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Summoning:; "Come and do my bidding!"
Topic Started: Dec 19 2015, 03:47 PM (724 Views)
Nialldubh
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Summoning

Perhaps a gateway to the greatest magical power is through otherworldly entities to do one's bidding. Demonic pacts in particular can offer the sorcerer almost unlimited power but only at the most dreadful price: the corruption of his very soul.

The Summoning sorcery style is unusual in that it offers a choice of two basic spells: 'master-words and signs,' compels a Demon to work for you and 'demonic pact,' involves making a deal with a Demon whereby you will work for it in return for certain assistance.

There is also the use of varied banishing and binding spells and the capacity to transfer a Demon into Human shapes and bind them therein.
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Demonic Pact Basic Summoning
Power Point Cost: 2
Components: V, S, M
Casting Time: One hour
Range: Effectively unlimited
Target: One Demon
Duration: One hour/level or until task is fulfilled, but see below
Saving Throw: None
Prerequisites: Knowledge (Arcana) 4 ranks

The first time a sorcerer casts this spell, he voluntarily enters into a long term pact with a demonic entity of medium power. The Game Master determines the precise nature of the Demon, possibly in consultation with the Player of the sorcerer Character. The Demon is usually chosen from among the types listed in Chapter 13: 'A Hyborian Bestiary,' or can be picked from the Bestiary of the Hyborian Age.

Usually the Demon will know the spells from 1d4+1 sorcery styles (not including Summoning) in addition to greater demonic pact, summoning elemental and summon demon from the Summoning style, though the precise number of styles known will be dependent on the type of Demon with whom the pact is made. The Demon will teach the sorcerer one of these spells or styles (of the sorcerer's choice) whenever he would normally be eligible to learn new spell or sorcery style; however, the sorcerer will need to summon the Demon by casting the spell once more. If the sorcerer waits until he is eligible for a new spell before casting demonic pact for the first time, he can learn the new spell when he summons the Demon; he does not have to re-cast the demonic pact. The duration of demonic pact will always be sufficient for the sorcerer to learn a new spell from the Demon.

Instead of learning a new spell, the sorcerer calls the Demon by casting demonic pact and makes a deal that involves the Demon performing a specific task for the sorcerer, such as attacking an enemy or scaring a rival. Such a task is always at the Demon's discretion; it will always demand a price of some kind, usually a Human sacrifice, for performing the task. Finally, because it is a Demon, it may well attempt to twist the sorcerer's words so that it performs the letter not the spirit of the task.

The Demon will also help the sorcerer in a more direct manner, by granting him a small talisman, tattoo or brand, which he can touch as a free action, up to once per week in order to gain a +4 luck bonus on any skill check, ability check, attack roll or magic attack roll or gain a +4 insight bonus to his defence for one round. This talisman, tattoo or brand retains it's power even when the Demon is not present but it only works for the sorcerer himself. If ever a month goes by when the sorcerer does not call the Demon or sacrifice a creature to it, the power of the talisman, tattoo or brand is lost until the next time he performs on of those actions. Worse, the Demon will consider this a breach of contract; sooner or later, he will come for the sorcerer, to carry him off to hell...

Each time a sorcerer casts this spell, he must make a Corruption saving throw (see Conan the Roleplaying Game, page 82) or gain one point of Corruption. The first time he casts the spell, he automatically fails this saving throw.

A Character who already cast this spell on his own behalf can also cast it for the benefit of another willing Character. In that case the other Character gains the benefits and drawbacks of the spell, including the Corruption, although the casting sorcerer also has to make a Corruption save for casting the spell as usual.

As well as the usual effects of Corruption, the sorcerer applies his Corruption as a circumstance penalty to any Will saving throws he makes against the sorcery or supernatural abilities of the demonic entity his Corruption as a circumstance penalty to any magic attack rolls he makes against the Demon with whom he has a pact.

Furthermore, if a sorcerer ever casts this spell for the benefit of another willing Character the Demon may use either Character's Corruption against them in this way. Thus many sorcerers are reluctant to cast this spell on another's behalf, since the more People a sorcerer assists to make their own demonic pact, the more Demons there will be against whom his powers are weak.

No Character can have a pact with more than one Demon at a time. If ever a sorcerer with a demonic pact should cast a greater demonic pact spell, the more powerful spell replaces the effect of the other.

Material Components: Powders, potions, incenses and other trappings to a total cost of 50 silver pieces.


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Master-Words and Signs (Basic Summoning)
Power Point Cost: 12
Components: V, S, M
Casting Time: One hour
Range: See below
Target: One Demon Lord
Duration: Instantaneous
Saving Throw: Will negates
Prerequisites: Knowledge (Arcana) 15 ranks, Magic Attack Bonus of +6, must know at least four Sorcery Styles, must have never cast a demonic pact spell.
Magic Attack Roll: Sets DC for the target's Will saving throw

Master-word and signs summons up a Demon Lord and forces it to instruct the sorcerer in master-word and signs by which almost any entity ranked below it can be compelled. The sorcerer is able to compel the Demon Lord by demonstrating his superior magical power over it.

Only fairly high-powered sorcerers can learn this spell and so most prefer the quick and easy path of a demonic pact. Though the Demon Lord will not serve the sorcerer directly, the knowledge of the master-word and signs can be used force other Demons and similar entities to work for the sorcerer, which is often more useful in any case. The sorcerer gains a permanent +2 circumstance bonus to any magic attack rolls made in connection with summon demon, summon elemental or any other Summoning spell or when targeting summoned creatures with other spells.

Furthermore, he may, up to once per round, use his knowledge of master-word and signs to formulate a simple spell based on either a single Verbal or single Somatic component (his choice). This is cast as a free action, costs two Power Points and affects a single summoned creature within Evil Eye range. The summoned creature must immediately make a Will saving throw (DC set by the sorcerer's magic attack roll) or be dismissed back to it's home.

Essentially this spell opens the door to (and enhances) other summoning spells and assists with dismissing creatures summoned by other Scholars; it has no special effects other than that.

