Thursday 9 November 2023

Wizardry: Necromantic Spells IV

Wizardry: Necromantic Spells IV

More necromantic spells! All four are touch spells. Touch of Fatigue deals FP damage, while Touch of Weakness imposes a ST penalty. Energy Drain leeches FP, and Vampiric Touch leeches HP. Simple!
  
    Energy Drain
    Keywords: None.
    Full Cost: 7 points.
    Casting Roll: Skill.
    Components: V.
    Cost: 1 FP to cast, 1 FP per second to maintain.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Indefinite.
 
    You can steal FP from a living victim to replenish your own. This requires ongoing physical contact with the target. In combat, this means having the victim grappled. Out of combat, you can cast this spell on a helpless or restrained victim. Every second, he loses 3 FP; for every full 3 FP he loses, you recover 1 FP. You can’t raise your FP above normal, but you can continue the drain without reinvigorating yourself. The drain ends instantly if you release your victim, or if he breaks free or dies. If he survives, the stolen FP heal like any other lost FP.
    Statistics: Leech 3 (Costs Fatigue, 1 FP, -5%; Magical, -10%; Only Heals FP, -20%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Steal FP, -25%) [7].
  
    Touch of Fatigue
    Keywords: None.
    Full Cost: 34 points.
    Casting Roll: Skill. Use unarmed combat skill or DX to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Instantaneous.
 
    By touching a living creature, the caster deals 1d fatigue damage, ignoring DR.
    Statistics: Fatigue Attack 1d (Cosmic, Irresistible Attack, +300%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [34].

    Touch of Weakness
    Keywords: Resisted (HT).
    Full Cost: 17 points.
    Casting Roll: Skill. Use DX or unarmed combat skills to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: 3 minutes.
 
    Your touch physically weakens a living victim, if he fails to resist with HT. The victim suffers temporary ST loss equal to your margin of victory (maximum -10). Lower all skills based on ST by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected.
    Statistics: Affliction 1 (HT; Accessibility, Only on living beings, -10%; Attribute Penalty, ST-10, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Requires Gestures, -10%; Requires Magic Words, -10%) [17].
 
    Vampiric Touch
    Keywords: None.
    Full Cost: 22 points.
    Casting Roll: Skill.
    Components: V.
    Cost: 1 FP to cast, 1 FP per second to maintain.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Indefinite.
 
    You can steal HP from a living victim to replenish your own. This requires ongoing physical contact with the target. In combat, this means having the victim grappled. Out of combat, you can cast this spell on a helpless or restrained victim. Every second, he loses 3 HP; for every full 3 HP he loses, you recover 1 HP. You can’t raise your HP above normal, but you can continue the drain without healing yourself. The drain ends instantly if you release your victim, or if he breaks free or dies. If he survives, the stolen HP heal like any other injury.
    Statistics: Leech 3 (Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [22].


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