Optional Modifications to IronClaw Spell System

 

I've recently started playing IronClaw, and, though I really like the way the spell system is done in terms of the game mechanics, I find that the spell list leaves something to be desired. Specifically, Elementalists past the Apprentice level don't really have much to choose from, and all of the spells are (basically) the same from one Element to the next. Also, there are a lot of spells in other lists that are just copies of previous spells, with bigger/more dice. In order to make the spell system more effective, the following modifications can be made.  In cases where subsequent versions of a spell have been removed, assume that the mage can spend 1 addition point on an Adept spell of Apprentice/Journeyman level to buy the next more powerful version (which can then be used exactly as if it were bought Adept normally).  These spells do not count toward the requirements for advancing from Journeyman to Master. 

 

Elementalism:

Remove the following spells entirely:

Breaking the Foundations,

Clarity of the Spring,

Clouding the Waters,

Cooling the Fires Within,

Haste of the Zephyr, and

Untempered Soul.

 

Rename Heart of the Mountain to Body of Stone

 

Replace the effect of Calming the Storm as follows:

Calming the Storm (4, 4d8, Regular, Caster attempts to alter local weather)

        A Yellow Mage can attempt to change the current state of the weather by manipulating their Element.  Some recommended resistance rolls for the weather conditions are given below.

 

Changing Hail to Snow:                         4d6      Stopping Thunderstorm:                        5d8

Stopping Snow:                                    4d6      Moving a Hurricane/Tornado:               4d12

Stopping Blizzard:                                 5d10    Changing Tunderstorm to Rains:            4d8

Making Snow out of Season                 4d10    Stopping Light Drizzle:                          4d6

Gathering Clouds:                                 2d8      Stopping Heavy Rains:                          5d6

Breaking the Clouds:                             3d6      Causing Rain (cloudy day):                    4d6

Causing Rain (no clouds):                      4d10

 

On a Success, the weather will gradually change as the caster desires, though this will happen in a reasonable amount of time, as if the weather had changed naturally (which makes it hard for the caster to prove that they really DID change the weather.  On a critical Failure, the weather actually worsens (or improves, depending on the desired effect).  On a Failure/Tie, nothing happens.  On an Overwhelming Success, the weather changes in the space of a few minutes, or the caster may choose to roll his affect dice again, and try for a higher level of effect (i.e. Overwhelming success changing Hail to Snow could mean the caster could stop the Snow, as well).

 

Add the following spells:

Journeyman Air:

Whirlwind (2, 2d10, Regular, Caster summons a whirlwind)

        With this spell, the Yellow Mage summons a strong wind to swirl about himself, which will provide an additional 2d10 of defense vs. ranged attacks.  This is also a great dramatic spell, good for blowing leaves and papers around while making an entrance.  This spell lasts for the duration of the Scene.  On a Critical failure, the caster fails to control the wind, which will try to knock him down as per the Gust spell.

 

Gust (3, 3d10, Regular, Caster attempts to blow target away)

On a success, the caster should roll his 3d10 of effect dice vs. the target's Soak and Armor dice, as an attack.  For every hit, the target is pushed away 1 pace.  The target will also fall over, though a successful Acrobatics/Contortionist roll vs. the original effect dice will allow the target to retain his feet (+1 bonus if the target has the gift Sure-Footed)

 

Master Air:

Levitation (5, 5d8, Regular, Caster uses wind to move things around)

Caster rolls 1d6 for each half-stone he tries to lift, and 1d8 for every full stone.  Thus, a caster trying to move a 3 1/2 Stone beam would roll his 5d8 effect vs. 3d8, d6.  While performing this task, the caster behaves as if he is Encumbered with a weight equal to that manipulated.  This manipulation is inherently clumsy, and cannot be used to handle weapons for attacks (i.e. you cannot swing a sword effectively with this spell).  Large object can be used as battering rams and the like, with a Mind roll to target.  The caster's control of the object must be tested each round, with the same difficulty each time.  Small objects default to 1/2 stone weight.