The Demon Lord gains a Will saving throw to resist the sorcerer's summoning and remain in it's hellish home. For this purpose, it's total Will saving throw bonus is assumed to be +12. If it succeeds, the sorcerer may not cast the spell again until his magic attack bonus has increased, which maybe a simple level increase or some other means such as a Charisma bonus increase.

Once the sorcerer has successfully cast this spell, he has no longer any particular need to cast it again.

Material Components: Powders, potions, incenses and other trappings to a total cost of 2,000 silver pieces.


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Master Aid Me (Defensive Blast)
Power Point Cost: All remaining Power Points
Components: V
Casting Time: Immediate
Range: 10 ft.
Target: One or more Demons (see below)
Duration: One round per Power Point expended
Saving Throw: None

This spell can only be cast if the sorcerer has already entered into a demonic pact. When this spell is cast, the sorcerer's demonic master appears instantly to defend it's pawn. The Demon anywhere within 10 feet of the sorcerer and acts immediately. The Demon may choose to block the attack that provoked the casting of this defensive blast – if the Demon chooses this option, it must make a Reflex saving throw against a DC equal to the attacker's attack roll. If the Reflex save is successful, the Demon takes the damage from the attack instead of the sorcerer.

The Demon remains for one round per Power Point expended or until slain or banished; using it's powers as it sees fit.

The sorcerer automatically gains one Corruption Point when this spell is cast.

If the sorcerer is subject to a greater demonic pact when this spell is cast, he may use it to summon more than one demonic minion to his side. Each Power Point that powers the spell summons a single Demon for a single round.


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Bag of Demons*
Power Point Cost: 2 per 100 (1 minimum)
Components: V, S, M
Casting Time: 1 Full round
Range: See text
Targets: Every Demon within two square miles
Duration: Until released from sack
Saving Throw: Will negates
Prerequisites: Master-words and signs or demonic pact, summon demon, Craft Major Magic item
Magic Attack Roll: Sets DC for the target's saving throw

This devastating spell summons every Demon in a given area of a specific type, such as Swamp Demons, and stuffs them into a large sack. The upper limit is about 500 Demons. When released, they slay everything standing. Those who lay down are not harmed. Any time a sorcerer cast this spell, he must make a Corruption save or receive one point of Corruption.

Material Components: A magical sack prepared before by the Scholar (see Secret of Skelos page 58). The sack is destroyed when the Demons are released.


At length the Wizard called them all together. From his hut he dragged out a huge leathern sack with it's mouth lashed tightly closed and several long leather thongs trailing from it. And something distended the sack to it's greatest size. Bit we could not tell what this something was. It could only be heavy since the old sorcerer dragged the sack by himself unaided. The sack was like a bladder blown full of air and then tied to keep the air from escaping, but on a vastly larger scale.

“What was in the sack?” I asked.

“The Wizard put all the Demons of the swamp in it,” he said. “When the Picts rush the fort, they will thrust that long pole over the stockade. Then one of them will pull one of those trailing thongs and the bag will open. The Swamp-Demons will swarm out and slay every Human they see who is on their feet.”

~ Wolves Beyond the Border; Robert E. Howard and L. Sprague de Camp


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Banish Outsider
Power Point Cost: 2 per HD of Outsider
Components: V, S, M
Casting Time: One full round, +10 minutes (see text)
Range: Evil Eye
Target: One Outsider that has the Manifest special quality
Duration: One day per Scholar level
Saving Throw: Will negates
Prerequisites: Base Magic Attack Bonus +5, demonic pact or master-words and signs, summon demon, Knowledge (Arcana) 15 ranks
Magic Attack Roll: Sets DC for the target's saving throw

This spell attempts to temporarily force a creature of the Outsider Type, which has the Manifest special quality, to return whence it came and to remain there for several days. Banish outsider is unusual in that it is cast in two parts, one to initially banish the Outsider, the second to force it to remain banished.

The sorcerer selects one Outsider within range. If the Outsider fails it's Will save, it is instantly banished to the Outer Dark or to hell, depending on it's own place of origin. The sorcerer must then continue casting the spell to force the Outsider to stay banished. The initial banishing takes only one full round, but to force the Outsider to remain there, the spell must be continued and enforced for another ten minutes thereafter.

If the spell is finished properly, taking a full ten minutes, the outsider may not use it's Manifest special quality for the full duration of the spell, though it might be possible for it to return my other means. If the spell is not finished, the outsider may manifest once more as soon as the sorcerer stops casting the spell.

Material Components: First part – a pinch of silver dust worth 1 silver piece. The Second part – assorted paraphernalia to a total value of 50 silver pieces per HD of the Outsider banished.


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Bind Demon
Power Point Cost: 4 per HD of Demon
Components: V, S, M
Casting Time: One full round
Range: Evil Eye
Target: One Demon that does not have the Manifest special quality
Duration: See text
Saving Throw: Will negates
Prerequisites: Base Magic Attack Bonus +6, master-words and signs or Greater demonic pact or summon demon, banish outsider, Knowledge (Arcana) 18 ranks
Magic Attack Roll: Sets DC for the target's saving throw


”But I thought to cheat my fiend of the price a mortal must pay who calls the black folk to do his bidding.”

“By his grim arts the magician tricked the soulless waif of darkness and bound him in hell where he howled in vain – I supposed for eternity. But because the sorcerer had given the fiend the form of a man, he could never break the link that bound it to the material world; never completely closing the cosmic corridors by which it had gained access to this planet.”

“A year ago in Kordava word came to me that the magician, now an ancient man, had been slain in his castle, with marks of demon fingers on his throat. Then I knew that the black one had escaped from hell where the magician had bound him, and that he would seek vengeance upon me. One night I saw his demon face leering at me from the shadows of my castle hall -”

~ The Black Stranger; Robert E. Howard


This spell attempts to transport a creature of Demon Subtype, and which does not have the Manifest special quality, to hell or similar place of torment and captivity.

The sorcerer selects one Demon within range. The Demon is sent to hell and bound there if it fails it's Will save. However, it may attempt a further Will save to wrench it's way back to Earth after a number of months equal to the level of the sorcerer who banished it. It may make another attempt after the same interval and keep making the attempt until it frees itself. A Demon which has freed itself in this manner may never again be bound by the same sorcerer.

