Sorcery: Necromantic Spells VIII
Necromantic spells, converted from D&D/Pathfinder. Antilife Shell makes an area repulsive to living creautres. Circle of Death kills multiple creatures. Cloudkill creates a cloud of deadly gas. Death Knell finishes off dying creatures. Death Ward protects the subject from death curses.
Antilife Shell
Keywords: Area (Leveled), Resisted
(IQ).
Full Cost: 45 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: Self.
Duration: 50 minutes.
Living creatures become unwilling to
enter the area around you; any already within the area leave immediately. You
may reduce the area effect if you wish to. A successful resistance roll allows
the creature to remain within the area for three minutes, after which it must
roll again.
Statistics:
Affliction 1 (IQ; Accessibility, Living Creatures Only, ‑10%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread,
+30%; Emanation, -20%; Extended Duration on Persistent, 100x, +80%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%;
Sorcery, ‑15%; Variable, +5%) [45]. Additional levels add
Area Effect (+50%) [+5].
Circle of Death
Keywords: Area (Leveled), Resisted (HT).
Full Cost: 63 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
This spell makes the creatures in
the area suffer a heart attack (B429). You can omit any creatures from the
effect.
Statistics:
Affliction 1 (HT; Area Effect, 2 yards, +50%; Fixed Duration, +0%; Heart
Attack, +300%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sorcery,
‑15%) [63]. Additional levels add Area Effect
(+50%) [+5].
Cloudkill
Keywords: Area (Leveled).
Full Cost: 67 points for level 1 + 8
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You may fill a two-yard-radius area
with deadly gases. This gives -3 to all vision rolls made through it. To place the
gas cloud at a distance, use Innate Attack (Gaze), with normal range penalties,
but at +4 for affecting an area. The initial attack roll places the effect. It
then drifts from that point with the wind.
Additionally, every creature that
inhales the gas, suffers a heart attack (B429), if it fails a HT roll.
The basic (67-point) version of this
spell covers a two-yard radius. For each additional 8 points, you may double this
radius; e.g., four yards for 75 points, 8 yards for 83 points, or 16 yards for 91
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics:
Obscure Vision 3 (Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%;
Variable, Area, +5%) [11] + Affliction 1 (HT; Area Effect, 2 yards, +50%;
Drifting, +20%; Heart Attack, +300%; Link, +10%; Persistent, +40%; Respiratory
Agent, +50%; Sorcery, -15%; Variable, Area, +5%) [56]. Further levels add Area Effect
(+50%) to both advantages [+8].
Death Knell
Keywords: Area (Leveled), Resisted
(HT).
Full Cost: 23 points for level 1 + 6
points/additional level.
Casting Roll: Will.
Range: Self.
Duration: Instantaneous.
With an audible knell, the caster damages
already dying creatures. All creatures at -1xHP or lower take 3d toxic damage,
ignoring DR. Damage can be resisted with a Quick Contest of caster’s Will
against the subject’s HT.
Statistics: Toxic
Attack 3d (Accessibility, Creatures at -1xHP or lower, -80%; Area Effect, 2
yards, +50%; Emanation, -20%; Malediction 2, +150%; Sorcery, -15%; Variable,
Area, +5%) [23]. Further levels add Area Effect (+50%) to the advantage [+6].
Death Ward
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject becomes immune to death
curses. This includes death spells, direct-damage Necromantic magic (Burning
Death, Rotting Death, etc.), and elixirs of Death (GURPS Magic, p. 215), plus non-magical equivalents such as
Afflictions enhanced with Coma or Heart Attack, when they’re chi, divine,
psionic, or spirit abilities, or something similar.
Statistics:
Affliction 1 (HT; Advantage, Death Ward, +90%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25].
Note: “Death Ward” is Immunity to Death Curses (Magical, -10%) [9].
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