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BLACK MAGIC
By Grant Howitt and Christopher Taylor, 2017
For use with the Spire roleplaying game
Copyright © 2018 by Grant Howitt and Christopher Taylor.
Published by Rowan, Rook and Decard Ltd.
All rights reserved. No part of this publication may be reproduced,
distributed, or transmitted in any form or by any means, including
photocopying, recording, or other electronic or mechanical meth-
ods, without the prior written permission of the publisher, except
in the case of brief quotations embodied in critical reviews and
certain other noncommercial uses permitted by copyright law. For
permission requests, write to the publisher at the address below.
Rowan, Rook and Decard
113 Forest View Road
London E12 5HX
www.rowanrookanddecard.com
Writing and design: Grant Howitt and Christopher Taylor
Illustrations: Adrian Stone
Layout: Alina Sandu
Proofreading and copy-editing: Harry Goldstone
Production: Mary Hamilton
CONTENTS
Black Magic
Blood-Witch
Extra Advance: Grangou
Extra Advance: Deep Apiarist
Demons
Extra Advance: Demonologist
Occult Fallout
1
3
8
11
14
18
20
BLACK MAGIC
There are two kinds of magic in Spire. The first, and
most common, is divine magic – spells and rites sanc-
tioned by a church or temple devoted to a deity or
pantheon. These rituals, many of which have been
handed down from master to student for hundreds
of years, produce reliable results in exchange for a
predictable cost.
But you aren’t here for divine magic, are you?
The second is occult magic, which is far more ex-
citing. Occult magic is on the bleeding edge of what
magic can do. Occult magic is barely-researched and
semi-improvised. Occult magic is art, and passion,
and grabbing the threads that bind the world togeth-
er and tugging them to see what happens. Every La-
jhan calls to Limyé in the same fashion, using more
or less the same words – each Idol makes their own
spells, cobbles them together from found parts and
black-market sorcery, binds a little of their soul into
each. Every Vermissian Sage lets the dark energies of
that dread network into themselves, and understands
the flow and pulse of energy through it – they can feel
the rush of air through a tunnel beneath their feet
as though it was their blood pumping through their
veins. They know the place, and they can make it do
strange and unnatural things.
And there are more occultists, besides the art-
ists and the scientists – there are grangou, or hun-
ger-witches, who practice the old arts of the dark
elves: magical cooking, supporting a community
through food, bringing the dead back to life in their
cauldrons. There are deep apiarists, who commune
with a strange intelligence known as the Hive, and
battle against the corrupting forces of the Heart with
swarms of bees that reside within their bodies. There
are the hellish blood-witches, carriers of a sentient
blood disease that warps the world around them.
And, for the truly brave (or foolish, or cruel), there
is demonology – a dark path indeed, and the costs
incurred are dreadful. But if you want to kill thou-
sands of people in the most horrendous way possible,
there’s nothing better.
1
2
BLOOD-WITCH
“I can hear your heartbeat, aelfir, and I hear terror.”
You are a ritual magician who has travelled to the dark
Heart of Spire, and brought back with you a strange
and debilitating blood disease that allows you to warp
the natural world with your essence. You possess do-
minion over blood, and your unnatural countenance
makes you a terrifying figure to behold when riled.
CORE TRAITS
RESISTANCES:
Blood +3, Shadow +1
REFRESH:
Share a moment of intimacy with an-
other person.
SKILLS:
Deceive, Resist
DOMAINS:
Occult, Low Society
BLOOD-WITCHERY
Although blood-witchery spells have the Occult
tag, the caster doesn’t have to make a roll to cast
them. In this way they function like divine magic,
but they don’t have a specific godly source – the
unique blood chemistry of the witch lets them
channel the residual energies of the Heart into
potent, and stable, sorceries. For this reason, they
cannot be cast by a character who has not made
the pilgrimage to the Heart.
Should a blood-witch cast as part of a coven
– traditionally three witches in total – then all
stress incurred can be equally spread amongst
the members of the group. (Or offloaded on the
weakest witch, as is more common.)
Also: the majority of blood-witches are women.
Most men who pick up the infection die before
their transformation into a witch is complete due
to a quirk of biology, but male witches are not
unheard of.
BONDS
You have captured a creature and fed your
diseased blood to it, turning it to your will
and enhancing its intelligence. Choose a
small common creature such as a cat, toad,
crow, snake, spider or raven, and gain it as
an individual-level bond. The creature has
a physical tell that indicates it is under the
influence of black magic, such as compound
eyes, additional legs, strange markings,
or horns.
You have tasted the blood of another player
character, and learned a secret about their
past (or future). What did you learn, and
how often do you remind them of it?
EQUIPMENT
Athame (D3, Bloodbound)
Several sets of tattered, weird-looking
clothing
A collection of occult ephemera
3
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