Material Components: A knotted cord, plus assorted paraphernalia to a total value of 200 silver pieces per HD of the Demon needing bound.


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Call the Beast of Khyrhl~G'Ilugz
Power Point Cost: 12
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Duration: 2 hour per scholar level or 1 day, or until an assignment completed
Saving Throw: Will negates
Prerequisites: Scholar level 4, Knowledge (Arcana) 6, Perform (Ritual) 6 ranks, Demonic Pact
Magic Attack Roll: Sets DC for the Demon's Will saving throw

This spell summons a Beast of Khyrhl~G'Llugz to serve the sorcerer for a certain time. The sorcerer must perform an one hour long ritual after which he can summon the Demon, it will attempt to resist, but once pulled from it's home-world it will serve the sorcerer with little persuasion, so long as it can feed on a still warm Human's heart once per day, it will stay with the sorcerer and do as he commands. If a task is to slay another, and the other is Human, and the Beast of Khyrhl~G'Ilugz can have time to feast on that victim's heart, his will instil the Demon to stay in the sorcerer's service for another further day.

The sorcerer takes a Human captive as part of the summoning ritual and sacrifices them to the dark gods (he may gain Power Points for this as normal), then cuts out the captives' heart and offers it to the Demon as it appears from a billowing funnel of smoke, so it may consume it.

The bargain: The sorcerer has three choice which he can make:

* Command the Demon to perform any amount of tasks within the time limit before it disperses.

* Induce it to stay at the price of one Human's heart per day till he dismisses it. If there is no heart available and the sorcerer is the only one in sight, it must make a DC 20 Will saving throw or attack the sorcerer, craving his heart. If it succeeds, it will return to it's home-world without much of a fuse, though it may growl at the sorcerer for not supply it with the proper nourishment, it none the less will go peacefully.

* Send it on a mission which may take weeks, or months, but the sorcerer has no control over the Demon's actions and it will sustain itself with a fresh kill (1 Human's heart) each day as it seeks to complete his task. If for example a task is to kill another which is a few countries away, it will need something of the victim to track it by it's scent or homing instinct. This can cause many a problem as the Demon kills randomly through it's journey, then in the city of it's target (for example) it must find the victim and this could take days, weeks, month to find them, once it has slaughter hundreds just to find one person (if not slaughtered itself), then it's task is complete and it can return to it's home-world. Once given a scent it never loses it, till the victim is dead. If for some bizarre reason the sorcerer wished for the Demon to return, perhaps with the head of it's victim. The sorcerer would be wise to have a victim ready, just in case the Demon has not feed before he arrives at the sorcerer's abode.

The Demon is intelligent enough to be discreet, travelling at night and taking lone victims if he can, keeping to the shadows as it hunts for it's summoner's goal.

Material Components: Sacrificial victim.

Here: G'Ilugz:


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Channel Demon
Power Point Cost: 2
Components: V, S
Casting Time: One standard action
Range: Personal
Duration: One round per caster's level
Saving Throw:
Prerequisites: Demonic pact

When this spell is cast, the sorcerer's face contorts as his body is temporarily infused with demonic energies! He gains a +4 enhancement bonus to Strength and Constitution and his Damage Reduction increases by +2. Furthermore, he can use his hands as claws that deal 1d6 damage on a successful hit; these count as weapons for the purpose of attacks. The sorcerer automatically gains one Corruption point when casting this spell.


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Cosmic Sacrifice*
Power Point Cost: 10
Components: V, S, M
Casting Time: One minute to begin ritual
Range: See text
Target: Self or one other creature
Duration: Concentration
Saving Throw: Will negates
Prerequisites: Greater demonic pact or summon demon, Ritual Sacrifice, Knowledge (Arcana) 15 ranks, Perform (Ritual) 15 ranks, Corruption 7+
Magic Attack Roll: Sets DC for the target's saving throw

This spell opens up a rift in the heavens, calling upon demonic entities from beyond this world. The Power Point cost is just enough to open the rift – after that, the spell starts consuming living entities to fuel it's own fury.

To cast the spell, the sorcerer must sacrifice an innocent mortal as well as calling on his demonic patrons for aid.

The spell has the following effects:


* One Minute After Casting: A storm of terrible power forms above the sorcerer. This storm is a Windstorm. The storm expands to cover a large area (1/3 mile per level of sorcerer).

* Three Minutes After Casting: Bolts of Lightning lash the land below the storm.

* Ten Minutes After the Casting: All sorts of unnatural effects manifest; the dead rise, minor demons are conjured, the spells of other sorcerers go awry and so on.

* Thirteen Minutes After Casting: Random People within the area of effect are dragged into the sky and consumed by flames. This counts as sacrificing the victims of the spell; most of the Power Points generated are used to fuel the spell or taken by otherworldly entities but the sorcerer get a portion of the power.

* Every Minute After the Thirteenth Minute: The sorcerer may make a Perform (Ritual) check to determine how many Power Points he gains.

Perform Check Result:

Lightly populated area: Less than 20 (0 PP); 21-25 (1d4 PP); 26-30 (1d6 PP); 30+ (1d10 PP).

Densely populated area: Less than 20 (0 PP); 21-25 (1d4 PP); 26-30 (1d6 PP); 30+ (1d10 PP).

Note: Casting this spell increases the sorcerer's Corruption total by 1d6.


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Form Demon
Power Point Cost: 2 per HD of Demon
Components: V, S, M
Casting Time: One hour
Range: Evil Eye
Target: One willing Demon of maximum HD = Scholar's level
Duration: Instantaneous
Saving Throw: None
Prerequisites: Base Magic Attack Bonus +4, demonic pact or master-words and signs, summon demon, Permanent Sorcery
Perform (Ritual check): DC 10 + (˝ x Demon's HD) + Demon's Constitution modifier

Some sorcerers, or their clients, prefer to clothe their demonic allies and servitors in the form of Men, so as to more easily allow them to carry out their work on Earth. This also has the advantage that the Demon need not be summoned on a regular basis, which would risk the consequence of runaway magic.

