The Spellbound
The Spellbound is an enemy book for Hunter: The Reckoning, detailing out to use mages as antagonists for a Hunter game.
Summary
- Thou Shalt Not Suffer a Witch to Live
- Wizards. Warlocks. Witches. Myths and legends describe them as powerful magicians, wise sages and humanity's helpful guides. Hunters know better. In the modern world, wizards make the impossible possible, changing the very face of reality on a whim for their own mysterious purposes. What kind of hold do they have over mankind? Hunters intend to find out - and break it.
- Burn, Baby, Burn
- Hunter: The Spellbound explores the magical realm of wizards as hunters perceive it, learning warlocks' strengths, fears and weaknesses. But enchanters have discovered hunters, too. Can these occult masters weave their spell and command the will of even the imbued? Not if hunters can help it. Let the witch-hunt begin.
Contents
Prologue: Color Blind
Introduction
- Source Materials
- Literature: Zen and the Art of Motorcycle Maintenance, The Book of Five Rings, The Once and Future King, A Brief History of Time
- Movies: The Matrix, Practical Magic, Dark City, Cast a Deadly Spell, The Raven, Rashomon, Zardoz, Tales from the Crypt: Demon Knight, The Wizard of Speed and Time, Legend or Crossworlds
- Television: Kung Fu, G vs. E, In Search Of, Poltergeist: The Legacy, Friday the 13th: The Series, Quantum Leap, The Twilight Zone, and The Outer Limits
Chapter 1: A Terrible Thing to Waste
Reveals just how similar hunters and mages can be in body and spirit, such that they're virtually indistinguishable, even to each other.
Chapter 2: Playing with Fire
Delves into the bizarre realms and obsessions that sorcerers call their own. Can hunters endure going down these paths of insanity, twisted reality and otherworldly comprehension?
Chapter 3: Serpent in the Fold
Explores magic accomplished through science. Is the idealized world for which hunters strive really different? Can the chosen tell when science goes too far, and reality and humanity suffer?
Chapter 4: Through the Looking Glass
Part two to "A Terrible Thing to Waste" and shows how baffling hunters can be to spellbinder eyes.
Chapter 5: Cult of Personality
Continues "Playing with Fire" and plunges hunters into the abusive and freakish realms that sorcerers create for themselves - and would inflict upon the world.
Chapter 6: Cogs in the Machine
Continues the story begin in "Serpent in the Fold," portraying the modern world as perceived by wizards who perform miracles through technology and innovation. Do these "scientists" and "agents" even know what it means to be human anymore?
Chapter 7: Rules and Storytelling
Intended for Storytellers alone. It offers tips and guidance on how to understand and portray wizards in your Hunter chronicle, embellishing upon information provided in the core rulebook and in the Storytellers Companion. This chapter (indeed, this whole book) operates under the tenets for depicting sorcerers explored in "Building Better Monsters" in the Hunter Storytellers Handbook (p. 47). That is, warlocks don't have to be wizened staff bearers to grotesque old women to terrify hunters and their players.
- Support Systems
- Falcon - Familiar, Stats
- Magic Systems
- Magical Powers
- Subtle Magic
- Elements
- Elements 1: Perceive Elements
- Elements 2: Alter Elemental Flow
- Elements 3: Manipulate Dangerous Elements
- Elements 4: Create Complex Elements
- Elements 5: Cataclysmic Elemental Manipulation
- Spells: Elemental Awareness, Telekinesis
- Fortune
- Fortune 1: Sense Fate
- Fortune 2: Manipulate Fate
- Fortune 3: Trigger Fateful Events
- Fortune 4: Trigger Fateful Patterns
- Fortune 5: Create Massive Entropy
- Spells: Always a Winner, Clumsy
- Foundation
- Foundation 1: Sense Mystical Energies
- Foundation 2: Borrow Mystical Energies
- Foundation 3: Manipulate Mystical Energy
- Foundation 4: Create/Remove Mystical Energy
- Foundation 5: Destroy Reality
- Spells: Conversion, Conviction Meltdown
- Secrets of the Body
- Secrets of the Body 1: Body Sense
- Secrets of the Body 2: Manipulate Simple Life
- Secrets of the Body 3: Manipulate Complex Life/Create Simple Life
- Secrets of the Body 4: Radical Body Manipulation
- Secrets of the Body 5: Biological Mastery
- Spells: Sense Sickness, Swarm
- Power, Speed and Endurance
- Power
- Speed
- Endurance
- Power, Speed and Endurance
- Secrets of the Mind
- Secrets of the Mind 1: Sense Minds
- Secrets of the Mind 2: Read Minds
- Secrets of the Mind 3: Manipulate Minds
- Secrets of the Mind 4: Control Minds
- Secrets of the Mind 5: Mind Mastery
- Spells: Scan Minds, Emotional Roller
- Spacetime
- Spacetime 1: Simple Spatial/Temporal Sense
- Spacetime 2: Complex Spatial/Temporal Sense
- Spacetime 3: Manipulate Space/Time
- Spacetime 4: Create Space/Time Complexities
- Spacetime 5: Space/Time Mastery
- Spells: Banish Item, Slow Time
- Spiritualism
- Spiritualism 1: Sense Spirits
- Spiritualism 2: Spiritual Communication
- Spiritualism 3: Control Spirits
- Spiritualism 4: Enter Spirit World
- Spiritualism 5: Spiritual Mastery
- Spells: Sense Messengers, Become Ghost
- Magical Powers
Background Information
- Chapter 1: A Terrible Thing to Waste and Chapter 4: Through the Looking Glass, involve an Imbued Teacher mistaking a slowly awakening student as one of the Imbued as well. The student dies and the Order of Hermes Mage, Lily Freewell, searches for revenge against the Imbued as a whole. She gets Dora to hack into Hunter-Net for her and Witness1 tries to warn Dora, but the Messengers retaliate against her. Consul Lubrecht tells Lily to cease her investigations, but Lily was able to get some hunter-net account names from the hack.
