Blood Magic: Vile Spells
Obviously, Book of Vile Darkness had some spells that are appropriate to blood mages. Thus, here's a quick conversion of them for this spellcasting tradition.
Keywords: Resisted (Will).
Cost: 1 HP or more + 1 character point, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
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 1 additional HP 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.
Keywords: Resisted (Will).
Cost: 1 HP or more + 1 character point, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
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 1 additional HP 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.
Keywords: Resisted (Will).
Cost: 1 HP or more + character points, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
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 1 additional HP 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.
Clutch of Orcus
Keywords: Resisted (Will).
Full Cost (Ranged): 37 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: Up to 18 seconds; see text.
The caster creates a magical force that grips the subject’s heart (creatures with Injury Tolerance (No Vitals) are immune) and begins crushing it. The victim is experiencing agony (p. B428) while the spell endures. Each following round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new chance to resist every following second to stop the spell. If the victim fails by 5 or more or rolls a critical failure on any of these additional resistance rolls, his chest ruptures and bursts, and his smoking heart appears in the caster’s hand.
Statistics: Affliction 1 (Will; Accessibility, Only on living creatures with a heart, -15%; Agony, +100%; Based on Will, +20%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Concentrate, -15%; Resistible, Will, -30%; Secondary Heart Attack and Disadvantage, Enhanced Unnatural, +80%; Takes Extra Time 1, -10%) [32]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Demon Wings
Keywords: Buff.
Full Cost: 26 points.
Casting Roll: Will.
Cost: 2 HP.
Casting Time: 4 seconds.
Range: Self.
Duration: 30 minutes.
Massive, batlike wings grow from the caster’s back. With these wings, the caster can fly at Air Move equal to Basic Speed x 2. He cannot hover – he must move at least at (Move /4), rounded up, when flying. In order to take off or land, the caster must have an open area with a radius equal to his height in all directions.
In addition, he may use these wings to perform wing buffet attacks. This is a Reach C attack that deals thrust crushing damage and requires DX-4 or Brawling-4 roll. When in flight, the caster must roll DX after attempting a wing buffet attack, whether it succeeds or fails. If the DX roll fails, the caster loses control of his flight. He will continue moving in the same direction and speed he was moving on the last turn before he lost control, until he can make an Aerobatics+2 roll to regain control.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Demon Wings, +220%; Costs Hit Points, 2 HP, -20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Requires Will Roll, -5%; Takes Extra Time 2, -20%) [26]. Note: “Demon Wings” is Flight (Cannot Hover, -15%; Lesser Mana Sensitivity, -5%; Winged, -25%) [22].
Demonflesh
Keywords: Buff.
Full Cost: 9 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
The caster grows the thick, leathery flesh of a demon, gaining DR 2 with the Tough Skin limitation. This DR doesn’t stack with similar natural DR. This spell has no effect if the caster is an evil outsider.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Demonflesh, +60%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Nuisance Effect, Doesn’t stack, -5%; Requires Will Roll, -5%) [9]. Note: “Demonflesh” is DR 2 (Lesser Mana Sensitivity, -5%; Tough Skin, -40%) [6].
Keywords: Area (Fixed), Obvious.
Full Cost: 23 points.
Casting Roll: Will.
Cost: 2 HP + 1 character point.
Casting Time: 8 hours.
Range: Self.
Duration: Permanent.
Statistics: Affliction 1 (HT; Area Effect, 4 miles, +625%; Character point-powered, x1/5; Costs Hit Points, 2 HP, -20%; Disadvantage, Lifebane, +10%; Emanation, -20%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 8 hours, -90%; Lesser Mana Sensitivity, -5%; Link, +10%; Requires Will Roll, -5%) [16] + Corrosion Attack 1 point (Accessibility, Objects only, -10%; Area Effect, 4 miles, +625%; Character point-powered, x1/5; Cosmic, Intensified Corrosion, +200%; Cosmic, Irresistible Attack, +300%; Emanation, -20%; Immediate Preparation Required, 8 hours, -90%; Lesser Mana Sensitivity, -5%; Link, +10%; No Wounding, -50%; Requires Will Roll, -5%) [7].
Devil’s Tail
Keywords: Buff.
Full Cost: 12 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
The caster grows a 3-foot-long tail. The tail is thin, black or red, and it ends in a spike. He can use it to attack with DX or Brawling at Reach C-1, dealing thrust impaling damage.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Devil’s Tail, +90%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Requires Will Roll, -5%) [12]. Note: “Devil’s Tail” is Striker (Impaling; Cannot Parry, -40%; Lesser Mana Sensitivity, -5%; Long 1, +100%; Weak, -50%) [9].