Form demon can only be cast on a willing Demon, who must be prepared to abandon his power of manifestation and exchange it for a more permanent existence on Earth. The sorcerer must make the Perform (Ritual) check, noted above, or the spell fails.

If the check is successful the Demon loses the Manifest power but becomes immune to effects of banish outsider spell as a result. Furthermore, a Demon affected by form demon my not be dismissed by means of one of the instants spells that can be formulated by a sorcerer who knows the master-words and signs spell. Any hostile sorcerer wishing to banish a Demon so affected by form demon must use a bind demon spell instead, which is both more difficult and far more costly to cast.

Material Components: A handful of earth, plus assorted paraphernalia to a total value of 100 silver pieces per HD of the Demon.


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Greater Demonic Pact
Power Point Cost: 8
Components: V, S, M
Casting Time: Three hours
Range: Effectively unlimited
Target: Self or one other creature
Duration: One hour/level or until task is fulfilled, but see below
Saving Throw: None
Prerequisites: Knowledge (Arcana) 15 ranks, Ritual Sacrifice, Tortured Sacrifice, magic attack bonus +6, demonic pact, must know at least four sorcery styles, must be subject to a demonic pact.

This spell works as for demonic pact, except as noted above and below.

The Demon summoned is a Demon Lord, rather than a Demon of medium power as for demonic pact. Examples of Demon Lords can be found in Secrets of Skelos.

A Demon Lord knows any spell of sorcery style.

Rather than intervening personally on behalf of the sorcerer the Demon Lord summoned with greater demonic pact will send one or more minions, which can be any of the entities that could be normally summoned with the summon demon spell, up to a total maximum HD equal to twice the sorcerer's level. It is these minions that will respond to any casting of the spell master aid me! as well.

The insight Luck bonus granted by it's brand, tattoo or talisman is doubled to +8.

Each time a sorcerer casts this spell, he must make a Corruption saving throw or gain one point of Corruption, as for demonic pact. However, he does not automatically fail this saving throw the first time he casts greater demonic pact.

It is impossible for one sorcerer to have a pact with more than one Demon or Demon Lord at a time. The greater demonic pact replaces the demonic pact that is prerequisite for the spell.

Material Components: Powders, potions, incenses and other trappings to a total cost of 500 silver pieces, plus a virgin Human Female who is sacrificed to the Demon Lord during the casting of the spell.


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Greater Possession
Power Point Cost: 12
Components: V
Casting Time: 10 minutes
Range: 100 miles plus 50 miles per Scholar level
Target: One Human target
Duration: 1 hour per Scholar level
Saving Throw: Will negates
Prerequisites: Base Magic Attack Bonus +6, master-words and signs or demonic pact, Knowledge (Arcana) 8 ranks
Magic Attack Roll: Sets DC for the target's saving throw

Like lesser possession, greater possession allows the sorcerer to make mental contact with entities from beyond and offer them a moment freedom in the mortal shells of unwitting Humans. The entity is unusually a spirit that either is unable to become corporeal or that roams the many dimensions of reality seeking a means of release onto the physical plane. These entities are often demonic gods, dark and powerful forces that could be very dangerous to the summoner without precautions.

The spell works as a lesser possession in it's other functions, except those noted above.


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Healing of the Spirit
Power Point Cost: 1.5 per level/HD of subject (round down)
Components: V, S, M
Casting Time: 20 +4d10 minutes
Range: Touch
Target: One living creature
Duration: 1 day per Scholar level
Saving Throw: Will negates
Prerequisites: Base Magic Attack Bonus +3, master-word and signs or demonic pact, Heal 6 ranks, Knowledge (Arcana) 10 ranks


”This place is protected by powerful gods!”

When a person is 'Left for Dead,' sorcery maybe attempted to fully bring them back to the realm of the living without them spending a Fate Point. As the spell is being cast, the sorcerer bind the subject in a shroud and inscribes the exposed areas of the wounded Character from head to toe with script necessary to summon the spirits that shall work the healing, and the sorcerer needs to be very careful to mark the wounds properly also.

Once the spell is complete, the subject creature's death is staved off for the duration of the spell and they remain stalled at -10 Hit Points; he does not get worse but he does not heal, either. Every night, between midnight and dawn, there is a 25% + (5% x sorcerer's Cha Modifier + Sorcerer's Magic Attack Bonus) chance that the spirits will come to take away the wounded creature's soul. If the spirits do not come by the spell's expiration, the subject succumbs to their wounds and no manner of mundane or magical healing will prevent that, nor can such additional healing be attempted during the spell's duration without disrupting the spell. If the spirits come before spell's full duration expires, the spell ends after that night regardless of results.

The subject should be secured to something or the spirits will carry off their soul, requiring the spirits make a Strength check against whatever bindings are in place in an attempt to snap them and make off with their prize. Consider the spirits to have 22 Strength (+6) for the sake of this check, with the DC needed depending upon what is holding the subject down.

Break DC Chart:

The Break DC can be modified by using an excessive amount of binding, as well as through the efforts of anyone who wishes to hold the subject's body in place. Brute strength is not enough, however and only those with an emotional investment in the wounded Character will actually be able to lend assistance:

* An acquaintance increases the Break DC by (1 + Cha bonus).
* A close friend or family relation by (2 + Cha bonus).
* A lover or like by (4 + Cha bonus). A Charisma penalty has no affect on the DC.

No matter how many People lend their assistance or how many bindings are used, the original DC cannot be increased by more than 50% of it's base.

If the bindings are broken (or did not exist to begin with), one round of effort is needed to make off with the soul and return to Hell with it, leaving an empty husk behind. During this round anyone who meets the previously outlined criteria of attachment to the subject may enter into an opposing grapple with the spirits to prevent this from happening. The spirits have a grappling bonus of +10, and a qualified person opposing the spirits with grapple checks of their own will gain previously outlined bonus to their roll, depending upon the type of relationship they shared with the subject. The spirits make off with the soul if they win grapple checks in two succeeding rounds.

In fact, between trying to break the bindings and grappling, the spirits will maintain their efforts for 2d20+4 rounds before resigning and returning to Hell. Failing to take the soul with them means the subject will immediately return to zero Hit Points (disabled) but will not begin healing naturally until another full day of rest has passed.

