Normal Orcs don't
usually cast spells. They are warriors first and foremost, magic is
something that is mystic and distant to them. The male Orcs rely on
brute strength, ingenious weapons, or the occasional magic item
granted to them from being a suitor to one of the Great Sows. Magic
is seen as something of a powerful, feminine thing, and Orcs are
especially distrusting of the male Wizarding society of the humans
and elves.
Orcish Great Sows
do learn spells though, and greedily consume any magical writings
they can get their hands on. They are attended by the smartest of the
Squealers to act as scribes and assistants in their arcane
witch-workshops. Great Sows cast spells using rough dark-iron staves,
and their sorcerous bloodline gives them the power of some of the
greatest dark magicians. Any Great Sow will know 2d6 standard spells,
with a preference for destructive or fertility-aiding magic, as well
as two or three of these special spells, which were invented by the
huge pig women themselves.
[1]
Slave Banner - 1st
level
This spell
requires a rod or staff. By stamping one end against the ground and
casting the spell, it conjures and unfurls a war banner attached to
the head of the staff. It held up high, it can be used as a regular
banner can in warfare to guide or lead troops. It has no other effect
on its own.
Orcs often train
slaves to fight for them; large militias of both human, elf,
squealers, dwarf, or other slaves may be supplied with basic weapons
to fight as meat shields for Orc troops. The war banner they follow
is purely based on training and brutal discipline; destroying this
banner causes a morale check for slaves, but instead of fleeing they
revolt. It would be trivial for a magician who learns this spell to
reverse engineer it to change the design of the banner to one of
their own kingdom.
[2]
Gristlesmooth - 1st
level
This spell creates
a magical ointment and requires a large amount of fat from any type
of creature; pig, human, cave-beast, etc. In the short term, this
ointment makes the skin moisten and become healthier, which restores
1d6 damaged attribute points of one attribute among Strength,
Dexterity, Constitution, or Charisma. Secondly, it also gives the
skin a glistening smoothness and reduces the visible effects of
aging. Continuous use of this spell can suspend the aging process and
further increase the physical attractiveness of its user, curing
blemishes and scars but giving a constant oily feeling to the skin.
Any and all unwelcome mental images of giant, multibreasted pig women
rubbing themselves with body oils all over is absolutely intentional
and a part of the psionic attack power this spell also contains when
in written form, such as right now.
[3]
Sow Kiss - 1st
level
This spell
requires touch. Simply poking a being's nose will activate the spell.
This causes their nose to turn red and glow. This glowing is visible
in the dark and reduces stealth by -2, but gives an obvious
indication that this person has pleased a spellcaster. In Orc
society, having your nose glows like this means you have gained the
favor of one of the Great Sows and as such it confers a +1 to your
Charsima modifier for the duration of the spell. Lasts for three
days.
[4]
Binding of Dark Magic -
2nd
level
When
holding a treasure or a cage for a slave, this spell can be used to
protect something with dark magic. By touching a container, the
object is wraped in fuzzy black chains that collect like shadows and
are only partially visible to the naked eye. The difficulty of
picking a lock increases by 1 tier and anyone who tries to move or
take the object or free the prisoner it is over must save or take 1d4
damage from the black magic. This spell can be dispelled by the touch
of a 3rd
level Holy Man, such as a Cleric or similar class. Great Sows use
this to protect their spellbooks and other valuable treasures.
[5]
Growth of the Alloy-Implement
- 2nd
level
Occasionally, a
Great Sow needs to bust some heads. Rarely do they use their great
strength directly, preferring spells, but this spell is a back up. By
channeling the magic through their iron staves, this spell grows the
metal out in all directions creating a jagged and savage looking huge
iron cudgel. The growths on this metal object at jagged and rough,
consisting of worthless slag iron pieces and sharp edges of
half-molded orestone, but the whole thing can be swung as a 1d10
great weapon. It has a -1 to hit due to being unbalanced and
basically just being a giant lumpy piece of metal.
Other magic users
can cast this spell too, though it requires a long iron staff to cast
and powerful armrs to wield it. Any magic inherent in the staff will
be useful for up to 5 rounds after being transformed; ie a Fireball
Staff could gain +1d6 fire damage on his with the slag metal weapon.
