Spells

Magic is real if you’re on acid. Any character who takes LSD has the ability to detect magic on sight, because it fucking glows!  If you’re Goth, you can learn to harness the glimmering, glittering forces of acid to cast spells. Magic totally works on people who aren’t tripping, they just don’t recognize the supernatural powers at work.

Casting Spells

Goths need to be on acid to power their spells, at least one hit of acid per spell level.  Taking acid requires a drug roll (see the “Doing Drugs” section) and waiting 20+d20 minutes for it to kick in.  When you’re ready to cast a spell, make a Hardcore Check and add your Character Level to the roll.  For example, a 2nd level Goth adds +2 to any spell roll.  Check the spell’s chart to determine the results.  Most spells will fail half the time, but you can cast them again as many times as you like.  The only limitation is that you must take -1 damage to your Hardcore Attribute every time you cast a spell, lowering your Hardcore temporarily and possibly lowering your Hardcore Modifier on future spell rolls.  Damage to your Hardcore heals at +1 point per day, so casting multiple spells today means you’ll have fewer to cast tomorrow.

First Level Spell Descriptions

Brew Potion You can make poison or a magic potion in 24 hours with a kitchen and the correct ingredients.  Unlike other spells, the hit of acid goes in the potion (not in the Goth) so Straight Edgers should never drink them.

Poison: DIF 9 to make; Requires roots and berries; The poisoned must make HXC Check DL12 or else take d20 damage

Abortifacient: DIF 9 to make; Requires berries and roots; The pregnant get sick and miscarry in 3d6 days.

Strength Potion: DIF 13 to make; Requires one hit of LSD and moonlight; Increases your STR Mod +1 for d8 turns.  Can be made for other Attributes as well.

Healing Potion: DIF 16 to make; Requires one hit of LSD and 1 Hit Point of blood; Heals up to 2d8 Hit Points or Attribute Damage.

Love Potion: DIF 18 to make: Requires one hit of LSD and some semen; Subject must make HXC Check DIF 18 or fall in love.

Charm Boss someone around as if he or she were a member of your crew.  They will do anything for you that a close friend would do, but it doesn’t work on cops or the undead.  See the section on “Crew Members”.  Requires one item of black makeup.

1-8: Spell Fails

9-12: Lasts 1 turn

13-15: Lasts 3 turns

16-17: Lasts 6 turns

18: Lasts 10 turns

19+: Lasts 15 turns

Curse Give someone a negative modifier on their next dice roll.  Can be used in combat to reduce chance of being hit, amount of damage being dealt, or any other dice roll.  Requires crucifix jewelry.

1: Spell Fails

2-8: Next roll -1

9-12: Next roll -3

13-15: Next roll -6

16-17: Next roll -10

18: Next roll -15

19+: Next roll -20

Darkness Snuff out artificial light sources within your line of sight.  Bulbs burn out, flashlight batteries die, and candles blow out.  Requires sunglasses.

1: Spell Fails

2-8: Extinguish 1 light

9-12: Extinguish 3 lights

13-15: Extinguish 6 lights

16-17: Extinguish 10 lights

18: Extinguish 15 lights

19+: Extinguish 20 lights

Feign Death Pretend to be dead.  Zombies will ignore you as if their Hunger were lower than your Intoxication, and if you hold perfectly still you can even fool a doctor.  Requires ankh jewelry.

1-8: Spell Fails

9-12: Fool normal people

13-15: Fool zombies

16-17: Fool paramedics in the field

18: Fool all undead

19+: Fool a doctor in a hospital

Glamour Change your appearance effectively enough to fool strangers or even loved ones, but only for a little while.  Requires one item of black makeup.

1-8: Spell Fails

9-12: Fool 1 stranger

13-15: Fool 3 strangers

16-17: Fool 6 strangers and 1 friend

18: Fool 10 strangers and 3 friends

19+: Fool 15 strangers and 6 friends

Infravision See in the dark like a fucking elf.  Requires sunglasses.

1-8: Spell Fails

9-12: For 10 turn

13-15: For 30 turns

16-17: For 60 turns

18: For 100 turns

19+: For 150 turns

Magic Shield Create a force field that improves your Armor Class for a number of attacks equal to your Character Level.  It might also protect allies within 10 feet of you.  Requires a black trench coat.

1: Spell Fails

2-8: Add +1 to your AC

9-12: Add +3 to your AC

13-15: Add +6 to your AC

16-17: Add +10 to your AC and +3 for allies

18: Add +15 to your AC and +6 for allies

19+: Add +20 to your AC and +10 for allies

Name Familiar You can go on an acid quest to find and name a familiar to which you become magically bonded.  Make your HXC Check and choose any one animal from the list up to your roll.  Once you’re bonded, no further rolls are needed.  Your familiar can accompany you like a normal pet, but when you’re on acid your familiar can talk to you and follow commands.