The spirits do not perform this healing without payment, however, and they will demand a blood price for their services and being cheated of their soul. Just what this price is should be determined by the Game Master and is not for the sorcerer to decide, although the subject's loved one may make an offer (such as their own soul; example give spirits their own Fate Point, Valeria may have had only one Fate Point left and gave it to Conan in the film, so when shot by the arrow, she had none left to save to safe her own life with) and it is possible the spirits may listen. One way or another, though, the spirits will want what they are due.

Material Components: paints worth 3 silver pieces.


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Heaven's August Light
Power Point Cost: 5+
Components: V, S
Casting Time: One standard action
Range: Dependent on Scholar's level
Target: Sentient creatures
Duration: 1 round for every 5 Power Points invested in the spell
Saving Throw: Will negates
Prerequisites: Demonic pact or master-words and signs, plus sorcerer must be an active priest of a God or Demon/Kuei

This spell summons forth the radiance of heaven to beam down, bathing an area of radius equal to the sorcerer's level in feet. The effect of the spell depends on the will of the sorcerer: the sorcerer can either enhance any Saving Throw modifiers by his Scholar level or reduce them by the same amount. The former is used to augment the sorcerer and those faithful to him and the latter to smite his enemies. Any one caught in the beam of heavenly radiance is affected and is not allowed a saving throw to negate the energies of heaven.


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Identify Demon/Kuei
Power Point Cost: 8
Components: V, S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Target: Self or one other creature
Duration: Instantaneous
Saving Throw: Will negates (see below)
Prerequisites: Demonic pact or master-words and signs

This spell allows a sorcerer to identify the name and nature of any Demon or Kuei that has previously been summoned to the mortal world. He cannot control it, nor can he determine the creature's magic, but he can determine:

* Who summoned the Demon/Kuei
* The reason behind the Summoning
* The Demon/Kuei's agenda, if it has one
* The essence of the pact the summoned creature has with it's summoner

The Demon/Kuei is permitted a Will save to reject the sorcerer's attempts to gain information. The DC for the saving throw is sorcerer's level +10. If the Demon/Kuei succeeds, then the sorcerer cannot attempt to use this spell against this particular Demon/Kuei again. If the summoner of Demon/Kuei is also present and perceptive of the attempt to gain knowledge, he may reduce the DC of the saving throw by half his sorcerer's level (round down).


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Implant Demonic Essence
PP Cost: 4/HD of pregnant Woman
Components: V, S, F, magical link
Casting Time: 1 hour
Range: Touch
Target: One creature
Duration: Mortal, Permanent
Saving Throw: Will negates; see text
Magic Attack Roll: Sets DC for target’s saving throw
Prerequisites: Raise Corpse, Magical Attack Bonus 6+, Permanent Sorcery

By casting implant demonic essence, you place a demon’s dark essence in a nearby embryo within a pregnant Woman, forcing the child to be born with the Spawn of Dagoth Hill template. The demon can choose the gender of the resulting child. The pregnant Woman will die from the eventual birth of the demon-child.

This spell is blocked by warding or a similar protective spells.

If the pregnant Woman intends to resist, she must succeed on a Will save. If the sorcerer is successful, then part of a demon’s life force will occupy the embryonic Human. The child will gain the demon’s Intelligence, Wisdom, Charisma, Hit Dice (see pages 109-115 for creating Demons in Secrets of Skelos), Class (if any), Class level(s, if any), and any mental abilities. The body will form its own Strength, Dexterity, Constitution, hit points, cultural characteristics, natural abilities, and automatic abilities.

Focus: A pregnant Woman


Example: A Black Fiend makes an arrangement with his Summoner to create a demon progeny for himself. The process creates the new life who gains an Int 13, Wis 17 and Cha of 19. This Black Fiend had two levels of Scholar which the baby gains (Class and the 2 levels) plus 6 Hit Dice for his Demon heritage and starts with a BAB of +7 (6 for Demon and +1 for 2nd level Scholar), Base Save Bonus of +5, Base Defence of +4 and MAB of +4 (+3 Demon's and +1 for Scholar). This demon has no mental abilities.

Note: I am uncertain of how exactly the demon's creation process will form it. I presume it takes the usual nine months to tear itself free of it's Mother, and will probably need about another 4-6 years to gain self awareness and a realisation of what it is. Still it maybe a Damien Thorn subconsciously and cause some havoc to defend itself. The child may receive a -4 to -2 Strength and -2 Con and Dex. Till it gains about 13 years or so.

Note:
Half-Demon Sorcerer:

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Nialldubh
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Lesser Possession
Power Point Cost: 6
Components: V
Casting Time: One minute
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Target: One Human target
Duration: 3 rounds plus 1 round per Scholar level
Saving Throw: Will negates
Prerequisites: Base Magic Attack Bonus +4, master-words and signs or demonic pact, Knowledge (Arcana) 6 ranks
Magic Attack Roll: Sets DC for the target's saving throw

It is possible to summon entities that can be offered a Human vessel for possession. Such entities may act for a short period in the mortal realm, usually at the behest of the summoner. The exact nature of the possessing entity is variable, depending upon the intention and interest of the sorcerer or his sect. Some entities may come from the Outer Darkness, while others may be disembowelled spirits, souls of the dead or occasionally even the strong dominant mental presence of some dark, demonic god.

The target of a lesser possession will usually be in the presence of the sorcerer. The sorcerer must activate the spell mentally contacting the presence of an entity, which he then directs at the target. The entity immediately attempts to invade the target's mind, provoking a Will saving throw. The DC of this is based on the Scholar's magic attack roll, as this reflects the strongest entity he can summon. If the target fails, he becomes dominated by the entity. Depending upon the nature of the entity (it may have a varied agenda) it will obey the sorcerer only to the limits of it's own discretion. The sorcerer should make a Will save (DC 20), to see if the entity will comply with his commands. If the save fails, then the entity will ignore or attack the sorcerer instead of obeying him.

At the end of the spell's duration, the possessed victim is released and regains control of his own self. He will have full clarity of the possession, as if he were, watching himself from behind his own shoulder.