- Chapter 2: Playing with Fire and Chapter 5: Cult of Personality, is about Soldier91 and a group of Imbued dealing with a group of Asatru Futhark in the Pacific Northwest.
- Chapter 3: Serpent in the Fold and Chapter 6: Cogs in the Machine, involves an Imbued getting into the mess of Progenitors, Clones, Reality Deviants and Men in Black Operatives.
Memorable Quotes
"Upon thinking deeply and consulting my inner self, I have come to some theses and theories about this "group." Hunter-net, I'm told, is the name of their group, which (if you go with the numbers) you find is 8 + 3 + 5 + 2 + 5 + 9 + 5 + 5 + 2. Totals 44, which then 4 + 4 = 8, the symbol of the material world and a world concerned with justice and law. They are very mortal. That makes sense. I don't think they're inhuman. Consider also the Greek ideas of 666 versus 888. We represent 888, the "higher mind," an "ether mind." But they are 666. Not the Antichrist as the misguided Judeo-Christian conspiracy would claim, but the "lower mind" or the "mortal mind." Consider, though, the dual meanings of the occult number 9 (there are 9 letters/numbers in Hunternet). Nine is both a symbol of power and enlightenment, but in some minds it is a number easily swayed to darkness, representing the fallibility of our souls." - Aethyr
Characters
- Prologue: Color Blind
- Deborah, "Debbie" - Imbued, Died
- Marco Matlovich - Imbued
- "Purple" - Mage
- Bookworm55 - Mentioned
- Vinnie
- Miss Muriel Cooper - Died
- Chapter 1: A Terrible Thing to Waste
- Jason Crown, "Jay" - Example of an awakening mage, Student, Died
- Mr. Bartolewski, "Mr. B." - Imbued, Teacher, Can no longer speak
- Mrs. Strack - Geometry Teacher
- Gustav - Mage, Medea's Student, Died
- Chapter 2: Playing with Fire
- Chapter 3: Serpent in the Fold
- Aunt Opal - Mortal
- J. C. - Imbued
- Matt Holland - Imbued, Died
- Archie, "Tagv287" - Imbued
- Dana - Mortal
- Tony - Mortal
- Childe - Imbued
- Mel - Mortal
- Dr. Huan Park (1010011010) - Progenitor Research Director, Died
- Shannon Amstutz (0011011010) - Progenitor Technician
- Chapter 4: Through the Looking Glass
- Lily Freewell, "Medea" - Mage, Order of Hermes
- Consul Lubrecht - Mage, Order of Hermes
- Luthor Gansfeld - Imbued, Died
- Fredrick Tenwick - Mage
- Tutor Lucon - Mage, Order of Hermes
- John Scott - Mage, Order of Hermes
- Anna Milieu - Mage, Order of Hermes
- Bovingdon - Mage, Order of Hermes, Died
- Piotr - Mage, Order of Hermes, Died
- Pasquale - Mage, Order of Hermes
- Dora, "DIAMND-GRL," "Diamond Girl," "Dora the Explorer" - Mage, Virtual Adept
- Jorge Alvernez - Mage, Order of Hermes
- Catherine - Mage, Order of Hermes
- Richard - Mortal, Patient
- Zwei Pfenning
- Aethyr - Mage
- Cabbie22
- The_plague383 - Imbued
- Nurse216 - Mentioned
- Healer115 - Mentioned
- Chapter 5: Cult of Personality
- Kevin, "Kev" - Vampire, Candace's Ally
- Don - Maddy's Boyfriend
- Stormfather - Mage
- Thor - Mage
- Chapter 6: Cogs in the Machine
- Agent Alexander (1010011010) - Technocrat
- Agent Brice - Technocrat, Died
- Jeremy - Shannon's partner, Progenitor Technician
- Chapter 7: Rules and Storytelling
- Violin99 - Mentioned
- Hannibal - Mentioned
- Volkas Shustack
- Dole7 - Mentioned
Terminology
Amalgam 10000111, Ascension, Asheville, Aura, Avatar, Awakening, Backlash, Baltimore, Beckwith Chantry, Boston, Bryson City, California, Carnesville, Chantry, Charotte, Coeur d'Alene, Commerce, Consensus, Council, Craft Magicians, Damage Control, Deck, Deviant, Device, Digital Web, Dnatex (Technocracy), Elderberry Motel, FAXwrite copy shop, Firelight, Florida, Focus, Greenville, Germany, Hedge Magic, Helper: Acolyte, Apprentice, Familiar; Hi-Way Motel, House, Hunter-Net, Idaho, Linguists (Mage Group), Mage, Magic, MagiConnectv1.1, Marcher Hall, Masses, Men in Black, Metropolis Café, Miner49erv2.0 (Software Program), Montana, Mount Baldy Road, Node, North Carolina, Norway, Olympia, Oregon, Prague, Princeton, Procedure, Progenitor, Project Gordian, Public Gardens, Quintessence, Rabbit Motor Court, Reality, Reality Deviants, Reality Factory, Reed, Richland, Sandpoint, Seattle, "The Six," Sleeper, Sorcerer, South Carolina, Southland, Spheres, Spokane, Syringa Creek, Technician, Technocrats/Technocracy: Factions: Suits, Terminators, Scientists; Traditions: Occultist, Modern/Neoteric (Adepts and Sons of Ether), Religious, Pagan/Primeval (Verbena and Dreamspeakers), Ecstatics, Orphans; Umbra, Vancouver, VR Googles, Warlock, Washington, Witch, Wizard, Wyoming, Yakima,
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