The horribly inadvised magic system

This was the magic system we used for Cult. In all honesty, it’s not a terrible magic system – it’s just that our game is called Zombie, and the minute you start bringing in magic calls and cultists and stuff, it stops being about the zombies so much. So while we’ll never, ever use this system in any games ever again, it’s sort of nice to have it preserved here for posterity, as well as over on the ancient Zombie Wiki where it was originally posted.

Magic rules

Spell Scrolls

Spells scrolls (also know as spell strips) power spells. For one spell scroll you may cast any of the following spells, assuming you are of the correct class. Some spells do not require scrolls to cast and this is mentioned in their description. Once a spell is cast, discard the spell scroll.

Mass Spells

A spell can also be made “Mass.” A Mass spell effects all targets in the room it is cast in; all enemies for offensive spells and all allies for beneficial spells. To cast a mass spell you must discard a spell scroll as normal but, in addition, take one level of damage as you draw blood from your arm to power it/ buckle under the tremendous forces of magic etc. The only way to dispel an effect on multiple targets is through a Massed Dispel.

Unless specifically instructed otherwise, NPCs may not cast Mass Spells.

Duration

There are two levels of spell duration – Combat, and Permanent. A spell’s duration is noted after its name. Combat duration spells last until the target is out of combat. “Out of Combat” means no longer under any form of instant threat; ie in a room currently not containing enemies and with no enemies chasing or otherwise seeking to cause you immediate harm. “Out of Harm’s Way” is a good way to think about it. Permanent spells last for the duration of the game or until they are dispelled.

Spells

Spells are of two types – Occult and Divine. A single character may not use both schools of magic. To cast a spell, shout the spell’s name and indicate your chosen target with pointing, archaic prose, jeering, and any other gestures you can manage. If your target does not understand your intentions, they are not affected by the spell but the strip is not spent. To cast a Mass variant of the spell, shout “Mass” immediately before the spell’s name. Other spells will feature in the game but these will be as part of scenarios or under control of GMs and will be detailed more fully during briefing; the ones below are the standard spells relevant PCs have unfettered access to.

A note on “Undead”

“Undead” in spell descriptors refers to Zombies. White Knights (and any other form of enemy) are not considered undead. Any spell which affects Undead behaviour (REPEL, CONTROL) supercedes any existing spells cast on them.

Divine

Divine Spellcasters go by a number of names; Cleric, Battle-Priest (or just Priest), Templar, Holy Man, and so on. A Divine Spellcaster works with the power of the Lord and his angels and is immune to ever becoming a Zombie, whether infected with the disease through contact or raised as a Zombie by an NPC.

CONSECRATE – Permanent. A Zombie target of this spell is Destroyed. A White Knight may no longer regenerate health levels. It has no effect on other targets.

PACIFISM – Combat. A target of this spell must lay down their weapons and cannot use a weapon until the spell ends. NERF guns are fragile and should not be dropped. Zombies are not affected by this spell.

REPEL UNDEAD – Combat. An Undead target of this spell flees the caster at maximum movement. It will continue to do so, ignoring all other stimuli, until the spell ends.

HEAL – Permanent. The target heals 1 Health level. This cannot take them over their starting number of Health levels. HEAL cannot be dispelled. A use of Mass HEAL does not heal the caster.

DISPEL – Permanent. Choose an effect currently on a target, which is dispelled. Shout out the name of the effect that is being dispelled immediately after announcing the spell; for example – DISPEL PACIFISM or MASS DISPEL CONTROL UNDEAD.

Occult

Occult Spellcasters are known as Mages, Sorcerers, Wizards, Occultists, Demonologists, and so on. They work with the evil power of demons, channelling it for their own devices, and as such become Zombies whenever they are killed due to the dark magicks within them. No matter what kills an Occult Spellcaster, on a count of 10 after they Die, they raise as a Zombie and behave appropriately.

BLIND – Combat. A target of this spell is Blinded – they must shut their eyes. They must keep their eyes shut until the duration of the spell ends (or the spell is dispelled) unless they feel doing so is dangerous – using stairs, for example. Targets should use their common sense.

WITHER – Combat. A target of this spell may no longer move under their own power as if they were reduced to the Dying health level. They otherwise function as normal and lose no health levels from this effect.

CONTROL UNDEAD – Permanent. An Undead target of this spell becomes a friend of the caster and his allies. They will act as normal, but their base action is to follow the caster and his allies. They will attack any valid targets they see as per normal behaviour, but once out of combat, they will attempt to regroup with their allies. The Zombie will not follow commands of any kind but can be moved or pointed in the direction of things.

RAISE DEAD – Permanent. Target must be a dead body of any kind, which is reanimated as a Zombie which then acts as normal.

DISPEL – Permanent. Choose an effect currently on a target, which is dispelled. Shout out the name of the effect that is being dispelled immediately after announcing the spell; for example – DISPEL PACIFISM or MASS DISPEL CONTROL UNDEAD.

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