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Nialldubh
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Ritual Execution by Demons
Power Point Cost: 10
Components: V, S, M, F
Casting Time: 10+ minutes
Range: Close or Magical Link
Target: One living creature
Duration: See text
Saving Throw: None if the sun sets or eclipses during the casting of this spell; otherwise Will negates (see text)
Prerequisites: master-word and signs or demonic pact, summon demon, Ritual Sacrifice
Magic Attack Roll: Sets DC for the target's Will saving throw

This spell requires certain mystical herbs that emit a colourful smoke when burned. You must kill a goat by bleeding it. After the goat expires, the sky will take on a crimson hue. If performed correctly and the sun has set during the performance, the moon will also take on a crimson colour. Name you Demon Lord three times and a inhuman crackle of speech will be heard by those nearby, yet nothing seen as yet. The beating of leathery wings will be heard and coals will glow weirdly. Around the helpless victim a pool of blood will gather. Ghastly wounds will appear over the victim, but nothing that could cause such wounds can be seen; at this stage the victim loses 1d3 Con per round. As the victim writhes in agony, when their Con reaches below 10, their skin will flay off and their muscle tissue will start to melt, turning into a black mass of tissue and blood; white splotches will appear and observers will realise these white things are the victims bones becoming exposed. When the victim dies, the colour of the sky and moon will return to normal and the only remains of the victim, is their skeleton lying amid a pool of liquefied tissue and muscle. The victim is considered ritually sacrificed.

If this spell is timed so the sun goes down during the casting, the victim receives no saving throw, otherwise the victim may make a Will Save; if the Will save is made, the tormenting Demon will not come and the spell fails. If the spell takes effect, then the spell ends when either the victim dies or the sorcerer casting the spell dies, whichever happens first.

Material Components: One goat (or other animal sacred to the Demon); certain mystical herbs found in the jungles of the Black Kingdoms. These herbs cost about 10 silver coins per dose in the Hyborian Kingdoms, a little less in Turan and Iranistan, a little more in Vendhya, and substantially less in Zamboula and Tombalku.

Focus: One cauldron or brazier to burn coals and herbs.


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Servitude
Power Point Cost: 8
Components: V, S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Target: Sentient creature
Duration: 1 day per Scholar level
Saving Throw: Will negates (see below)
Prerequisites: Demonic pact

This spell compels the target to become a follower or worshipper of the sorcerer's summoned Demon/Kuei. It must be cast in the Demon/Kuei presence.

The target is allowed a Will save to resist the effect of the spell against a DC equal to the sorcerer's level, plus the Demon/Kuei Will save modifier, +10. If the saving throw is successful, then the compulsion fails.

If the spell succeeds then the target is brought under the Demon/Kuei's influence and can be commanded by either the Demon/Kuei or the sorcerer for the spell's duration. Whilst enchanted the target acts normally but now only in the Demon/Kuei's interest; he cannot follow any allegiances whilst succumbed to the spell's influence.

A sorcerer can direct the spell at multiple targets at a cost of 8 Power Points per target.


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Spawn of the Black Heart
Power Point Cost: 15
Components: V, S, M
Casting Time: One hour
Range: Special
Target: None
Duration: Permanent
Saving Throw: Fortitude negates (see below)
Prerequisites: Scholar level 4, demonic pact or master-words and signs, Knowledge (Arcana) 6 ranks, Craft (Alchemy) 6 ranks
Magic Attack Roll: Sets DC for the target's saving throw

The Acheronians created a mechanism by which a heart could be extracted and magically treated to turn it into a leathery, slowly beating necrotic egg. The heart can later be used as the focal point used to summon forth a terrible 'Spawn of the Black Heart,' from the Outer Darkness.

The sorcerer who casts this spell must prepare a heart using the ancient Acheronian techniques, diluting the mortal blood of the fresh organ and then preserving it in the necrotic fluids, extracting from brain matter of ghouls. The heart is hardened and reanimated through series of incantations, at which time the demonic entity is summoned, it's essence trapped within the organ. The Spawn of the Black Heart, thus created, is a permanent entity until destroyed.

The Spawn of the Black Heart, once summoned, will obey one command from the summoner after which it leaves to perform it's task, becoming a independent entity. The summoner must attempt a pact with it to gain further access to the creature. The one command the Spawn of the Black Heart receives must be succinct and stated in one sentence, such as “Kill my husband,” or Guard this tomb.” The spawn will not obey commands of a sweeping or broadly interpreted nature, such as “Destroy the kingdom,” or “Hunt down my enemies.”

Material Components: One Human heart, brain fluid of one Ghoul.

The Spawn of the Black Heart:
Here:

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Summon Ancestor
Power Point Cost: 10
Components: V, S, M
Casting Time: One day
Range: Personal
Target: Ancestors
Duration: Day equal to the Scholar's level
Saving Throw: Will negates
Prerequisites: Demonic pact or master-words and signs, plus sorcerer must be an active priest of a Khitan religion
Magic Attack Roll: Sets DC for the target's saving throw

The spell summons a named ancestor from heaven and locks the ancestor's spirit back into the mortal world for a number of days equal to the sorcerer's level. The summoned ancestor is then compelled to provide advice and guidance to the sorcerer and to use it's magic in his favour, much as any other summoned entity must. Ancestors are resistant to this form of magic; they are content in heaven and so, the ancestor receives a Will save to resist the spell, breaking it completely if it succeeds. The ancestor is allowed a further saving throw to resist the sorcerer's request or commands each time he makes one.

Material Components: A link to the ancestor concerned, such as a heirloom or a revered statue from a ancestral shrine.

Note:
This spell can easily work for other Cultures that worship their ancestors and not just for Khitans.

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Summon Demon*
Power Point Cost: 1 per Hit Dice of Demon
Components: V, S, M, XP
Casting Time: One full round
Range: Close (25ft. + 5ft. per two levels)
Target: One Demon of maximum HD equal to the caster's level
Duration: One task, lasting up to one hour/level
Saving Throw: See below
Prerequisites: Magic attack bonus +4, master-words and signs or demonic pact
Magic Attack Roll: Sets DC for the Demon's saving throw

This spell calls a single Demon to perform a specific task for the sorcerer. This could be a simple as “defend me for the duration of this spell,” or a good deal more complex. However, if the wording of the sorcerer's instructions allow for a different interpretation or worded wrongly, it is likely that the Demon will follow the letter of the agreement rather than the spirit.

