Friday, 25 April 2025

Wizardry: Fiendish Codex II Spells

Wizardry: Fiendish Codex II Spells

Both Fiendish Codices are pretty damn good books for D&D 3.5. The first one is about demons, and the second one is about devils. I wish there were another volume that would cover other fiends, such as yugoloths, demodands, hordelings, etc., but alas it never happened. The dice roller told me to convert spells from Fiendish Codex II: Tyrants of the Nine Hells. There aren't many of them, and most of them belong to a new spell category - "investiture spells". They are not full-on polymorph spells, but spells that infuse the subject with fiendish essence, granting some qualities of a specific kind of devil. They also have a side effect of fatiguing the subject, which is accomplishable in GURPS. Since these spells are very fiendish, I will also make versions for blood magic in the next post.

Devil's Ego is a divine spell that imbues you with devilish charisma and good looks.
Devil's Eye is a self-only variant of Darkvision that has a much shorter duration and a minor negative side effect.
Investiture of [X] spells imbue the subject with essence of a devil. All such spells provide minor DR against fire, but make the subject vulnerable to silver and holy weapons, and make the subject lose 4 FP when the spell ends. In addition, each spell grants extra effects that depend on the devil in question. Overall, these spells are flavorful, but not very optimal in terms of character optimization. However, they allow wizards who specialize in the Gate college to gain some traits usually not associated with gates. Also, these are ranged buffs, which is a rare thing. Statblocks look disgusting.

WIZARD SPELLS
 
Devil’s Eye
Keywords: Buff.
Full Cost: 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
 
With a few words and a gesture, the darkness melts away, and you can see with perfect clarity. You gain the visual acuity of a devil, becoming able to see even in total darkness. Darkvision is black and white only but otherwise like normal sight.
While this spell is active, your eyes emit a dim red glow. This reduced darkness penalties when targeting your eyes or face by -2.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Devil’s Eye, +220%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [23]. Note: “Devil’s Eye” is Dark Vision (Magical, -10%; Nuisance Effect, Glowing Eyes, -5%) [22].
 
Hellfire
Keywords: Area (Fixed), Obvious.
Full Cost: 11 points/level.
Casting Roll: Skill. Use Innate Attack (Gaze) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
You cause hellfire to fill a spherical area. Use Innate Attack (Gaze) to aim, applying normal range penalties, but at +4 for targeting an area. Unlike most attack spells, Hellfire has Acc 2. The hellfire blast expands, dealing 1d(3) burning damage per level of this spell to everything in its hex. Everything else within 4 yards takes damage divided by the distance in yards from the center of the blast. The GM must determine what the maximum level available in the campaign is. Hellfire damages both substantial and insubstantial beings.
Since there is no visible projectile, it is possible to cause the blast to emerge behind someone. A creature that has its back turned to the origin of the blast may make a Hearing-2 roll to be able to defend against the attack by using retreating dodge or Dodge and Drop. Those who can see the blast’s point of origin may employ these defenses normally without the need for the Hearing-2 roll.
Statistics: Burning Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, Spherical, +115%; Armor Divisor, (3), +100%; Costs Fatigue, 2 FP, -10%; Dissipation, -50%; Inaccurate 1, -5%; Magical, -10%; No Signature, +20%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [11/level].
 
