing them to drop all held items and be left unable to act for several rounds.
20.
An oily point in the air, an ugly smear that leaves a stain in the visual field like a grease trail. The target is metaphysically loosened, sloughing apart and beginning to dis-incorporate. Those killed by this crumble into a pinguid puddle of slime. This inflicts 1d6 damage to those who step in it, and causes the same effect to any killed by it. This noxious substance exists for 1 turn per level of the Magic-User.
And I've been meaning to implement a second table for the melee range Maleficence, since it behaves differently than the other one in general it might as well have a whole different effect, no? I'll be using this in my next game.
In melee, your Maleficence is
roll 1d20
1. BASILISK
An eerie and unnatural light that pours out of you. Targets must Save or be unable to act the next round, covered in a plaster-like shell. Those killed are turned to limestone.
2. MIASMA
A sudden cloud of reeking gas rises up, a visibly poisonous fog (1d4: periwinkle, tangerine, chartreuse, lilac, beige, rhodamine). This lingers around you for several rounds, inflicting 1d6 damage unless a Save is made.
3. CROWN
An instantaneous appearance of long thin spikes, in a halo all around you like great stag-horns, thorns, or urchins from inside your head. The dense tangle of points provides additional Armor for several rounds, and is never in the way of your actions.
4. KNEEL
Many dark tendrils, grasping claws, statuary limbs, or cruel hooks and chains reach up from the earth. Targets are pulled down prone unless a Save is made.
5. COMBUSTON
a shower of luminous sparks, in a gradient of colors, saturates the targets and make them sparkle. Targets may erupt into flame for several rounds afterwards without warning, unless a Save is made.
6. PINS
your fingernails suddenly lengthen while become sharp, curving to slice through your foes before separating from your hand as new nails reappear. Foes struck must Save or be unable to attack until they remove the embedded nail-blade.
7. FRUIT
a sudden eruption of growth of the ambient flora (even moss or mold) that overwhelm the targets and blanket them entirely as they are pierced with roots and capillary. All killed by this are desiccated into powder, each target producing a number of delicious and unprecedented fruits equal to the level of the Magic-User that each provide a days ration.
8. MELT
waxy clear anemone clusters reach out from you and caress your targets. They must Save or begin to melt, with unarmored foes suffering 1d6 additional damage, and Armored foes becoming less so.
9. REANIMATE
A bitter blast that blows down into the earth, with this you rip out the souls of your targets out and fling them into the underworld as their heats cease beating. 1 target killed per level of the Magic-User remains "alive" as an empty shell. Unable to heal or speak, and lacking any will or conscious thoughts, they will obey simple commands until they are destroyed.
10. GLAMOR
A sudden enchantment in the air about you, a fine mist, a strange scented charm that smells of (1d4: flowers and blood, skin, sweat and fire, hot meat and burnt sugar, decaying vegetables and citrus peels). It causes your targets to assault both themselves, and each other, with supernaturally accented force. Unless a Save is made they will run from you to attack another ally for the next several rounds.
11. CHOKE
The air is sucked from all nearby throats and then pulled out and away with great enthusiasm from their heads. Targets must Save or fall unconscious for several rounds, suffering ear, eye, and nosebleeds.
12. MUCILAGE
A sudden condensation of mucus and muck from the air, which poisons the flesh with septic juices. It is gluey and thick, and foes must Save or move with additional Encumbrance for several rounds.
13. GHOST
The raging ghosts of the unjustly killed rise up, and with great flourish attacks your foes with scavenged weaponry. If attacking what would be considered a "Fighter" this inflicts +1d6 additional damage.
14. CONSTELLATION
An orbit of stones forms around you and batters your targets. Their weapons and shields are dropped, if they carried any, bashed out of their hands by tiny meteors
15. LANGUID
You exhale a humid breath that the slows the flow of time, and stifles the will of the living. Your targets act last next round.
16. FRACAS
You call up the the one thousand invisible hands, who slap, punch, and batter the targets. All remaining targets must Wrestle free for the next several rounds.
17. HEAVY
In a ring around you a weight presses down like great unseen boulders. This concentrated gravity crushes those killed into smears, and those who survive must Save for several rounds if they wish to leave their position.
18. LICHTENBERG
Each target is covered in a coral like netting of white blue lightning on the surface of the skin for an instant. Targets wearing metal armor suffer and additional 1d6 damage from it becoming super-heated. Hair is raised up by aerial static in the general area.
19. MAW
The earth below the feet of targets opens as a rock filled muddy mouth. Targets killed are swallowed up whole into vertical graves, survivors must Save or cannot move away for several rounds.
