Post by logan9a on Jan 29, 2019 19:22:36 GMT
Contents
Rank One
Rank Two
Rank Three
Rank Four
Rank Five
Rank Six
Rank Seven
Rank Eight
Rank Nine
Rank Ten
Spell Descriptions
Rank One
Pacify Undead (single target)
Casting time: 1 round
Range: 10m, one target
Duration: Combat or lull or 10min, whichever comes first
MP cost: 2mp
The undead must make a willpower x3 roll to resist this spell. If the undead has no willpower stat or the GM regards them as ‘chump’ undead (zombies, skeletons) they get no roll to resist. Should the target fail to resist, they won’t notice the life signatures of anything more than 3m away. (That means if you get within 3m of the undead you have pacified it will probably attack you.) If the undead is attacked, it will break this spell.
Pacify Undead (group)
Casting time: 1 round
Range: 10m
Duration: Combat or lull or 10min, whichever comes first
MP cost: 4mp
Up to three undead within a five meter radius must make a willpower x3 roll to resist this spell. If they have no willpower stat or the GM regards them as ‘chump’ undead (zombies, skeletons) they get no roll to resist. Should the target fail to resist, they won’t notice the life signatures of anything more than 3m away. (That means if you get within 3m of the undead you have pacified it will probably attack you.) If the undead is attacked, it will break this spell.
Rank Two
Preservation 1 (credit: Scott, Pete)
Casting time: 12 rounds (one minute)
Range: 3m
Duration: One month
MP cost: 4MP
Description: No effect on anything sentient or ‘alive’. This can be cast on a bowl pile of different crap up to 10kg. If cast on anything ‘unusual’ (ask GM) that stuff may get an ESS x5 to resist. Aside from keeping corpses (which later may become zombies) from rotting, this can also be used to keep meats, fruits, vegetables, grains, loaves of bread, etc from rotting without adversely affecting taste. Material component - one bowl or pot capable of holding all of the stuff to be preserved. This bowl must be made out of some sort of metal with various runes and such engraved in it. The bowl may be reused.
Preservation 2 (credit: Scott, Pete)
Casting time: 24 rounds (two minutes)
Range: 3m
Duration: One month
MP cost: 6MP
Description: No effect on anything sentient or ‘alive’. This can be cast on normal human corpse (up to 120kg; if your corpse is fatter than this, try hunting non-fat people instead or use Preservation 3) to keep it from rotting, or a pile of different crap about that mass. If cast on anything ‘unusual’ (ask GM) that stuff may get an ESS x5 to resist. Aside from keeping corpses (which later may become zombies) from rotting, this can also be used to keep meats, fruits, vegetables, grains, loaves of bread, etc from rotting without adversely affecting taste. Material component - one bowl or pot capable of holding all of the stuff to be preserved whether it is a pile of crap or a corpse. This bowl must be made out of some sort of metal with various runes and such engraved in it. The bowl may be reused.
Preservation 3 (credit: Scott, Pete)
Casting time: Four minutes
Range: 3m
Duration: One month
MP cost: 8MP
Description: No effect on anything sentient or ‘alive’. This can be cast on one ogre or short giant corpse to keep it from rotting, or a pile of different crap about that mass. If cast on anything ‘unusual’ (ask GM) that stuff may get an ESS x5 to resist. Aside from keeping corpses (which later may become zombies) from rotting, this can also be used to keep meats, fruits, vegetables, grains, loaves of bread, etc from rotting without adversely affecting taste. Material component - one bowl or pot capable of holding all of the stuff to be preserved whether it is a pile of crap or a corpse. This bowl must be made out of some sort of metal with various runes and such engraved in it. The bowl may be reused.
Preservation 4 (credit: Scott, Pete)
Casting time: Eight minutes
Range: 3m
Duration: One month
MP cost: 10MP
Description: No effect on anything sentient or ‘alive’. This can be cast on one giant corpse to keep it from rotting, or a pile of different crap about that mass. If cast on anything ‘unusual’ (ask GM) that stuff may get an ESS x5 to resist. Aside from keeping corpses (which later may become zombies) from rotting, this can also be used to keep meats, fruits, vegetables, grains, loaves of bread, etc from rotting without adversely affecting taste. Material component - one bowl or pot capable of holding all of the stuff to be preserved whether it is a pile of crap or a corpse. This bowl must be made out of some sort of metal with various runes and such engraved in it. The bowl may be reused.