Investiture of the Amnizu
Keywords: Buff, Obvious.
Full Cost (Self): 30 points.
Full Cost (Touch): 43 points.
Full Cost (Short-Range): 46 points.
Full Cost (Ranged): 51 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
With a flash of red light and a sound like the screams of a thousand suffering souls, you invest the target with infernal energy, drawing power from an amnizu to power the spell. You infuse a target with the intellect-sapping power and slippery mind of an amnizu. While under the effect of this spell, the subject may touch a sapient creature to drain its intellect. The subject rolls a Quick Contest of Will against its victim, and if it wins, the victim gets a -4 penalty to IQ for three minutes.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection, and becomes immune to effects that reduce IQ. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Amnizu, +310%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30]. Note: “Investiture of the Amnizu” is Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Aftermath, Costs Fatigue, 4 FP, -10%; Attribute Penalty, IQ-4, +40%; Based on Will, +20%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [20] + Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Immunity to IQ-Lowering Effects (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [6]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Barbed Devil
Keywords: Buff, Obvious.
Full Cost (Self): 8 points.
Full Cost (Touch): 21 points.
Full Cost (Short-Range): 24 points.
Full Cost (Ranged): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
With brisk arcane gestures that glow with a fiery red light, you imbue a target with the might of a barbed devil, causing long thorns to sprout all over its body. The subject cannot use these spines actively, but gets a DX-4 roll to hit each foe in close combat once per turn, as a free action. Roll at +2 against foes who attacked the subject from behind. Those who grapple or slam the subject are hit immediately and automatically, and those who slam the subject take maximum damage. The spines deal 1d impaling damage.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Barbed Devil, +70%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8]. Note: “Investiture of the Barbed Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Long Spines (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [2]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Bearded Devil
Keywords: Buff, Obvious.
Full Cost (Self): 10 points.
Full Cost (Touch): 23 points.
Full Cost (Short-Range): 26 points.
Full Cost (Ranged): 31 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
With a rush of sinister green light, you invest the target with infernal energy, drawing power from a bearded devil to fuel the spell. You cause the target to grow a long, ropy mass of callused tissue from its chin that vaguely resembles a beard. This beard flails about as though it were alive. The beard can be used to attack with DX or Brawling. It has Reach C and deals thrust damage at -1 per die, with the usual damage bonus from having Brawling at DX+2 or higher. If this attack injures a living being, it must make a HT-3 roll to avoid contracting the devil chills disease. The disease has an incubation period of 4 days, then it deals 1d-1 toxic damage every day for six days. Each instance of damage can be negated with a HT-3 roll. When the victim loses 2/3 of its HP to this disease, it gets a -3 penalty to ST until it recovers above that threshold.
The beard is part of the body that can be targeted at -5. It has HP 3 and no DR, but damage dealt to the beard is not subtracted from the target’s HP. If the spell is recast, the beard regrows with full HP.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Bearded Devil, +90%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Note: “Investiture of the Bearded Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Natural Weapon (Cutting; Aftermath, Costs Fatigue, 4 FP, -10%; Cannot Parry, -40%; Magical, -10%; Reduced Damage, -1 per die, -30%; Single, -20%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [2] + Toxic Attack 1d-1 (Aftermath, Costs Fatigue, 4 FP, -10%; Cyclic, 1 day, 6 cycles, Resistible, +25%; Follow-Up, Beard, +0%; Magical, -10%; Onset, 4 days, -30%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [2]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Chain Devil
Keywords: Buff, Obvious.
Full Cost (Self): 18 points.
Full Cost (Touch): 31 points.
Full Cost (Short-Range): 34 points.
Full Cost (Ranged): 39 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
With a rush of red light and the faint clanking of many chains, you invest the target with the power of a chain devil. The target’s arms and hands become wrapped in chains that the target can use to attack enemies. The chains do not prevent the target from holding objects or using hands. These chains deal swing crushing damage and have Reach 1-4*. The chains are awkward enough that they require a Ready maneuver to change reach (e.g., between 1 and 3) – this action does not require free hands, and can be done for both chains at once. The starting Reach of the chains is up to the caster. Otherwise, the target can strike at foes that are at any distance within the chains’ reach. Attempts to parry the chains are at -4, and fencing weapons cannot parry at all! Attempts to block chains are at -2. This swinging attack is unbalanced – the target cannot use it to parry if it has already used it to attack this turn (or vice versa), and parries with the chains are at -2. The target has two chain attacks, which permits him Dual-Weapon Attacks (p. B417). The chains have DR 4, effective weight BL/20 lbs., and HP as a homogenous object of its mass. This attack uses the Kusari skill.
