Wizardry: Book of Vile Darkness Spells II
Call Dretch Horde summons 3d dretches in exchange for a soul.
Call Lemure Horde does the same, but with lemures.
Call Nightmare uses a soul to summon a nightmare.
Charnel Fire completely destroys a corpse. I had to come up with a new modifier because building this ability by RAW results in a point cost so high that the spell just isn't worth it. I have no shame.
Clutch of Orcus is a very cool divine spell that incapacitates or maybe even kills the target.
Consume Likeness lets you shapeshift into a creature by eating a portion of its flesh.
Crushing Fist of Spite feels like something Bigby came up with when other wizards laughed at his invented spells.
WIZARD SPELLS
Call Dretch Horde
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: Skill to shift planes, Skill to transport, see text.
Components: V, S, M.
Cost: 1 FP or more + 1 character point, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
Casting this spell attempts to lure a group of 3d dretches (MCII, p. 29) to the caster. This spell cannot be cast in the Abyss. While the caster can prepare a trap with the Symbol Magic (Summoning Circles) skill, it is rarely necessary. The initial casting roll is collectively resisted by the dretch’s Will, but if the caster rolls an unmodified 14 or higher, the spell automatically fails, and the called dretches become aware of the ensnarement attempt. They do not learn the identity of the caster, but may do preparations to avoid future attempts. In addition, on a failure, the caster takes a cumulative -2 penalty to cast this spell until he waits one day before the next casting.
If the dretches fails to resist, the caster must spend one unspent character point, and the dretches are transported from their plane of existence to the caster’s plane along with everything they are carrying, it appearing in a random safe place within 1dx50 miles of the caster.
Then, the caster must make another uncontested casting roll to transport the dretches to any safe spot that can support them within 10 yards, usually into a prepared trap. This additional roll does not require any extra time – it is done effectively simultaneously with the first roll, so the dretches do not get any chance to act between shifting planes and teleporting to the caster’s location. Apply a bonus of +1 to this second casting roll per 2 additional FP spent. You must declare this before you cast the spell, and you lose the FP whether you succeed or fail.
If this second casting roll fails, the dretches remain where they were, but catch a glimpse of the caster’s face and surroundings, and learn the direction towards the caster. If this roll is a critical failure, then the dretches also learn the distance towards the caster. If the roll succeeds, the dretches are instantly transported to the designated space. They may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. While the caster may follow-up with a casting of Planar Binding, the dretches are very likely to agree to perform a service for the caster in exchange for the material component of this spell – a soul of a sapient being. The dretches react to the caster at +5 due to the expenditure of the captured soul during the casting. The material component is only expended if both casting rolls succeeded.
Material Component: A soul of a sapient being in a receptacle. This soul can be captured with a thinaun weapon, Soul Bind, Trap the Soul, Magic Jar, or a similar spell or ability.
Statistics: Affliction 1 (Will; Advantage, Call Dretch Horde, +400%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 3, -30%; Magical, -10%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%; Rapid Fire, RoF 10, Variant, +100%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. Note: “Call Dretch Horde” is Jumper (World; Accessibility, Only dretches, -80%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only to the summoner, -20%; Magical, -10%; Requires Soul, -60%; Warp Jump, +10%) [20] + Warp (Accessibility, Only dretches, -80%; Anchored, Only to the summoner, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Magical, -10%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Reliable 3, Only to counteract distance penalties, +10%; Requires Soul, -60%; Warp Jump, +10%) [20].
Call Lemure Horde
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: Skill to shift planes, Skill to transport, see text.
Components: V, S, M.
Cost: 1 FP or more + 1 character point, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
Casting this spell attempts to lure a group of 3d lemures (MCII, p. 89) to the caster. This spell cannot be cast in the Nine Hells of Baator. While the caster can prepare a trap with the Symbol Magic (Summoning Circles) skill, it is rarely necessary. The initial casting roll is collectively resisted by the lemure’s Will, but if the caster rolls an unmodified 14 or higher, the spell automatically fails, and the called lemures become aware of the ensnarement attempt. They do not learn the identity of the caster, but may do preparations to avoid future attempts. In addition, on a failure, the caster takes a cumulative -2 penalty to cast this spell until he waits one day before the next casting.
