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Necromancy:; "The Dead Shall Arise!"
Topic Started: Sep 1 2016, 03:25 PM (1,155 Views)
Nialldubh
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Necromancy


The Scholar who learns necromancy achieves limited mastery over the very mysteries of life and death. This is especially popular for those who wish to slay their enemies instantly, rather than merely harming or inconveniencing them.
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Raise Corpse Basic Necromancy
Power Point Cost: 1/corpse
Components: V, S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels)
Target: One corpse/level of Scholar (see below)
Duration: Concentration +1d6 rounds
Saving Throw: -
Prerequisites: Base Magic Attack +2

This spell turns the bodies of dead creatures into undead zombies that follow the sorcerer's spoken commands. The zombies can follow the sorcerer, remain in an area and attack any creature (or just a specific type of creature) that enters the place or perform simple actions according to the sorcerer's commands. The zombie remain animated until destroyed. A destroyed zombie may not be reanimated again.

The Zombies the sorcerer creates remain under his control for the duration of the spell. At the expiry of the spell, they become simple corpses once more, falling into lifeless heaps wherever they stood.

A zombie can be created from the mostly intact corpse of a humanoid or animal and it's statistics depend more upon the corpse it was created from than any abilities it had in life. See Page: 287 of Conan the Roleplaying Game for details on the risen dead.


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Chill of the Grave (Defensive Blast)
Power Point Cost: All remaining Power Points
Components: V
Casting Time: Immediate
Range: Personal
Target: 10 ft. radius around the sorcerer
Duration: Instantaneous
Saving Throw: Fortitude half
Magic Attack Roll: Sets DC for the target's saving throw

All those within 10 feet of the sorcerer take 1d6 cold damage for every Power Point expended in the casting of this spell. A successful Fortitude save (DC = the result of the sorcerer’s magic attack roll) means the victim takes half damage. The sorcerer himself is immune to the defensive blast, as are zombies and other undead creatures.

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Agonising Doom
Power Point Cost: 4/target
Components: V, S
Casting Time: One full action
Range: Close (25ft. + 5ft. per two levels)
Target: One or more creatures, up to a maximum of one creature per two levels
Duration: 1d6 rounds
Saving Throw: Fortitude negates and see below
Prerequisites: Raise corpse, death touch, Magic Attack Bonus +6
Magic Attack Roll: Sets DC for the target's saving throw

Black tendrils of power shoot out from the sorcerer’s hands, slaying his enemies agonisingly and rapidly. This spell only affects creatures with fewer than 8 HD.

The targets must all make Fortitude saving throws, with success completely negating the effects of the spell. A character who fails his saving throw begins to lose 4d6 hit points per round. Furthermore, he is in such extreme pain that he must make a Will saving throw on any round in which he wishes to act. Success means he may take either a move action or a standard action but not both; failure means he may not do anything that round other than lie prone in agony.


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Amenkuhn’s Golem
Power Point Cost: 10 plus 1/extra HD/see below
Components: V, S, M
Casting Time: One Week
Range: See below
Target: Special
Duration: Permanent
Saving Throw: Special (see below)
Prerequisites: Scholar level 5, raise corpse, Knowledge (Arcana) 8 ranks, Decipher Script 8 ranks
Magic Attack Roll: None

Whispered into the ears of Zuthelia by Amenkuhn’s foul spirit, this ancient spell may well have been created in the decadent, forgotten of the Acheronians. It is just as likely that Amenkuhn himself culled the spell from the forbidden knowledge made available to his ethereal spirit, while trapped in the nameless limbo beyond.

To cast this spell, a sorcerer must gather a dozen or more corpses inside a magic circle that must be drawn from ancient arcane script derived from the Acheronian language. The corpses must have been the victims, directly or indirectly or sorcery. If the sorcerer intends for the golem to be possessed, then he must have possession of the possessing spirit’s soul, either in the form of a body part or a magical device which contains the soul.

