| THE COLLEGE OF CRYPTIC RUMINATIONS |
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| Special Knowledge Spells 1. Army of Shrapnel (S-1) RANGE: 30 feet + 10 feet per rank DURATION: destruction of undead or 10 minutes per rank EXPERIENCE MULTIPLE: 800 BASE CHANCE: 40% RESIST: See below. EFFECTS: This spell allows the caster to set an augmented version of shrapnel in skeletons that he targets. Upon either the skeleton's demise, or the duration listed above, the spell is released, destroying the skeleton.. The effects are per the shrapnel spell with the following exception: all targets within short range of the skeleton receive 1d10 piercing damage +1 force damage/caster rank 1d10+20 maximum) from the shrapnel blasted outwards from the entire skeleton detonating. By rolling under 2 X AG a character may take half damage from the blast. The GM should roll for each exploding skeleton, 02-05 indicates endurance damage, 01 indicates grievous. Roll on the grievous chart with this as a class A weapon. 2. Bone Arrow (S-2) RANGE: 100 feet + 10 feet per rank DURATION: destruction of undead or 10 minutes per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 35% RESIST: See below. EFFECTS: This spell enchants a bone to act as a missile weapon and then turns it into a skeleton. The bone arrow is fired as a normal arrow, but as soon as it strikes it does no damage but instead conjures forth a skeleton that it seems to morph into. If the bolt fails to strike a living target, the skeleton does not manifest. The skeleton appears on top of that person and forces him into close combat. The skeleton is armed with a dagger or knife when it appears. This spell is designed to knock an annoying foe off his or her feet even if the skeleton fails to do any harm 3. Wall of Bones Spell (S-3) RANGE: 15 feet + 15 additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE MULTIPLE: 150 BASE CHANCE: 30% RESIST: May be resisted. EFFECTS: The Adept conjures a wall of inter- laced bones 1 foot thick, 10 feet high, and 20 feet long or a circle of bones 1 foot thick, 10 feet high and with a 5 foot radius. The Adept may increase the height and thickness by 1 foot and the radius by 3 inches per Rank. An entity coming insight of the wall must either successfully resist or roll on the Fright Table (see 44.8). The wall can suffer 100 points of damage and then turns to dust. Bright sunlight inflicts 20 points per Pulse on the wall. 4. Protection from Undead (S-4) RANGE: 15 feet+ 15 additional/Rank DURATION: 4 hours +1 per rank (24 total) EXPERIENCE MULTIPLE: 350 BASE CHANCE: 40% RESIST: May be resisted. EFFECTS: This spell protects the subject from the life draining and other natural attacks or abilities of lesser and greater undead, it does not protect the subject from spells cast by the undead. 5. Disrupt Negative Energy (S-5) RANGE: 50 feet + 10 every two ranks DURATION: concentration, 2 pulses +1per rank maximum EXPERIENCE MULTIPLE: 500 BASE CHANCE: 20% RESIST: May be resisted. EFFECTS: Each pulse, the spell caster concentrates on one undead subject, which must be in range. If the subject fails to resist, it becomes instilled with massive amounts of positive energy and is instantly destroyed. From that point on, necromantic spells are useless against the destroyed subject. Further, once an undead subject is destroyed in this manner, if it has a controller, he or she suffers positive energy feedback and must roll under MR or suffer D+4 damage. Liches and other greater undead will ward themselves against this spell if they know someone possess it. This spell only effects undead. 6. Bone Field (S-6) RANGE: 20 feet + 10 feet per rank AREA: 1 hex per rank DURATION: 1 minute +1 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 40% RESIST: See below EFFECTS: Shards of bone jut up from the ground, slowing pursuit. Regardless of the material of the local floor or ground, it sprouts small fragments of bone that seem to push up through it. Any time someone moves into an area affected by this spell or spends a round fighting while standing in such an area, they must roll under 2 X AG to avoid stepping on the bone fragments. Failure causes D5 physical damage and counts as exposure to disease even if it does no penetrate armor. Pursuers TMR is reduced by ¼ while walking across the hexes filled with bone field. 7. Spell of Animating the Dead (S-7) RANGE: 30 feet + 15 additional/Rank DURATION: 3 hours + 30 minutes per rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 25% RESIST: May not be resisted. EFFECTS: This adept animates 3 (+1 per rank) corpses within range of the spell. The will serve the necromancer in all ways. If the corpses are recently dead they will be ghouls, if they have been dead for more than a month skeletons or another type of lesser undead determined by the GM. 8. Wraithcloak Spell (S-8) R4NGE: 15 feet+ 1 additional/Rank DURATION: 30 minutes + 30 additional/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The Adept causes the target to appear less corporeal and to be harder to hit. The chance of successfully striking the target of the spell is reduced by 1 (+ 1 per Rank) for the duration of the spell. In addition, the target's stealth is increased by 10. 9. Gar'Udok's Aura (S-9) RANGE: self AREA: 50 feet radius +10 feet per rank DURATION: 1 hour + 1 per rank EXPERIENCE MULTIPLE: 650 BASE CHANCE: 15% RESIST: May be resisted, and then suffer half damage. EFFECTS: This spell creates a field in which any creature that dies is immediately animated as a ghoul. Any creature that dies within this spell's area of effect rises as a ghoul after 2 pulses, under the caster's control. Corpses that are brought into the circle are not reanimated, nor are ones that predate the spell (i.e., casting this spell in a graveyard does not cause all of the residents to rise). Note also that undead created by this spell count against the maximum number that can be controlled. 10. Gar'Udok's Blessing (S-10) RANGE: 100 feet DURATION: 1 hour + 1 per rank EXPERIENCE MULTIPLE: 400 BASE CHANCE: 40% RESIST: May not be resisted EFFECT: This spell augments the negative energy animating an undead creature, making it more effective at war. It may only be cast upon lesser undead. It doubles their TMR, +20% to attacks, +3 to damage, one additional attack in melee, and their FT is doubled. 