Thursday, 30 March 2017

Sorcery: Necromantic Spells III

Sorcery: Necromantic Spells III

There are many spirit spells in the college of Necromancy, and here are some of them. Affect Spirits allows the subject to affect insubstantial beings. Command Spirit (Type) lets the caster control a spirit mentally. Materialize makes an invisible spirit visible. Solidify makes a spirit tangible. Turn Spirit frightens a spirit.

Affect Spirits
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

This spell allows the subject to interact with incorporeal spirits as if they were solid. Any weapon the subject wields has the ability to harm spirits.
Statistics: Affliction 1 (HT; Advantage, Affect Spirits, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Notes: “Affect Spirits” is Blessed (Ghost Weapon; Magical, -0%) [15]. Magical costs -0% because Blessed already includes the Divine power modifier. Magical, -0% just replaces it.
   
Command Spirit (Type)
Keywords: Resisted (Will).
Full Cost: 13 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Special.

You can mentally dominate spirits you can see or touch. Each class of spirits (banshees, spectres, manitous, etc.) requires its own spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following modifiers: Range penalties to the subject (see B550); -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers for one minute per point by which you won the Quick Contest. If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Statistics: Mind Control (Accessibility, Class of Spirits, -60%; Sorcery, -15%) [13].

Materialize
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

This spell temporarily makes an intangible being visible, if it is normally invisible to beings in the physical world.

Statistics: Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Invisibility (Substantial Only, -10%), +36%; No Signature, +20%; Sorcery, 15%) [32].

Solidify
Keywords: Resisted (Will).
Full Cost: 36 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

This spell temporarily makes an intangible being tangible and affect objects and creatures in the substantial world.
Statistics: Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Insubstantiality, +80%; No Signature, +20%; Sorcery, 15%) [36].

Turn Spirit
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

This spell causes a spirit to retreat from the caster and be unwilling to come within 10 yards of him.
Statistics: Affliction 1 (Will; Accessibility, Only spirits, -40%; Based on Will, +20%; Disadvantage, Dread (10 yards), +57%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [30].

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