Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Tuesday, March 18, 2025

Blight for the Buffy the Vampire Slayer RPG

Blight

4th-level necromancy

Power Level: 7
Casting Time: 1 action
Quick Cast
: Yes vs. Sorcery
Prerequisite: Occultism 1+, Sorcery 1+
Range: 30'
Components:
V, S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice in your Line of Sight or LoS, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes full damage on a failed save, or half as much damage on a successful one. The damage is subtracted from the PC's CON score like a poison with STR equal to the spellcaster's WPR x 3 (max 7). Furthermore, it does 1 LP per SL.

This spell has no effect on undead, constructs, or Robots.

If you target a plant creature or a magical plant, the spell deals maximum damage even on a successful save. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. 

Participants 0 (1), Harm Major +3, Instant +2, Noticeable +1, 

© The Weirding, 2025

Thursday, March 13, 2025

Black Tentacles for Buffy the Vampire Slayer Roleplaying Game

  1. Black Tentacles

    4th-­‐‑level conjuration

    Power Level: 6
    Casting Time
    : 2 ACTions
    Quick Cast: Yes
    Range: 90'
    Components: V,S,M (a piece of tentacle from a giant octopus or a giant squid)
    Duration:
    Concentration, up to 1 minute per SL

    Squirming, ebony tentacles fill a 20' square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

    When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take (2 x Spellcaster's WPR) bludgeoning damage and be restrained by the tentacles until the spell ends. The tentacles' STR is equal to the spellcaster's WPR x 2. A creature that starts its turn in the area and is already restrained by the tentacles takes double the spellcaster's WPR bludgeoning damage per Turn until freed.

    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

    Participants 0, Recitation +1/Quick Cast +2, Noticeable +1, Duration Medium 0, Unusual Ingredients -1, Harm Severe +2, Summoning Severe +2
    SUMMARY Severe +2

    This spell is often contained within tomes that also contain the spell, Curse of the Grave (Lawyers, Gods, & Money, p.357). This is considered a Dark Spell for all purposes and intent and, as such, often remains hidden from sight in dark tomes that Heros, Champions, and even Scoobies like your own characters fight to keep that way.

    Even if it is used for good purposes, casting this spell also casts a pall over the spellcaster that might affect future spellcasting or attempts.

© The Weirding, 2024

Tuesday, March 11, 2025

Bless for the Buffy the Vampire Slayer RPG

Bless

1st‑level Gnostic/Theomantic enchantment for Buffy the Vampire Slayer RPG

Power Level: 2
Casting Time: 1 action
Philosophy: Gnosticism, Theomancy
Quick Cast: Yes vs. Occultism
Prerequisite: Occultism 1+
Range: 30' (10 Hexes, or 10h - 6h in D&D)
Components: V, S, M (a sprinkling of holy water)
Duration:
Concentration, up to 1 minute per SL

You bless one creature or object of your choice within range. Whenever a Blessed target makes an attack roll or a ST (Survival or Saving Throw) before the spell ends, the target can add the number of Success Levels rolled to the next attack roll or ST. 

Participants 0/1+, Quick Cast +2, Scope Noticeable +1,  Duration Medium, Unusual Ingredient -1, Noticeable

Although Bless is still a low-level spell, not much else from its Dungeons & Dragons roots carries-over into Buffy the Vampire Slayer RPG. It is, however, ubiquitous, being reprinted in nearly all copies of The Holy Book, which can be readily found at any place of worship, motel room, or bookstore. This is the Theomancy version which includes instructions on how to include participants; all other interpretations are Gnostic and leave out this information.

© The Weirding, 2025

Wednesday, March 05, 2025

Buffy Spell Conversions

Obviously, my version of Angel/Buffy the Vampire Slayer RPG is different from Rules-As-Written, so I'm not concerned with warping some vision of the game with rather admittedly staid versions of spells from the 5.1 SRD_CC or any other source. The careful consideration and choice of spells you include makes all the difference in your world and especially your magic system, and that's what I am doing here. 