If the lemures fails to resist, the caster must spend one unspent character point, and the lemures are transported from their plane of existence to the caster’s plane along with everything they are carrying, it appearing in a random safe place within 1dx50 miles of the caster.
Then, the caster must make another uncontested casting roll to transport the lemures to any safe spot that can support them within 10 yards, usually into a prepared trap. This additional roll does not require any extra time – it is done effectively simultaneously with the first roll, so the lemures do not get any chance to act between shifting planes and teleporting to the caster’s location. Apply a bonus of +1 to this second casting roll per 2 additional FP spent. You must declare this before you cast the spell, and you lose the FP whether you succeed or fail.
If this second casting roll fails, the lemures remain where they were, but catch a glimpse of the caster’s face and surroundings, and learn the direction towards the caster. If this roll is a critical failure, then the lemures also learn the distance towards the caster. If the roll succeeds, the lemures are instantly transported to the designated space. They may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. While the caster may follow-up with a casting of Planar Binding, the lemures are very likely to agree to perform a service for the caster in exchange for the material component of this spell – a soul of a sapient being. The lemures react to the caster at +5 due to the expenditure of the captured soul during the casting. The material component is only expended if both casting rolls succeeded.
Material Component: A soul of a sapient being in a receptacle. This soul can be captured with a thinaun weapon, Soul Bind, Trap the Soul, Magic Jar, or a similar spell or ability.
Statistics: Affliction 1 (Will; Advantage, Call Lemure Horde, +400%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 3, -30%; Magical, -10%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%; Rapid Fire, RoF 10, Variant, +100%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. Note: “Call Lemure Horde” is Jumper (World; Accessibility, Only lemures, -80%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only to the summoner, -20%; Magical, -10%; Requires Soul, -60%; Warp Jump, +10%) [20] + Warp (Accessibility, Only lemures, -80%; Anchored, Only to the summoner, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Magical, -10%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Reliable 3, Only to counteract distance penalties, +10%; Requires Soul, -60%; Warp Jump, +10%) [20].
Call Nightmare
Keywords: Resisted (Will).
Full Cost: 15 points.
Casting Roll: Skill to shift planes, Skill to transport, see text.
Components: V, S, M.
Cost: 1 FP or more + character points, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
Casting this spell attempts a dangerous act: to lure a nightmare to the caster. The eligible creatures for calling are: nightmare (MCI, p. 162), cauchemar (MCI, p. 166), and lesser nightmare (MCI, p. 168). This spell cannot be used to lure a nightmare that is currently on the caster’s plane of existence, and there are other countermeasures that can prevent you from ensnaring a creature (see the description of the Symbol Drawing (Summoning Circles) skill for details). Usually, the caster prepares a trap, where the called creature will be held until it agrees to perform on service in return for freedom. The type of creature to be ensnared must be known and stated, and if the caster would like to ensnare a specific nightmare instead of a random nightmare of the chosen type, the specific, proper, or given name must be used in the casting of this spell. The initial casting roll is resisted by the called nightmare’s Will, but if the caster rolls an unmodified 14 or higher, the spell automatically fails, and the called nightmare becomes aware of the ensnarement attempt. It does not learn the identity of the caster, but may do preparations to avoid future attempts. In addition, on a failure, the caster takes a cumulative -2 penalty to cast this spell until he waits one day before the next casting. The nightmare that successfully resisted Call Nightmare gets a permanent cumulative +2 bonus to resist Call Nightmare cast by the same caster.
If the nightmare fails to resist, the caster must spend a number of unspent character points equal to the point total of the called being / 200, rounded up, and the nightmare is transported from its plane of existence to the caster’s plane along with everything it is carrying. If it was shifted from a coexisting plane (such as from the Plane of Shadow to the Material plane), it appears on the corresponding spot on the caster’s plane. If it was shifted from a non-coexisting plane, it appears in a random safe place within 1dx50 miles of the caster.
Then, the caster must make another uncontested casting roll to transport the nightmare to any safe spot that can support the nightmare within 10 yards, usually into a prepared trap. This additional roll does not require any extra time – it is done effectively simultaneously with the first roll, so the nightmare does not get any chance to act between shifting planes and teleporting to the caster’s location. The distance between the nightmare and the caster penalizes this casting roll. The penalty is -1 if the nightmare is 1,000 miles away, and this penalty is increased by -1 for each 10x increase in distance. Since the distance between caster and the nightmare may be unknown to the caster, the exact penalty also may be unknown. Apply a bonus of +1 to this second casting roll per 2 additional FP spent. You must declare this before you cast the spell, and you lose the FP whether you succeed or fail.
