Valdemar D20 Part II – Gifts And Spells

For Part I, go HERE.

So what sort of powers do the books actually show Mages and Heralds using? Looking at the books, for Heraldic Gifts and Spells we have…

  • Animal Mindspeech: You can “speak” with animals. That’s pretty basic.
  • (The) Bardic Gift: Rather ill-defined, but it seems to be able to convey feelings, suppress pain, and convey impressions – so possibly subtle, internally-directed illusions. One of the few gifts that can directly affect a crowd though.
  • Bonding: You can bond with something. Like a Hawk. Or Warsteed. Or Companion. Or Firecat. Or Lover. Or Twin or other Sibling. Or you can settle for a lesser version and fall in Love with pretty much anyone. This seems to be pretty much universal. Bonding with a Companion seems to allow the use of Truthspell – but that also relies on Vanyels old web-spell which creates a link with the Vrondi.
    • Personally, I’d forget about the Truthspell in any game setting. Heralds in the books often refrain from using it out of political considerations, or respect, or being forgetful, or not wanting to give people the impression that they aren’t trusted. Gamers will FIND an excuse to use it ALL THE TIME – and there go all your intrigue and manipulation plots. Mistaken identity? Falsely accused? Hidden traitors? We’ll have none of THAT.
  • Channeling: The ability to act as a pipeline for raw magical energy that other people can direct or use. Rare and generally useless until the author decides that it’s needed as a plot device.
  • Earthsense: You can vaguely detect damage and disturbances that affect the land and the creatures that live there. If they are suffering, you will do so as well.
  • Empathy: Picking up emotions, truthsensing, and – for those with powerful gifts – the ability to compel weaker-willed individuals to speak the truth. Powerful empaths may be able to cause mental damage, which is best represented as some sort of curse.
  • Farsight: Clairvoyance. When controllable, it seems to be fairly short ranged. It also shows visions to suit the plot.
  • Final Strike. You can ramp up your power enormously by dying. Of course, EVERYONE with ANY kind of special power seems to be able to sacrifice themselves for a big boost when they want to save others, or take revenge at any cost, or whatever. Probably a world law or bit of divine assistance in recognition of your sacrifice or some such.
  • Gift Of Tongues: Companions have this, but it’s rare among humans. You understand all languages but can’t bypass speech impediments (such as having a horses voicebox). So… a L2 version of comprehend languages?
  • Mage-Gift: The ability to sense and manipulate the flow of life-energy about you. Doesn’t let you pick up the presence of living things nearby though. Why not? Because it would make mages hard to ambush. Comes in three stages – ability to handle ambient magic, ability to handle ambient magic and ley lines, and ability to handle ambient magic, ley lines, and ley line nodes. A good focus-stone seems to help somewhat in making things less tiring. Now here we have the good stuff! Generate Lightning! Make reasonably bright lights! Uhm… What other spells do we see?
    • Make a tent nice and warm! Or you could carry blankets with your adventuring supplies. Just Sayin.
    • Make a willing male gryphons body temperature stay low long enough for them to produce fertile sperm! Or sit in a cold bath for a while.
    • Summon Elementals! Abyssal, Air, and Fire elementals are mentioned – although they are quite small, none seem especially powerful, and most are timid.
    • Make new magical creatures or golem-things! Presuming that you are a master biologist as well as an uber-archmage or a blood mage villain, and even then it takes decades or centuries to make new creatures, they rarely reproduce well, and most of them have quite a lot of serious flaws and weaknesses. Golems and Frankenstein-constructs are easier, but are full of weaknesses and can never reproduce.
    • Open Gates / Teleportation Portals! Well, if you have some major power sources to draw on. Like being an adept using a node, killing a lot of people for blood magic, or having a big team of very well-trained mages. And you don’t mind being exhausted afterwards. And have time for it, since it often seems to call for a ritual. And there are no major magical disturbances in the area to disrupt your gate.
    • Summon Magical Creatures! If there are some about anyway. And you have enough raw power to gate them in (see Gates). And controlling them is quite another matter.
    • Make amplifiers for magic or other gifts! Which are expensive, unreliable, and take a lot of charging up – which is why they’re terribly rare.
    • Make a big magical greenhouse! If you have a node to tie it to, help in setting it up, and a lot of time. This may also provide some defense against divination, if only in the same way that a houses walls help against people spying on you from afar.
    • Summon or drive off magical entities! Given time, knowledge, and various rituals.
    • Make Videophone Calls! Well, if the people on both ends happen to be Adept or Masterclass mages of the White Winds school and they don’t mind throwing up a beacon of “here I am”, opening themselves to magical attack, and getting drained or exhausted in the process.
    • You can perform a ritual that will allow those betrayed unto death by an Oathbreaker to come back as spirits and take vengeance! If you’ve already captured and restrained the target, and have the help of a Priest, a Mage, and a Common Man of Goodwill who have all been betrayed by the Oathbreaker, and have lots of time, and the targets oathbreaking has resulted in other deaths. Or you could stab them a few times. Again,I’m just sayin…
    • Entrap other Mages in constraints that reflect their own magic back at them! If you have it all set up in advance for your targets and they don’t know how to get out. Given that the inventor made sure to spread knowledge of the spell around after using it, so that everyone WOULD know, this makes it a lot less useful.
    • You can Create Daggers Of Light! They last for a few moments after you let go of them, so you can throw them at people. Their effects are… exactly identical to those of any other decent dagger. You will always have a backup weapon though.
    • Throw various forms of Energy Blasts. Lightning. Fire. Er… maybe Force. I can’t recall much in the way of Cold, Sonic, or Acid blasts though. Usually targeting an individual or a small group. For a lot of “mages” this is about their only combat technique.