The spell takes one week to prepare, during which the bodies must be ritually sewn together inside the circle of magic, with a lengthy litany of enchantments spoken during this period. At the end of the week, the sorcerer must spend one
hour investing his power points into the golem, bringing it to life. The creature (page 28) will complete its sorcerous animation as the desiccated flesh takes on a strange unlife and the golem’s various components coagulate into a terrible whole. The creature will function as an automaton, albeit one with a strange thirst for destruction.

The golem is controllable by its creator, who must invest one Power Point per day in the creature to keep control of it in a ritual that takes 10 minutes, during which the golem must remain within the circle of power in which it was created. Should the sorcerer fail to make this offering, the golem will become autonomous, killing at random. The sorcerer may re-establish control by offering a sacrifice of four Power Points and making a Will save (DC 20) to bring the golem back under his control.

Should the sorcerer wish to provide a possessing spirit to bring sentience to the golem, he must offer up the artefact or object containing the soul of the possessor. It must be placed on or in the body of the golem and allowed six days to bond with the creature, during which time the spirit must make a Will save (DC 20) to take control of the body. The spirit will have a Will save equal to that which it had in life. If the spirit fails, then the golem rejects the possessor, ripping the object from its body and losing control, becoming violent to all around it, including its creator. The sorcerer may not regain control of the raging construct as what little mind it had is now completely unhinged. If the possessing spirit succeeds, then the golem becomes, effectively, a new body for the wayward soul and the golem is now under control of this spirit, rather than its creator.


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Black Plague*
Power Point Cost: 20
Components: V, S, M
Casting Time: One day
Range: One mile per level
Target: One mile radius/level or 10 ft. radius/level, see below
Duration: One week/level
Saving Throw: Fortitude negates
Prerequisites: Raise corpse, Magic Attack Bonus +7

This is a dreadful spell capable of driving hundreds or even thousands of victims to horrible, tormented deaths. It creates a great wind propelling a foul, stinking miasma which can strike down all within its path. The effects of this spell closely resemble a disease, though in fact sorcery is responsible for the victims’ demise.

The black plague has two different forms: one is designed to strike terror into a population, the other is designed to wipe out the sorcerer’s enemies completely.

In either case, once the plague strikes, it is rapid and lethal from its onset to the victims’ death a few minutes later. A Fortitude saving throw (DC 17) must be made. Failure causes the targets 1d4 Constitution damage and turns their bodies purple. After 3d6 minutes they take another 1d4 Con damage and their bodies turn black. From that point onwards, they are dealt a further 1d4 Con damage per minute until they are dead.

The first form of black plague affects a random scattering of individual humans throughout the area of its effect (which is one mile radius per level) at a rate of one per the sorcerer’s level per day. The sorcerer may not specify which individuals are affected in this way. This form of black plague tends
to significantly demoralise the population through which it is sweeping, for they can see no comprehensible reason for its spread. This is likely to have a number of effects at the Games Master’s discretion, including disruption to the area’s economy, widespread looting or other lawlessness and an unwillingness among the population to become involved with other issues (such as fighting a war) until the problem of the plague is resolved.

A further side-effect of this form is that it gives the sorcerer a +4 bonus on any Bluff, Diplomacy or Intimidate checks he makes to deliver news by the greater sorcerous news spell (see page 248), so long as he can plausibly tie in the effects of the plague with the message he is attempting to communicate. This will usually be most effective if he is able to present the plague as a divine punishment or warning of some kind.

The devastation that this form of black plague inflicts on the community is further heightened by the scorching, blasting effects of the wind that drives the disease-ridden miasma. This wind blasts corn in the fields and fruit in the trees alike, withering plants and slaying animals. The precise effects of this on crop plants are up to the Games Master but if nothing else all creatures of the animal subtype within the area of effect must make Fortitude saving throws just as the small number of humans did, or die themselves. In the often shaky economies of many Hyborian nations, such loss of food crops and animals can weaken or
destroy entire communities even more effectively than the direct effects of the plague.