Many of the spells in the game were taken from the TV show, where they were usually just a convenient plot device. Thus, we get a lot of spells along the lines of "Tara's Spell for Finding Lost Items" instead of a simple "Locate" spell, which is way more important for our purposes than Tara's nifty little ditty that came in handy at just the right moment in that one episode in which it was featured.

I also need to know which spells are found in which books and where those books are usually located or can be found. Some will be relegated to libraries, others to more important repositories, and still others to the black market. Knowing where to find these spells is half the trouble of being able to use them. Angel/Buffy has a great Quality called Occult Library which really helps pare things down.

Of course, a lot of these more personal types of spells are to be found in college notebooks, Trapper Keepers, diaries, and similar places. They may be more specific, less utilitarian, spells but they are often harder to find, making the more generic ones... more generic. A single session or even campaign could hinge around finding and using one of these very specific spells that are included with a lot of the official reading material.

Just knowing that some of these spells exist in my BtVS world - which extends well into the Medieval Ages, and languishes on through the Victorian Age - is enough detail to influence certain decisions. While this works for me as GM, learning the different spells that exist in my world is useful to players, as well.

© The Weirding, 2025

Thursday, December 12, 2024

Barkskin for Buffy the Vampire Slayer RPG

Barkskin

2nd-level transmutation

Casting Time: 1 ACT
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: 1 hr./SL
PL 6/1*
QuickCast: Yes

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AV can’t be less than 3, regardless of what kind of armor it is wearing. This can be applied to one's self.

AV 3
CT: Ritual +1
Scope: Noticeable +1
DUR: +1
MAN: Major +3
PL 6/1*

---

*Magic Factor 5.

Some areas will have different Magic Factors, thanks to ley lines, crystals content, and other factors. The Magic Factor is deducted from the spell/item's PL before it is cast or enchanted. Every spell costs at least 1 PSI/WPR to cast, but those with FATigue also cost END (STA, CON in BtVS RPG). Generally speaking, the PL is the PSI cost. If PSI reaches 0, character falls unconscious; further loss goes directly to WPR/COOL.

Going more by the books for Buffy the Vampire Slayer Roleplaying Game, the costs above lead to a PL 6, unmodified by the area's Magic Factor, should it have one. Buffy does not use PSI or END costs, but I have added a FATigue category because so many other games I'm converting from have a similar entry.


© The Weirding, 2024

Tuesday, November 19, 2024

Knock for Angel/BtVS RPG

Knock/Lock

2nd-level transmutation

Casting Time: 1 ACT
Range: 60'
Components: V
Duration: Instantaneous
PL 1

An object held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. If the object has multiple locks, only one of them is unlocked per casting of Knock. If the target is held shut through magical means, that spell is suppressed for d10 Turns, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from up to 300' away, emanates from the target object. Even if the spell check is failed, this loud report is issued.

Knock does not disable magical nor mundane alarms, nor does it disenchant enchanted items.

The reverse of this, Lock, places a STR 8 Magickal Lock on the object that can only be defeated by using this spell (generally speaking). It cannot be Picked and its nature makes it too complex to be defeated by mundane means.

© The Weirding, 2024

Monday, November 18, 2024

On Spells for Angel/BtVS RPG

Not all Dungeons & Dragons spells work in Buffy. Bestow Curse, for instance, is too high-powered and actually breaks into more than one spell in Angel/BtVS RPG. But it doesn't really matter, since you have to find and learn the spell to cast it; that the spell simply exists is not even necessarily true, but even in those cases, that does not mean you know it, can learn it, or even know it exists. In D&D, and many other systems, you simply need a copy of the spell or you are assumed to already have a copy of the spell handy once the system says you learn a new one.

In many ways, things are similar, but Buffy does not have spells slots or character levels; you have to at least test DEX for spells with V,S components; there are no hard limits on the level, type, or number of spells you can cast; you expend PSI to cast spells*; and more.  

Barkskin is an example of a spell which might not exist as-is in Angel, but would definitely exist in one form or another. What kind of spellcaster would know Barkskin? Hedgewitches, Shamen, and maybe a few Supernaturals with a rural background of some kind; other than that, it would be the Fey. Since we are specifically tackling the Fey and the Fey Realm, I went ahead and adapted Barkskin to the system for completeness; but, that doesn't make it any more or less likely that you will encounter it, learn it, or even hear about it.