    • Spells Of Mass Compulsion! You can brainwash and compel entire armies! If you don’t mind being an irredeemably evil blood mage and performing lengthy rituals of human sacrifice. This also makes you a prime target for assassination of course.
    • Start Fires! Like with a match/tindertwig! Or, in advanced cases, like Alchemists Fire!
    • Hide Your Magic! So that the extremely rare people with Mage-Gift can’t automatically notice it if they look. Also, this only works if you’re an adept. Mostly only turns up in the Vows & Honor series before the magic system changed but I think that it got mentioned later.
    • Create Illusions! Well, this one is a bread-and-butter effect in many places, mostly being used for disguises. Larger scale, combat, or beyond-the-visual illusions seem to be much rarer. About the biggest combat effect seems to be the “Blur” spell.
    • Slow or Reverse Aging! Well, mages can live a long time; it comes of tapping into extra life energy. Few of them seem to die of old age though and getting younger seems to involve stealing other peoples lives or bodies. How often do RPG characters die or old age anyway?
    • Reincarnate! Like normal, except that you get to keep more of your memories at the cost of stealing one of your descendants bodies, driving yourself madder and madder, being evil, and being judged by the gods or possibly having your soul annihilated at some point.
    • Put low-resistance people to sleep! Like… you know, a Sleep spell!
    • Create an Adept Manifestation! Basically a Psychic Construct. If you happen to be an adept and are willing to put so much power into it that you endanger yourself if it is destroyed. Yet another effect that is used once in an early book and never really comes up later except to show “I am an adept!”. Mostly only turns up in the Vows & Honor series before the magic system changed.
    • Summon small Whirlwinds! Like… Dust Devil or Wall Of Wind. Mostly only turns up in the Vows & Honor series before the magic system changed, and so may be an air elemental effect.
    • Make Walls of Fire! Like… Wall Of Fire, but generally smaller and weaker. Probably a third level version.
    • Perform minor Divinations, drawing on notions of Sympathy and Contagion! Mostly only turns up in the Vows & Honor series before the magic system changed. Perhaps an air elemental effect?
    • Create a Dueling Circle, which contains your own attacks and prevents outside magical interference. Turns up in the Vows & Honor series (once I think) before the magic system changed and did not prevent multiple forms of cheating and external interference.
    • Empower your other Gifts with energy from Ley Lines and Nodes! If you’re Vanyel Askevron, and have had all those magic and gift “channels” blasted open in a horrible magical accident. Otherwise this doesn’t seem to happen much at all.
    • Project your spirit into the void between gates! Where there is… well, where there normally isn’t anything at all except a massive energy drain. Unless a mega-adept has hidden something there – which turns up ONCE – this is effectively “I can sink into a trance I might not awaken from and accomplish nothing!”.
    • Create a country-wide alert/spy system connected to all the other Heralds! Using the help of several other mages, a node focused through a Heartstone, and a small legion of divinely-empowered plot-device Companions… So no, this isn’t going to work for you.
      • Advanced Masters can set spells on triggers, to go off later. Almost like they know a bit of Metamagic.
  • Mind-Healing. Well, this is SUPPOSED to cover a boosted understanding psychology, calming emotions, treating traumas and mental control effects, and so on. In the actual books it’s more heard of then seen, because stories about mentally healthy, well-adjusted, sensible people tend to be BORING.
  • Precognition: This usually comes in a specialized variant; tactical precognition that gives you bonuses in a fight is very different from dreaming the distant future – and neither have much relationship to being able to predict the weather weeks in advance.
  • Psychometry: Ability to “read” information and impressions from objects. Like that minor psionic discipline.
  • Pyrokinesis: Mostly limited to the equivalent of “throw alchemists fire” if you can do anything beyond getting along without a cigarette lighter or match. A few people with this as a major gift show up, and can do things like start forest fires very quickly or perhaps throw fireballs.
  • Shields: Pretty much all Heralds are taught to stabilize their mind and resist being influenced by effects resembling their own gifts. In d20 terms, they invest a bit in Will Saves. A lot of the more subtle stuff apparently automatically fails against anyone with a decent will save bonus. Mages use the same technique to help them resist magical attacks. Like… you know, buying up your saving throws.
  • Summoning Rituals: What little is left of the old “call on entities from other planes” magic system. Mostly minor, easily turned back on the user, and dangerous. Mostly used by bad guys to summon “demons”. Since “Demons” never actually put in an on-stage appearance in most of the books beyond the Vows & Honor series – and that was before the magic system changed – we know little or nothing about them save that “they are bad”.
  • Telekinesis: Usually minor, but handy for guiding missiles, snagging cell keys, and similar tricks.
  • Telepathy: Usually fairly short range, but some few can check in on people they know at great distances. Often limited to either receiving or projecting, but it’s not too uncommon to do both. Stronger gifts can be used to cause insanity, charm people, make suggestion effects, and so on.
  • Teleportation: Usually short range and of small objects to and/or from the user. Under great stress, and with a powerful gift, you can move something as large as a small person a short distance. Like a one-shot blink or very short range, low-capacity, Dimension door.

In case it wasn’t sufficiently obvious… most Gifts basically cover first level stuff. The occasional Major Versions of those Gifts cover a rather limited selection of stuff of up to level three or four. We aren’t talking vast cosmic power here. Next time around I’ll look at actually building this stuff.

2 Responses

  1. You could probably get a decent approximation by simply building a mid-level spontaneous caster type with a few extra feats on a few extra minor abilities and maybe some investment in witchcraft.

  2. […] Valdemar D20 Part II – Gifts And Spells: The list of spells and abilities displayed in the books and a look at their power levels. […]

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