The second form of the spell is much more extreme in its devastation of humans but affects only a small area and has no effect on animals or plants. All humans within the specified area (a 10 foot radius per level of the sorcerer) must make Fortitude saving throws (DC 17) or die as above. A successful saving throw protects them for a week, but if they re-enter the area after that they must save again.

Furthermore, with this version of the spell, the sorcerer may concentrate to move the area of effect at a speed of up to four miles per hour. This requires almost all the sorcerer’s attention, as is usual for a concentration type effect; also, Concentration checks may need to be made if he is attacked or otherwise distracted while moving the area of effect.

Note that the plague is not actually contagious in either version.

The plague will last for the entire duration of the spell. The only way for the sorcerer or anyone else to end it prematurely is by somehow taking control of the weather in the area and sweeping away the miasma with a great storm. Unlike with true diseases, conventional physicians using the Heal skill cannot alleviate the plague, though certain spells and magical objects may be useful for this.

Material Component: Essences collected from certain tombs in Stygia, to a value of 1,500 silver pieces.


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Blackblood Plague
Power Point Cost: 18 points/vial
Components: V, S, M
Casting Time: One evening (8 hours)
Range: See below
Target: Special
Duration: Permanent
Saving Throw: Fortitude negates (see below)
Prerequisites: Scholar level 8, raise corpse, Craft (Alchemy) 12 ranks, Knowledge (Arcana) 12 ranks, Ritual Sacrifice
Magic Attack Roll: Sets DC for the target's saving throws

The Blackblood plague was a terrifying disease unleashed upon Messantia and was responsible for the death of thousands. Behind this terrible spell was the Stygian, Amenkuhn, whose quest for ancient power and revenge nearly laid the city low before his death. The Blackblood plague spreads through filth, vermin and human contact. It is extremely contagious and once someone is within 30 feet of an infected subject, they are immediately subject to the Fortitude saving throw to stave of the disease. Likewise, moving through filth in a plague-ridden area or being bitten or touched by diseased animals is sufficient for exposure.

The Blackblood plague begins with a small vial of blackish, sanguine liquid distilled from a mixture of ancient mummies and the blood of a suitable human sacrifice. The sorcerer must perform the ritual over a day, after grinding the flesh of a desiccated mummy into powder with a pestle made of human bone. The sacrificial victim must be virginal, pure of spirit and deed. The ritual must be performed on the night of a new moon. If all requirements are met, then the
spell maybe cast. The sorcerer must have a special vial, a reliquary in which to store the tainted blood, which is mixed with the powdered mummy flesh. The end product is about two ounces of deadly liquid, a pure form of the Blackblood
plague that will infect on contact.

Victims of Blackblood suffer initially from trembling limbs and black, bloody welts that begin to spread across their bodies. For each day of infection, the victim may make a Fortitude save against the DC, which is based on the sorcerer’s magical attack bonus. Because of the nature of the contagion, the DC is calculated once as a value equal to 10 + the magical attack bonus and Charisma modifier of the sorcerer. This applies to those who are subjected to the pure form of Blackblood. The DC is –4 for saving throws of those who are exposed indirectly through infected people or areas.

For each daily Fortitude save failed on the daily checks, a target suffers the permanent loss of 1d3 points of Constitution, Strength and Charisma. If the victim’s Charisma eventually reaches 0 first, then the disease goes into remission and the victim falls into a coma. The character may make a Fortitude save once a week to see if he recovers; success means he regains one point of Charisma and the disease ceases its continued ravaging of the victim’s body. However, the effects already inflicted on the victim remain. If the victim’s Strength of Constitution reach 0 first, then the character dies. Death by Blackblood is a terrible sight and victims are rarely recognisable towards the final stages of the disease as they are covered in welts, cough blackened blood from their rotting lungs and bleed from every orifice.