If you do encounter it, there's a chance to learn it. Your spellcaster has to study, practice, and test her Occultism and Sorcery in order to find, research, learn, and cast spells - they do not just come to her when she wakes up, and she cannot suddenly comprehend them just because she slept. 

This is true in Buffy ([Occultism+INT] vs. 10+ to read, comprehend, and learn spells from a book; [Sorcery+SAN/WPR] to cast them) and Chill ([Occult Lore + PCN] vs. 50+ to research and learn a spell; [Ritual Magic + WPR] to cast a spell). In both games, you need two, separate skills to practice magic, and must make two, separate tests for each spell you wish to learn and cast. You still test Sorcery/Ritual Magic when you cast the spell (vs. target's WPR, base DC 10, et.al.).**

For that reason, you can go through and adapt all of the spells from any game into Buffy. None of them matter if you can't research and learn them. You have to work with a teacher to learn a spell the way you do any skill, taking as much time and care as you would when learning a skill. 

And all of this is to be eyeballed as you go, since so much of it is cribbed from so many other sources. If I slip into other systems, I will do my best to edit these later so they are specific to Buffy the Vampire Slayer Roleplaying Game.

All of that aside, a spell like Barkskin definitely exists (whatever direct form it takes) and, since Barkskin is already written-out and in the CC, it's just quicker and easier to convert it to our game than it is to design a spell from scratch to do the same thing. Plus, long-time gamers and grognards already know the spell from D&D, making it easier to find and reference.

Basically, the spells I am swiping from CC_SRD are ones I consider important enough to want included, at least in spirit, but remain powerless if their sources aren't discovered. For the most part, any spell can be included in any tome (we call them Grimoires), but d6 spells per book is a good rule of thumb. The number of pages in a Grimoire and the number of spells it can contain remains the same (DMG2e, p.62). Because spells are harder to come by and learn, grimoires are too. Magical tomes, in particular amongst even magical items, are much sought-after in our gaming world, and form part of the basis of our economy.

Note, too, that (just like in D&D) grimoires can take many forms and spellcasters do not automatically receive one. When they are just getting started, a PC's grimoire is likely to be a college-ruled notebook, or series of loose-leaf pages in a binder or school folder. Also, once they learn a spell and it is known, they do not necessarily have to have a copy of it on-hand, so there is no guarantee that a spellcaster's grimoires will even contain the spells that spellcaster already knows. 

All spells cost their PL in PSI, and at least 1 PSI must be spent to cast a spell. Characters can cast as many spells as they have available PSI, but fall unconscious at 0 PSI. Further, this can prey on their SAN, as FFS also deplete PSI. Outside of the Empyrean system, STA is substituted in Chill, and INT and WPR are cross-referenced on the Life Points Table to determine your SAN/PSI if you are playing the Angel Roleplaying Game or the Buffy the Vampire Slayer Roleplaying Game.

---
*PSI and SAN are not part of the original UniSystem as written. They have been added to simulate Fear (FFS), Sanity, and provide limits for spellcasters (PSI). The information in supplements like The Magic Box were not part of the original system as-is, either.

** Learning spells is covered in Ghosts of Albion, p.107. The rules above are very similar, so either should work fine.

© The Weirding, 2024

Monday, November 11, 2024

Important Books (Tomes in UniSystem RPG)

Magical Tomes

There is a large library of books that require special consideration. These will be presented in small batches with this being the foundational effort, as it includes primary tomes like The Holy Book. Nothing here (or elsewhere) is final; this is the beginning efforts and the base-level entries for these particular books: The Golden Bough, The Holy Book, Oneirocritica, and the Compendium of Dreams. Though these books are not necessarily magical in nature, they do have an effect on Magic in the game, and are quite important to the foundations of Magic and how it operates throughout the multiverse, providing glimpses into the Unseen.

