Due to the unpleasant situation surrounding
Wizards of the Coast and the
OGL 1.1, I (like many others) am moving away from
Dungeons & Dragons and 5E. And an alternative
that does tick all my boxes (low powered, skill-based, well-supported, etc.)
is Forbidden Lands.
Of course, I can’t help tinkering. One of my players is running a sorcerer
with some specific spells they’d like to transfer over to
Forbidden Lands. So, I’ve quickly hacked a new
magic discipline because I’m such a good GM…
Witchcraft
Witchcraft deals with worlds unseen. Planes that exist alongside the mortal
world, yet separate. A witch acts as an intermediary with the strange beings
that live there: the spirits. Druids and sorcerers practice this discipline,
but the types of spirits each deals with aren't the same. A druid might commune
with spirits of nature, or a sorcerer might speak with the
things that live in the shadows.
Spell
Rank
Spell
Rank
Insidious Whispers
1
Dark Revelation
2
Shroud
1
Spirit Door
2
Spirit Walk
1
Portal (Player’s Guide, page 133)
3
Summon Minor Spirit
1
Summon Spirit
3
17th Century Pamphlet depicting the ghost of the Duke of Buckingham
returning to warn of a plot to poison the King.
Insidious Whispers
RANK:
1
RANGE:
Short
DURATION:
Instantaneous
INGREDIENT:
A place where you can’t be overheard
You summon unseen spirits that whisper horrifying secrets to your enemies.
This spell attacks a number of targets equal to the Power Level. It
inflicts 1 Wits damage on each target. Each Power Level beyond this can be
used to increase this damage by 1, against 1 target. Armour does not protect
against this spell. It does not affect monsters.
Shroud
RANK:
1
RANGE:
Personal
DURATION:
Quarter Day
INGREDIENT:
Large covering, such as a blanket or sheet
You cover yourself in the mien of a spirit you are familiar with, perhaps
a spirit encountered during a Spirit Walk (see below). You might appear as
a dead person, a dark figure or an animal. Your size, attributes and
abilities cannot change.
Summon Minor Spirit
RANK:
1, RITUAL
RANGE:
Near
DURATION:
One turn (15 minutes)
INGREDIENT:
A dark place
You summon a minor spirit, an insubstantial being from another plane. It
always obeys your commands and can be used to stealthily observe and
report back to you. It vanishes after the spell ends, or when you dismiss
it.
Spirit Walk
RANK:
1, RITUAL
RANGE:
Personal
DURATION:
Quarter Day
INGREDIENT:
Hallucinogenic substance
You enter a trance-like state, and find your disembodied spirit wandering
through the liminal paths of the spirit world, leaving your physical form
behind. Here you can see and speak to spirits. With a successful
MANIPULATION check, you might learn something of value, such as secrets
only the dead might know, or the true name of a fairy.
Dark Revelation
RANK:
2
RANGE:
Close
DURATION:
Instantaneous
INGREDIENT:
Sharp object
You cut through the veil between worlds, revealing a horrifying glimpse of
what lies beyond the mortal realm. The spell inflicts damage to Wits equal
to the Power Level, to all creature in range. It does not affect monsters.
Spirit Door
RANK:
2
RANGE:
Near
DURATION:
Instantaneous
INGREDIENT:
A sharp object and a place you cannot be seen
Time and distance in the spirit realm do not work by the same laws as the
mortal world. With this spell, you can create a passage to another NEAR
location, taking a shortcut through the spirit world. For each Power Level
above 1, you can take one additional CLOSE human-sized creature along with
you. You can also spend a Power Level to open a door a SHORT distance
away.
Summon Spirit
RANK:
3, RITUAL
RANGE:
Near
DURATION:
One turn (15 minutes)
INGREDIENT:
A dark place
You summon a spirit from the spirit world. Choose the stats of an animal
from the table on page 126 in the
Gamemaster’s Guide to represent this spirit.
You cannot choose an animal with a Strength higher than twice the Power
Level. This spirit possesses a random demon ability from the random table
on page 82 in the Gamemaster’s Guide. It
vanishes after the spell ends, or when you dismiss it. Spirits are usually
helpful, but they have their own agendas and may not always be so
inclined.
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