 

Flight (5, 5d10, Regular, Caster rides the wind)

            A Wizard who has mastered the element of Air may ride the wind currents, much like a Bat.  Though, of course, if the caster IS a Bat, this spell might not see that much use.  With this spell, the caster gains the gift of Flight, equal to their Mage Trait.  This functions almost identically to normal Flight, and requires the

Skill to maneuver, just as for a Bat.  The major difference is that a Mage may use both hands while flying.  This spell lasts for one Scene.

 

Journeyman Earth:

Feet of Clay (4, 4d8, Regular, Group must resist 3d8 vs. Strength or be held in place)

            This spell molds the Earth under the target group in such a way that their feet become mired.  A character affected in this way cannot take any movement action, and are at a –1 penalty to Dodge.  This spell lasts for one scene (about 5 minutes). 

 

StoneWalk (2, 2d12, Regular, Caster moves through Earth)

            By subtly molding and reshaping the element of Earth, the Brown Mage may pass through stone as if it were a heavy liquid.  This does not give the caster the ability to breath while doing this, and if a great distance is traveled through the Earth (which may be a mountain, a stone wall, a dirt floor, etc.) a Breath-Holding test will be required, unless the caster uses the Create Air spell from the apprentice list.  This spell lasts for about 10 minutes, and if the caster is within the Earth when the spell ends, it is assumed that they have enough room to maneuver for spell-casting.

 

Master Earth:

Quake (3, 3d12,group must resist 3d12 vs. Speed & Body or be Knocked Down)

            This spell creates a localized tremor beneath a cluster of targets, causing them to fall down.  This does no damage directly, but is very annoying to opponents. Targets with Sure Footed have a +1 Bonus to resist this effect.

 

Journeyman Fire:

Singe (3, 3d8, Regular, Singe targets fur)

            This is a rather cosmetic (but useful) Fire spell.  On a successful casting, Singe will totally burn off any hair the target possesses, though the spell does not wound in the slightest.  On a roll of 6 or better, the caster can control the flame sufficiently to make a recognizable pattern with the spell (a family brand, or the caster’s name, for instance).  This has no combat effect whatsoever, but is extremely difficult to deal with socially.  This spell has no effect on creatures that do not possess fur, such as Rhinoceri and Armadillos, though on an effect roll of 8 the caster may choose to leave a recognizable burn pattern, which will show up as a smoky black area.  On a critical Failure, the caster’s own fur is Singed instead.

 

Finger Flame (1, 1d12, Regular, produces a tongue of flame, providing candle-like light)

            With this spell, the caster summons a tiny flame of magical fire to spring forth from their finger.  The fire produces light equal to that of a good candle, but no appreciable heat.  On a critical failure, the caster summons the flame, but it DOES produce heat, singing the caster’s finger and doing 1d6 damage vs. Soak every Round until the caster dismisses it.  This spell lasts for about 1 hour, provided the caster doesn’t need that finger for anything else.

 

Fire Claw (3, 3d8, Regular, Target’s Natural Weapon is surrounded by flame)

            While this spell is in effect, the target’s natural weapon (teeth, claws, tusks, hooves, antlers, etc) will be enveloped in flame, adding an additional d6 of damage.   On a critical failure, the caster’s own weapon is enveloped in flame, dealing 1d6 damage vs. Soak and singing the area.

 

Master Fire:

Corona (5, 5d10, Regular, Caster is enveloped in a sheath of flame)

            This gives the caster all of the effects of Fire Claw, and any character making a 1 or less range attack against the caster must defend Armor and Soak vs. 2d8 of damage.  Any character making a ranged attack against the caster must take a –1 to hit, since the corona makes the caster difficult to look at directly.  Note that, like Whirlwind, this is a very effective spell for impressing people.  On a critical Failure, really, really bad things happen to the caster, who is engulfed in fire.  The Host should determine just how severe this is, but at the least, the caster will suffer the effects of a Singe spell.

 

Journeyman Water:

Dehydrate (3, 3d6, Regular, Removes water from target, doing damage)

        This spell deals 3d6 of damage to living targets, applied as an attack vs. Soak and Toughness.  This does not work against certain opponents, such as the Undead.  It does, however, make excellent jerky and dried fruit, and can be used to create Travel Grub from fresh fruit/meat.  Each casting can turn 1 1/2 stone of fresh fruit/meat into 3/4 stone of Travel Grub.  This is essentially an enhanced version of Destroy Water.

