Supernatural – Rules – Taoist Magic

I created a special kind of Magic for a player who wanted to be able to do Taoist Spells and Rituals.
I have made it so that Rituals cost Essence just like miracles do.
Most of the spells require a Willpower+Concentration check.

Player can learn a spell via a teacher and of course spending Xp and in game time to learn from the teacher.

Components
Magic of course needs components sometimes it’s only somatic (gestures), sometimes only verbal and sometimes they need a physical component.

Rituals
Holy Water
Method: Ritual
Components: Common
Xp Cost: 1 (Or 0 when learned In game)
Essence Cost: 2
Effect: Creates Holy Water
Limitations: When befouled it won’t work anymore

Spells
Piercing the Veil 1-3
Method: Spell
Components: Uncommon
Xp Cost: 4 per level
Essence Cost: 6 per level
Duration: 6 Rounds
Effect: When dealing with illusions you are less influenced by it. +1 per level on Willpower checks while seeing through Illusions. You can give a Bonus to a subject up to the level that you have. So if you have 3 you can give 3 people +1 or a person +2 and a other +1
Limitations: Only 3 levels are available.

Bless Weapon (Demon) 1-3
Method: Spell
Components: Uncommon
Xp Cost: 5 per level
Essence Cost: 10 per level
Duration: 5 Rounds
Effect: On the first level you add 1d4xStrength of damage against Demons, on the second level you add 1d6xStrength against Demons and on the third and last level you add 1d8xStrength against demons.
Limitations: Only 3 levels are available, you can only cast a blessing on weapons that are not magical. A blessing makes a weapon magical for the duration of the spell. For example if you have cast a Bless weapons against vampires then you have to wait until the spell is over to cast a Bless Weapon against Demons.

Bless Weapon (Angels) 1-3
Method: Spell
Components: Uncommon
Xp Cost: 5 per level
Essence Cost: 10 per level
Duration: 5 Rounds
Effect: On the first level you add 1d4xStrength of damage against Angels, on the second level you add 1d6xStrength against Demons and on the third and last level you add 1d8xStrength against demons
Limitations: Only 3 levels are available, you can only cast a blessing on weapons that are not magical. A blessing makes a weapon magical for the duration of the spell. For example if you have cast a Bless weapons against vampires then you have to wait until the spell is over to cast a Bless Weapon against Demons.

Bless Weapon (Ghosts) 1-3
Method: Spell
Components: Uncommon
Xp Cost: 5 per level
Essence Cost: 10 per level
Duration: 5 Rounds
Effect: On the first level the weapon inflicts 1d6 of damage against Ghosts, on the second level the weapon inflicts 1d8 damage against Ghosts and on the third and last level the weapon inflicts 1d10 of damage against Ghosts.
Limitations: Only 3 levels are available, you can only cast a blessing on weapons that are not magical. A blessing makes a weapon magical for the duration of the spell. For example if you have cast a Bless weapons against vampires then you have to wait until the spell is over to cast a Bless Weapon against Ghosts.

Balance of the Cat
Method: Spell
Components: Somatic
Xp Cost: 5
Essence Cost: 5 per turn
Duration: As long as you have Essence
Effect: The character can walk on ropes or rails, climb ropes, balance on the top of poles, and immediately recover from being thrown without having to make any action. Furthermore, he can move about at full speed while performing these feats of balance.
Limitations: When climbing you need something to hold on and when balancing you need a underground to balance.

Gravity Defying Jump
Method: Spell
Components: Somatic
Xp Cost: 5
Essence Cost: 5
Duration: One Jump
Effect: From a standing position, the martial artist can jump either six meters vertically or 12 meters horizontally. With a running start of at least three meters, he can jump 12 meters vertically or 24 meters horizontally. Of course, a jump of smaller distance is also possible.
Limitations: You need a solid underground to jump from, if you want to jump higher you should jump up against a solid object and then you can use this power again to jump on.

Suspension
Method: Spell
Components: Somatic
Xp Cost: 5
Essence Cost: 8
Duration: One Turn
Effect: The character leaps into the air just like he was jumping. The difference is, for the remainder of the Turn, he can maneuver while in the air, just like a bird. He doubles his Speed in the air . By expending an additional 8 Essence Points the next Turn, the martial artist can remain in the air. This ability can also be used at the last instant to cushion and eliminate damage from a long fall. Roll a Willpower and Martial Arts Skill Task. Each Success Level halves the damage multiplier of falls.
Limitations: You are in the air so no cover.

Author: Federico

I am the creator of this blog and a dreamer that converts it’s dreams into games.

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