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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