 

Water Walk (3, 3d8, Regular, allows the caster to pass over/through water)

        With this spell the caster takes to the Element of Water as if born to it.  The caster need make no Breath-Holding contest for the duration of the spell (Scene/5 minutes), and can move through/along water at a normal movement rate (stride).

 

            Master Water:

Deep Freeze (4, 4d10, Regular, Target resists Body and Toughness vs. Freeze)

        Another Water spell of use in and out of combat, Deep Freeze puts the target (living or otherwise) in a state of extreme cold, similar to being fully encased in ice.  Target will remain in this state until the caster releases the spell, at which point the target will thaw, taking 2d12 of damage from frostbite, if the caster so wills it.  Otherwise, the target returns to its original state, unharmed.  This is very good for transporting perishable goods and specimens, and also has various medicinal uses.

 

White:

            Remove the following spells:

Flesh Ward II,

Healing II,

Turn Unholy III. 

These spells may be acquired as described above.

 

            Modify Flesh Ward III & Healing III to Group Ward and Group Healing, with the obvious modification in effect.

 

            Add the following spells:

            Journeyman:

Bestow Strength (2, 1d12, Regular, 1d12 vs. Target’s Body to add 1 level of Strength)

            With this spell, the Cleric may endow others with holy strength.  On a successful roll vs. Body, the target will gain 1 level of the Gift of Strength.  On a critical success, the target will gain 2 levels of Strength.  This is not cumulative and cannot be used on those who already posses the Gift of Strength.

 

            Master:

Bestow Gift (4, 4d12, Regular, Grant the use of a Gift)

            For the duration of this spell (one scene), the target will acquire the use of any one Gift the cleric chooses to bestow.  If the character has a contrary Flaw, the Gift serves to cancel that flaw.  This cannot be used cumulatively.  To use this, the caster must beat the character’s Body, Will, Mind, & Race die with 4d12.  On a critical failure, the target will lose one gift for the remainder of the scene (Host’s discretion).  On an overwhelming success, the Gift will remain for an hour.

 

Bestow Trait (5, 5d12, Regular, Grant the use of a special trait)

            The greatest clerics can call upon their powers to bestow an additional trait upon the worthy.  To do this, the caster must successfully roll 5d12 vs. all of the target’s trait dice (Mind, Will, Body, Speed, Race, & Career, plus any extra traits).  On a success, the target will gain a d4 in a given non-career trait for a period of one hour.  On a failure, the character will lose the use of their career die for the same period.  On a critical failure, the character will not only lose their career die, but will also take an additional penalty to every trait they possess.  On an overwhelming success, the character receives a d6 in that Trait.

 

Green & Purple: 

Remove the following spells:

Blind II & III,

Confuse II & III,

Frightening II & III,

Paralyze II & III,

Rage II & III,

Sleep II & III,

Thought Read II and

Thought Send II.

These spells may be bought as described above when the mage has reached the appropriate stage.

 

Modify Thought Read/Send III to Thought Read/Send Group, with the obvious modification in effect.

 

Add the following spells:

Journeyman:

Dimming (3, 3d8, Regular, Caster attempts to be unnoticed by targets)

            With this spell, a mage convinces others that they are unworthy of notice, rendering them effectively invisible.  The difficulty of this is modified by the size of the group being affected and how hard the character is to miss.  To be unseen by one person is easy (2d6 + Target’s Mind vs. 3d8 + Caster's Mind), while being invisible to everyone in the area is a bit harder (2d8 + largest mind in Group (assume average of 8)).  Most difficult is the art of “phantoming” someone, selectively permitting one person or a small group of people to notice you out of a crowd of other minds.  For this feat, the caster must beat 2d10 + the largest Mind die of the Group. (Note that this effect can also be achieved more easily using Phantom Image) If the character is particularly flashy (i.e. wearing a bright orange and electric blue robes) or is doing something noteworthy, apply a +1 or more bonus to the difficulty.

