| NECROMANTIC CONJURATIONS |
|||
| Special Knowledge Spells 1. Spell of Causing Wounds (S-1) RANGE: 15 feet + 5 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 200 BASE CHANCE: 35% RESIST: May be resisted. EFFECTS: The Adept may cause ID-4] (+ 1 per Rank) damage as a result of wounds to one target within range unless that target successfully resists. If the target suffers any effective damage he suffers an increase of 10 to the BC of infection. 2. Wall of Force Spell (S-2) RANGE: 15 feet+ 15 additional/Rank DURATION: Concentration/maximum of 15 minutes + 1 additional/Rank EXPERIENCE MULTIPLE: 250 BASE CHANCE: 30% RESIST: May be resisted. EFFECTS: The Adept creates a 1 " thick Wall of Force which is 10 feet high and 20 feet long or a 1" thick, 10 foot high Ring of Force with a radius of 5 feet. The Adept can increase the height or length by 1 foot (or radius by 3 inches) per Rank. Any entity coming in contact with the Wall of Force will either successfully resist or be thrown back (fall Prone) and suffer ID -5] (+ 1 per Rank) damage. 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. Spell of Fear (S-4) RANGE: 15 feet+ 15 additional/Rank DURATION: Concentration/maximum of 15 minutes + 15 additional/Rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 20% RESIST: May be resisted. EFFECTS: The spell has the same effect as the spell of the same name of the College of Celestial Magics. 5. Mass Fear Spell (S-5) RANGE: 30 feet + 15 additional/Rank DURATION: 30 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 400 BASE CHANCE: 10% RESIST: May be resisted. EFFECTS: The spell has the same effects as the Spell of Fear of the College of Celestial Magics except that all characters within range except the Adept must resist or roll on the Fright Table. 6. Spell of Scarring Terrain (S-6) RANGE: 15 feet+ 15 additional/Rank DURATION: 1 year + 1 additional/Rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% RESIST: May not be resisted. EFFECTS: The adept causes terrible ruin by burning out an area of ground equal to 25 square feet (+25 additional square feet per rank). The ground will be so damaged that it will be unable to support flora for the duration of the spell. The spell will whither any flora in the area of effect, fauna will be unaffected. 7. Spell of Animating the Dead (S-7) RANGE: 30 feet + 15 additional/Rank DURATION: 3 hours + 30 minutes per rank EXPERIENCE MULTIPLE: 300 BASE CHANCE: 20% 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: 200 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. Shadowed Weapon Spell (S-9) R4NGE: 5 feet + 5 additional/Rank DURATION: 20 seconds x ID -5] x Rank (x 1, if unranked) EXPERIENCE MULTIPLE: 250 BASE CHANCE: 15% RESIST: May not be resisted. EFFECTS: The Adept may increase the usefulness of any weapon within range. The affected weapon has its Base Chance increased by 1 (+1 per Rank) and the damage increased by 1 for every 3 or fraction of 3 Ranks. At Rank 6 or above, the Adept can create a weapon entirely of darkness which will operate in the same manner as a normal weapon of its type (broadsword, mace, battle axe.) which has had a Shadowed Weapon Spell of the appropriate Rank cast over it. 10. Hand of Death Spell (S-10) R4NGE: 15 feet+ 15 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 500 BASE CHANCE: 5% RESIST: May be resisted. EFFECTS: The Adept causes any single target to sense the Adept's hand squeezing his heart or similar organ to a pulp. Even if the character resists, the sensation will remain and will break the character's concentration and subtract 10 from the character's Base Chance of hitting another character or successfully performing magic. If the character fails to resist, he suffers [D +1] damage that Pulse and each succeeding Pulse that the spell remains in effect and he fails to resist. The spell remains in effect so long as the necromancer spends 1 FT and implements a pass action each pulse, during which time the adepts continues to simulate the squeezing action. The necromancer need not recast a spell, and may continue to operate so long as he or she makes the squeezing motion. 11. Hellfire Spell (S-11) RANGE: 15 feet+ 15 additional/Rank DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 375 BASE CHANCE: 1% RESIST: May only be passively resisted (then suffers half damage). EFFECTS: This spell operates in the same manner as the Spell of Hellfire of the College of Fire. 12. Spell of Life Draining (S-12) RANGE: Adept must touch target. DURATION: Immediate (during Pulse) EXPERIENCE MULTIPLE: 400 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. Spell of Agony (S-13) RANGE: 30 feet + 15 additional/Rank DURATION: 10 seconds + 10 additional/Rank EXPERIENCE MULTIPLE: 350 BASE CHANCE: 10% RESIST: May be resisted. EFFECTS: The spell causes all entities in the affected area except the Adept to suffer extreme agony. Any character who does not resist may not take any action except to pass. Characters that successfully resist reduce all Strike Chances by 30 and take twice as long to perform any Action. 14. Spell of Dead Eyes (S-14) RANGE: touch DURATION: 10 minutes + 10 per rank EXPERIENCE MULTIPLE: 200 BASE CHANCE: 30% RESIST: May not be resisted. EFFECTS: This spell allows the caster to "piggyback" on one of his undead’s sensory apparatus. By casting this spell, the necromancer becomes able to see and hear through the "eyes" and "ears" of a controlled undead creature he has animated or raised. No other communication of senses is permitted through the use of this spell, nor are special sight or hearing qualities only one such sensory link may be maintained at any one time. Dead eyes operate at a range of up to one mile after being cast. 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 350. 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 Life Prolonging (R-2) The Adept may prolong his life, remaining unchanged and unaged for the duration of the effects of this ritual. Once the effects of the ritual wear off, the Adept will begin to age at the rate of 1 year per minute until he reaches the proper biological age to match his chronological age. The Adept must remain stationary and may take no other action while performing the ritual. At the end of the ritual, the Adept's Player rolls D100. If the result is less than or equal to the Base Chance (5% + 5 per Rank), the ritual is effective. If the ritual backfires, the Adept will increase his age instead of decrease it or keep it unchanged. Normally, the ritual's effects last for 1 years ( + 2 additional years per Rank), but at Rank 10 and above, the Adept can immediately upon the ritual being completed reduce his biological age by up to 2 years ( + 2 years per Rank) instead of (not in addition to) halting aging. Any backfire reverses the anticipated effect (accelerating aging). The Experience Multiple for this ritual is 350. The ritual takes 8 hours. 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. |
|||