Chains also have a protective function. Whenever an attack strikes the target’s arms or hands, roll 3d. On 11 or lower, the attack strikes the chain wrappings that provide an additional DR 4*.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Chain Devil, +180%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [18]. Note: “Investiture of the Chain Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Natural Weapon (Crushing; Aftermath, Costs Fatigue, 4 FP, -10%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, Imposes flail penalties, +60%; Magical, -10%; Poor Defense, -20%; Swing-Capable, +20%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%; Unbalanced, -30%) [9] + DR 4 (Aftermath, Costs Fatigue, 4 FP, -10%; Flexible, -20%; Magical, -10%; Partial, Arms and hands, -15%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%; Unreliable, 11, -20%) [4]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Erinyes
Keywords: Buff, Obvious.
Full Cost (Self): 30 points.
Full Cost (Touch): 43 points.
Full Cost (Short-Range): 46 points.
Full Cost (Ranged): 51 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
With the sound of flapping wings, you grant the target the power of an erinyes. The target gains the sinister allure of an erinyes. While the spell is in effect, the subject can beckon a sapient creature it can see clearly, if that creature also can see the recipient of Investiture of the Erinyes. This is resolved as a Quick Contest of the beckoner’s IQ versus the victim’s Will, using standard range penalties. If the beckoner wins, the victim must use its next maneuver to move as close as possible to the beckoner with a Move maneuver, ending the movement in an adjacent hex, if possible. The beckoned creature will not take obviously suicidal actions, such as walking off the edge of a cliff. If the victim resists successfully, further uses on the same victim take a cumulative -2 penalty. This penalty resets after one day.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Erinyes, +300%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30]. Note: “Investiture of the Erinyes” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to compel to move closer, -60%; Aftermath, Costs Fatigue, 4 FP, -10%; Decreased Immunity 1, +50%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Reduced Duration, 1/180, -40%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%; Vision-Based, -20%) [25]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Harvester Devil
Keywords: Buff, Obvious.
Full Cost (Self): 29 points.
Full Cost (Touch): 42 points.
Full Cost (Short-Range): 45 points.
Full Cost (Ranged): 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
A deep chuckle sounds as you complete the incantation, and motes of violet light surround the target, imbuing it with infernal energy drawn from a harvester devil. Whenever the imbued creature strikes another living being with a cutting, impaling, or piercing melee attack and deals at least 1 point of injury, the victim must make a HT roll. If he fails, he gains the Hemophilia disadvantage (p. B138) for one day.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Harvester Devil, +290%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [29]. Note: “Investiture of the Harvester Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Affliction 1 (HT; Aftermath, Costs Fatigue, 4 FP, -10%; Disadvantage, Hemophilia, +30%; Follow-Up, Cutting, Impaling, or Piercing Melee Attacks, +30%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [24]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Hellfire Engine
Keywords: Buff, Obvious.
Full Cost (Self): 35 points.
Full Cost (Touch): 38 points.
Full Cost (Short-Range): 39 points.
Full Cost (Ranged): 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP + 1 character point.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
Upon the casting of this spell, the target’s flesh transforms, assuming a dull metallic hue. Its eyes erupt with unholy flame, and when it opens its mouth, you see the fires of Hell roiling within. The subject gains a meta-trait that transforms his body into cold iron; see the footnote below for details. Clothing and gear weighing no more than his BL change with him.
Metallic body counts as cold iron for the purpose of Vulnerabilities and overcoming DR with Bane. It is affected by magnetism, but is immune to metabolic hazards, pressure, vacuum, suffocation, bleeding, and contact agents. Unarmed attacks get a +1 bonus to damage that does not stack with brass knuckles. The body, including the eyes, is homogenous and has DR 6, plus additional DR 5 against fire attacks. Due to diabolic nature of this transformation, the subject takes double injury from holy and silver weapons.
While under the effect of this spell, the subject can breathe out a blast of hellfire up to six times, using Innate Attack (Breath) to hit. This attack deals thrust burning damage with a (3) armor divisor at -1 per die as large-area injury. This is a cone attack that uses rules from Area and Spreading Attacks (pp. B413-414). The cone is 1-yard wide and has a length of ST/2 yards and 1/2D range of ST/5 yards. It is possible to make the cone wider by using the rules from Cones of Power (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10). This attack can harm both substantial and insubstantial beings.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Hellfire Engine, +1,760%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [35]. Note: “Investiture of the Hellfire Engine” is Alternate Form (Investiture of the Hellfire Engine*; Aftermath, Costs Fatigue, 4 FP, -10%; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [176]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+3]. The Short-Range version removes Melee Attack, Reach C, -30% [+1]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+1].
* A new meta-trait: Affected by Magnetism [-1]; Cold Iron Touch [1]; Doesn’t Breathe [20]; DR 6 (Includes Eyes, +10%) [33]; DR 5 (Includes Eyes, +10%; Limited, Heat/Fire, -40%) [18]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Striking Surface [1]; Vacuum Support [5]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10].
Breathe Hellfire: Natural Weapon (Burning; Affects Insubstantial, +20%; Armor Divisor, (3), +100%; Cannot Parry, -40%; Cone 1, +60%; Hidden, +20%; Increased 1/2D, 2x, +5%; Intangible, +50%; Limited Use, 6 times, -10%; Magical, -10%; Ranged, +100%; Reduced Damage, -1 per die, -30%; Reduced Range, 1/2, -10%; Single, -20%) [17].
179 points.
 
