Ruined Magick {Wrath} Organization in Tariek Rough Collection | World Anvil

Ruined Magick {Wrath}

"What, by the Gods, is happening! Where is all this blood coming from! What's that sound?!" the knight looked to his wizardly companion, whom had gone pale, shaking her head.   "The gods have nothing to do with this my friend. That isn't just a sound. Prepare your axe and shield! They have a Wrath Shaman! The greenskins are upon us!" the gnomish magi began chanting her hands crackling with elemental energy.   The vicious and wild chattering of goblinkin rang out, a higher pitch to balance the calls of the shaman. The echoing timbre of a Joten's voice finally came to their ears, and they heard the end of the chant, a battle cry really, that made their blood run cold. "BLOOD FOR THE BLOOD GOD!! BLOOD FOR THE BLOOD GOD!!"

Structure

Cults are usually made up of a horde of followers, dangerous, but non magi except for their shamanic leader, unless its a very large cult. Though heretics do exist amongst the civilized races, and finding a cult working in secret within a city or some such is possible, with Iracundia specifically its not likely. Iracundia and his followers are....far from subtle. The Greenskins; goblins, hobgoblins, bugbears and the like, are his most common followers, though as with all the Ruinous ones, he willingly accepts any and all his twisted brethren. The words of a Wrath Shaman are an indecipherable mess of mixed language. Terran, Draconic, Abyssal, Goblin, all mashed together. One thing is understandable however. They mean to spread chaos wherever they can.

Public Agenda

Blood sacrifice, blood spilled, a cult of Iracundia is a dangerous cancer to be burned and dealt with immediately upon discovery. Cleanse the Unclean. Burn the Heretic.

Assets

Their magic is all blood magic. Iracundia demands blood, demands slaughter and pain, and does not care from whence it comes, so long as it is fresh and flows hot. Toughness is the order of the day for a Iracundian Shaman, as their patron demands his piece, literally, in return for anything greater than a small Blight. The Tragedies of Iracundia all come with a Blood Price that the shaman must pay.

History

Listed here are a mere three examples, of both Blights (Blessings) and Calamities (Miracles) for such a shaman. Feel free to flush out further if you need, these are but examples. Ruinous Powers, by their definition are Chaos, so the shamanic magics can be wild and varied. Use your creativity GMs. The other option is to snag elemental or geomancy spells, and just give them a...Wrathful Abyssal flavor makeover.
 
  Blight of Barbarism
Range: 6 meters
Target: 1
Duration: 6 rounds
Effect: Your target gains +10 Strength

    Blight of Anger
Range: 6 meters
Target: 1
Duration: 6 rounds
Effect: Target gains +10 WS

    Blight of Blood
Range: 6 meters
Target: 1
Duration: Instant (1 round)
Effect: Target cannot move unless they gain Bleed 1 condition.

    Calamities are a Ruinous Shaman's more...devastating magicks. Like a priest, this involves a Pray skill test, though the consequences for failure are more akin to that of arcane magic, as the Abyssal Gods care not for their followers. They are merely tools. Reaching this deep into Iracundia's realm for magick also carries a price. Blood Price is the number of wounds a shaman takes when using the spell. They can reduce this by 1 for ever 2+ Success Levels. Below are listed 3 examples of such magicks.
  Spear of Wrath
Range: Toughness Meters
Target: 1 (Magic Missile Type)
Duration: Instant
Blood Price: 2 wounds
Effect: As you slit yourself, the blood flows, your wild chanting forming a crystalline rod, not unlike a quarter staff, in your hand. Your blood flows hot, defying gravity to rush to the head of this pole, and solidify into a brilliant black-red spear tip, razor sharp and blindingly chaotic, so much so that those with Second Sight need to look away. You launch it at your target (if you chose to add extra targets, it somehow splits off into the necessary number of spears.) Dealing 4+WPB+SLs damage, and 1 point of Corruption to the target, and they must make a Endurance Test at Disadvantage or they gain 1 Bleed Condition. If they already had Bleed condition, add another 1 to it.
 
  Sea of Violence
Range: Toughness Meters
Target: You (AOE center)
Duration: Toughness Bonus Rounds
Blood Price: 3 wounds
Effect: As you wildly throw yourself into the magic, slashing your hand, blood splatters onto the ground. Surrounding you, it seems as if from nowhere a mess of blood and gore flows, up above the ankles. This horrendous sight immediately causes those not so indoctrinated (already corrupt as all be all) to gain 2 corruption. Anyone in the AOE whom has the Bleed condition upon them must make a Toughness Test at Disadvantage or see the number of the Bleed Condition increase by 1. Also the energy of this magic seems to make all within more vulnerable. Any damage dealt within this AOE is increased by this caster's Strength Bonus.

    Wrathful Steel (Magic Missile type)
Range: Toughness Meters
Target: (Special)
Duration: Instant
Blood Price: 4
Effect: As you slash and tear yourself you chant wildly, and from your body erupt four blades of crimson, blood-soaked....material on dark ethereal chains They launch out, travelling in straight lines in all four directions from you until they reach their range limit, or until they hit a target, whichever comes first. This is a magic missile type. Each blade deals 7+SLs+SB, damage. You immediately heal wounds equal to half the wounds you manage to deal to all those you hit. Those hit immediately gain 1 corruption. Any not so indoctrinated to the Void whom bear witness must make a Cool Test at Disadvantage or also gain 1 corruption.

    Daemonic Summonings: As with all those of such persuasion, ultimately a cult of Iracundia is striving to bring his servants (wishing it was him for some reason) unto our realm. This however, is no easy or cheap task. A shaman simply cannot pay enough of their own life force to keep a gate stable long enough. This is what prisoners are for.
*A note for myself/gms. A good way to be sure you are being reasonable for the balance of lifeforce versus the Daemon you drop on your players. For every 1 exp of mortal (must be intelligent, animals don't count. Iracundia wants those whom will beg.) life force sacrificed, you get 1 exp of Daemon. So figuring what the Daemon is worth exp wise, you can figure out how many people must be slaughtered to achieve it, assuming average peasants and the like.

Blood for the Blood God! Skulls for the Skull Throne!

Type
Religious, Cult

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