Golden Bough

PL 2
+1 Science (Anthro/Archae), +1 Lore (History), Unlock Magic Factor
After reading this book, character subtracts the area's Magic Factor (MF) from all spells and items' PL. This privilege is usually limited to those that have attened the Lyceum Arcanum, the only actual magic college. The Golden Bough is on their curriculum.

Holy Book

PL 4
+1 Lore (Theology), +1 Lore (History), +1 DP (Buffy)
+25 Comparative Religion, +1 Faith (Chill)

Despite its ubiquity, reading the Holy Book is not something most people can say they have done. Requires 3 SL vs. Comparative Religion/Theology. I added several sub-skills to Occult Lore in order to make the Magic expansion work, including Theology. You might also just go with Occult Lore (+1 Theological) or make it a Wildcard.

Oneirocritica

PL 3
+1 Occult (Phantasmagorical [Dreams])
The reader needs 5 SL vs. Greek (DV 13) to read. Can enter Land of Nod at will after reading (High Lucid Dreaming). This book can be found in several libraries, including at least one in Vincent and one on The Islands. Phantasmagorical is another category under Occult Lore that you could make a Wildcard.

Compendium of Dreams

PL 4
+1 Occultism: Phantasmagorical (Dreams)
The reader can enter the Land of Nod at will after reading this book (High Lucid Dreaming). Assuming the Land of Nod and Astral Plane are one in the same, High Lucid Dreaming is Astral Travel (PL 6/1). If they are different Realms or Planes of Existence in your world, then they are different spells/abilities. After reading either of these Phantasmagorical books, the PC may enter the Land of Nod without ritual, even while awake in our own, real world. He still leaves his body behind and the spell continues as written, but he is also "travelling" through the Astral Plane (Dreamworld). His real-world self continues on auto-pilot, almost like an Unseen Servant while his conscious identity traipses about Dreamland. Unseen Servant, Brew Dream Drug (CthUniSystem, p.12).

© The Weirding, 2024

Thursday, November 07, 2024

Unseen Servant in Angel/Buffy the Vampire Slayer RPG

Unseen Servant

1st-level conjuration (ritual)

Casting Time: 2 ACT (1+ minutes)
Range: 60'
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 minute / 1 SL

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has Combat 8, Muscle 6, Brains 10, 1 LP, 5 END (EP), and cannot attack. If it drops to 0 in any score, the spell ends.

The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60' away from you, the servant moves in that direction and dissipates at 16'; the spell ends.

QuickCast: No
Participants: 0
CT: Recitation +1
Scope: Minor +1
Dur: 1 min./SL
String, Wood +0
Harm: None -
Mind/Emotions -
Summoning: Severe +2
Manipulating: Severe +2
PL 6

The character's Witch-Fu must equal 15+ to know this spell. Unseen Servant is collected in numerous spellbooks, most notably those associated with higher learning. Thus, Unseen Servant is a favorite of fratboy future cultists and Gidgets everywhere. In fact, the knowledge of this spell indicates socially that you have attended the Lyceum Arcanum (the only magic college in these settings, which exists in a pocket universe—the Fey Realm—alongside our own).

An immensely useful spell despite its utilitarianism, the difference between our world and that of the typical D&D campaign becomes clear in the difference in PL; Unseen Servant is a cantrip in Dungeons & Dragons. Unseen Servant is one of the first spells most Supernaturals learn.

Note that the Unseen Servant only lasts for (SL x [1 minute]), not 1 hour; the spell is generally cast once for each action you want it to perform, but it can continue to operate for the Duration. For example, if you roll 5 SL, Unseen Servant continues to function for 5 full minutes, even if it completes all tasks within 2 minutes. The caster maintains a type of Telepathy (Lim. Use: Unseen Servant, only) with the Unseen Servant and can attempt to task it extra chores at a graduating penalty of (-1 Witch-Fu) per each new task.