As the sorcerer who casts this spell is instructing and ordering the Demon in question, he need not make a Corruption saving throw. In effect, this does not count as 'making a peaceful contract,' with the Demon – the sorcerer is using his own authority or that of the Demon with whom he has a pact to force the summoned Demon to co-operate, which is neither peaceful or in the Demons best interests.

The Demon the sorcerer is attempting to summon gains a Will saving throw (with a DC set by the magic attack roll) to resist the spell and remain in it's own hell, or in the Outer darkness or wherever it abides.

Material Components: Pinch of powdered sulphur, cast into the air or onto the floor. The Demon arises from the smoking sulphur.


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Summon Dragon
Power Point Cost: 20
Components: V, S, M
Casting Time: One day
Range: Personal
Target: Dragons
Duration: One specified task
Saving Throw: Will negates
Prerequisites: Demonic pact or master-words and signs, a suitable offering, Knowledge (Arcana) 10 ranks
Magic Attack Roll: Sets DC for the target's saving throw

The Dragons of Khitai are ethereal entities that traverse the realms of heaven, the mortal world and the underworld. They are magically very powerful and whilst usually benign, capable of great wrathfulness if angered.

Summoning a Dragon cannot compel it to act in a particular way. The sorcerer must instead, persuade the Dragon that it must do something: if the dragon refuses, no force on earth can command it. Furthermore, Dragons are capricious and the Dragon's reaction to be summoned by a mere mortal can never be predicted.

Roll on the chart provided to determine the Dragon's reaction to the summoning.

The DC modification is applied to the DC for the persuasion attempt, which is at base 25. Further modifiers can be applied according to the circumstances.

Once summoned the Dragon, if persuaded, performs only one action. It requires a sacrifice. This maybe a life of some form but it may equally be riches or jade. The higher the quantity or quality of the offering, lower the DC by 1 or 2 points – but never more than 5. Dragons, whilst vain, cannot be swayed by offerings alone, the sorcerer must have a compelling reason for the summoning.


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Summon Elemental*
Power Point Cost: 2 per HD of Elemental
Components: F or V, M, XP
Casting Time: One full round
Range: Close (25ft. + 5ft. per two levels)
Effect: One Elemental of maximum HD equal to twice the caster level
Duration: One task, lasting up to one hour/level
Saving Throw: See below
Prerequisites: Perform (Song or an appropriate musical instrument) 10 ranks, magic attack bonus +7, master-words and signs or demonic pact
Magic Attack Roll: Sets DC for the Elemental's saving throw

This spell calls upon a single Elemental to perform a specific task for the sorcerer. This could be as simple as “defend me for the duration of this spell,” or a good deal more complex. In most cases, though, the Elemental will perform the task to the best of it's ability and comprehension, rather than deliberatively twist the words of the sorcerer as a summoned Demon usually would attempt. The Elemental is summoned within Close range and in line of sight of sorcerer.

The task must never be more than single mission. For example, an Air Elemental could carry the sorcerer's servant from Vendhya to Zembabwei but not wait to bring him back with a return trip. A Water Elemental could be summoned to cause a river to flood, to destroy a specific ship (or even a whole fleet of ships) or to guard a port town and attack any black-sailed ships that come near it for the duration of the spell. However, it could not destroy a ship in the Western Ocean, rush to the Barachan Isles to destroy another ship in the harbour of Tortage and then speed south to Argos to create a storm. The Elemental, as played by the Game Master, will never agree to any task that sounds like it rally two missions disguised as one. An Elemental will regard any single use of one of it's special attacks as a task in and of itself.

One option that exists with Elementals is to call them on a contingency basis. In this case, the sorcerer casts the spell in advance, explains the task the Elemental is to called forth to do and the event that will trigger it, then dismisses the Elemental again. If the triggering event occurs within the duration of the spell, the Elemental will manifest automatically, perform the task then leave. If the triggering does not occur within the duration of the spell, the spell will be wasted and nothing will happen. When summoned on a contingency basis in this way, the Elemental will be unable to manifest unless the material component is present. The focus or verbal component, however, is only necessary when initially casing the spell.

The Elemental the sorcerer is attempting to summon gains a Will saving throw (with a DC set by the magic attack roll) to resist the spell and remain in it's strange home. If summoned on a contingency basis, it may only make one Will saving throw when first instructed in initial negotiations – if the contingency later occurs, it manifests without getting another saving throw to stay at home.

Focus A musical instrument, played by the sorcerer during the spell's casting time. This must be appropriate Elemental called: a drum for Water Elementals, song or pipes for Air Elementals, stringed instrument for Fire Elementals or horn for Earth Elementals. A sorcerer with 10 ranks of Perform (Song) does not need to use a separate instrument when calling an Air Elemental (only), as his voice acts as a verbal component to replace to focus.

Material Components: A small quantity of the element to be summoned. This need only be a token amount: a breath of air for an Air Elemental (which is usually provided by the air that forms the sound of the song or pipe music), a cupful of water for a Water Elemental, a small fire (such as caused by a handful of flame-powder) for a Fire Elemental and at least four cubic inches of bare earth for a Earth Elemental.


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Travel Beyond
Power Point Cost: 12
Components: V, S, M, F
Casting Time: One hour
Range: Touch
Target: Transports the sorcerer and/or up to five willing participants to another dimension
Duration: See text
Prerequisites: Base Magic Attack Bonus +5, dream of wisdom, master-words and signs

This spell transports the sorcerer and up to five others to another dimension, such as Yag, or the Dreamlands (see Secrets of Skelos; page 184). The travellers vanish from this world and appear in the Otherworld. The sorcerer of the spell can draw the travellers back by casting the spell again, but the reverse casting only costs 6 Power Points and does not require the costly material components. The spell calls upon certain Demon Lords to open the path beyond this world, and travellers may be forced to serve or give offerings to these cryptic entities in order to win safe passage (forcing a Corruption save for having dealings with such creatures).