Preservation 5 (credit: Scott, Pete)
Casting time: Sixteen minutes
Range: 3m
Duration: One month
MP cost: 12MP
Description: No effect on anything sentient or ‘alive’. This can be cast on one 747 aircraft or a dragon corpse to keep it from rotting, or a pile of different crap about that mass. If cast on anything ‘unusual’ (ask GM) that stuff may get an ESS x5 to resist. Aside from keeping corpses (which later may become zombies) from rotting, this can also be used to keep meats, fruits, vegetables, grains, loaves of bread, etc from rotting without adversely affecting taste. Material component - one bowl or pot capable of holding all of the stuff to be preserved whether it is a pile of crap or a corpse. This bowl must be made out of some sort of metal with various runes and such engraved in it. The bowl may be reused.
Rank Three
Mask Life Signal
Casting time: 5 rounds
Range: Self
Duration: 1 hour
MP cost: 4mp
This removes from the undead’s perception that you are ‘alive’. You now have the oddity of a walking chair to them. For stupid undead, this is not a problem though they may follow you around as it is a novelty. Or not. If you attack them, the undead will attempt to fight the ‘evil walking chair’ because it hurt them. But the spark of life which causes the undead to automatically attack is hidden. On intelligent undead, this may confuse them if you hold still. Moving and such will probably get them to attack.
Mask Life Signal (other)
Casting time: 5 rounds
Range: 1m
Duration: 1 hour
MP cost: 6mp
This removes from the undead’s perception that the target is ‘alive’. The target now has the oddity of a walking chair to them. For stupid undead, this is not a problem though they may follow you around as it is a novelty. Or not. If you attack them, the undead will attempt to fight the ‘evil walking chair’ because it hurt them. But the spark of life which causes the undead to automatically attack is hidden. On intelligent undead, this may confuse them if you hold still. Moving and such will probably get them to attack.
Rank Four
Name: Steal Health [credit: Chris, Pete, Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: ESS vs ESS to resist the spell.
At the first level, d6 HP is taken from the target, the caster (unless the spell is resisted) gets half to a minimum of one. The second level of the spell d8 HP, get half. Third level d6 HP, get all of the HP. Fourth level d10 HP, get half, etc. As per the chart.
Rank Five
Name: Steal mana [credit: Chris, Pete, Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: ESS vs ESS to resist the spell.
At the first level, d6 MP is taken from the target, the caster (unless the spell is resisted) gets half to a minimum of one. The second level of the spell d8 MP, get half. Third level d6 MP, get all of the MP. Fourth level d10 MP, get half, etc. As per the chart.
Rank Six
Name: Health to convert to mana [credit: Chris, Pete, Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: ESS vs ESS to resist the spell.
At the first level, d6 HP is taken from the target. The caster (unless the spell is resisted) gets half that number in MP to a minimum of one. The second level take d8 HP, get half in MP, minimum of one. Third level, take d6 HP, get full amount in MP, etc. As per chart.
Rank Seven
Name: Steal MP convert to HP [credit: Chris, Pete, Scott]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: ESS vs ESS to resist the spell.
At the first level, d6 MP is taken from the target. The caster (unless the spell is resisted) gets half that number in HP to a minimum of one. The second level take d8 MP, get half in HP, minimum of one. Third level, take d6 MP, get full amount in HP, etc. As per chart.
Rank Eight
Turn Undead
Casting time: 1 round
Range: 10m
Duration: An hour
MP cost: 6mp
Up to three undead within a 5m radius must make a willpower x3 roll (no roll if ‘mindless’) or flee the combat; each round they make a sprint roll to shamble away as fast as they can.
Destroy Undead
Casting time: 1 round
Range: 10m
Duration: Instantaneous
MP cost: 10mp
Up to three undead within a 5m radius takes d20 damage. (This does not mean if less undead are within that radius they take more damage.)
Rank Nine
Create zombie [Credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: 1m to make, Zombie must stay within 100m of caster or fall apart.