Devil’s Tongue
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
The caster’s tongue lengthens and strengthens. Effectively, the tongue acts as an additional extra-flexible arm that can always reach and work with other limbs and has ST equal to the caster’s ST/4, rounded down. Your effective SM for the purpose of calculating reach with the tongue is increased by +1, and swinging damage dealt by weapons used in the tongue get +1 per die. When this spell is active, the caster loses his ability to speak coherently.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Devil’s Tongue, +180%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Requires Will Roll, -5%) [21]. Note: “Devil’s Tongue” is Extra Arm 1 (Extra-Flexible, +50%; Lesser Mana Sensitivity, -5%; Long 1, +100%; Temporary Disadvantage, Cannot Speak, -15%; Weak, 1/4 ST, -50%) [18].
Keywords: Resisted (Will).
Full Cost (Touch): 17 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 4 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
The rituals to prepare the receptacle require three days. Destroying or opening the receptacle ends the spell, releasing the soul. While the soul is trapped in the receptacle, the subject cannot be resurrected.
To cast the spell, the receptacle must not be further away from the caster than the subject, and the caster must know where it is. The caster must also know the name of the target.
If the caster’s margin of victory is 1-4, then the subject is mentally stunned. He may roll against Will to recover on the next turn as normal.
Material Component: A portion of the target’s body (a fingernail, a strand of hair, or some other small part).
Morality Undone
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: Skill.
Cost: 2 HP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
You turn a sapient subject evil, or at least less good than it initially was by removing “good” disadvantages and/or adding “evil” disadvantages.
You can remove or increase the self-control number of the following disadvantages: Charitable, Honesty, Pacifism, Selfless, Sense of Duty, and Truthfulness.
You can add or decrease the self-control number of the following disadvantages: Bad Temper, Bloodlust, Bully, Callous, Gluttony, Greed, Jealousy, Killjoy, Kleptomania, Laziness, Lecherousness, Low Empathy, Megalomania, Pyromania, Sadism, and Selfish.
What quirks are considered “good” and “evil” are up to the GM.
Roll a Quick Contest of Will (if the subject is willing, just make a Will roll). This roll is at a -1 penalty per full -5 points of disadvantages to be changed. If you win, the alterations take place permanently, though therapy or the Programmed Amnesia spell can undo the changes in the future. Player characters who get rid of starting disadvantages this way may need to buy them off; consult the GM.
If you tie or lose, the subject can sense coercion coming from you. In addition, you cannot try to affect him again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to turn evil, -20%; Conditioning Only, -50%; Costs Hit Points, 2 HP, -20%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Melee Attack, Reach C, -30%; Slow and Sure, 10 minutes, +70%) [18].
Slow Consumption
Keywords: Resisted (HT).
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Permanent.
The caster absorbs the life force and physical form from a living subject and uses it for himself. For that day, the caster has Very Rapid Healing (p. B79) and does not need to eat or drink. The subject, on the other hand, takes 2 HP of damage that cannot be healed in any way until this spell ends. As long as the caster touches the subject once per day, he gains the benefits and the subject takes the damage. If the caster does not touch the subject within 24 hours of the last time he touched the subject, the spell ends. This spell cannot affect living creatures that have any form of Unhealing.
Statistics: Affliction 1 (HT; Accessibility, Only on living beings without Unhealing, -15%; Costs Hit Points, 1 HP, -10%; Disadvantage, Draining (The caster not touching the subject for a day), +5%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Lesser Mana Sensitivity, -5%; Link, +10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Terminal Condition, Must touch the subject once a day, -10%) [27] + Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Slow Consumption, +250%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Lesser Mana Sensitivity, -5%; Link, +10%; Requires Will Roll, -5%; Terminal Condition, Must touch the subject once a day, -10%) [40]. Notes: “Slow Consumption” is Doesn’t Eat or Drink (Lesser Mana Sensitivity, -5%) [10] + Very Rapid Healing (Lesser Mana Sensitivity, -5%) [15].
Tongue of Baalzebul
Keywords: Buff.
Full Cost: 19 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 4 seconds.
Range: Self.
Duration: 5 hours.
The caster gains the ability to lie, seduce, and beguile with a devil’s skill. This gives the caster +2 to Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. He also gets +2 on any reaction roll made by someone who can hear his voice.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Tongue of Baalzebul, +100%; Costs Hit Points, 1 HP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Requires Will Roll, -5%; Takes Extra Time 2, -20%) [19]. Note: “Tongue of Baalzebul” is Voice (Lesser Mana Sensitivity, -5%) [10].
Wave of Pain
Keywords: Cone, Obvious.
Full Cost: 28 points.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Cost: 1 HP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 5 seconds.
You create a cone of dark purple energy that spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. The cone has a maximum width of 5 yards at the spell’s maximum range. This spell has no 1/2D range. Each creature struck by the cone must make a roll against HT or suffer from severe pain (p. B428) for five seconds.
It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Statistics: Affliction 1 (HT; Cone 5, +100%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Lesser Mana Sensitivity, -5%; Malediction 2, +150%; Reduced Duration, 1/30, -30%; Reduced Range, 1/10, -30%; Severe Pain, +40%; Weaponized, -50%) [28].
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