© The Weirding, 2024

Monday, November 04, 2024

Treasure for Buffy, Chill, and Dark Conspiracy RPG

BtVS RPG
Random Treasure in Angel/Buffy the Vampire Slayer RPG, Chill, and Dark Conspiracy

Using Dark Conspiracy's NPC card-based Demeanor system (p.168) to determine the general RESources an NPC or Critter is likely to possess gives us a starting point for determining what one might find on an NPC, critter, or at a location. The latter of which depends largely on what the location was being used for and by whom.

: Spades, Ambition. Clearance Pass, ID, d4 credit cards with (d10x10k¥) limit. Roll twice.

: Clubs, Batons, Violence. Weapon, Hand Weapon, (d3x100¥) cash. Roll once.

: Hearts, Social. ID, Contact Book/Phone, (d6x100¥) cash, d2 credit cards 10k¥ limit. Roll once.

: Diamonds/Jewels, Greed. d6 credit cards (d10x100k¥), (d10x100¥) cash, d6 x Jewelry. Roll three times.

Values do not only refer to actual cash worth, but also the difficulty of accessing the item. Thus, the Eye of the Drake is actually a rather gross and ugly necklace, but it is worth an awful lot because it is magical and difficult to acquire. These prices do not replace AVAIL codes in Dark Conspiracy or Empyrean, but items of magical/Darkling nature are generally unavailable on any market, and thus don't usually have AVAIL codes.

Random Treasure Table (Start)

  1. Nothing

  2. Pocket Lint - STOP.

  3. 20¥ pocket change, Roll Again.

  4. Key d6: 1-2 Door in room, 3-4 Car outside, 5-6 Lockbox in room

  5. 50¥ pocket change

  6. (d10x100¥) pocket change

  7. Debit/Credit Card (d10x1000¥) limit

  8. Jewelry 1-2 Ring, 3-4 Necklace, 5 Bracelet, 6 Anklet, 7-8 Toe Ring, 9-10 Earrings Value (d10 x 1000¥)

  9. Lighter and Cigarettes (Ceramic case, 135¥)

  10. Roll Again


Weapon
Dark Conspiracy
/Buffy/Chill

  1. Ammo 9mm d6/12 LP/SR 5

  2. Ammo .22 d6/12 LP/SR 5

  3. Ammo .38 d6/12 LP/SR 5

  4. Ammo .45 d6/12 LP/SR 5

  5. Beretta d6/9 LP/SR 5

  6. Desert Eagle .44 3d6/18 LP/SR 7*

  7. Standard .45 d6/12 LP/SR 6

  8. Rifle, Shotgun d6/18 LP/SR 8

  9. Scope +1 Aim/To-Hit, +10% Telescopic optics.

  10. Repeating X-Bow d6/16 LP/SR 5

* Big-Ass Pistol


Hand Weapon

  1. Fist Pack +1

  2. Big-Ass Brass Knucks +d6

  3. Big-Ass Knife d6/(3xSTR)/SR 4

  4. Big-Ass Sword d6/(5x[STR+1])/SR 6

  5. Baton d6/(3xSTR)/SR 3

  6. Garrote 2d6/(3x[STR+1])/SR 4 **

  7. Hand Tool d6/(d3xSTR)/SR 3: Hammer, screwdriver, heavy wrench, et.al.

  8. Chainsaw 2d6/(6x[STR+1])/SR 5

  9. Roll on Enchanted Items

  10. Roll on Magickal Items

** Must score Headshot.


Enchanted Items

  1. Nothing

  2. Nothing

  3. Timeless Watch PL 1: A watch that never needs winding nor batteries.

  4. +1 Athame (Knife, q.v.) PL 2

  5. +1 Ring of Protection (+1 WPR vs. Spellcraft, Ritual Magic, Darkling EMP, EWS) PL 2

  6. +1 Cauldron of Brewing: Enchanted Copper Brewing Gear. PL 2

  7. Ghostlight PL 2 (As Light of Guidance - Magic Box, p.71)

  8. Cloak of Invisibility (Roll vs. PCN -2) PL 3

  9. Energy Blaster PL 3 (STR x SL)

  10. Screamer PL 3 (WPR x SL): A Darkling mouth screams incessantly. Can be stuck to anything.


Magickal Items

  1. Nothing

  2. Nothing

  3. Nothing

  4. Nothing

  5. +1 Athame $1000, 1500¥

  6. +1 Cauldron/Pot of Brewing $600, 1200¥: Copper brewery in low-magic worlds.