11. Spell of Life Veil RANGE: 25 feet DURATION: 1 day + 1 per rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 40% RESIST: May not be resisted, EFFECTS: This spell gives a seeming of life to an undead creature. For the duration of this spell ,the target looks, sounds, smells and feels exactly as it did in life. The target regrows skin, blood and organs. While under the spell's effect, the target can eat, drink, breathe, and perform all other bodily functions. They are identical to whatever they were before death. Incorporeal undead appear solid, but do not actually gain substance. Note that this spell does not confer sentience, and semi-intelligent undead are quickly revealed under close scrutiny. 12. Spell of Life Draining (S-12) RANGE: 10 feet +5 per 2 ranks DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 300 BASE CHANCE: 15% RESIST: May be resisted. EFFECTS: The Adept drains 1 (+ 1 per Rank) Fatigue from the target if the target fails to resist. The Fatigue may be used to repair the Adept's own Fatigue or Endurance or to increase his Physical Strength for the remainder of the Round on a one for one basis. If the target has no Fatigue remaining, the Adept may drain from Endurance instead. He may not drain from both Fatigue and Endurance in the same Pulse. 13. Mortification of the Flesh (S-13) RANGE: self DURATION: 1 day + 1 per rank EXPERIENCE MULTIPLE: 500 BASE CHANCE: 20% RESIST: May not be resisted EFFECTS: This spell desiccates the caster’s body, making him tough, leathery and seemingly without organs. Upon casting this spell, the caster’s skin tightens around his frame, fat seems to almost melt away and internal organs shrink and atrophy. The skin becomes leathery and worn, eyes sunken, the body of the caster suddenly taking on the semblance of a body mummified by dry desert winds. The spell actually sustains the caster without functional organs for the duration, becoming almost one of the undead, a walking husk of a corpse animated by magical energies. The spell has a two-fold effect, first it allows to the caster to move among uncontrolled or unknown undead and avoid attack (unless he attacks them). Sentient and conscious undead may roll under 3 x PC to recognize that the caster is not what he seems. It also protects him from grievous injuries, unless they break bones or affect his skull. (Yes that means the old stab to heart, 11 does not work!) 14. Spell of Skeletal Strength (S-14) RANGE: 50 feet DURATION: 1 hour +1 per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 45% RESIST: May not be resisted. EFFECTS: This spell allows the caster to make the bones of skeletons denser providing them with a NA of 6, this is in addition to any armor they might be wearing. The spell affects one skeleton per rank. Special Knowledge Rituals 1. Ritual of Summoning and Binding Greater Undead (R-1) This ritual works in the same manner and under the same conditions as the Ritual of Summoning and Binding Lesser Undead (Q-1) except that the Base Chance is always half (round down) the Adept's Magical Aptitude and the Experience Multiple is 300. The ritual summons Greater Undead and must be performed in or near an area frequented by them (barrows, churchyards, or abandoned dwellings, underground dungeons and the like). 2. Ritual of Raising a Graveyard (R-2) This is one of the more powerful spells in all of known magic for it allows the crypt lord to raise graveyard of warriors. From the ruins of graveyard the crypt lord causes skeletons to claw their way out of the ground, to rise up in perfect servitude to his every demand. The spell caster must be upon the site of a graveyard settlement to cast this spell successfully. Complete skeletons are not required for the use of this powerful spell (scattered dust and bones are just fine). Once cast, a number of skeletons will animate in accordance with the size of the settlement as it was when it was inhabited. A small graveyard will yield between 20 and 200skeletons (1d10x20), a medium graveyard between 100-1000 (1d10x100), and an ancient & large graveyard between 500 and 5,000 (1d10X 500). During the casting of his ritual the spell caster must repeat the words of the city or area he wishes to assault. The skeletons will then march to the area and await word to launch the attack. A destroyed skeleton cannot be reanimated again and once cast, this spell may never be cast again by another wizard in the same location. The skeletons created by this spell are unable to venture further than 100 miles from the graveyard. Any ordered to do so will instantly crumble to dust and are destroyed. The ritual cost 800 experience point per rank and it starting percentage is equal to the MA of the cast +3% per rank. 3. Ritual of Becoming Undead (R-3) The Adept may become an undead by employing this ritual. Once he joins the ranks of the undead, he may not reverse the effect. The Adept must draw a Circle of Protection and a Pentacle (see College of Greater Summoning, 47) and remain within it throughout the ritual. The ritual takes 2 hours to perform. During the course of the ritual, the Adept must murder an entity of his own race who occupies the Pentacle with him. The entity may be bound, but must be conscious during the murder. Upon the performance of the murder, a Wight appears over the corpse at Rank 0-10, or a Wraith at Rank 11-20. This undead becomes chained to the place in which the murder was committed until freed by someone other than the adept entering or leaving the Circle of Protection. Upon being released, the undead will hunt the Adept and attempt to terminate his existence in revenge. Once the murder is performed, the Adept's Player checks to determine if it was a success. The Base Chance that it will be a success is 10% (+ 3 per Rank). If it is a success, the Adept joins the ranks of the undead as the Greater Undead type of his choice. He may leave the Circle of Protection without releasing the undead imprisoned therein. If the result is not a success and the Adept fails to become undead, the undead imprisoned therein will be released if the Adept attempts to leave the Circle of Protection. If the ritual backfires, the undead will immediately be released and will attack the Adept inside the Circle of Protection (which will be broken and will not keep the undead imprisoned). The Experience Multiple of this ritual is 550. |
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