Sorcery: Spirit Spells
Even more necromantic spells. I usually move Banish to the Gate college in my games. Banish lets the caster send an extraplanar being to its native plane. Bind Spirit (Type) allows the caster to temporarily enslave a spirit. Entrap Spirit makes a container or chamber impervious to spirits. Repel Spirits makes spirits unwilling to enter an area.
Banish
Keywords: Resisted (Will).
Full Cost: 58 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous, the subject
cannot return for 1 month.
If the subject fails to resist, they are plane shifted back to their native plane, from where they cannot return for one month.
Statistics: Affliction 1 (Will; Based on Will, +20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [58].
Bind Spirit (Type)
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.
You can bind a spirit you can see or
touch. Each class of spirits (banshees, spectres, manitous, etc.) requires its
own spell. To use this ability, concentrate for one second and then roll a
Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to
the subject (p. B550).
If you win, your bound subject will
obey your every command for 3 minutes. In effect, he temporarily gains the
Reprogrammable disadvantage (B150), with you as his master. You do not have to
maintain concentration to control the spirit.
If you attempt to force the subject
to act against its principles (e.g., commit suicide or harm a loved one), roll
another Quick Contest. If the subject wins, it breaks free. Roll at the moment
of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s
about to leap.
If you lose, you cannot attempt to
control that spirit again for 24 hours, and he feels a sense of mental coercion
emanating from you.
Statistics:
Mind Control (Accessibility, Class of Spirits, -60%; Fixed Duration, +0%;
Independent, +70%; Sorcery, -15%) [48].
Entrap Spirit
Keywords: Area (Leveled), Obvious.
Full Cost: 70 points for level 1 + 25
points/additional level (or more).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Indefinite.
The sorcerer conjures a ward that
repels (or at least slows) all spirits. This ward must be cast on a watertight
sealed container, chamber, or building, and does not extend beyond it. Thus,
the affected object must be fully within the area of effect. Any spirit wishing
to cross the barrier may try to force its way through it as a free action (one
attempt per turn): the foe rolls thrust damage and if this overcomes the Entrap
Spirit’s DR, it gets through. This dispels the ward. If another creature from
without opens the container or chamber, the ward dispels. Slams and collisions
with the ward inflict their usual damage for the purpose of breaking through,
but the collider takes no damage, as the dome absorbs kinetic force.
The ward gives DR against all attacks
made by spirits.
By default, Entrap Spirit provides
DR 10. However, more potent versions are available that multiply DR and full
cost (actually 112.5 before rounding) by the same amount:
DR
|
Full Cost
|
10
|
70 points for level 1 + 25
points/additional level
|
20
|
140 points for level 1 + 50
points/additional level
|
30
|
210 points for level 1 + 75
points/additional level
|
50
|
350 points for level 1 + 125 points/additional level
|
100
|
700 points for level 1 + 250 points/additional level
|
Statistics:
Damage Resistance 10 (Accessibility, Only on watertight containers, -40%; Affects
Others, +50%; Area Effect, 2 yards, +50%; Force Field, +20%; Limited, Spirits,
-60%; Ranged, +40%; Sorcery, -15%; Terminal Condition, Opening the container,
-10%; Variable, Area, +5%) [70]. Additional levels increase Area Effect (+50%) [+25].
More powerful versions multiply DR by 2, 3, 5, or 10. Note: “Does not damage
those colliding with it” is a 0-point special effect of DR with Affects Others,
Area Effect, and Force Field.
Repel Spirits
Keywords: Area (Leveled), Resisted (IQ).
Full Cost: 46 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 50 minutes.
Spirits become unwilling to enter
the area; any already within the area leave immediately. You may exclude
specific, known spirits or even broad classes of spirits from the effects;
e.g., “The spell affects every spirit except for four banshees here.” You may
also reduce the area effect if you wish to.
While this spell is technically
resisted by each spirit’s IQ, in practice the GM should bother only for
extraordinary spirits. If so, victory allows the spirit to remain within the
area for three minutes, after which it must roll again.
Statistics:
Affliction 1 (IQ; Accessibility, Spirits Only, -40%; Area Effect, 2 yards,
+50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on
Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [46].
Additional levels add Area Effect (+50%) [+5].
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