Wizardry: Book of Vile Darkness Spells VI
Lahm's Finger Darts is... a very strange spell. In the original source, this is basically a magic missile variant that uses your fingers instead of magical force and deals Dex damage for some weird reason. Now, you can temporarily lose your fingers for a RoF attack that ignores range penalties. Against unarmored targets, this is very powerful (but you can just use a weapon). Against armored targets, you will understand why Lahm didn't invent anything else. By the way, why is this spell listed after Liquid Pain? Somebody at WotC must have forgotten the alphabet.
Mirror Sending requires some elaborate conditions and is more expensive than Sending, but has no familiarity penalties, and lets the caster see the target and his surroundings, which can be very advantageous. I just slapped a +100% Cosmic on it and called it a day instead of figuring out a complicated and probably ridiculously expensive build via linked Clairsentience.
Morality Undone is a spell that turns somebody evil. In the original source, this is temporary, but here it is permanent, but reversible. Perfect for various evil cultists.
No Light is a very simple and cheap spell that creates an area of darkness.
Preserve Organ is a more limited version of Gentle Repose.
Lahm’s Finger Darts
Keywords: Missile, Obvious.
Full Cost: 10 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to «lock on».
Components: V, S, Corruption.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
One or more of the caster’s fingers become dangerous projectiles that fly from his hand towards their target. You may launch up to five fingers per casting, and the attack gets a RoF rating equal to the number of fingers launched. A successful hit does 1d(2) piercing damage. You steer the fingers to the target using your own Innate Attack (Projectile) skill. This lets you ignore all range penalties to hit! If the target is so distant that the fingers needs multiple turns to reach it, you must take a Concentrate maneuver each turn. If you lose sight of the target while the attack is en route, your attack automatically misses.
The fingers move 10 yards per second (this is their 1/2D characteristic). The fingers can hit a target at up to their 1/2D range on the turn you launch them. They require multiple turns to reach more distant targets. Do not halve damage, but defer the attack roll until the fingers reach their target.
For more information, see Guided and Homing Weapons (p. B412).
Corruption Cost: The caster loses a finger per every finger launched. See Missing Digit (p. B144) for details. Then, each day the caster recovers one of the fingers used to cast this spell.
Keywords: None.
Full Cost: 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (long-distance).
Duration: 10 seconds after the target looks into a mirror.
Focus: A mirror of finely wrought and highly polished silver costing not less than $3,000. The mirror must be at least 2 feet by 4 feet.
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
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 skill vs. the subject’s Will (if the subject is willing, just make a skill 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 Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Slow and Sure, 10 minutes, +70%) [10].
Keywords: Area (Fixed).
Full Cost: 20 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: 20 seconds.
Statistics: Obscure 5 (Vision; Area Effect, 4 yards, Spherical, +65%; Costs Fatigue, 1 FP, -5%; Extended Duration, 2x, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/5, -20%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [20].
Preserve Organ
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 1 day.
The caster preserves a single severed organ from a living creature so that it does not decay or rot. Evil casters use preserved organs as material spell components, enchantment catalysts, and grafts.
Statistics: Affliction 1 (HT; Accessibility, Only on severed organs, -120%; Advantage, Preserve Organ, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. Note: “Preserve Organ” is Immunity to Rot (Magical, -10%) [5].
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