by Koneko » Wed Sep 24, 2003 7:50 pm
My last two PS characters having some degree of skill in the Necromantic arts, I took a certain interest in making a fairly standardized listing of a few of the vast variety of Necromancy spells. Suggestions, additions, constructive criticism, etc. would be greatly appreciated. Also, some abilities that've been used by PS Necromancers in the past (mainly villains, so they'd have to be toned down) I would be grateful for.
Some spells that I've developed as of now:
[Necromancy=1] Deanimate (5 MP) - instantly destroys an undead minion created by the caster. Restricted to the unintelligent variety.
[Necromancy=2] Spirit Shield (16 MP) - Forms a protective spectral shield that is guided by the caster. Adds 4 to MBlock and PA, but only against one attack (magical or otherwise) per round. Lasts 1dRank rounds.
[Necromancy=3] Bone Armor (30 MP) - Provides one target, which may be the caster, with an intricate, custom-made suit of armor of interlocking bones, with an AC of 20+Rank and -1/-1 modifiers. Requires a corpse. The armor lasts for one day, until hit with a holy spell, or until otherwise dispelled. At Necromancy rank 8, the caster may maintain the armor for 10 MP/Day, but it cannot be taken off unless dispelled.
[Necromancy=4] Fester (10 MP) - Causes wounds to become diseased. Inflicts the equivalent of Level 1 poison for light cuts, Level 2 poison for medium wounds, and Level 3 poison for heavy wounds. (GM Discretion) This only applies to open physical wounds, however, as a target nearly dead of magical attack and having taken a few scratches would be inflicted with Level 1 poison. Treat the poision damage as physical damage, though multiple Festers do not stack. If Graft is used on a target inflicted with Fester, the typical result is Level 3 Poison-equivalent Fester damage due to grafting diseased materials.
[Necromancy=5] Graft (12 MP) - Uses the tissue of a dead living creature to seal wounds, infuse blood, and renew energies. Heals 20+rank*4+2d6 damage to a corporeal target, including undead. Depending on the size of the body, a creature may be used more than once, but no more than the creature's Max HP can be Grafted from its corpse.
[Necromancy=6] Skeletal Warrior (25 MP) Creates a basic humanoid skeletal fighter with an MBlock of 10, 70 HP, 11/11 Base AT/PA, 6+2d6 Initiative, a move of 6 hexes, 12 AC, and have 1+(Necromancy/2) ranks in most simple weapon types, with a penalty for the more exotic ones (GM Discretion). They have no skill in Unarmed Combat. Ranks are distributed evenly between AT and PA, with a preference to AT. They strike with a STR of +3, and may use all basic attacks. Requires 1 medium-sized corpse. Takes three rounds to cast when in combat, and lasts Rank/2 hours, which may be extended as a free action for another Rank/2 hours at the same cost. At Necromancy rank 12, the caster may make this permanent, but at a cost of 70 MP and 5 TP.
[Necromancy=7] Skeletal Mage (40 MP) - Creates a basic humanoid skeletal magic-user. If the body from which it was raised has an elemental affinity (aside from holy), the mage now has that particular element type. Otherwise, roll a d6 for element type upon its creation: 1,2 are shadow, 3 is fire, 4 is ice, 5 is lightning, and 6 is astral. The mages gain an additional 50% resistance to their particular element type, as well has having an MAtk of 16, MBlock of 12, 45 HP, 60 MP, 6/7 AT/PA, 3+2d6 Initiative, a move of 4 hexes, 6 AC, and are assumed to have 1+(Necromancy/2) ranks in their element, having all the basic offensive spells that a normal mage with such skill would have, such as Negatis, Shadowblast, etc. They also have an unarmed attack which deals 2+1d6 damage. Requires 1 medium-sized corpse. Takes three rounds to cast when in combat, and lasts Rank/2 hours, and may be extended by another Rank/2 hours as a free action with the usual cost. At rank 12, the caster may make this permanent at a cost of 90 MP and 8 TP.
[Necromancy=8] Reanimate (27 MP) - Reanimates a freshly dead enemy as a zombie to fight for the caster for rank rounds (may be renewed as a free action for the same cost as the initial casting), with 50% of its original max HP. The zombie obeys the caster's commands with about the intelligence of a golem, retains all stats but INT and WIS, is immune to shadow damage and weak against holy, and may only move and use basic attacks. At rank 12, the caster may make this permanent, at a cost of 75 MP and 4 TP. Cannot learn abilities.
[Necromancy=8] Gift Minion (15x MP) - grants to a minion of the caster's a particular spell or ability that the caster has. It must be able to use said ability (for instance, Skeletal Warriors and Packdragons, being magically inept, cannot be granted the Drain spell, whereas shadow-based Skeletal Mages and Skeletal Champions can). X is the rank requirement for the spell or skill. Ability granting is permanent until the minion dies. Cannot be used in combat.
[Necromancy=10] Packdragon (55 MP) - Creates a large undead dragon to do the caster's bidding, mostly for transportation purposes. The dragon is capable of flight and may carry up to Necromancy*70 kg of weight. If in dire straits, it may fight, and has an AT/PA of 8/8, an MBlock of 14, a Move of 6 hexes, an Initiative of 4+2d6, 50 Max HP, 8 Max TP, and an AC of 18. It can has a claw attack which deals 28+2d4 damage, and can "cover" a single target for a cost of 2 TP/Round. Requires at least 3 medium or 1 large corpse to cast. Takes five rounds to cast when in combat, and lasts Rank/2 hours, which may be extended as a free action at the same cost as the intitial casting. At rank 12, the caster may make this permanent, but at a cost of 135 MP and 14 TP.
[Necromancy=14, Malediction=12] Zombify (55 MP) - inflicts the status effect "zombie" on a single target. Target is not controlled by the caster, but attacks comrades and enemies alike. Takes 3 rounds, during which the target is prone, and if broken from the spell (such as by a purify spell), no effect or damage is taken.
[Necromancy=18] Skeletal Champion (70 MP) - Creates a powerful humanoid warrior and spellcaster with 90 HP, 60 MP, a Move of 8 Hexes, 6+2d6 Initiative, 15/15 Base AT/PA, an MBlock of 21, a MAtk of 16, and 18 AC. All rules for weapons and spells that applied to Skeletal Warrior and Skeletal Mage apply here, respectively, but does have ranks in Unarmed Combat, and a STR of +6. Requires 1 medium-sized corpse. Takes seven rounds to cast when in combat, and lasts Rank/2 hours, which may be extended as a free action for the same cost as the initial casting. Alternatively, the caster may make this permanent at a cost of 200 MP and 20 TP.
[Necromancy=22] Animate (85 MP) - Reanimates a freshly dead enemy as a zombie to fight for the caster, with full HP. The zombie obeys the caster's commands with about the intelligence of a golem, retains all stats but INT and WIS, is undead, and may only move and use basic attacks and abilities granted to it by the caster. Lasts Rank/2 hours (may be extended just like all the others), or may be made permanent for a cost of 230 MP and 16 MP.
*All changed* <p>
Never meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=koneko@rpgww60462>Koneko</A] at: 9/25/03 8:39 pm