After these 5 rounds, the magic inherent in the original staff is
gone. This transformation is also permanent, meaning the staff is
permanently ruined. The metal grown on this staff is a combination of
low quality metals found in the air, as well as ballooned out parts
of the original staff, as well as drawing in metals in nearby soils
and objects to the staff while casting; it's not very valuable
therefore and is mostly just scrap iron or iron flux with little
practical value.
[6] Dark Flames
- 3rd
level
This spell is a
dark, twisted version of the standard Flames spell. Dark Flames deals
3d6 damage against a single target, which is reduced by one die if
they succeed a save vs spells, and they reduce the damage by another
one die if they have a fireproof cloak or are a high-level fighter
parrying the flame with a magic holy sword, etc. Dark Flames also
does not produce as much light as a regular Flames spell, and does
not light things on fire. Instead, it rolls out like a heavy fog,
guided by the user's hands, which consumes all in its path. It lasts
for up to three rounds.
[7]
Distant Dreaming -
3rd
level
This spell can
only be cast when sleeping, and only functions an hour before, after,
or during noon or midnight- pigs are crepuscular animals, and are
most active at dawn and dusk, and as such these spells are limited
then. It may be because of the third time realm that this spell taps
into is too close to function. If this spell is prepared and the
caster's sleep is uninterrupted, they dream.
The dream may only
work on far away places or other realms of reality, not in your own
realm. One in the depth of the underworld may dream of the surface,
but someone on the surface could not dream of another country or land
far away, it is only the distant places that can be seen. The dreamer
is able to move around as an invisible wraith, capable of seeing and
hearing as they could if they were really there, though sounds and
images are foggy and sometimes undefined. It is possible to spy on
other places with this spell, but beings in those places who can
sense the invisible or see spirits can notice the dreamer, and may
well banish them as with a Turn Undead roll or even destroy them.
Once the dream ends, any information learned must be written down as
it is forgotten in two minutes. Additionally, you can only use this
spell a single time for any realm you have never personally visited.
After the first viewing, that location becomes forever blocked to you
from this spell.
[8] Fertility Spell
- 3rd
level
This spell greatly
improves the fertility of the caster. The person under this effect
will become impregnated or impregnate their partner with a 100%
chance. The pregnancy will be much healthier then normal, and will
increase the number of offspring by 20% for species with larger
litters, where as for humans or similar creatures this spell instead
grants a 3 in 4 chance to have twins instead of a single child at the
time of birth.
[9]
Black Step - 3rd
level
This spell works
as a perfect teleportation, no errors or disruptions from casting
this spell. Additionally, it doesn't count as a “normal”
teleportation spell, and as such wouldn't trip any alarm spells or
barriers that stop normal teleportation from happening.
Instead, the Black Step lets the caster warp to a nearby place of shadow. This jump happens to any visible location which is shrouded in darkness, and the spellcaster will magically turn into a black cloud and disappear, before reappearing at that place. This transportation happens instantly and does not require any time to orient oneself after casting it, thus it is an extremely reliable spell. Needless to say, if this spell was acquired by an thieves it would quickly make them a master burglar.
[10]
Sacrament of the Ties of Blood
- 4th
level
This spell deals
with the blood. All those who cast it in a game with alignment will
sway subtly towards chaos, as the spell deals with the powers of hot
red blood.
The spellcaster
must cut their hand and summon being(s) that shares their blood. The
“blood” of a creature includes all beings of that characters
race, all beings of closely related races, and animals or monsters
who have a component of that races bloodline. For example, Orcs can
call upon pigs, great boar wyrms beneath the Earth, and so on. Humans
can call upon the bipedal birds that share their nature, along with
any human of any race. The summoning ritual calls forth any being to
the caster's location, which takes them anywhere from mere moments to
an exploration turn to arrive; no matter the difference, the called
being is “lost” in a hedge or dark passage and arrives there with
great speed. The caster may summon any number of beings with a sum
total of HD equal to the casters, OR they can call a single being of
greater power if the being's HD is at most double that of the casters
HD.
The called being
arrives and is placated with the blood given, and must allow itself
to bleed as well for the blood to be mixed on the alter or ground
with the caster's own. The being then treats its relation to the
spell caster as though it had rolled the highest possible reaction
check, or if it is under the effect of a Charm spell. They are
family and of the same blood, after all. Finally, the caster may
impose upon this being a single command or order that the being must
follow. Each time this spell is cast, the spell caster loses -1d4
maximum hit points from the blood they spill which does not return to
their body; the sacrament is complete only in this way.
These are great. Stealin'
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