Investiture of the Horned Devil
Keywords: Buff, Obvious.
Full Cost (Self): 31 points.
Full Cost (Touch): 44 points.
Full Cost (Short-Range): 47 points.
Full Cost (Ranged): 52 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
With a flash of red light, you invest the target with infernal energy, drawing power from a horned devil to fuel the spell. The subject projects an aura of fear. All creatures within 10 yards of him must roll a Fright Check (p. B360). Each victim gets +1 per Fright Check after the first within 24 hours. Regardless of the result, the victim becomes immune to Fright Checks caused by the subject’s Investiture of the Horned Devil for one hour.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Horned Devil, +310%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [31]. Note: “Investiture of the Horned Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Terror (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Presence, +25%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [26]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Ice Devil
Keywords: Buff, Obvious.
Full Cost (Self): 14 points.
Full Cost (Touch): 27 points.
Full Cost (Short-Range): 30 points.
Full Cost (Ranged): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
Malevolent blue light suffuses the target as the temperature nearby drops ominously. The subject becomes suffused with infernal cold. Anyone touching the subject takes 1 point of fatigue damage per second. Treat FP lost to the attack identically to FP lost to cold for all purposes, notably recovery (see Cold, p. B430). Targets that take damage from this effect must make a HT roll, at -1 per 2 points of FP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
In addition, the subject gains DR 2 against heat, fire, and cold that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Ice Devil, +130%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. Note: “Investiture of the Ice Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire and Cold, -35%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [6] + Fatigue Attack 1 point (Aftermath, Costs Fatigue, 4 FP, -10%; Aura, +80%; Freezing, +20%; Magical, -10%; Melee Attack, Reach C, -30%; Side Effect, DX-2 and Numb, +90%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [7]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Malebranche
Keywords: Buff, Obvious.
Full Cost (Self): 20 points.
Full Cost (Touch): 33 points.
Full Cost (Short-Range): 36 points.
Full Cost (Ranged): 41 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
A fearsome roar splits the air when you conclude the arcane words that invest the target with hellish power drawn from a malebranche. The target grows a pair of horns that it can use to attack enemies. The horns deal thrust crushing damage and have Reach C. The horns have DR 4, effective weight BL/20 lbs., and HP as a homogenous object of their mass. This attack uses the Brawling skill or DX. Horns cannot be used to parry.
This spell also toughens the subject’s skull, increasing its DR by 2, and increases ST for the purpose of determining damage by 4.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Malebranche, +200%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [20]. Note: “Investiture of the Malebranche” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Natural Weapon (Crushing; Aftermath, Costs Fatigue, 4 FP, -10%; Cannot Parry, -40%; Magical, -10%; Single, -20%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [1] + DR 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Partial, Skull, -70%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%; Tough Skin, -40%) [2] + Striking Strength 4 (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [12]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Narzugon
Keywords: Buff, Obvious.
Full Cost (Self): 25 points.
Full Cost (Touch): 38 points.
Full Cost (Short-Range): 41 points.
Full Cost (Ranged): 46 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
A moan precedes the transformation that results when you imbue the target with the baleful power of a narzugon. You bind the dread essence of a narzugon to a target creature, filling it with the misery and horror that defines the devil’s existence. The subject can make its face resemble one of an opponent’s departed loved ones or bitter enemies with a Concentrate maneuver. The victim must be within 10 yards. The subject rolls a Quick Contest of Will with the victim. If the subject wins, roll 3d for the Fright Check result, as usual, but add his margin of victory instead of his margin of failure. Each victim gets +1 per Fright Check after the first within 24 hours. Regardless of the result, the victim becomes immune to Fright Checks caused by the subject’s Investiture of the Narzugon for one hour.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Narzugon, +250%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [25]. Note: “Investiture of the Narzugon” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Terror (Active, +0%; Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Presence, +25%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%; Vision-Based, -20%) [20]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Orthon
Keywords: Buff, Obvious.
Full Cost (Self): 50 points.
Full Cost (Touch): 63 points.
Full Cost (Short-Range): 66 points.
Full Cost (Ranged): 71 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
A dull humming noise sounds briefly, and the air crackles with the terrible power of an orthon. While under the effect of this spell, a creature is infused with the disruptive power of an orthon. A visible emerald hemispherical dome with a radius of 2 yards that blocks interdimensional travel surrounds it. No form of teleportation, plane shifting, time travel, summoning, or astral projection can be used into or from the area. This effect does not prevent summoned creatures from disappearing at the end of a summoning spell.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Orthon, +500%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [50]. Note: “Investiture of the Orthon” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Static (Dimensional Travel; Aftermath, Costs Fatigue, 4 FP, -10%; Area Effect, 2 yards, +100%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%; Visible, -10%) [45]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Pit Fiend
Keywords: Buff, Obvious.
Full Cost (Self): 37 points.
Full Cost (Touch): 50 points.
Full Cost (Short-Range): 53 points.
Full Cost (Ranged): 58 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
The air shatters with a shriek of sorrow, and a flash of flame briefly limns the target of this spell as she receives a portion of the might of a pit fiend. The spell causes the subject’s mouth to expand to accommodate new dripping fangs. The subject’s bite attacks deal impaling damage, and he is considered to be one SM larger for the purpose of biting (see Teeth, p. MA115). However, attacks that target the subject’s jaw are at +1. To add to this devilish effect, a pair of red leathery wings tears free from the flesh of the subject’s back, granting him the ability to fly at Air Move equal to Basic Speed x 2. The subject needs to have clearance equal to twice his height to take off or land, and is unable to hover – he must move at least 1/4 his top airspeed (rounded up) when flying. The subject’s claws grow, becoming sharp and dangerous. He can use claws to deal cutting damage with his punches.
The subject’s appearance becomes Hideous, as scales cover him, granting him DR 2* and DR 5 against fire and heat. The heat protection extends to internal attacks and eyes. The subject becomes immune to poison, but counts as a devil while this spell is active. He takes double injury from holy and silver weapons.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Pit Fiend, +380%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [37]. Note: “Investiture of the Pit Fiend” is Alternate Form (Investiture of the Pit Fiend*; Aftermath, Costs Fatigue, 4 FP, -10%; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [38]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
* A new meta-trait: Appearance (Hideous) [-16]; Born Biter 1 [0]; DR 2 (Flexible, -20%) [8]; DR 5 (Includes Eyes, +10%; Limited, Heat/Fire, -40%; Tough Skin, -40%) [8]; Fangs [2]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Immunity to Poison [15]; Sharp Claws [5]; Vulnerability (Holy Weapons, x2) [-10]; Vulnerability (Silver, x2) [-10].
26 points.
 