The spell uses a crystal or other token as a anchor – the travellers must be touching this token when the sorcerer reverses the spell to bring them back to where they began. The spell sends the targets to the general vicinity of the target location in the Otherworld, but makes no other guarantees about their safety or sanity.

Focus: An anchor, usually a crystal, which must be made wholly of terrestrial metal or stone.

Material Components: Meteoric iron and dust worth 5,000 silver pieces.


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Vomit Horror
Power Point Cost: 2
Components: V, S
Casting Time: 1d4 rounds
Range: Personal
Target: Creates a vile monster from the sorcerer's own soul
Duration: Special
Saving Throw: None
Prerequisites: Summon demon, channel demon, conjure item, Concentration 8 ranks, Corruption 1+

When this spell is cast, the sorcerer vomits up a pool of vile, writhing inky horror, a demon-like entity that formed from the taint in the sorcerer's own soul. The strength of the entity depends on the sorcerer's Corruption level. The monster counts as a Demon with Hit Dice equal to the sorcerer's Corruption, up to a maximum of 15. The sorcerer has Monster points equal to his Corruption x5 to spend on buying monster traits (see Secrets of Skelos; page 109).

The monster will obey the sorcerer's psychic commands, and the sorcerer may see through the creature's eyes at will. However while the monster is still manifested, the sorcerer cannot spend or regain Power Points. If the monster is slain or banished, the sorcerer must make a Fortitude save (DC 25) or die instantly. The sorcerer must physically touch the monster to reabsorb his blackened soul.

Note:
Slight error in spells description, at beginning it is a taint that forms the monster, at end it is his actual soul he need to reabsorb. Personally no sorcerer of worth could even hope to make such a high Fortitude DC; so suggest if the sorcerer fails the DC, he ages 1d6 years instead.

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White Darkness
Power Point Cost: 4
Components: V, S
Casting Time: 1d20 minutes
Range: Personal or Touch
Target: One creature
Duration: 1d6 hours
Saving Throw: Will negates
Prerequisites: Demonic pact or master-words and signs, Knowledge (Arcana) 6 ranks, Perform (Dance) 2 ranks, Base Magic Attack Bonus of +1
Magic Attack Roll: Sets DC for the target's Will saving throw

The character becomes possessed by a god or a Inquice. The character must dance in a orgiastic manner in order to cast the spell on himself, a tribesman dancing with him or a helpless creature in the centre of his dance. As the character dances, he feels a strange numbness that is glorious in it's whiteness and horrifying in it's darkness. An unearthly chorus will identify the god or Inquice entering into the character and power will flood the body, threatening to burst out and explode out through the chest and head of the character. The character mat choose to accept the possession or may touch another to pass the power into the other creature. The possessing outsider seizes control of the character (usually the sorcerer) and the character acts as if he is the God, Demon or Inquice. A character may volunteer to fail the saving throw.

The character gains the Possessed template for the duration of the spell. Once a character takes this template, they are forever a risk of being possessed again in stressful situations. The Will save against this eventuality is DC 10 + number of times the character has been possessed by the entity.


Example Thus, a Black Coast native who has been possessed by the Inquice of War might find himself possessed by the spirit again whatever combat start going against him – and he could also slaughter his friends with his enemies.

If cast on a Player Character the Game Master may take control of the character for the duration of the spell. The subject of the spell is completely ignorant of his surroundings for the entire duration and will remember nothing of his actions later.


Possessed Template:

Once a possessing outsider takes control of a character, this template determines the character's statistics during the possession. The possessed character is the base creature and the possessor is the possessing outsider. Unless otherwise noted, use the base creature statistics. This is a generic template; some entities my have there own particular templates.

Example: A Character possessed by Jhebbal Sag may take the 'Spawn of Jhebbal Sag,' Template in the Conan: The Scrolls of Skelos or Secrets of Skelos at the Game Master's option.

Hit Dice: The possessing creature cares little for the character's body. The base creature's Hit Dice type becomes a d12 (if the character has more than ten levels, the additional hit points are +4 per level over tenth), as the possessor ignores the pain and other damage inflicted upon it.

Attacks: The base creature gains a slam attack that deals damage according to it's size (1d6 plus size modifier, minimum of 1). The slam may be used in place of the base creature's natural attacks.

Special Attacks: The base creature gains the possessor's supernatural or spell-like special attacks. In addition, it gains the following special attack:

Hideous Spew (Su): The possessed creature may generate a massive flow of stomach acid, showering it's enemies in a blast of acidic spray that can strip away the flesh. This is a line up to 20 feet in length that can target one creature as a ranged attack. Those hit by the line of spew may make a Reflex save for half-damage (DC 15 + possessed's Dexterity modifier). The possessed may use this ability three times per day.


Creature Size Spew Damage

Tiny: 1d6
Small: 1d8
Medium: 2d6
Large: 2d8
Huge: 4d6
Gargantuan: 4d8
Colossal: 6d8


Abilities: Replaces the base creature's Intelligence, Wisdom and Charisma with the possessing creature's score (assume Int 18, Wis 20 and Cha 20 if specific stats are not known). The base creature gains +4 bonus to Strength, +2 bonus to Dexterity and a +4 bonus to Constitution. The possessor can manipulate it's victim's body to draw improved physical power from it.

Skills: Use the possessing creature's skills (assume Balance: +23, Climb: +23, Craft (Alchemy): +23, Craft (Herbalism): +23, Intimidate: +23, Jump: +23, Knowledge (Arcana): +23, Knowledge (Religion): +23, Listen: +23, Perform (Ritual): +23 and Spot: +23 if specific skills are not known). In addition, the possessing creature may choose up to 1 + it's Intelligence modifier of the base creature's skills it may use.

Feats: Use the possessing creature's feats (assume Power Attack, Cleave, Great Cleave, Improved Critical (slam), Improved Bullrush, Improved Overrun if specific feats are unknown).

Corruption: Anyone willingly undergoing possession must make a Corruption save. Assume the possessor has a +10 magical attack bonus if a specific one is not known.

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