            Example: Marko Mindmasher wants to spook someone.  He dresses up in an ominous black cloak, carries a scythe, and dyes his facial fur white.  He then casts Dimming, rolling 3d8 + d12 vs. the crowd’s 2d10, + d12 (it’s not his lucky day, there is someone exceptionally bright in the crowd). Also, since he's being particularly noteworthy, the crowd gets a +1 bonus, making the difficulty 3d12.  He lucks out on the roll, however, and scores an 8, while the genius and the crowd combined can only come up with a 7.  Marko’s quarry is treated to the sight of a massive Wolverine dressed as Death walking behind him.  The really spooky part is that nobody else seems to see it.

 

Empathy (1, 1d10, Regular, Target gains the ability to sense emotions)

            A dual-edged spell, Empathy permits the target to perceive the emotions of others directly.  This isn’t always a good thing, especially in combat, where the target may suffer Fatigue damage whenever a Wound is suffered nearby (within three paces).  The target will resist the 1d10 of effect with Mind & Will, even if the target is willing.  This spell lasts for about an hour.

 

Mind Thorns (1, 1d12, Delayed, Caster’s mind is warded with an active shield)

            Sometimes a Green and Purple mage may wish to make sure their thoughts are unknown to others.  In addition to the Ivory spells, Mind Thorns may be used to discourage mental intrusions.  When anyone attempts mind-to-mind contact with a Mind Thorn-ed mage, they suffer a 1d12 attack vs. their Mind die.  Each Hit translates to one point of Fatigue.  This spell works until triggered, then it must be cast again.

 

Numb (3, 3d10, Regular, Target feels no pain)

            A character affected by this spell takes no Fatigue damage (though Wounds apply normally) for the duration of the Scene.  The character need not make checks for consciousness, and they cannot be sent Reeling.  To achieve this effect, the caster must roll the affect dice of 3d10 vs. the target’s Mind and Body dice.

 

Persuasion (3, 2d12, Regular, Caster gains +2 to influence Target)

            To use this spell, the caster should make an effect roll vs. the target’s Mind & Will.  On a success, the caster gains a +2 bonus to all Influence Tests against the target for the remainder of the Scene.  This spell is assumed to be sub-vocalized and involves no gestures (otherwise, it wouldn’t be a very effective spell, would it?).  On a critical failure, the Target knows his mind is being tampered with and will react accordingly (probably violently).  On a critical Success, the Target will take a –1 penalty to resist in addition to the Caster’s +2 bonus to affect.           

 

Phantom Image (2, 2d12, Regular, Target sees an image)

            By casting this spell the caster may implant an illusory image in the mind of the target.  The target will perceive the image visually, but not with any other sense (echolocation will reveal the image to be false) until a successful Mind roll is made vs. the original effect roll of 2d12.  For example: Marko decides to fool a thief with an image of great wealth.  The thief isn’t terribly bright (Mind of d6), so Marko has a good chance of fooling him.  Should the thief actually try to touch the treasure, his hands would pass through, but for this fellow, seeing is believing.  He agrees to work for Marko.

 

Seek Mind (2, 2d10, Regular, Caster searches for a specific mind)

            Sometimes a Green & Purple mage wants to find one person known to them out of a crowd.  With Seek Mind, the mage may roll 2d10 vs. the difficulty of the search in an attempt to discover their quarry.  The standard difficulty for this task is 2d8, though more/larger dice or fewer may apply depending on circumstances.  For example: If Marko were to search for his Arch-Nemesis the Necromancer Fiend in a sparsely populated area (such as a forest), he would have little trouble finding him.  There aren’t that many minds around, and the Fiend’s sticks out like a sore thumb anyway.  The Host assigns a difficulty of 2d6.  Later on, Marko wants to find one of his hirelings, whom he has known for only a few days.  The hireling is in the market during lunch.  Marko will be hard pressed to pick his mind out of the crowd.  The host assigns a difficulty of 4d10.  When successful, the spell gives the mage a general impression of where the target is in relation to the caster.  On a critical failure, the target will sense that someone is “watching” them, and if they are savvy, may understand that someone is Mind Seeking them.  A character thus warned may choose to actively avoid such searches, in which case their Will die is added to the difficulty.

