Sorcery: Necromantic Spells V
I'm far from being done with necromancy! Animate Shadow animates the subject's shadow and forces it to attack the subject. Evisceration extracts an organ. Pestilence infects the subject with a disease. Weaken Blood makes bleeding out easier.
Animate Shadow
Keywords: None.
Full Cost: 50 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite.
The caster touches his subject and animates the subject’s shadow that
attacks him. The shadow has IQ 9, HT 10, DX equal to the caster’s DX, and ST
and Move equal to the subject’s ST and Move. The shadow inflicts thrust-based
fatigue damage with a touch, treating its Will as ST for the purpose of
determining basic damage (pp. B15-16). When the subject’s FP reaches zero, he
falls unconscious and the spell is broken. An animated shadow may be attacked
as per a Body of Shadow subject (see p. B114); if its HP reaches zero, it is
“killed” and the subject regains his normal shadow. If the animated shadow is destroyed, the summoner must wait a full day
to summon another one. Dismissing the animate shadow is a free action, but you
may only dismiss him if it is physically present. You can only cast this spell
if your character’s point total is equal or bigger than the subject’s.
Statistics: Ally (Animated Shadow;
Built on 100%; Constantly, no roll required; Adjustable, Shadows, +25%; Conjured,
+100%; Minion, +50%; Sorcery, -15%; Terminal Condition, Subject is out of FP,
-10%) [50].
Evisceration
Keywords: Resisted (HT).
Full Cost: 51 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit.
Range: Touch.
Duration: Instantaneous.
Reach with one hand into a subject’s
body and withdraw a vital organ, leaving an open cavity. The caster must touch
the bare skin of the appropriate body part, armor prevents organ extraction.
Extracting the brain instantly kills
the body, but the brain itself may survive for a few minutes! Roll vs. HT each second;
on a success, the brain remains alive and conscious but loses 1 FP; on a failure,
it dies. While it survives, it can cast any spells it knows well enough to cast
without ritual. Remember that the brain has no senses of its own and is therefore
casting blindly.
Extracting the heart demands a HT-6
roll each turn from the victim; on a failure he falls unconscious and dies five
seconds later.
Extracting other organs requires a HT
roll at a penalty from 0 to -5 to remain conscious. Most extractions kill
within a minute; however, some organ losses can be survived – a lung, a kidney,
etc. In this case, the victim will still bleed seriously.
Restoration is required to replace a
lost organ. An extracted organ dies within a minute.
Statistics:
Affliction 1 (HT; Accessibility, Only on beings with organs, -10%; Contact
Agent, -30%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack,
Variant, +300%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry,
-35%; Sorcery, ‑15%) [51].
Pestilence
Keywords: Resisted (HT).
Full Cost: 87 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent until cured.
The caster infects the subject with
a disease of his choice. The disease must be known to the caster. The combined
value of appropriate enhancements and limitations (such as Attribute Penalty,
Disadvantage, etc.) should not be more than 50%.
Statistics:
Affliction 1 (HT; Accessibility, Only diseases, -40%; Variable Enhancements, +500%;
Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%;
No Signature, +20%; Sorcery, -15%) [87].
Weaken Blood
Keywords: Resisted (HT).
Full Cost: 41 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.
The subject gets the Hemophilia
(p. B138) disadvantage.
Statistics:
Affliction 1 (HT; Disadvantage, Hemophilia, +30%; Extended Duration, 1,000x, +120%;
Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [41].
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