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Seal Magic

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Rune Magic

"The three remaining men fired frantically at the beast before them, unloading round after round into its massive form. There had been five of them earlier, but the thing had killed Fredrick and Thole. Briggs could still see Frederick parts in several locations around them. Out of the corner of his eye Briggs saw Liddon pause to reload, the last pause he would ever take. Suddenly there was a blur, and the nightmare lashed back with a deafening roar. Briggs caught the sight of a red cloak and the scent of cherry blossoms as someone flew by him to join the fray. Pieces of paper with strange markings on them appeared on the monster as the cloaked figure darted from place to place, never standing still. In just a few moments the solitary figure had done with pieces of paper what the men and their guns could not. Briggs only stared in disbelief as the warrior who smelled of cherry blossoms readjusted her hat and walked off again into the night."

 

• Creed of First Light

The character activates a rune that she is in contact with, invoking all powers it implies. Roll Rune Magic + Faith at difficulty 7. The number of successes indicates different results depending on the rune activated. Runes may remain activated until the character decides to stop activating them, or moves out of range. This ability also allows the character to keep active a number of runes equal to her level in Seal Magic.

•• Creed of Crystal Chimes

The character studies a rune, potentially learning how it works. Roll Scholarship + Research at a difficulty corresponding to complexity of the rune. One success indicates the learning of the rune in three days, two successes indicates learning in 1 day, three successes indicates learning within an hour, more successes indicates learning instantly, no succeses indicates a headache without benefit, and a botch indicates loss of 1 willpower per negative success. This ability also gives the character the ability to sense and identify runes nearby (Inspection + Arcane Alignment, difficulty 7).

••• Creed of Flying Leaves

At this level of mastery, the character can create a rune in only 6 AP. Roll Dexterity + Art at difficulty 7. Upon one successe, the rune is created without a problem; for each success beyond the first, subtract 1 AP from the creation time (minimum time 1 AP). This ability only creates a rune, it does not equip your hands with paper and brush, nor does it activate the rune.

•••• Creed of Paper and Glass

At this level of mastery, the character can create runes on materials other than ritual paper. Roll Dexterity + Art at difficulty 7. Upon one or more successes, the rune is created without a problem. This ability may be used in conjunction with the Creed of Flying Leaves, but two seperate rolls must be made to ensure successful creation.

••••• Creed of the Last Temple

After years of practice, the character is now able to activate runes that she has created from any distance, no matter how far away. Obviously, this level of mastery also grants unlimited range to keeps runes active. In addition, the character becomes able to activate runes which she did not create, so long as she knows what and where the rune is (Rune Magic + Faith, difficulty 8).

 

Banishing

• Accaciae. The first seal of banishing. For each success, the demon must roll it’s own Faith to resist, difficulty 5. Failing to resist results in banishment.

•• Ilicis. The second seal of banishing. For each success, lower the willpower of the demon by 1. If willpower is reduced to 0 in this way, the demon is banished.

••• Spini. The third seal of banishing. For each success, the demon must spend 2 willpower or lose 1 Faith to resist banishment.

•••• Aquilonaris. The fourth seal of banishing. Upon two successes, damage that would normally reduce the health of the host instead begins to decrease the willpower of the demon. If willpower is reduced to 0 in this way, the demon is banished.

••••• Selene. The fifth seal of banishing. Upon three successes, the demon is banished. Successes from previous Selene seals are also counted towards the three required so long as they remain on the possessed.

 

Maze of the Soul

• Hidden. The character declares hidden from demon or hidden from non-demon. Objects upon which the seal are placed gain a bonus to stealth equal to the number of successes.

•• Shall not enter. The character places a seal on a doorway and declares demon or non-demon. Entrances so marked cannot be passed through via conventional means by those for whom the seal was announced. Attempting to pass through the doorway requires a roll of Faith + Will of Iron at difficulty 6 against the number of successes.

••• Expel. The character places a seal and declares demon or non-demon and an amount of time. When the time has finished (from the moment the seal is placed) the seal generates a giant force which pushes all living beings for whom the seal was announced in a 5 meter radius from itself away with a Strength equal to the number of successes. The strength of this seal may be decreased by the demon hunter, but such an action must be declared along with the time and targets.

•••• Paralyze. The character places a seal on a target and declares demon or non-demon. The target (provided that it fulfills the requirements of target for the seal) becomes unable to move from it’s current position. Resisting this seal requires a roll of Faith + Will of Iron at difficulty 6 against the number of successes.

••••• Cage. The character places any number of seals and announces demon or non-demon. Characters for whom the seals are announced may not pass between any two of these seals so long as they remain within 10 meters of each other. Attempting to pass through the doorway requires a roll of Faith + Will of Iron at difficulty 7 against the number of successes.

 

Song of the Soul

• Lure. The character places a seal which silently draws demons from the nearby vicinity (demons more than a mile away are unaffected). Resisting the call of the seal requires a roll of Virtue + Will of Iron at difficulty 6 against the number of successes.

•• Bind. The character places a seal on a target which binds any demons within to the body of the host. Demons attempting to leave their current host must roll Faith + Will of Iron at difficulty 6 against the number of successes.

••• Unpossessable. The character places a seal on a target which makes it unpossessable by demons. Demons attempting to possess the host must roll Faith + Will of Iron at difficulty 6 against the number of successes before rolling against the host itself.

•••• Exorcise. The character places a seal on a target which forces demons possessing it to be expelled. Demons attempting to remain in the body must roll Faith + Will of Iron at difficulty 6 against the number of successes.

••••• Draw Demon. The character places a seal on a target which forces all hostless demons nearby to attempt possession of the target. Demons attempting to resist this must roll Temperance + Will of Iron against the number of successes.

 

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