Investiture of the Spined Devil
Keywords: Buff, Obvious.
Full Cost (Self): 11 points.
Full Cost (Touch): 24 points.
Full Cost (Short-Range): 27 points.
Full Cost (Ranged): 32 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
The air stinks of sulfur and brimstone as you use the essence of a spinagon to imbue a creature with the power of Baator. You cause a creature to suddenly bristle with spines. The subject cannot use these spines actively, but gets a DX-4 roll to hit each foe in close combat once per turn, as a free action. Roll at +2 against foes who attacked the subject from behind. Those who grapple or slam the subject are hit immediately and automatically, and those who slam the subject take maximum damage. The spines deal 1d-2 impaling damage.
The subject can snap its body forward to unleash a volley of up to three spines. This is a ranged attack with Acc 3, 1/2D 25, Max 50, RoF 3, Rcl 1. The flung spines deal 1d-1 pi- inc damage.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Spined Devil, +100%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [11]. Note: “Investiture of the Spined Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Short Spines (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [1] + Small Piercing Attack 1d-1 (Aftermath, Costs Fatigue, 4 FP, -10%; Incendiary, +10%; Increased 1/2D, 5x, +10%; Magical, -10%; Rapid Fire, RoF 3, +50%; Reduced Range, 1/2, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [4]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Investiture of the Steel Devil
Keywords: Buff, Obvious.
Full Cost (Self): 27 points.
Full Cost (Touch): 40 points.
Full Cost (Short-Range): 43 points.
Full Cost (Ranged): 48 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
With the sound of low chanting, you invest the target with the power of a steel devil. The subject gains Combat Reflexes and a +1 bonus to DX for the duration of this spell.
In addition, the subject gains DR 2 against heat and fire that protects both against external and internal attacks and includes eye protection. However, the subject counts as a devil for the purpose of supernatural effects and takes double injury from holy and silver weapons while under the effects of this spell.
When the spell’s duration runs out or the spell is dispelled or cancelled, the subject loses 4 FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Investiture of the Steel Devil, +260%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [27]. Note: “Investiture of the Steel Devil” is Damage Resistance 2 (Aftermath, Costs Fatigue, 4 FP, -10%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [5] + Combat Reflexes (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [9] + DX+1 (Aftermath, Costs Fatigue, 4 FP, -10%; Magical, -10%; Temporary Disadvantage, Vulnerability (Holy Weapons, x2), -10%; Temporary Disadvantage (Silver, x2), -10%) [12]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, and Melee Attack, Reach C, -30% [+13]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].


CLERICAL SPELLS
 
Devil’s Ego
Keywords: Buff.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 30 minutes.
 
You intone profane words of prayer and run your fingers across your face. As they pass, your features soften, becoming attractive and appealing. You feel a powerful confidence building inside you. For the duration of this spell, your appearance improves by one step (up to the maximum of Very Handsome/Very Beautiful), and you gain Charisma 2 (p. B41).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Devil’s Ego, +140%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [15]. Note: “Devil’s Ego” is Appearance +1 (Divine, -0%) [4] + Charisma 2 (Divine, -0%) [10].

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