20. GUARDIANS
A gathering of defensive (1d4: razor sharp crystalline butterflies, flame filled iridescent bubbles, dart-tipped feathers, little winged weapons and shields with eyes) . For the next several rounds any that try to strike you and miss must Save or suffer 1d6 damage.
Magical Defense is another part of W&W that didn't get any fluff at all from the primary text. I haven't use this yet, but I figured Magical Defense ought to use the same thing that Maleficence does: instead of just being a simple "dispel" this would gives it some other beneficial effect.
When you use your Magical Defense
roll 1d20
1. NOURISH
The nullified spell falls to the earth as a glowing honey-smelling liquid. For each level of experience you may cause this ambrosia to instead fill 1 vessel in your possession with enough to double the rate of healing in those who consume it for one day.
2. MIRROR
The sudden appearance of a miraculous mirrored disc reflects the magic into the void. However, there is a 1 in 6 chance that you can choose to reflect this magic at a new target instead.
3. ARMOR
The aura around the target becomes thickened and rubbery, visible as a cotton-wispy shell, after absorbing the spell. They gain Armor equal to your level of experience for 1 turn.
4. ITEMS
You sublimate the hostile magic into the form of banal objects, which might be potentially useful. The objects are made of one material, are one color, and are not especially valuable. One is created per level of experience. (Use the object table in A Red And Pleasant Land or one of the various "I search the body" tables)
5. HEATER
You may redirect the targeted magic into a nearby object, causing it to radiate unearthly force. Objects become hot to the touch, and will inflict additional damage if used violently. If the force is not dissipated from them quickly by striking something they become too hot to hold, and must be dropped.
6. GLOW
The magic is transformed into several gently glowing phosphenes, 1 per level of experience. Phosphenes are identical to candle light, and levitate gently in the air around the Magic-User. They can be directed by the Magic-User to stay near a friendly target as well, until they burn out.
7. FAMILIAR
The magic is redirected into the creation of life, and a small harmless animal crawls out of the ground at the feet of the Magic-User. It will obey all their commands until it dis-incorporates in several turns. (Red and Pleasant Land has a nice animal table, if you need one.)
8. SNUFF
The magic is ceased with an icy blast of unnatural wind, an unbreathable gas which can be used to snuff lights and smother fires and the Magic-Users discretion.
9. OBSCURANTISM
The magic is diffused and scattered along with much visible light around the target, allowing them near invisibility for several rounds.
10. SCRAP
The magic is cast down into the dust, leaving behind a formation of mystical fulgurites that are useful to alchemy and other forms of magical research. These are worth Magic-User level x 100 x 1d6, for research purposes only. Sale value varies wildly, depending on the buyer.
11. MAZE
The magic is sent into an infinite maze in the air, sucked in by a deep gravity of logic and order that is hostile to all magic nearby as well. There is a 1 in 6 chance that another Magical effect nearby can be dispelled.
12. CRYSTALLIZE
Loose minerals in the air and dust are gathered to form elaborate multifaceted traps. These are often mere glass, but on a 1 in 6 occasion a gemstone is formed worth the Magic Users level x 1d6 x 10SP.
13. ECTOPLASM
A slick and slippery slime splatters around the target, this phlogiston muck is both highly flammable and incredibly slippery.
14. DELAY
The flow of time is sped to disperse the magic throughout history, this effect may be used to damage inanimate objects nearby through sudden decades of neglect and wear.
15. GLITTER
A shower of gold leaf shreds scatter around. One turn spent gathering this yields 1d4-1 SP.
16. MORSEL
The magic is made into a tiny object of gustation, an abstract candy or snack. This invigorates the target as it flies into their mouth to their stomach, giving them first Initiative next round.
17. DIN
A roaring, screaming, crashing, awful noise around the target. They do not hear it, but those nearby must check their Morale.
18. FLASH
A sudden burst of colored light (red, blue, violet, yellow) erupts. This stuns those nearby for one round unless they Save.
19. FLAME
You "catch" the magic in your hand, and it sits there as a gentle flame. You may throw this as if it were a knife, and possibly ignite a target as if they were covered in Lamp Oil.
20. RUMINANCE
You "catch" the spell in your mind, and through visualization of a magical counterpoint cause it to cease to be. There is a 1 in 6 chance that you manage to instead "cage" the spell. This means that for a number of days equal to your level, you now have one "casting" of this magical effect that you may expend (in the Vancian style, you can't transcribe it or "burn" the casting on something else).
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