Tarotist Tradition

 :Tarotist_Tradition


   The Tarotist tradition dates back hundreds of years, being as old as

their primary tool, the Tarot deck. Tarotists MUST have a deck to be

functional as mages, but are not token mages nor do their tools work

like those of other Traditions. They are both versitile and limited as a

tradition. A Taroist enpowers and utilizes tarot cards to know the

future, divine events and to perform miracles.


     Required Skills  :

 

              None


     Suggested Skills :

 

              Concealment

              Drawing & Painting

              Gambling

              Meditation

              Psychology


     Restrictions and Modifiers:


              Cannot cast if unable to see

              Cannot cast without a deck

              Cannot cast if unable to access deck (hand movements)

              Cannot cast effects that Directly Affect a MUNDANE

                     (Detecting, scrying and predictions are

                      not considered Direct affects).

              Cannot HANG spells


   Although a Taroist can work with a store-bought deck for some of

their magics, many require them to create a special card to produce the

effect. This must be drawn or painted by the caster (and they need the

specific skill for such). All Effects that required a special card will

be noted as such in their description.

         

:Augury


   COST   : 5

   MODS   : N


   This ability allows the caster to ask any question to which a one

word answer may be given. The answer will be accurate and truthful. This

can be done with ANY tarot deck.


:Block_Teleport


   COST   : 10

   MODS   : D


This spell prevents anyone from teleporting into or out of the area of

effect while the spell is in effect. It will not effect homing teleport

spells (e. g. word of recall). It will also not effect gates. It WILL

affect Trump cards. It covers an area of 50 Cubic Feet per RANK of the

spell.


       Any Complete Tarot Deck can be used for this spell.


:Chaos_Vortex


   COST   : 30

   MODS   : D,R


   This spell summons in a tiny piece of a shadowstorm in the form of a

swirling tornado that will wander about randomly, affecting everything

it hits. Anyone that fails a Coordination roll when the vortex reaches

them is affected by a RANDOM SPELL KLUTZ effect. The Vortex is unable to

pass thru solid objects, and cannot be dispelled (but may be BANISHED).

It fades away when the duration ends. The caster is NOT immune to the

effects, and cannot end the spell prematurely. (If the caster creates

their own card for their deck for this effect then the cost and cast

time is reduced to a base of 25 pts., else they pay the above using a

stock tarot deck).


   The effects of this spell cannot occur if there are Mundanes viewing

the caster or those affected by it.


:Counterspell


   COST   : 5

   MODS   : D


   This spell requires the caster to perform the drawing forth of "The

Magician" on which it centers. The card, for the duration, will when A

spell is cast AT the caster directly by a mage of another tradition (it

fails vs Bardic, Mentalist and Visionary effects) attempt to intercept

the effect.


(It ONLY works on spells that produce a MAGICAL effect, so it would fail

against any spell that works not on the caster but on an object an area

or produces a mundane physical effect). The caster makes a normal saving

throw vs the incoming spell, with a +10% per RANK defense against the

spell. If successful, the card will absorb the incoming and negate its

affect entirely.


   While Counterspell is functional the Tarot Mage cannot cast any other

effect from their tradition or in a tradition that requires the usage of

their hands or movement since they must continue to grasp the card.


:Create_Mundane_Object


    COST   : 25

    MODS   : N


   This spell will help the caster create a generic mundane object that

they specify, drawing it from a card in their deck. They must specify

the object (ex: coin, rope, crowbar etc). The object has no magical

properties whatsoever (its mundane!) and doesn't vanish or fade away.


The spell does limit the item to a mundane one from the equipment list

that would fit within the general area the caster is in (no making

automobiles appear!), and should be of a maximum of 1 lbs per rank and

cost no more than $5 per rank.


:Death


    COST   : 25

    MODS   : R


   This spell, done by drawing the death card from the deck, causes the

target to have to save not against magic but against Body. If they fail

they suffer a heart attack, falling to the ground in severe pain and

taking 1d10/rank damage with no armour absorbtion or other magical

absorbtion applying to the damage. The heart attack leaves them weak and

unable to act physically for 1 minute/rank of the caster (10 rnds to a

minute).


:Detect_Lie


    COST   : 1

    MODS   : D


   This allows the caster to perceive any SPOKEN lies said in their

presence if they understand the language being spoken. Range is not

necessary as an element in this spell. It does not detect omissions,

only falsehoods. This can be done with any tarot deck.


:Enhance_Emotions


     COST   : 10

     MODS   : D,R


   While active this spell will enhance the existing emotions of anyone

within the radius area affect and reduce inhibitors that normally keep

such emotions from being expressed or carried out by those within it.

Thus sadness may become actual crying and tears, Lust may result in

actual seduction or sexual encounters, Anger may result in violent

attack or action, Greed may lead to actual theft, happiness may result

in a feeling of contentment without action, etc.


   The Queen of Hearts is Used for this spell effect.


   Unlike other Taroist spells this one CAN be used on a mundane.


:Explosive_Deal


    COST    : 10

    MODS    : R,T


   This effect charges card(s) from the deck with explosive energy,

which are then fired off at the target(s) to do damage to target objects

or beings.


   The cost is 10 pts plus 1 point per point of damage to be inflicted

by the card (the card does a base of 5 points plus the additional paid

for damage). Additional targets require an additional card for each.