 

Word of Suggestion (4, 4d8, Regular, Caster attempts to give Target a mental command)

            This is similar to Persuasion, but is less subtle.  The target will automatically know that they are being influenced magically, and will resist with Mind & Will.  On a success, the target will obey any one well phrased command the caster gives, provided that the command does not directly violate that character's ethical system or beliefs.  If this command is one that requires a long period of time to obey, the target may continue to make Mind & Will rolls vs. the caster's original roll to try and resist.  On a Critical Failure to resist, the target cannot make any more resistance rolls.  They must obey the suggestion.  If the caster gives more than one command, only the first is followed.  For example, the command “Drop your sword and kneel” will result in the target dropping their sword.

 

Master:

Delusion (3, 3d12, Regular, Target acquires a Delusion)

            Unlike Phantom Image, this spell will give the Target a full-blown Delusion.  On a successful roll (3d12 vs. Mind & Will), the target will perceive something of the caster’s choosing.  This may be an illusion, or it may be that the target will believe or remember something falsely.  Illusions created this way seem completely real to all senses, including echolocation, and any false memories or beliefs will be explained away by the target as best they can.  If the Delusion is poorly thought out (i.e. convincing someone of something blatantly untrue, things appearing where logic forbids them), the Host may assign additional dice to resist the effect.  As with Phantom Image, this continues until the target makes a successful resistance roll.  For example: Marko’s rogue accomplice has returned seeking his reward.  Marko casts Delusion on the unfortunate thief, who will thereafter believe that he has been paid.  If Marko were in a really cruel mood, he could actually pay the thief in phantom coins, which the thief might have a hard time spending, as he would be the only one to perceive them.

 

Know Meaning (2, 2d10, Regular, Target comprehends the meaning of a speech)

            By reading the surface thoughts of the target carefully, a Green and Purple mage can understand words spoken in languages they cannot normally comprehend.  This spell lasts for one Scene (about 5 minutes), and applies to any obvious attempt at communication.  It’s even better than subtitles!      

 

Know Tongue (3, 3d10, Regular, Target can communicate in a given language)

            Similar to Know Meaning but more difficult, this spell permits the caster to speak a language they do not normally comprehend.  This, like Know Meaning, can only be used to speak the native language of a person within spell range.  On an affect roll of 10, the Caster may speak with a native accent.           

 

Mind Sight (4, 4d8, Synecdoche, Caster sees through target’s eyes)

            By casting this spell, the caster can project their senses using another person as a vessel.  To do this, the caster must have a synecdoche link to the target.  This spell lasts as long as the caster concentrates, and during this time the caster is completely oblivious to their surroundings.  The caster must beat the target’s Mind and Will with 4d8 to successfully cast this spell.  Unless the spell achieves an overwhelming success, the target will have a creepy feeling of “being watched”.  On an overwhelming Failure, the target will receive a vision of the caster.

 

Word of Command (4, 4d10, Regular, Caster commands target)

            This is similar to Word of Suggestion, but more forceful.  The target will automatically know that they are being influenced magically, and will resist with Mind & Will.  On a success, the target will obey any order the caster, regardless of complexity.  If this command is one that requires a long period of time to obey, the target may continue to make Mind & Will rolls vs. the caster's original roll to try and resist.  On a Critical Failure to resist, the target cannot make any more resistance rolls.  They must obey the suggestion.

 

Thaumaturgy:

            Remove the following spells:

Dispel Magic II & III,

Knock II & III,

Mage Lock II & III,

Protection II & III, and

Silence II & III. 

These spells may be bought as described above when the mage has reached the appropriate stage.

 

            Add the following spells:

Journeyman:

Aura Sight (1, 1d12, Regular, Caster attempts to read auras)

        With this spell the Mage can perceive the flows of magic that surround people and objects.  This will allow them to garner basic information about both current and long-term overall character dispositions.

 

Bolt (1, 1d10, Attack, Caster throws a bolt of magic at a target for 1d10)

        The Journeyman can shape the pure essence of magic into a somewhat sloppy attack.  Being pure magic, it bypasses all non-magical defenses (such as mundane Armor), and applies directly against Soak dice + any magical defenses the character has.

