Wizardry: Book of Vile Darkness Spells VII
Psychic Poison creates some psychic poison for you. (I still have to reprice them.)
Slow Consumption is a villainous spell that lets you slowly drain the lifeforce of, for example, prisoner.
Snare Astral Traveler is a very situational spell, but quite deadly in the appropriate situation.
Sorrow is quite different from its original counterpart, but I decided that having a spell that causes Chronic Depression would be fitting here. Is it worth this many points? Probably not, but I added the secondary permanent effect to make it a bit more worth the cost.
Psychic Poison
Keywords: None.
Full Cost: 1 point.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP + character points, see text.
Casting Time: 10 minutes.
Range: Touch.
Duration: Permanent.
This spell allows you to create up to four doses of any psychic poison known to you. The poison is applied to whatever you are touching, or appears in a container you are holding.
In addition to paying FP cost to cast this spell, you must spend unspent character points to “stabilize” the created poison. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. Alternatively, you can use Permanency Points.
Keywords: Resisted (HT).
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
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%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Draining (The caster not touching the subject for a day), +5%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Terminal Condition, Must touch the subject once a day, -10%) [27] + Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Slow Consumption, +230%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Must touch the subject once a day, -10%) [35]. Notes: “Slow Consumption” is Doesn’t Eat or Drink (Magical, -10%) [9] + Very Rapid Healing (Magical, -10%) [14].
Snare Astral Traveler
Keywords: Resisted (Will).
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 seconds.
This spell paralyzes a creature’s astral form of a creature using the Astral Projection spell or similar abilities, preventing it from moving or snapping back to its body.
Statistics: Affliction 1 (Will; Accessibility, Only on astral creatures, -70%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, +150%; Reduced Duration, 1/30, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [25]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Keywords: Resisted (Will).
Full Cost (Short-Range): 35 points.
Full Cost (Ranged): 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 day or Permanent, see text.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Chronic Depression (12), +15%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Secondary Extended Duration, Permanent, +6%) [32]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Keywords: Information.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
Henceforth, if the talisman is in the caster’s possession, he can call forth the soul of the subject and question it about what it knew in life, asking one question per second, but no more than three questions per day. Skills, spells, and other such knowledge cannot be obtained in this fashion. If the subject is friendly, each question requires an uncontested skill roll. If the caster fails, he may try again, at a cumulative -2 per repeated attempt to ask the same or very similar question in the past hour. If the caster critically fails, he cannot call forth this soul again this day. If the subject is hostile, or if the answer to the question was an important secret to it in life, this becomes a Quick Contest of skill versus the subject’s Will, and if the caster loses, the spell ends and the soul departs to the afterlife. In any case, asking questions is not considered a casting of this spell, does not require FP expenditure, but it does require the caster to have Soul Shackles “active”, if it is part of an alternative abilities array.
The soul looks as it did in life, including the clothing and equipment it had with it on the day it died. Answers are clear, complete, and precise. While the soul is trapped in the talisman, the subject cannot be resurrected.
Focus: The talisman that will be the receptacle for the soul. It usually is a SM-6 or smaller object. Preparing the talisman takes 8 hours and at least $200 in gemstones.
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