Sorcery: Necromantic Spells VII
There are some necromantic spells scattered outside of GURPS Magic. Soul Prison rips out the victim's soul. Suicide kills the caster instantly. Zombie Vehicle brings a disabled vehicle to unlife. Zombify infects the victim with a disease that turns him into a ravenous zombie.
Soul Prison
Keywords: Resisted (Will).
Full Cost: 52 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
This spell rips out the subject’s
soul. It can only affect a target who has both a physical body and a genuine
soul to separate from it. A subject who fails to resist collapses in a coma.
This works much as described on p. B429, but the victim gets no HT roll to
awaken and cannot be roused with the Awaken spell or similar measures – he’s
soulless, not asleep. He must roll vs. HT every 12 hours until he finally fails
and dies. This spell may be reversed by Remove Curse before the subject dies.
Statistics:
Affliction 1 (Will; Accessibility, Only on beings with souls, -5%; Based on
Will, +20%; Coma, Variant, +250%; Malediction 2, +150%; No Signature, +20%;
Sorcery, ‑15%) [52].
Suicide
Keywords: None.
Full Cost: 2 points.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
The caster instantly kills the
caster.
Statistics:
Affliction 1 (HT; Accessibility, Self Only, -50%; Backlash, Disadvantage,
Fragile (Enhanced Unnatural) and Heart Attack, -400%; Sorcery, ‑15%) [2]. Notes: Fragile
(Enhanced Unnatural) means the subject dies if reduced to 0 HP; therefore,
since Heart Attack reduces the target’s HP to 0, the target dies.
Zombie Vehicle
Keywords: Buff.
Full Cost: 227 points.
Casting Roll: None. Use DX or
unarmed combat skill to hit.
Range: Touch.
Duration: 1 minute.
You can create a zombie vehicle (see
GURPS Spaceships 7, p. 24), if it is
disabled (0 HP or less), but not completely destroyed (-5xHP or worse). You
must touch the wrecked vehicle to affect it. This vehicle recovers 60 HP in 1
minute – if this brings it back above -HP before the duration ends, it becomes
a zombie vehicle! But if it’s not enough, or if the initial HT roll fails, it
cannot be brought to unlife.
Statistics:
Affliction 1 (HT; Accessibility, Only on vehicles, -40%; Advantage, Zombie
Vehicle, +2,250%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry,
-35%; No Signature, +20%; Nuisance Effect, Brings the vehicle to unlife, -20%; Reduced
Duration, 1/3, -10%; Sorcery, -15%) [227]. Notes: “Zombie Vehicle” is
Regeneration (Very Fast; Cosmic, Works on disabled vehicles, +50%) [150] +
Unkillable 1 (Cosmic, disabled vehicles, +50%) [75]. This version of Cosmic
means it only works on disabled
vehicles – not damaged functioning vehicles – and gives one try, ever.
Zombify
Keywords: Resisted (HT).
Full Cost: 15 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit.
Range: Touch.
Duration: 10 minutes.
The caster must touch the subject to
cast this spell. The subject begins to rot from within, taking 1d-1 toxic
damage each minute for 10 minutes. Armor does not protect, but natural DR does.
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. A Cure Disease spell
can dispel the spell.
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, he rises as
a zombie. The zombie is not subservient to the caster, but can be purchased as
an Ally.
Statistics: Toxic
Attack 1d-1 (Based on HT, +20%;
Cyclic, 1 minute interval, 10 minutes, +200%; Melee Attack, Reach C, Cannot
Parry, -35%; Malediction 1, +100%; Nuisance Effect, Rises as a zombie, -10%; Sorcery,
‑15%; Symptoms, ½ HP, Terrible Pain, +120%) [15].
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