1: Spell Fails

2-8: Snake or insect; 1 HP; Can report

9-12: Mouse or rat; 1 HP; Can report, manipulate & bite

13-15: Ferret or mink; d2 HP; Can report, manipulate & bite

16-17: Crow or raven; d3 HP; Can fly, report, manipulate & attack

18: Small dog; d4 HP; Can report, guard & attack for d2 damage

19: Dog; d6 HP; Can report, guard & attack for d4 damage

20: Big dog; d8 HP; Can report, guard & attack for d6 damage


Report: Can be sent on recon missions

Manipulate: Can get or move small objects

Bite: Can be sent to distract target but not cause damage

Fly: Fly, duh

Attack: Can be sent to attack for damage

Guard: Can be left to guard item or attack trespassers

Praise Satan Invoke an evil power you don’t understand to increase attack rolls and damage.  Receive +1 per Character Level as a modifier to all attacks and damage rolls that you make for the duration.  Receive +2 per Character Level versus Christians and Holy Rollers.  Has no effect on demons and devils.  Requires pentagram jewelry.

1: Spell Fails

2-8: Next attack

9-12: Next 3 attacks

13-15: Next 6 attacks

16-17: Next 10 attacks

18: Next 15 attacks

19+: Next 20 attacks

Precognition See into the future far enough to re-roll your Critical Misses, but if you ever tell anyone what you see, that jinxes it.  Requires crucifix jewelry.

1-8: Spell Fails

9-12: Next Critical Miss

13-15: Next 2 Critical Misses

16-17: Next 3 Critical Misses

18: Next 4 Critical Misses

19+: Next 5 Critical Misses

Scare Scare people enough to stun them or make them run away.  Doesn’t work on animals or the undead.  Requires crucifix jewelry.

1-8: Spell Fails

9-12: Target runs away for 1 turn

13-15: Target runs away for 3 turn

16-17: Target runs away for 6 turns

18: Target runs away for 10 turns

19+: Target runs away for 15 turns

Talk To Demon You know how to hold a seance where you summon a demon to answer questions.  Requires pentagram jewelry.

1-8: Spell Fails

9-12: Answers 1 yes/no question

13-15: Answers 2 yes/no questions

16-17: Answers any 1 question or 3 yes/no questions

18: Answers any 2 questions or 4 yes/no questions

19+: Answers any 3 questions or 5 yes/no questions

Talk To Ghost You know how to hold a seance where you summon a ghost to answer questions.  Requires ankh jewelry.

1-8: Spell Fails

9-12: Answers 1 yes/no question

13-15: Answers 2 yes/no questions

16-17: Answers any 1 question or 3 yes/no questions

18: Answers any 2 questions or 4 yes/no questions

19+: Answers any 3 questions or 5 yes/no questions

Schools Of Magic

At second level, a Goth must choose a School of Magic to specialize in: Sorcery, Necromancy, Hypnotism, Witchcraft or Satanism.  To join, you must already know at least one Gateway spell for that school.  If you want to become a necromancer, you must have INT 10+ and if you want to become a hypnotist, you must have CHA 10+. Vegans are required to study Witchcraft. You may learn new spells from only one school, so choose carefully.

Sorcery Sorcery focuses on combat wizardry and traditional magic.

Gateway Spells: Curse, Darkness, Infravision, Magic Shield, Precognition

2nd Level Spells: Evil Eye, Time Warp, Wizard Eye

3rd Level Spells: Fly, Invisibility, Telekinesis

Necromancy Necromancy involves powers of death and undeath. You must have Intelligence 10 or higher.

Gateway Spells: Feign Death, Talk To Ghost

2nd Level Spells: Command Zombie, Swallow Soul, Turn Undead

3rd Level Spells: Command Ghost, Raise The Dead, Vampire Kiss

Hypnotism Hypnotism is influence over the minds and behavior of the living. You must have Charisma 10 or higher.

Gateway Spells: Charm, Glamour, Scare

2nd Level Spells: Read Mind, Suggestion, Command Crowd

3rd Level Spells: Mind Control, Mind Erase, Mind Fuck

Witchcraft Witchcraft is cruelty-free, naturalistic magic. You must be Vegan Goth.

Gateway Spells: Brew Potion, Name Familiar

2nd Level Spells: Bless, Talk To Animals, Talk To Plants

3rd Level Spells: Command Elemental (Air, Earth, Fire, or Wind), Shape Shift

Satanism Satanism is for those who want to join an evil cult. You must know either Praise Satan or Talk To Demon spell. At higher levels, instead of learning spells, you will progress through the levels of occult knowledge, the details of which are known only to the initiated (and Satan).

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