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Blessing of Ch’eng-Huang
Power Point Cost: 1+ point
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Corpse
Duration: 1 month per level of caster, plus 1 month per Power Point
Prerequisites: Raise corpse

The spell protects a corpse from decomposing for a number of months equal to the Power Points invested in the spell, plus the caster’s level. The caster can voluntarily reduce the spell’s duration but he cannot extend it above these limits (for example a level 5 sorcerer could choose to preserve a corpses for only 1 month instead of 5 if he wished).

The spell does not bring the corpse back to life and nor does it heal any damage it has suffered; however it does prevent putrefaction. However once the spell ends, time catches-up with the corpse and the natural process of decay is accelerated with the events that would have occurred as a natural part of the process occurring simultaneously once the enchantment expires.


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Bone Melding
Power Point Cost: 6
Components: V, S, M
Casting Time: Eight hours
Range: Touch
Subject: Self or one other creature
Duration: Instantaneous
Prerequisites: raise corpse Base Magic Attack Bonus of +6 or greater
Skill Check: Heal DC 20

Bone melding is a rather morbid method of healing used by necromancers in the Hyborian Age. The material component is a bone of a eleventh level or greater character which is strapped over the same bone of the spell’s target and left against the skin for the spell’s casting time. If the caster’s skill check is passed, the bone gradually dissolves into the person, transmitting the portion of the life energy of the bone’s original owner into the target. This has the effect of restoring all hit points and Attribute damage lost by the target. The effect is rather unsettling though to those unaccustomed to this sort of thing. Many choose to sleep through the entire process.
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Call of the Dead
Power Point Cost: 1 point per undead called
Components: V, S
Casting Time: 1 standard action
Range: Caster’s level in miles
Target: Undead
Duration: 10 minutes per level of the caster
Prerequisites: Raise corpse

This spell allows the caster to call an undead entity to come to his area from within a range equal to the caster’s level in miles. The undead creature will be naturally drawn to the place where the spell is cast; assuming nothing interferes with their movement. If the undead entity can circumvent the barrier without bringing harm to itself, it will do so. The spell does nothing to dissuade the wants or needs of the creature summoned if it is an intelligent undead but will place any mindless undead in the thrall of the caster when they arrive. As a note, this spell does not create undead, it merely calls existing undead to the caster. Once the undead arrive they remain under the caster’s control for 10 minutes per his caster level; at the end of the spell the creatures become inert unless the caster invests a further Power Point for every 10 minutes he wishes to maintain control over the creatures.


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Ch’eng-huang’s Blessing
Power Point Cost: 1 point per level of the target
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Sentient Creature
Duration: 1 minute per level of the caster
Prerequisites: Raise corpse, Knowledge (Arcana) 15 ranks

With this spell the target cannot normally die for the duration of the spell. The target can still be maimed, knocked unconscious, dismembered and so forth but he cannot die by mundane means. He may even be reduced to any number of negative Hit Points but will not die. If the target is restored to health before the spell’s duration ends, then all is well. If Suspend Death expires while the target is still mortally wounded, then he will likely succumb to his wounds and die.
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Corrupted Touch
Power Point Cost: 4 points + (see below)
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature, contagious
Duration: One day per scholar level
Saving Throw: Fortitude negates
Prerequisites: Raise corpse, death touch, Magic attack bonus +6
Magic Attack Roll: Sets DC for the target's Fortitude saving throws

Raising an army of the undead requires quite a bit of time, effort and energy. However, raising an army of the mostly undead, of men who should have died, but did not due to the sorcerer’s timely intervention, mostly requires a bit of patience and a fairly large battle.

A sorcerer who knows this spell can weave a charm about his hand. When he touches a target the charm passes to him, nestling down into his heart if the target fails his Fortitude saving throw. For the next 2d4 days every creature the target comes into contact with must make a Fortitude save or pick up a bit of the residual taint. This taint lasts until the initial charm fades at the end of the spell’s duration.

If a creature affected by the taint goes below 0 hit points it automatically stabilises at –9 hit points. It does not respond to healing or to magical healing if that healing is available. The near-corpse does not rot or suffer from the effects of hunger or thirst.

