Magic: Necromantic Spells
Here are some necromantic D&D spells that do not seem to have analogues in GURPS Magic. I feel like these spells will make necromancy significantly more diverse.
Necromancy
Antilife Shell
Area
As Weather Dome, but the Antilife
Shell repels living creatures. No living creature can enter. Likewise, no living
creature can leave the Antilife Shell.
Once cast, an Antilife Shell takes a
full second to form; anyone inside the Shell’s area at the time it is cast has one
turn to leave.
Duration: 10
minutes.
Base cost: 3
to cast. 2 to maintain.
Prerequisites:
Magery 1, 8 Necromantic spells.
Circle of Death
Area; Resisted by HT
A circle of death snuffs out the
life force of living creatures. This area of faint green light inflicts toxic
damage to all living creatures within it. Living creatures in the circle take damage
on their own turns. If less than an entire second is spent in the affected
area, damage is halved (round down). Armor does not protect. Each instance of
damage may be negated with a successful HT roll.
Duration: 10
seconds.
Base cost: 2
to 6; the circle inflicts 1 point of damage per second for every 2 energy points
put into the base cost. Same cost to maintain.
Time to cast:
2 to 6 seconds, depending on base cost.
Prerequisites:
Magery 1, Pestilence.
Item
Staff, wand, or jewelry. Usable only by mages. Cost to create: 175 energy and a $500 onyx.
Death Knell
Regular
Like Steal Vitality, but can only
affect unconscious creatures below -1xHP.
Duration: Instantaneous
Cost: None to the caster! For every 3 HP taken from
the subject, the caster regains 1 HP.
Time to cast: 1 second for every 3 HP
drained from the subject.
Prerequisite:
Steal Vitality.
Item
Staff, wand, or jewelry. The wearer and item
must both touch the victim. Usable only by a mage. Energy cost to create: 1,500.
Death Ward
Regular
The subject is immune to death and
draining effects, such as death spells (see GURPS
Magic – Death Spells), Steal Vitality, Steal Energy, and similar abilities
and spells for the duration of the spell, as per the Immunity to Death and
Draining Effects advantage (p. B80).
This is also a Protection and Warning
spell.
Duration: 1
hour.
Cost: 4 to
cast. 3 to maintain.
Time to cast:
10 seconds.
Prerequisite:
Steal Vitality, Vigor.
Item
Jewelry. Always on; the wearer is immune to
diseases. A rare and prized item! Energy
cost to create: 1,000 for an item that resists one specific death or
draining effect, 2,500 for one that resists all death and draining effects.
Disrupt Undead
Missile
Fire a ray of positive energy from
one hand. Use Innate Attack (Beam) to hit. This has 1/2D 25, Max 50, Acc 1.
When it strikes something, it vanishes in a puff of white sparks. This spell
can only affect undead.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1d
burning
damage per energy point. This damage cannot set
anything on fire.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Minor Healing.
Item
Staff or wand – the ray is fired from the end
of the item. Energy cost to create:
800; must include a diamond worth $400. Usable only by mages.
Disrupting Weapon
Regular
Causes any weapon to become charged
with positive energy. This does not harm the user or the weapon, but an attack
with the weapon will do +2 burning damage to undead creatures if it penetrates
DR. Multiply this bonus for any Vulnerability (p. B161) to positive energy.
This damage cannot set anything on fire. Add this bonus to the final injury
inflicted by the attack – for instance, an “impaling” disrupting attack is still
only good for +2 damage, not +4.
Duration: 1
minute.
Cost: 3 to
cast. 1 to maintain.
Time to cast:
3 seconds.
Prerequisite:
Magery 1, Disrupt Undead.
Item
A weapon that becomes charged with positive
energy whenever wielded, at no energy cost to the user. Cost to create: 750 energy, $2,000 spell materials.
Gentle Repose
Regular
This spell preserves the remains of
a dead creature so that they do not decay. Doing so effectively extends the
time limit on raising that creature from the dead (see Resurrection). Days
spent under the influence of this spell don’t count against the time limit.
Additionally, this spell makes transporting a fallen comrade more pleasant. The
spell also works on severed body parts and the like.
Duration: 1 day.
Cost: 2. Same
cost to maintain.
Prerequisite:
Final Rest or Slow Healing.
Item
(a) Staff, wand, or jewelry. Energy cost to create: 400. (b) Coffin
or container; always on; the contents of the coffin are preserved indefinitely.
Energy cost to create: 40 for every pound
of corpse’s weight to be held (round up).
Ghoul Touch
Melee; Resisted by HT
Like Total Paralysis (M40), but in
addition the victim exudes stench, as if he had the Bad Smell disadvantage, for
the duration of the spell.
Duration: 1
minute.
Cost: 5.
Cannot be maintained; must be recast.
Prerequisites:
Stench, Total Paralysis.
Item
Staff or wand. Usable only by mages; the item
must touch the subject. Energy cost to
create: 2,000.
Hide from Undead
Regular
Undead cannot see, hear, or smell
the subject. Undead creatures simply act as though the warded creatures are not
there. Anything the subject picks up becomes invisible to undead creatures,
unless he wills it to stay visible. The spell ends instantly if the subject
attacks, casts a combat spell, or does anything else more violent than moving,
spying, or stealing.
Duration: 10
minutes.
Cost: 4 to
cast. 2 to maintain.
Time to cast:
3 seconds.
Prerequisites:
Magery 2, Turn Zombie.
Item
(a) Jewelry, wand, or staff; only affects the
wearer. Energy cost to create: 1,200.
(b) An item can be made permanently invisible to undead at an energy cost of
500 per hex of size or 50 pounds of weight, whichever is greater.
Ray of Enfeeblement
Missile; Resisted by HT
Fire a weakening ray from one hand.
Use Innate Attack (Beam) to hit. This has 1/2D -, Max 50, Acc 1. When it
strikes a creature, it reduces its ST temporarily, if the subject fails to
resist. This will affect basic damage with weapons and basic lift, but will not
affect HP.
Duration: 1
minute.
Cost: 1 for
every point of ST reduction (maximum 5). Cannot be maintained.
Prerequisites:
Magery 1, Debility.
Item
Staff or wand – the ray is fired from the end
of the item. Energy cost to create: 1000;
must include an onyx worth $400. Usable only by mages.
Ray of Exhaustion
Missile
Fire a ray of negative energy from
one hand. Use Innate Attack (Beam) to hit. This has 1/2D 25, Max 50, Acc 1.
When it strikes something, it vanishes in a puff of black sparks.
Cost: Any
amount up to your Magery level per second, for three seconds. The ray does 1 fatigue
damage per energy point.
Time to cast:
1 to 3 seconds.
Prerequisites:
Magery 1, Steal Energy.
Item
Staff or wand – the ray is fired from the end
of the item. Energy cost to create:
800; must include an onyx worth $400. Usable only by mages.
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