Sorcery: Forgotten Spells II
I'm not done yet with spells that I have overlooked by accident. This time we have three necromantic spells from GURPS Banestorm - Abydos. False Resurrection resurrects a dead person temporarily. Ghost Wind is an area version of Death Vision. Lesser Zombie is used to animate small corpses.
False Resurrection
Keywords: Buff.
Full Cost: 227 points.
Casting Roll: None. Use DX or
unarmed combat skill to hit.
Range: Touch.
Duration: 1 minute.
You can temporarily bring a formerly
living creature back from the dead, if his body is not completely destroyed
(-10xHP or worse). You must touch the corpse to affect it. If the subject does not
want to come back (GM’s opinion, for NPCs), the spell fails automatically. This
subject recovers 60 HP in 1 minute – if this brings him back above -HP before
the duration ends, he returns to life! But if it’s not enough, or if the
initial HT roll fails, he cannot be resurrected. The subject only remains alive
for as many days as his HT. After this time, he must make a HT-4 every hour,
with failure indicating that he crumples to dust. He cannot be brought back to
life ever again.
Statistics: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, False Resurrection, +2,250%; Aftermath, Delayed Death, -50%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [227]. Notes: “False Resurrection” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%) [150] + Unkillable 1 (Cosmic, Works on the dead, +50%) [75]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever.
Ghost Wind
Keywords: Area (Fixed), Resisted (Will).
Full Cost: 48 points for level 1 + 11 points/additional level.
Casting Roll: Will.
Range: 10 yards.
Duration: Instantaneous.
All subjects within an area with a 2-yard radius see a vivid apparition of
their own deaths. This might be a vision of the future or a false vision from another
possible future – but it is always chilling. Roll a Quick Contest of Will with
every subject. If you win, roll 3d for the result, as usual, but add your
margin of victory instead of his margin of failure. Your victim gets +1 per
Fright Check after the first within 24 hours. If a victim succeeds at his
Fright Check, he will be unaffected by your Ghost Wind for one hour. Each
additional level of this spell imposes ‑1 to the Fright Check. For example,
with Ghost Wind 4, the subjects must make Fright Checks at ‑3.
This spell can also be useful to the subject, by pointing out a possibly
deadly hazard.
Statistics: Terror (Active, +0%; Area Effect, 2
yards, +50%; Presence, +25%; Sorcery, -15%) [48]. Additional levels add ‑1 to the Fright
Check [+11].
Lesser Zombie
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite, see text.
The caster touches a corpse that had ST 5 or less, IQ 6 or less, and SM -2 or less and animates it. The nature and condition of the corpse determines the nature of the undead creature produced. The animated corpse becomes an undead servant of the caster.
If the undead is destroyed, the summoner must wait a full day to call replacements. Dismissing the undead is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 4 times bigger than the undead creature’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Lesser Zombie; Built on 25%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Magical, -10%; Minion, +0%; Requires a body, -20%) [9].
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