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.
Call Dretch Horde
Keywords: None.
Full Cost: 27 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 minute.
Range: 10 yards.
Duration: Indefinite.
Each time you cast this, you 3d dretches (your point value must be at least four times higher than that of a dretch). A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -3, increasing by -3 for every intervening dimension. The Prime Material Plane is considered adjacent to the Astral Plane, and the Astral Plane is adjacent to the Abyss, where the dretches come from. Thus, preparations that mitigate the penalty usually are required. The Symbol Drawing (Summoning Circles) skill can be used to lower or remove this penalty, but never provides a net bonus. Drawing a summoning circle requires a solid surface, drawing implements, and ten extra minutes of work. Success lowers the planar distance penalty by margin of success. The circle can be used multiple times, but works only for a single plane chosen during the drawing. However, you may draw a universal circle by rolling at -4.
The summoning itself requires 1 minute of preparation and ritual. At the end of the casting, you must pay 1 HP and make a casting roll to force them to appear. If you are successful, the dretches arrive, and the soul used as a material component is transported to the Abyss along with its receptacle. Then the dretches make a reaction roll at +5. On Poor or worse, treat them as Unwilling Allies – they will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, they will serve you reasonably faithfully.
Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the dretches. However, there is no HP cost to maintain this spell, only to cast it. A summoned dretch is vulnerable to being dispelled, banished, or warded off with occult techniques. If the dretches are killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
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.
Call Lemure Horde
Keywords: None.
Full Cost: 11 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 minute.
Range: 10 yards.
Duration: Indefinite.
Each time you cast this, you 3d lemures (your point value must be at least ten times higher than that of a lemure). A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -3, increasing by -3 for every intervening dimension. The Prime Material Plane is considered adjacent to the Astral Plane, and the Astral Plane is adjacent to the Nine Hells of Baator, where the lemures come from. Thus, preparations that mitigate the penalty usually are required. The Symbol Drawing (Summoning Circles) skill can be used to lower or remove this penalty, but never provides a net bonus. Drawing a summoning circle requires a solid surface, drawing implements, and ten extra minutes of work. Success lowers the planar distance penalty by margin of success. The circle can be used multiple times, but works only for a single plane chosen during the drawing. However, you may draw a universal circle by rolling at -4.
The summoning itself requires 1 minute of preparation and ritual. At the end of the casting, you must pay 1 HP and make a casting roll to force them to appear. If you are successful, the lemures arrive, and the soul used as a material component is transported to the Nine Hells of Baator along with its receptacle. Then the lemures make a reaction roll at +5. On Poor or worse, treat them as Unwilling Allies – they will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, they will serve you reasonably faithfully.
Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the lemures. However, there is no HP cost to maintain this spell, only to cast it. A summoned lemure is vulnerable to being dispelled, banished, or warded off with occult techniques. If the lemures are killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
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.
Call Nightmare
Keywords: None.
Full Cost: 52 points.
Casting Roll: Will, rolled as a Quick Contest against the summoned being’s Will.
Cost: 2 HP.
Casting Time: 1 hour.
Range: 10 yards.
Duration: Days equal to margin of victory on Quick Contest of Will.
Each time you cast this, you summon a nightmare, cauchemar, or lesser nightmare (worth 150% or less of your point value). Alternatively, if you know a specific being you want to call, you can summon it (although if you do not have its True Name or some equally significant identifier, you are at -5 on the casting roll). A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -3, increasing by -3 for every intervening dimension. The Prime Material Plane is considered adjacent to the Astral Plane, and the Astral Plane is adjacent to the Lower Planes, where the nightmares come from. Thus, preparations that mitigate the penalty usually are required. The Symbol Drawing (Summoning Circles) skill can be used to lower or remove this penalty, but never provides a net bonus. Drawing a summoning circle requires a solid surface, drawing implements, and ten extra minutes of work. Success lowers the planar distance penalty by margin of success. The circle can be used multiple times, but works only for a single plane chosen during the drawing. However, you may draw a universal circle by rolling at -4.
The summoning itself requires 1 hour of preparation and ritual. At the end of the casting, you must pay 2 HP and make a Quick Contest of Will against the nightmare’s Will to force it to appear. If you are victorious, the nightmare arrives and the soul used as a material component is transported to the Lower Planes along with its receptacle. The nightmare then makes a reaction roll at +5. On Poor or worse, treat it as an Unwilling Ally – it will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, it will serve you reasonably faithfully.
Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the summoned being. However, there is no HP cost to maintain this spell, only to cast it. A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
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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