Duration: Till sunup/sundown
MP cost: 4mp
Description: Unlike pets and such, this creates a temporary zombie. They are shit at combat (20% to combat skills, do one place less on the damage track than whatever hand held weapon they are given and have 8hp) but a whole bunch of them can be dangerous. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. If two are unable to reach combat, they will (if given the command) take fallen enemies back to the necromancer so that more can be made. This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
Zombie movement speed: 3/10m, 20% sprint
d6 damage.
Create tougher zombie [Credit: Chris, Freddy, Scott]
Casting time: 1 minute
Range: 1m to make, Zombie must stay within 100m of caster or fall apart.
Duration: Till sunup/sundown
MP cost: 8mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 40% to combat skills, 16hp. These zombies have ‘low cunning’ and may do clever things (flank, lie in ambush, etc).This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
d6 damage.
Zombie movement speed: 3/10m, 40% sprint
Create toughest zombie (note - not a lot of these as it should be top or nearly so on the tree) [Credit: Chris, Freddy, Scott]
Casting time: 10 minutes
Range: 1m to make, Zombie must stay within 100m of caster or fall apart.
Duration: Till sunup/sundown
MP cost: 16mp
Description: Unlike pets and such, this creates a temporary tough zombie. They are better at combat than the weaker zombies. Plus, if you make them out of loved ones of your enemies, they cause lovely sanity damage to them. These creatures will attack until killed. 60% to combat skills, 20hp. These zombies can command other zombies and will try to run basic tactics. They are not brilliant tacticians but having one or more on the battle field bellowing orders (from behind other zombies it can use for cover) is a great thing.This zombie will obey simple commands from the caster and will not attack the caster. This spell requires a corpse in good condition as it turns it into the zombie.
d6 damage.
Zombie movement speed: 3/10m, 60% sprint
Rank Ten
Create Skeletal Pet [Credit: Freddy, Scott]
Casting time: 1 minute
Range: Appears adjacent to you, then may move up to 100m away
Duration: Until it dies or you dismiss it
MP cost: 12mp
To cast this spell, you must have some of the element available to serve as a material component. As long as the spell is active, you cannot regenerate the MP you spent to cast it. If you and the elemental are more than 100m apart, the spell ends as if you had dismissed it. The caster always has a rough idea ("over that way") where the elemental is. {Note - if the necro has ‘drain MP’ they can try to steal MP, use cards, etc}
Skeleton
Travel rate: 40KM/day
Maneuver%; Combat move: 30%; 3/10m
To hit/Damage: 30%/d8
Armor/HP: Two/10 (requires magic or opposite element to hit)
Special attacks: If out of melee range, may shoot/throw ‘death magic’ at 30%/d6 damage (indefinitely), range 10m.
Special defenses: Only takes damage from magical attacks and/or the opposite element.
Special abilities:
Special weaknesses: takes +4 bumps damage from the opposite element (life magic).
Description: Human or humanoid skeleton. (Sanity loss: 1/d6, 12 max toward ‘Skeleton’)
Diet: None
Treasure: None
Where/when found: Special or placed only
Default disposition toward PC's: Neutral (unless ordered otherwise)
Other notes: Simple commands only, all humans (etc) look alike to it, etc. It is stupid.
Additional notes: The pet goes away between game sessions. Also, going into any zone which requires a roll to see if magic works necessitates a roll (made by the caster) for the pet as soon as the pet passes into the new zone. Failing that roll means the pet goes away/is destroyed, etc. Note that MP that were 'tied up by the pet' do not return immediately after the pet is destroyed - the caster must do the usual eight hour sleep to get them back. If they have the pet and get eight hours sleep, those MP tied up in this spell just don't regenerate.
Undead Healing [Credit: Scott, Pete]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Description: Heals one undead of casters choosing within range for d6 HP.
Undead Healing 2 [Credit: Scott, Pete]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Heals one undead of casters choosing within range for d8 HP.
Undead Healing 3 (final) [Credit: Scott, Pete]
Casting time: 1 round
Range: 10m
Duration: Instant
MP cost: 4 MP
Heals one undead of casters choosing within range for d10 HP.