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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