Monday, July 29, 2013

It's a Nice Day for a White Wizard [ACTION X]

Yeah, I should probably be shot for that title.

So, a couple days ago I posted a spell list for "black magicians" that was based on the supposed powers that the demons in De Plancy's Infernal Dictionary could bestow upon a conjurer. In ACTION X, these magic-users, officially called black magicians or conjurers, are Charisma-based spellcasters, meaning they will make a charisma-based task check to cast spells.

The flip side of these folks are the white magicians, or theurgists, who are Wisdom-based. Same rules for spellcasting, but a different key ability and a different spell list. For the white magicians, I decided to delve primarily into reputed miracles, both from the Old and New Testaments in the Bible, and from what I could glean from the lives of the saints and a few notions tucked in from the druids. If you were running a campaign with somewhat Biblical clerics, you might find this list useful. I think it's a pretty fun mix of God's mercy and God's wrath, and isn't completely foreign to what is expected from a fantasy cleric.

1. Aid
2. Bless
3. Comprehend Languages
4. Control Light
5. Cure Light Wounds
6. Multiply Food and Water
7. Protection from Evil
8. Summon Nature’s Ally I
9. Sustenance
10. Turn Undead

1. Augury
2. Buoyancy
3. Calm Emotions
4. Consecrate
5. Cure Moderate Wounds
6. Detect Thoughts (ESP)
7. Gentle Repose
8. Levitate
9. Remove Paralysis
10. Speak with Animals
11. Summon Nature’s Ally II
12. Summon Swarm

1. Cause Disease
2. Create Food and Water
3. Cure Blindness/Deafness
4. Cure Disease
5. Cure Serious Wounds
6. Fly
7. Hold Person
8. Remove Curse
9. Summon Nature’s Ally III
10. Tongues
11. Water Walk

1. Blight
2. Charm Monster
3. Control Water
4. Cure Critical Wounds
5. Divination
6. Flame Strike
7. Holy Smite
8. Restoration
9. Sticks to Snakes

1. Awaken
2. Bilocation
3. Commune
4. Contact Other Plane
5. Healing Circle
6. Hold Monster
7. Insect Plague
8. Raise Dead

1. Banishment
2. Geas
3. Move Earth
4. Wind Walk

1. Control Weather
2. Create Golem
3. Transmute Matter

1. Earthquake
2. Holy Aura

1. Astral Projection


Bilocation - A trick of the saints and apparently noted in psychic phenomena, this is the ability to be in two places at once. I aim to make this a non-combat spell - the point would be to allow the magician to simultaneously accomplish two tasks.

Buoyancy - There is a tale of a miracle that involved making a metal object dropped into a river float to the surface.

Create Golem - A clay golem, to be precise.

Multiply Food & Water - This is based, obviously, on the loaves and fishes episode.

Sustenance - This would allow the magician to go without food and drink (and maybe sleep) without suffering any negative consequences.

Transmute Matter - In the Black Magic post, I mentioned Transmute Metal and Transmute Liquid. Since spells in ACTION X are not prepared ahead of time, creating scarcity and thus more challenging game play by multiplying the number of spells, it seems to me I might as well combine those spells into a Transmute Matter spell.

Turn Undead - Yes, in ACTION X it's a spell.

Now, if we have charismatic Conjurers and wise Theurgists, who uses intelligence? Well, besides the non-magical brainiacs and hackers, it's the psions of course. I'll post the psion power list in a couple days.

1 comment:

  1. Dynamite!

    (Makes sense if you've heard Part II of the song...)


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