  7. +1 Ring of Protection: Eye of Agate $1100, 1700¥

  8. +1 Augur of Scrying: Bloodstone $1500, 3500¥ See following.

  9. Eye of the Drake: Necklace $11k, 25k¥  See Following.

    10. War Trophy $50k, 50k¥ See following.

---

8. +1 Augur of Scrying 

Chill 

+10% Fortune Telling, Ritual Magic, Contemporary Religion¹
---
¹
Must have Faith 1+

Scry
(Pot.) PL 3
15-minute scrying ritual using an augur which must be at least 100
¥ in value (usually a crystal of some kind).
2d10 WPR Fatigue

Locate person or object. To search for Supernaturals or magic use, the character must have The Sight (Angel RPG, p.58), and traces of magic from items and places where magic has been present will appear as false positives. Test (Ritual Magic -12, Fortune Telling and Contemporary Religion¹ -27). PC needs a PCN 60 in Chill to cast this spell (d10 WPR Fatigue). Augur is made from materials worth 1000¥+ (as is the case with the +1 Augur of Scrying). 

Buffy the Vampire Slayer Roleplaying Game 

Scry is resolved using Witch-Fu vs. 12 in Angel/Buffy the Vampire Slayer RPG.

1 Success = General planetary region
2 Successes = General Province/State region
3 Successes = General City
4+ Successes = Specific Location 

Ritual: Scrying up to 15 mins. +2; Mats: Augur 100¥ +3; Assist: 0 +1;
Sub: Ritual Magic +10 +2
         Fortune Telling -15, L +4
TOTAL: 8, 10
Range: Planet
+9; Dur: +1; Area: Planet. +10; Fat: 2d10 WPR +4
DETECT Pot. 3
TOTAL:
27

9. Eye of the Drake
PL 5

Dark Conspiracy

Eye of the Drake comes from a Demonground drakken and allows the bearer to scry into Dæmonground—areas that do not show up when normally scrying. This Divination tool also adds +1 Psionic Scan. The drake that lost it wants it back and it is a much vied-for magickal item, so it isn't something you should be showing-off. +1 XP, Hunted by Underworld (amongst whom this item is particularly popular). Bearer does not need INT of PL to employ the Eye of the Drake, but does need to know the Scry spell or have Psionic Scan.

Chill 2e
Chill

-3 Hunted (EWS 110-120, Underworld - 110-120 point NPC)

Eye of the Drake allows the holder to scry into pocket dimensions normally out-of-bounds. This includes the Land of Nod, et.al.

Buffy/Angel

Supernatural Senses: The Sight (3-pt.)
The bearer can see traces of Magic and the Supernatural.
ARPG, p.58. 

-2 Adversary (Underworld, Champion)

In all cases, Hunted/Adversary is necessary because the Eye of the Drake (although there is more than one) are much sought-after by spellcasters and the Underworld.

10. War Trophy
        PL 7

As per the WarMagus Spell (Empyrean):

-3 Adversary (WarMagus, Veteran)
-2 Adversary (Law Enforcement, et.al.)
-1 Adversary (Underworld
, Investigator)

The WarMagus who created this War Trophy wants it back, if he can find it.

Allows the possessor to instantaneously travel to and from a pocket dimension at the center of all time. All planes and realms of existence are within a finger's distance, allowing the owner full travel of the multiverse, coming and going, at the speed of thought.

War Trophies are grisly things—the human lampshades and fallen soldiers' remains -level of grisly—and thus, should remain hidden. Law enforcement agencies, including historical departments and organizations, might be looking for them and would definitely be interested if they find a War Trophy.

---
I recently acquired Ghosts of Albion, so I will revisit this post, especially the spells.

If the Nu-Yen symbol is not showing after the values above, I went with that instead of dollars because I used a lot of weapons from Shadowrun. I am using an economy, so the dollars price is about one-half the Nu-Yen value, or current market. You may want to raise those a bit to further restrict access to some items. Rank and Renown may also play a part in accessing certain, if not all, items.