If this second casting roll fails, the nightmare remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the nightmare also learns the distance towards the caster. If the roll succeeds, the nightmare is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. However, the nightmare is very likely to agree to perform a service for the caster in exchange for the material component of this spell – a soul of a sapient being. The nightmare reacts to the caster at +5 due to the expenditure of the captured soul during the casting. The material component is only expended if both casting rolls succeeded.
Material Component: A soul of a sapient being in a receptacle. This soul can be captured with a thinaun weapon, Soul Bind, Trap the Soul, Magic Jar, or a similar spell or ability.
Statistics: Affliction 1 (Will; Advantage, Call Nightmare, +400%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Magical, -10%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. Note: “Call Nightmare” is Jumper (World; Accessibility, Only nightmares, -50%; Cannot Escort, -10%; Cannot Follow, -20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Limited Access, Only to the summoner, -20%; Magical, -10%; Requires Soul, -60%; Warp Jump, +10%) [20] + Warp (Accessibility, Only nightmares, -50%; Anchored, Only to the summoner, -60%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Magical, -10%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Reliable 6, Only to counteract distance penalties, +20%; Requires Soul, -60%; Warp Jump, +10%) [20].
Charnel Fire
Keywords: Obvious.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
With sinister flame and brimstone, the caster completely consumes one dead body so that absolutely nothing remains. A creature whose body is destroyed by a Charnel Fire spell cannot be brought back to life. This spell cannot be used on undead creatures.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Corpse Destruction, +30%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [18].
Consume Likeness
Keywords: Buff.
Full Cost: 45 points or more.
Casting Roll: Skill.
Components: V, S, M (optional), Corruption.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self.
Duration: 1 day.
You assume the form of a creature of the same body type as yours – you must have the same number and arrangement of limbs, the same posture, body layout, etc. The creature must be freshly dead, but you assume the form of the creature as it looked when it lived. You must eat the flesh of the corpse whose form is to be assumed as you cast the spell. Physical traits of your racial template are replaced with physical traits of the racial template of the assumed form. Thus, you cannot gain any mental or supernatural abilities, but you may gain new biological abilities. This spell includes the ability to make cosmetic changes. Thus, you are able to assume a form of another dead member of your own species. Your gear is not affected.
By default, you may assume any racial template (adjusted by removing mental and supernatural abilities) worth no more than your native racial template (likewise adjusted). If you want to assume more powerful forms, you have to pay extra points equal to the difference. Thus, Consume Likeness (10) costs 10 extra points but allows you to assume any racial template worth no more than 10 points than your native one.
Once you have assumed a form, you can opt to memorize it by concentrating for one minute. This allows you to shapeshift into that form at any time by casting Consume Likeness without the need to consume flesh of the creature. You can memorize a number of forms equal to your casting skill. If all your “slots” are full, you must overwrite a previously memorized form (your choice) to add the new form.
Material Component: A fresh or preserved (still bloody) 1-ounce portion of another creature’s flesh.
Crushing Fist of Spite
Keywords: Area (Fixed), Obvious.
Full Cost: 30 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, M.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds.
You create a fist of dark force above the ground, and it begins smashing down with incredible power once every second. All creatures and objects in a 2-yard-radius 4-yards-tall area take 2d crushing damage as large-area injury. Creatures may dive for cover or retreat out of the area to avoid getting hit. By taking a Concentrate maneuver, you may move the fist at Move 4 in any direction, including vertically. This spell can affect insubstantial beings and works identically both in air and underwater.
Material Component: A severed hand from a good-aligned humanoid cleric.
Keywords: Resisted (Will).
Full Cost (Ranged): 35 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: Up to 18 seconds; see text.
Statistics: Affliction 1 (Will; Accessibility, Only on living creatures with a heart, -15%; Agony, +100%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Concentrate, -15%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Resistible, Will, -30%; Secondary Heart Attack and Disadvantage, Enhanced Unnatural, +80%; Takes Extra Time 1, -10%) [30]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
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