Once enough bodies accumulate the sorcerer may invoke the second part of this charm. He must spend 1 PP for each near-corpse he wishes to affect. All affected corpses must be within a one-mile radius of his position. The corpses rise within 1d4 rounds as risen dead. Once risen the corpses remain under the necromancers control until they are destroyed.

The scholar does not regain the PP invested in the raising the corpses until something destroys them.


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Crawlers from the Mouth
Power Point Cost: 2 points/target
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per scholar level)
Target: One or more creatures, up to a maximum of one creature/two scholar levels
Duration: Concentration +1d4 rounds
Saving Throw: Fortitude negates (see below)
Prerequisites: Raise corpse, summon beast, Magic attack bonus +4
Magic Attack Roll: Sets DC for the target's saving throws

The spell summons serpents, bees, flies, mice, scorpions, spiders or other vermin from the interior of enemies, as a Summon Beast spell. The vermin of choice comes from the victim’s mouth. A target is entitled to attempt a Fortitude saving throw to resist the effect based on the sorcerer’s Magic Attack Roll. A failed saving throw indicates the character begins choking to death on the vermin slithering out of his mouth. A character who begins choking can hold his breath for 1 round per point of Constitution, coughing up vermin the entire while. After this period of time, the character must make a DC 10 Constitution check in order to continue holding his breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, he begins to suffocate. In the first round, he falls unconscious (0 hit points). In the following round, he drops to –1 hit points and is dying. In the third round, he suffocates and dies.

The process of being choked by a stream of vermin is painful. The pain imposes a –4 penalty on attack rolls, defence, movement, skill checks and ability checks the first round of contact (a second Fortitude save DC 18 may be made to halve the penalties). If the first save is successful, he is instead stunned for 1 round. A stunned character may not act, nor may he use Dodge Defence or Parry Defence. Attackers get a +2 bonus on attack rolls against a stunned opponent.


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Create Horror
Power Point Cost: 6 + 1 point per hit dice of the creation
Components: V, S, F
Casting Time: 10 + minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Equal to your Magic Attack roll in minutes
Saving Throw: None
Prerequisites: Raise corpse, bind demon, greater telekinesis, Knowledge (Arcana) +20 (not ranks, just overall modifier), magic attack bonus +7

This spell shows your complete mastery of life and death, for it creates the worst form of life, summoning it out of the things around you and forcing it to serve your whims. The body congeals from shadows and dust, sand, debris or bric-à-brac, or otherwise assembles from non-living materials around you into a horrific form. You then provide it with the spark of life by binding a spirit, life force or demon into it, creating something fundamentally wrong. The resulting aberration (see Conan The Scrolls (Secrets) of Skelos for a complete description of the aberration type) has a maximum hit dice equal to half of your magic attack roll; use the Created Horror table to determine the size and statistics of the creature (necromancers can create less powerful ones if desired). It will obey your verbal commands. Even though it is an aberration, it has no particular special powers although it does provoke a Terror of the Unknown check (see Conan the Roleplaying Game). The creature will fall apart into its base components at the end of the duration.

The created horror has a base attack bonus equal to ¾ of its hit dice and the saving throw progression of a scholar. It does not have skills and has Damage Reduction equal to the Hardness of the materials that created it (if any, or if known) plus 2d4–5 (minimum 0). It is not immune to any particular attack form, and gets two slams and a bite attack if it takes a full attack action. It has base Defence progressions as a scholar.


Chart: Create Horror:

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Curse of the Wood
Power Point Cost: 1+ point
Components: V, S, M
Casting Time: 20 minutes
Range: Touch
Target: Any wooden object
Duration: See below
Prerequisites: Raise corpse, Knowledge (Nature or Wood) 10 ranks

This spell enchants any wooden object to become a manifestation of rot and decay, turning a simple piece of wood or bamboo into a deadly weapon capable of leeching the life from whatever it touches. Once enchanted, the object will drain 1 level from any living thing it comes into contact with that fails a Fortitude Saving Throw against a DC equal to the caster’s level +10. This drained life is transferred to the wielder of the enchanted object directly as regained Hit Points equal to the levels drained multiplied by 3. The enchanted object can do this once per contact, up to a number of times equal to the Power Points invested in the object, at which point the item crumbles to dust.

