Sorcery: Necromantic Spells
Just three necromantic spells from GURPS Magic. Death Vision frightens the target, Final Rest prevents a body from being reanimated or raised, Sense Spirit detects undead and spirits.
Death Vision
Keywords: Resisted
(Will).
Full Cost: 33 points for level 1 + 11 points/additional level.
Casting Roll: Will.
Range: 10 yards.
Duration: Instantaneous.
The subject sees a vivid apparition of his own death. This might be a
vision of the future or a false vision from another possible future – but it is
always chilling. You can target any creature within 10 yards. Roll a Quick
Contest of Will with your subject. If you win, roll 3d for the result, as
usual, but add your margin of victory instead of his margin of failure. Your
victim gets +1 per Fright Check after the first within 24 hours. If a victim
succeeds at his Fright Check, he will be unaffected by your Death Vision for
one hour. Each additional level of this spell imposes ‑1 to the Fright Check. For example,
with Death Vision 4, the subjects must make Fright Checks at ‑3.
This spell can also be useful to the subject, by pointing out a possibly
deadly hazard.
Statistics: Terror (Active, +0%; Presence, +25%;
Sorcery, -15%) [33]. Additional levels add ‑1 to the Fright
Check [+11].
Final Rest
Keywords: Buff.
Full Cost: 41 points.
Casting Roll: IQ. Use DX or unarmed
combat skills to hit.
Range: Touch.
Duration: Truly Permanent.
When cast on a dead body, this spell renders the subject immune to all Necromantic
magic, if the caster makes a successful IQ roll. The spirit of the deceased
cannot be summoned, nor can the body be animated (or Resurrected). It has no
physical effect on the body. The spell may be cast at any time after the
subject dies, but the IQ roll has a penalty for the time gap between the
casting and the subject’s death. Use Long-Distance
Modifiers (p. B241) and substitute “days” for “miles”. This spell takes 8
or 9 seconds to cast instead of 1 or 2 seconds.
This spell has no effect on a living person, and will not affect the
undead who have already risen. In many settings, this spell is an intrinsic
part of funeral rites, and may be restricted to the clergy. In other settings,
this spell is unnecessary; ordinary nonmagical funeral rites are sufficient to
safeguard the dead from necromancy.
It is usually assumed that this spell functions by sending the soul of
the deceased from the mortal plane into the presence of their deity. Some,
however (usually members of one death-cult or another), believe that this spell
works by destroying the disembodied spirits of the dead!
Statistics:
Affliction 1 (HT; Accessibility, Only on corpses, -40%; Advantage, Final Rest,
+10%; Cosmic, Can affect the dead, +50%; Melee Attack, Reach C, -30%; No
Signature, +20%; Requires IQ Roll, -10%; Sorcery, ‑15%; Takes Extra Time 3, -30%; Time-Spanning, Past, +50%; Truly
Permanent, +300%) [41]. Note: “Final Rest” is Covenant of Rest (Also prevents
resurrection) [1].
Sense Spirit
Keywords: Information.
Full Cost: 21 points or 26 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against
the sorcerer’s Per, with a penalty based on the distance to the nearest spirit,
undead, or a similar supernatural entity. The basic (21-point) version of this
spell takes standard range penalties. The improved (26-point) one uses
long-distance modifiers. If successful, the caster knows the exact distance and
direction to the spirit, and may make a follow-up IQ roll (at no penalty) to learn
basic details about it (e.g., “it’s a ghost” or “it’s a zombie”).
The caster may, at the time of
casting, limit the spell to a specific type of entity, or exclude a given type
or any known spirits.
Statistics:
Detect Spirits (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [21].
The improved version adds Long-Range 1 (+50%) [+5].
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