Sorcery: Necromantic Spells VI
Even more necromantic spells! Astral Block repels insubstantial beings and prevents ghosts from materializing. Rotting Death is a curse that makes the subject rot from within. Soul Jar transfers the soul into an inanimate object.
Astral Block
Keywords: Area (Leveled), Obvious.
Full Cost: 167 points for level 1 + 40
points/additional level (or more).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Indefinite.
The sorcerer conjures a translucent dome
that repels (or at least slows) all insubstantial creatures and attacks. Any
insubstantial, astral, or ethereal creature wishing to cross the barrier may
try to force its way through it as a free action (one attempt per turn): the
foe rolls thrust damage and if this overcomes the Astral Block’s DR, it gets
through. This does not dispel the dome, which simply seals closed behind it.
Slams and collisions with the dome inflict their usual damage for the purpose
of breaking through, but the collider takes no damage, as the dome absorbs
kinetic force.
The dome gives DR against all insubstantial
attacks.
In addition, insubstantial creatures
within an Astral Block cannot become substantial, and vice versa. Thus, a
sorcerer could not cast Ethereal Body within the area of a spell, while a ghost
would be unable to use Solidify. A ghost already in a tangible state could not become
insubstantial!
By default, Astral Block provides DR
10. However, more potent versions are available that multiply DR and full cost (actually
112.5 before rounding) by the same amount:
DR
|
Full Cost
|
10
|
167 points for level 1 + 40
points/additional level
|
20
|
262 points for level 1 + 65
points/additional level
|
30
|
357 points for level 1 + 90
points/additional level
|
50
|
547 points for level 1 + 140
points/additional level
|
100
|
1022 points for level 1 + 265
points/additional level
|
Statistics:
Damage Resistance 10 (Affects Others, +50%; Area Effect, 2 yards, +50%; Force
Field, +20%; Limited, Insubstantial, -60%; Link, +10%; Ranged, +40%; Sorcery,
-15%; Variable, Area, +5%; Visible, -10%) [95] + Static (Substantiality Changes;
Area Effect, 2 yards, +100%; Link, +10%; Ranged, +40%; Magical, -10%) [72].
Additional levels increase Area Effect (+50%) to both advantages [+40]. More
powerful versions multiply DR by 2, 3, 5, or 10. Notes: “Does not damage those
colliding with it” is a 0-point special effect of DR with Affects Others, Area
Effect, and Force Field. As a special effect, this forms a hemispherical dome,
not a cylinder.
Rotting Death
Keywords: Resisted (HT).
Full Cost: 16 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit.
Range: Touch.
Duration: 5 seconds.
The caster must touch the subject to
cast this spell. The subject begins to rot from within, taking 1d-1 toxic
damage each second for 5 seconds. Armor does not protect. Each second the
subject may resist the damage by making a successful HT roll. If the roll is a
critical success, then the spell stops. Roll a random hit location each time
the subject takes damage from this spell; once crippled, a limb is considered
to have rotted off!
If the subject loses ½ of his HP or
more to this spell, he begins experiencing terrible pain (B428) until he is
healed above this threshold. Once the subject dies from this spell, his body quickly
deliquesces, until only a puddle of evil-smelling goo is left.
Undead beings are not affected by
this spell.
Statistics: Toxic
Attack 1d-1 (Accessibility, Only on living beings, -10%; Based on HT, +20%;
Cyclic, 1 second interval, 5 seconds, +250%; Melee Attack, Reach C, Cannot
Parry, -35%; Malediction 1, +100%; Random hit location each cycle, +0%; Sorcery,
‑15%; Symptoms, ½ HP, Terrible Pain, +120%) [16].
Soul Jar
Keywords: Resisted (Will).
Full Cost: 205 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
Traps the subject’s soul in some inanimate
object (which the subject must be touching). If the subject is not the caster,
then he must be present, and either willing or unconscious.
If your soul is in a “jar,” you are unaffected
until either your body dies, or the jar is destroyed. The death of your body
does not kill you. Your consciousness shifts to the “jar,” where you are able
to see, hear, and even cast any spell that you know at skill 20 or above (i.e.,
castable without speech or gesturing). You may communicate at a distance via
telepathy-type spells, if you know any – or by direct mental contact, without a
spell, with anyone who handles the jar. Your FP remain the same as when you had
a body. You may not spend HP, but you may use any Powerstone currently in
contact with your jar.
If a new body comes near the jar, you
may try to take it by a Possession, Permanent Possession, or Exchange Bodies
spell if you know such a spell. In that case, the soul of that body goes into
the jar. But if your soul is in a jar, anything that destroys the jar will kill
you permanently – beyond hope of resurrection – even if your body is unharmed.
The spell may be cast again to switch
the soul to a different “jar.”
Statistics:
Affliction 1 (Will; Advantage, Soul Jar, +1,800%; Based on Will, +20%;
Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Subject must be
willing or unconscious, -30%; Sorcery, -15%) [205]. Note: “Soul Jar” is Possession
(Accessibility, Only inanimate objects, -10%; Cosmic, Retains senses, +100%; Magical,
-10%) [180].
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