 

Brilliant Sphere (2, 2d10, Regular, Caster makes a magic ball of light)

        This spell is similar to the Light spell, except that the ball of light illuminates for 2 hours.

 

Farsight (2, 2d10, Synecdoche, Caster views a remote location)

        With this spell, a Mage may project their senses to a location with which they have some link.  Their point of view will vary depending on the link.  For example, if the Mage snips a tassel from a rug in the Royal Bedchamber, they could observe as though they were lying on the floor.  Likewise, a chip of stone from the wall could prove that sometimes the walls really DO have ears.

 

Guided Strike (2, 2d12, Regular, Caster enchants missile, giving +1 to hit)

        With this spell the Thaumaturge places a spell upon a missile (such as an arrow or cross-bow bolt, though a thrown weapon would also be valid), that will cause it to actively seek the target, giving it a +1 bonus to the roll to hit.  This only works for one shot, though it may be placed on more than one missile.  This bonus is not cumulative.

 

Overcast (3, 3d12, Regular, Caster amplifies a spell)

        By perceiving the underlying flows of magic that compose a spell, a Thaumaturge may increase its effectiveness.  This spell must be cast simultaneously with the spell being affected, and must roll 3d12 vs. the difficult of the spell.  On a Success, the spell has twice its normal effect, range, or duration, at the Thaumaturge's choice.  On a Critical  Success, something amazing happens.  This could mean bonuses to the damage of an offensive spell (perhaps assigning all hits as overwhelming), or a beneficial side effect of the modified spell.  On a Critical Failure, the spell goes awry in some appropriate manner, perhaps going out of control or behaving as if Botched.

 

Teleport (4, 4d8, Regular, Caster moves instantly from place to place)

        With this spell, a Thaumaturge may envelop themselves in Magic, allowing them to cross short distances instantly.  The maximum range for this is 72 paces, and is limited to what the caster can see clearly (with applicable penalties if the caster has the flaw of Poor Sight).  On a Critical Failure, the character takes a 2d10 attack vs. Soak.

 

Watch (1, 1d12, Regular, Caster places a magical alarm on a portal/door)

        This spell is basically a burglar alarm, informing the caster when a portal is crossed or a door is opened.  It conveys no other information, and only informs the caster of the first time the Watch is violated.

 

        Master:

Blink Gate (5, 5d10, Synecdoche, opens a gateway between two locations)

        With this spell, the caster can join two locations via a Blink gate.  To do this, the Mage must have something brought from the location to be joined, such as a leaf from a nearby tree or a handful of dirt.  The link must be something that has sufficient ties to the area.  The gate is large enough for two people to walk through comfortably (though on an Critical Success, this doubles), and lasts as long as the Mage concentrates.

 

Brilliant Aura (1, 1d12, regular, -1 to all hit rolls against caster)

        The Master Thaumaturge can cause the flow of magic surrounding them to burst into view, creating a halo that will make targeting them difficult.  This is another spell that is good for impressing people.  The spell lasts for one scene (about 5 minutes).

 

Circle of Negation (5, 5d10, Regular, Caster creates a zone of dead magic)

        With Mastery of the Thaumaturge Wizard Class, the Mage understands the secrets of magic as fully as any mortal may.  With this knowledge, the Mage may construct a circle in which magic does not work.  Since magic doesn't like being told where to go, it will resist with 5d12.  So long as the caster maintains the Circle, no magic of any type will work within its confines.  Magical weapons and artifacts will behave as if they had no special properties, though they will return to their previous function once they leave the circle. 

 

Mage Blast (2, 2d8, Explosion, Caster hurls magical bolts at group for 2d8)

        As with Bolt, this attack ignores normal Armor and defenses and applies directly against Soak and any magical defenses the target might have.

 

Meddle (4, 4d12, Regular, Caster redirects another mage's spell)

        A Master Thaumaturge is not limited to merely Countering another Mage's spell.  With Meddle, the caster attempts to divert a spell onto another target or group, depending on the nature of the spell.  To do this, a successful roll must be made on 4d12 vs. the spell's difficulty.  If the spell is a targeted spell, the Thaumaturge must still roll to hit the target as if they had actually cast the spell originally.

 

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