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Death Touch
Power Point Cost: 2/touch
Components: V, S
Casting Time: One standard action
Range: Touch
Target: One or more creatures touched, up to maximum of one creature per Scholar level
Duration: One round per Scholar level
Saving Throw: Fortitude partial
Prerequisites: Raise corpse, Magic Attack Bonus of +5
Magic Attack Roll: Sets DC for the target's saving throw

Any creature touched by a sorcerer’s unarmed touch attack while death touch is active die instantly. A target is entitled to attempt a Fortitude saving throw to resist the effect. If successful, he is instead stunned for one round. A stunned character may not act, nor may he use Dodge Defence or Parry Defence. Attackers get a +2 bonus on attack rolls against a stunned opponent.

Each sorcerer or sect has its own variant of this spell, differing only in the details. For example, the version used by the Priests of Set causes the sorcerer’s hand to turn completely black and is known as the Black Hand of Set. Anyone slain with it has a black handprint burned on to his body with a cold, deathly fire. By contrast, Khitan sorcerers (who often wield a Staff of Death to deliver their death touches) turn the whole of an enemy corpse completely black when using this spell. The Games Master and players are encouraged to devise their own ‘signature’ effects when casting death touch.


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Derketa's Dhow
Power Point Cost: 15 plus 5 points per hour
Components: V, S, M
Casting Time: One hours
Range:100 miles
Target: One sunken ship
Duration: Concentration
Saving Throw: None
Prerequisites: Raise corpse, Ritual Sacrifice, Base Magic Attack Bonus of +6
Magic Attack Roll: None

The horrific spell wrenches a sunken boat from it's watery grave, drags echoes of the sailor's spirits from whatever awaits them from beyond the veil, and then force them to crew the ship until sorcerer chooses to release them.

Regardless of the ship's original crew or cargo it is populated by 40 of the risen dead. It moves on the winds of the sorcerer's will, travelling at 10 knots across any body of water regardless of the weather or water conditions. The ship does not take damage from natural weapons, but the crew can be slain. If the sorcerer is on board the ship when he ceases concentration or can no longer pay the power point cost he is immediately attacked by the crew. The ship has 10 movement points for determining closing. Once the spell ends the Derketa's dhow sinks back beneath the waves, never to be seen or heard from again.

Material Components: A fragment from a ship lost at sea.


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Desiccation
Power Point Cost: 6
Components: V, S
Casting Time: One Full-Action
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.
Target: Self or one other creature
Duration: 4 rounds
Saving Throw: See text
Prerequisites: Raise corpse, death touch, the fifth mystery of Set, Knowledge (Mystery: Set) 15 ranks
Magic Attack Roll: Sets DC for the target's saving throws

By chanting the formula, ‘Yotha-hie, eyes to black, Xet’ta, steel to rust, Hie- Yotha, bones to crack, Ta’xet, blood to dust,’ a sorcerer causes an opponent’s eyes to bulge outward, then vanish inside the skull during the round of utterance (Fort save negates; otherwise the character is blind); after that his weapons and armour crumble away in a shower of corroded flakes in the second round (Will save negates). Then, in the third round, every bone in the victim’s body pops and twists as if a dozen heavy mallets struck him at once (Fort save negates; character drops to 1d10 hit points; may have to make a save against massive damage). Finally, during the fourth round, the victim collapses as his blood turns to crimson dust (Fort save negates, otherwise character is dead).


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Draw Forth the Heart
Power Point Cost: 7
Components: S
Casting Time: One standard action
Range: Evil Eye
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Prerequisites: Raise corpse, death touch, agonizing doom, conjuring, telekinesis, Ritual Sacrifice, Opportunistic Sacrifice, Tormented Sacrifice, Magic Attack Bonus of +7
Magic Attack Roll: Sets DC for the target's saving throw

This powerful spell can both dispose of an enemy and allow the sorcerer to recoup some or all of the Power Points used to cast it, with perhaps a few more besides if the victim was sufficiently tough.