© The Weirding, 2024

Wednesday, October 30, 2024

Lore of the Wampyr (Buffy, Angel / Empyrean)

Only two have been uncovered so far, and one went "missing" in the S.A.V.E. fire of the late 1980s (Core, p.145); the other is at the College for Modern Thought at Vincent. It is not on display and, even if the players know the name, it is not for personal perusal; however, it is available once the PCs build-up a rapport with the director, workpeople, and general staff. 

They can attempt to purloin it, but that shouldn't be easy. It is in a back room that is kept locked and dark, cool and entirely disconnected from the rest of the library and campus. Several other important and valuable works reside alongside it, though there's no room for them here. No one is watching the room, but the lock requires 5 SL Crime (Lockpicking); if the party tries to break it or destroy it to get to the book, it may damage it (which it does if the lock takes more than 20 LP in a single attack). The lock itself has 30 LP, 4 AV (Armor). 

(Buffy has no STA equivalent, though Conspiracy X includes Endurance Points, which are equal to the character's LP and are determined the same way [STR + CON] on LP Table. Now, decrease all damages by d6 LP; instead, the first d6 of all damage is EP, Bash/Bludgeon does EP only, and all Unarmed Melee does EP only, as well. If you choose to play Angel as-is, ignore EP and the damage changes.)

Likewise, INT and Will cross-referenced on the LP Table gives you the character's ψ (PSI), which is expended during the course of spellcasting, being scared (FFS), suffering stress, employing Psionics, and similar situations. This is important, as Lore of the Wampyr contains at least one spell (Let There Be Light).

The book is leatherbound with metal backing on the cover and spine. The title has been burned into the front of the book, possibly with a woodburner. The Lore of the Wampyr has Armor 2 (Leather). Armor has to be bested in one hit and soaks damage equal to its value, thus the tome can be scratched nearly to shreds but not destroyed without doing at least 2+ LP in one attack.

Lore of the Wampyr (Empyrean/UniSystem kitbash - Stricter Chill2e write-up) 

PL: 6

PCs must accrue the PL in SL rolling (Occultism+INT) against the PL (6+9=15) for comprehension (DC 15). This may take some time, but failure simply means another test must be made after one night's rest (Full Rest, D&D). Once completed, the reader gains +3 DP [Resolve] vs. Vampires, +1 Thaumaturgy, +3 Occultism, and learns the spell, Let There Be Light PL 4.

Let There Be Light
PL 4

PC's (INT+Sorcery) must be PL(4) or higher to cast this spell. Let There Be Light costs 4 PSI and 1 LP to cast and requires the character mix just under $100 worth of assorted herbs and chemicals before her. The ingredients burst into a ball of flame which lasts only a second but lights the entire room for a solid minute per SL as though it were bathed in sunlight. The light itself acts as sunlight to plants and the Undead, et.al., including high-level Evil Way Menaces vulnerable to Holy Aura, Holy Light, religious relics, Radiance, or sunlight. The Duration can be increased by one minute per 1 PSI or SL.

(Ritual 2: 15 mins.; Mats 3 $100; No Assist; Gen Test vs Chemistry Sub 3; Rng 1 Same Room; Dur 1 min.; Area 2 Sm. Room; Fatigue 1)

This spell does not exist in The Tome of the Living Flame nor is it known by its believers. Let There Be Light has been copied and included in many magickal works, mostly aimed at vampires and the Undead.

GMs might include Hellbolt but are warned against it.

PL/DV to be beaten are reduced by 5 for Magic Factor, but only under certain circumstances, such as proximity to Ley Lines, whether or not the spellcaster has read specific Tomes, or attended the Lyceum Arcanum.

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We are unaffiliated with Chill or the owner(s). The Lore of the Wampyr, and the attendant rules and rules changes, work under Mayfair's 2nd-Ed. Chill, and should work under other versions but have not been playtested under other versions. This is an original creation made for Chill 2e and converted to UniSystem.

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