Wednesday, February 25, 2026

Spells of Zirkeon I

     In this series (of unknown length), I will post spells that are in my fantasy world Zirkeon. Most of these spells are found within the mega-dungeon that I am running, but some are from a secret project I had been working on a while back. Regardless, these spells are to be used with GURPS Magic, as that is what I use for the most part. Originally, there was going to be a spell called "Changemaker", that would transmutate Gold into Silver, but I then realized the implications of that spell, and decided to not put it in with these.

Forcebolt 

Regular 
    Forcebolt shoots a purple ball of light from your palm, which swirls and twists as it flies through the air, tracking your foe. It has 1/2D 20, max range 60, and accuracy 2. For this spell, use Innate Attack (Projectile). Forcebolt is defended at -4, and cannot be parried. Forcebolt is not affected by Missile Shield or Reverse Missiles. Force Dome and Deflect Energy do protect against this spell.

Cost: Any amount up to your Magery level per second, for three seconds. Each energy point put in shoots a missile that deals 1d-1 (2) impaling damage. Do not stack the damage from each missile; additional missiles use RoF rules.
Time to cast: 1 to 3 seconds.
Prerequisites: 
Magic-users: At least one other missile spell. 

Douglas' Slow Fall 

Regular 
    A swirl of harmless flames engulf the target, magically slowing the descent of the target. This spell works the same as Slow Fall, however, it reduces the target's falling speed to a mere 1ft/s.

Duration: 1 minute 
Cost: 1 per 50lbs of weight
Prerequisites: 
Magic-usersSlowfall and at least three Fire spells.

Vismund's Defrocker 

Regular 
    Vismund's Defrocker is a powerful beam shot from the user's pointer and middle finger, that deals 1d-1 damage to a target per level of the higher of their Power Investiture or Holiness. Otherwise, this spell has no effect. It deals an additional 1d-1 damage if the target has Clerical Investiture. This spell cannot be parried or blocked. This spell can be deflected using a Mirror Shield, however. This is done as a block roll. Oftentimes, in many religious traditions around Karia, a spell akin to Vismund's Defrocker was cast by Gods upon Clerics who chose to ignore their responsibilities to the people.

Cost: 4
Time to cast: 2 seconds
Prerequisites: 
Magic-usersMagery 2 and at least two other missile spells.

Vismund's Disarm

Regular; Resisted by Will
    Vismund's Disarm causes a chosen weapon- or shield-bearing limb on a target to be dropped. The limb also becomes unable to be used for combat purposes for a duration of 1d+1 seconds.

Cost: 3
Prerequisites: 
Magic-usersMagery 2 and Control Limb.

Goblinslayer

Regular 
    Goblinslayer can be cast on any weapon. While this spell is active, weapons deal extra damage against Goblins (Orcs, Ogres, and Half-Orcs are included). For every 5 energy points put into this spell, that weapon deals an additional +1/die damage vs. Goblins.

Cost: up to 15, half that to maintain
Time to cast: 5 seconds
Duration: 1 minute
Prerequisites: Clerics: PI 4, Magic-users
at least six other spells, from at least two different colleges.

Friday, February 6, 2026

Escape from Tarkov, Session Four - That One Time They Got Shot

July 10th, 2016. 
06:21:17. It is heavily raining.

Characters
Void as "Berkut"
Clayton as "Priyatel"
Terragen as "Medoyed" 

Tarkov City, Therapist's Apartment Building
 

    The group is now back at Therapist's hideout. Dyavol resigns himself for the upcoming mission, instead performing a minor task: trying to get his radio working again. If he can fix communications equipment, he can get the fireteam that much closer to escaping the Norvinsk exclusion zone. The group prepares for the expedition after a short briefing, mostly spending time to repack magazines. The rain has sped up severely.

Wednesday, January 28, 2026

Mines of Korth Templates III

    Yet again I am posting new templates for my players. The first game with hopefully more players is coming up, so I wanted to round out the list with some more advanced templates. Below are three new templates: the Acrobat, the Wildling, and the Wizard. Traits marked with a "^" require GURPS Dungeon Fantasy 11: Power-Ups.

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