    Once a tarot deck has lost cards within it, the character cannot use

many of its divinatory capabilities : Augury* , Locate_Object*,

Know_Answer* , Spell_Trace* for examples.


    This spell CAN affect a mundane. Any Deck can be used for this

effect.


:Foolishness


    COST    : 15

    MODS    : D,R


   This will make the target being act rather impulsively and oftentimes

in a silly manner for the duration, drawing from their psyche all the

childish emotions they hold within. In some this may result in silly

walks or other body movements, in others they may begin to recite

meaningless poetry, in still yet others they may emulate comedians that

they have observed that they liked.


   This, of course, required drawing THE FOOL from the deck.


   This can be done with ANY deck.


:Know_Answer


    COST   : 25

    MODS   : N


    This spell allows the caster to get a detailed response to a stated

question dealing with the past, present or future within reason. The

past and present will be very accurately replied to, while the future

will be based in part upon the most likely series of events unless the

question gives stipulations.


   A complete Tarot deck is necessary for this spell.


:Locate_Object


    COST   : 5

    MODS   : D,R


    This spell allows the caster to find the location of a lost or

stolen item which they are familiar with (that is, they have held it in

their hands at some point in the past). The spell will give them a

direction and will lead them along that direction, with statements of

'warmer'/'Colder' until they reach it or until the spell expires. If the

item is beyond the casting range then they will NOT perceive it at all

except a vague direction and then the spell will expire prematurely. If

the object has been broken, changed or damaged in any way it will not ne

detected at all. The caster needs to constantly manipulate the deck

during the spell to be able to tell when warmer or colder....


    This requires any complete deck.


:Lust


   COST  : 20

   MODS  : D,R,T


   This spell is cast by drawing out the card 'The Lovers', but can only

be performed with a personal deck (not a store bought deck). The Target

being(S) must be within range. If a single target is involved, then it

will be (failing saving throw vs magic) lusted towards the caster. If a

second target is included then the effects are lust between the two

targets. If more than two targets are involved, it becomes a general

lust spell and each that fails will lust after the nearest person of

their sexual preference (which may or may not include the caster).


   Lusted targets will attempt to fondle, caress, disrobe etc their

desired person. If both are enamored with each other this will occur

without any resistance or logic interfering.


   Effect lasts until lust is satisfied, duration passes or a violent

action interrupts the proceedings.


:Person_Trump


   COST  : 25

   MODS  : N

    

   This spell REQUIRES the drawing of a card by the caster.


   You must know the person quite well or have them pose for the drawing

or be around them for a considerable period of time to do the drawing

from memory. If successfully enpowered with the spell, one can study the

card and produce the effects of:


       1) Telepathically speaking with the person on the trump

          without range restrictions (costs 1 point per round

          of usage). 


       2) Teleporting to that person if they will agree to it

          mentally or if they fail a save against you.

          (Costs 15 points per usage)


       3) Summoning that person to you if they Will it or cannot

          resist (you CAN trump thru an unconscious person).

          (Costs 25 points per usage)


   All affects take time to cast, based on the 25 base of the card,

   less 1 round per additionally RANK it is known at.


   A Tarotist CAN use a card draw and enpowered by another Taroist,

but a non-Taroist cannot use a card, but they WILL detect as magic.


   Remember that you cannot make a TRUMP of a mundane that will work!


   Instead of a card the caster may make and use something larger,

like a painting or wall mural.


:Place_Trump


   COST  : 20

   MODS  : N


   The creating of a trump for a place is a common practice and is akin

to the teleporter concept of memorizing a locale. The Place trump must

be someplace that the caster has been in, is in when it is created, or

has thoroughly viewed in some other means.


   When used the card will be concentrated on and the caster will be

transported into the picture in the trump (the trump card WILL go with

them in the process if it is held by them). Trumps for places that have

changed drastically or no longer exist will fail to work.


   The cost to use a Place Trump is 10 points at the usage. The time

needed is equal to the base cost to create a Place Trump, minus the

usual rank factors.


   Additionally the card can be used to see and Hear what is occuring

within a place WITHOUT using it to transport the caster, combining

Clairaudience and Clairvoyance to that place, visible in the face of the

card. Usage of a Card Scrying, as this is referred to, costs five points

at the time of casting.


   Like a Person_Trump* a Place Trump detects as a magic item but can

only be used by a Taroist.


   Also something larger than a card (such as a painting or wall mural)

could be made this way by the mage.


:Spell_Trace


    COST   : 5

    MODS   : R,T


    Cast on an object or on a target of a recently discharged spell,

this will give the mage an image of the caster who originally cast the

spell. (If the caster is someone the caster has made a special

Person_Trump* card for then they will know EXACTLY who performed the

spell).


    This requires an ENTIRE deck, but it can be store bought.


:Strength


    COST   : 20

    MODS   : D,R


    This is cast on the mage or on a target being. It enhances their

Body by 5 points per Rank for feats of physical strength and gives them

phantom Health of equal factor for the duration. It, of course, is done

with the STRENGTH card in the deck.


   It can be done with ANY deck.


:Weakness_Understanding


     COST    : 5

     MODS    : D


     This spell grants the caster the ability to perceive the weakest

points of construction on an object or structure or person. While it is

active they can apply the knowledge to their attacks on such with any

physical attack, causing +1 damage per attack per rank they know the

spell at.


     A full deck is needed for this to be cast.


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