Saturday, 6 May 2017

Sorcery: Spirit Spells

Sorcery: Spirit Spells

Even more necromantic spells. I usually move Banish to the Gate college in my games. Banish lets the caster send an extraplanar being to its native plane. Bind Spirit (Type) allows the caster to temporarily enslave a spirit. Entrap Spirit makes a container or chamber impervious to spirits. Repel Spirits makes spirits unwilling to enter an area.

Keywords: Resisted (Will).
Full Cost: 185 points.
Casting Roll: Will. IQ to plane shift.
Range: Unlimited.
Duration: Instantaneous, the subject cannot return for 1 month.

If the subject fails to resist, the caster may try an immediate IQ roll to shift the subject and his gear up to his Basic Lift to his native plane of existence as if using the Jumper advantage (B97). The subject cannot return for one month.
Statistics: Affliction 1 (Will; Advantage, Banish, +1,400%; Based on Will, +20%; Disadvantage, Divine Curse (Cannot return to this plane), -10%; Extended Duration on Disadvantage, 30,000x, +180%; Fixed Duration on Disadvantage, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [185]. Notes: “Banish” is Jumper (Interplanar; Improved, +10%; Limited Access, 20%; Reliable +10, +50%) [140]. The +10 for Reliable cancels the -10 for no preparation. Note: The Improved enhancement removes the auto-fail on 14+.
Bind Spirit (Type)
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.

You can bind a spirit 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, applying the range penalties to the subject (p. B550).
If you win, your bound subject will obey your every command for 3 minutes. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. You do not have to maintain concentration to control the spirit.
If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap.
If you lose, you cannot attempt to control that spirit again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Class of Spirits, -60%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%) [48].

Entrap Spirit
Keywords: Area (Leveled), Obvious.
Full Cost: 70 points for level 1 + 25 points/additional level (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Indefinite.

The sorcerer conjures a ward that repels (or at least slows) all spirits. This ward must be cast on a watertight sealed container, chamber, or building, and does not extend beyond it. Thus, the affected object must be fully within the area of effect. Any spirit 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 Entrap Spirit’s DR, it gets through. This dispels the ward. If another creature from without opens the container or chamber, the ward dispels. Slams and collisions with the ward inflict their usual damage for the purpose of breaking through, but the collider takes no damage, as the dome absorbs kinetic force.
The ward gives DR against all attacks made by spirits.
By default, Entrap Spirit provides DR 10. However, more potent versions are available that multiply DR and full cost (actually 112.5 before rounding) by the same amount:
Full Cost
70 points for level 1 + 25 points/additional level
140 points for level 1 + 50 points/additional level
210 points for level 1 + 75 points/additional level
350 points for level 1 + 100 points/additional level
700 points for level 1 + 125 points/additional level
Statistics: Damage Resistance 10 (Accessibility, Only on watertight containers, -40%; Affects Others, +50%; Area Effect, 2 yards, +50%; Force Field, +20%; Limited, Spirits, -60%; Ranged, +40%; Sorcery, -15%; Terminal Condition, Opening the container, -10%; Variable, Area, +5%) [70]. Additional levels increase Area Effect (+50%) [+25]. 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.

Repel Spirits
Keywords: Area (Leveled), Resisted (IQ).
Full Cost: 46 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 50 minutes.

Spirits become unwilling to enter the area; any already within the area leave immediately. You may exclude specific, known spirits or even broad classes of spirits from the effects; e.g., “The spell affects every spirit except for four banshees here.” You may also reduce the area effect if you wish to.
While this spell is technically resisted by each spirit’s IQ, in practice the GM should bother only for extraordinary spirits. If so, victory allows the spirit to remain within the area for three minutes, after which it must roll again.
Statistics: Affliction 1 (IQ; Accessibility, Spirits Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [46]. Additional levels add Area Effect (+50%) [+5].

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