Thursday, 4 January 2018

Sorcery: Necromantic Spells IX

Sorcery: Necromantic Spells IX

Some more necromantic spells, converted from D&D/PF. Detect Undead detects undead. Disrupt Undead is a cheap spell that harms undead. Disrupting Weapon imbues a weapon with undead-harming qualities. Enervation is a combination of Clumsiness, Debility, and Frailty. False Life grants ablative DR.

Detect Undead
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (4-point) version of this spell, you can immediately sense all nearby undead creatures, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest undead creature, and inform you if you succeed.
The improved (9-point) version of this spell works as above, except that you know the precise location of each undead creature. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Undead; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version adds Precise (+100%) [+5].

Disrupt Undead
Keywords: Missile, Obvious.
Full Cost: 1 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 100 yards.
Duration: Instantaneous.

You fire a white beam that damages undead creatures. This attack deals 1d crushing damage per level with no blunt trauma or knockback. The beam travels slow enough to be blocked, but not parried.
Statistics: Crushing Attack 1d (Accessibility, Undead only, -50%; Blockable, -5%; No Blunt Trauma, -20%; No Knockback, -10%; Sorcery, -15%) [1/level].
  
Disrupting Weapon
Keywords: Weapon Buff.
Full Cost: 11 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) crushing damage with no knockback or blunt trauma to undead creatures. The weapon glows with a dim light.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Disrupting Weapon, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [11]. Note: “Disrupting Weapon” is Crushing Attack 1d (Accessibility, Undead only, -50%; Follow-Up, This weapon, +0%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Visible, -10%) [1].
Enervation
Keywords: Resisted (HT).
Full Cost: 40 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

The victim suffers temporary ST, DX, and HT loss equal to your margin of victory (maximum -10). Lower all skills based on these attributes by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected. Only living creatures can be affected by this spell.
Statistics: Affliction 1 (HT; Accessibility, Living creatures only, -10%; Attribute Penalty, ST-10, DX,-10, HT-10, +200%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Sorcery, 15%) [40].
  
False Life
Keywords: Buff.
Full Cost: 18 points for level 1 + 6 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You imbue the subject with false life. He gains DR 5 per level of this spell. This DR is covers eyes as well as the whole body. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
Statistics: Affliction 1 (HT; Advantage, False Life 1, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Notes: Each level of “False Life” is DR 5 (Ablative, -80%; Magical, -10%) [5] + Nictitating Membrane 5 (Ablative, -80%; Magical, -10%) [1]. Each additional level adds more levels of False Life to the Advantage enhancement [+6].

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