If the target fails his saving throw, he dies, his heart pulled out of his body and into your hands by a magical force. The process is so painful to him that although he dies within moments, you immediately gain Power Points as though you had sacrificed him with the Tormented Sacrifice feat after torturing him for fifteen minutes.

A target who makes his saving throw suffers an effect similar to a mild heart attack and is dealt 4d6 damage. He may only perform either a move action or standard action on his next turn.


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Drums of the Dead
Power Point Cost: 8
Components: V, S, F
Casting Time: One hours
Range: Touch/One target
Target: One ship
Duration: One day per Scholar level
Saving Throw: Will negates
Prerequisites: Raise corpse, Ritual Sacrifice, Base Magic Attack Bonus of +3
Magic Attack Roll: Sets DC for the target's Will saving throw

This spell targets a victim who must make a Will save while being ritualistically sacrificed by the sorcerer. If the target fails the save, his tortured death not only provides power but also becomes a part of the larger spell being cast. He picks up a properly prepared ox-hide drum and beats till his body finally fails. His spirit continues to sound the drum until the duration elapses or the spell is somehow lifted.

The drum increases the movement speed of any ship with oars by +2 and gives the ship +2 movement points during closing turn.

Focus: An elaborately made ox-hide drum costing no less than 50 gl.


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Essential Salts
Power Point Cost: 2 per level of the target
Components: V, S, (M)
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per level)
Target: One living being or bottle of essential salts
Duration: Mortal
Saving Throw: None
Prerequisites: Raise corpse, Craft (Alchemy) 10 ranks, Heal 10 ranks

This spell is a method for a sorcerer to preserve his soul while long centuries pass. By reducing himself to a small pile of dust – his essential salts – the sorcerer can wait out an eternity, and be resurrected good as new in centuries to come. The spell can be cast in one of three ways.

First, the sorcerer can cast the spell on himself. This causes the sorcerer to crumble into his essential salts, effectively killing himself. This version of the spell requires no material components.

Secondly, the spell can be cast on a pile of essential salts, bringing them back to life. The caster must make a Craft (Alchemy) check at DC 20 when casting the spell. Increase the DC if the salts were not stored properly or were mixed with common dust or ash. If this check is failed, then the target comes back only as ‘ye liveliest awfulness’, suffering 1d6 Points of Wisdom and Charisma damage and gaining one point of Corruption for every point of difference between the DC and the caster’s skill check result. The essential salts spring back to life. The resurrected character has only 1d6 Power Points and is fatigued. The material component for this spell is the pile of essential salts itself.

Finally, the spell may be cast offensively, on a character who has already been brought back by the second variant of this spell. When the spell is cast, the target crumbles back into essential salts. The third variant of the spell has no effect on those who have not already benefited from the second variant. This version of the spell requires no material components.


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Eternal Warrior
Power Point Cost: 10 points per warrior
Components: V, S, M
Casting Time: 1 day per warrior
Range: Personal
Target: Prep-prepared figure
Duration: Permanent, but number of animations limited to sorcerer’s level divided by 5
Prerequisites: Raise corpse, Knowledge (Arcana) 10 ranks

This spell specifically animates warriors cast from terracotta or similar materials to guard a tomb or grave. It's primary use is by Emperors where entire terracotta armies are prepared but others have called upon a necromancer to animate one or two guardians and some jungle temples have Eternal Warriors as part of the general temple defences but a similar spell also creates the bone and bamboo guardians of the Great Wall.

The spell relies heavily on it's material component, which is the Medium-sized statue to be animated. The figure needs to be specially cast, carved or moulded, and a pint of human blood mixed or absorbed within the material. The figure can be of any Cultural type: the spell’s matrix will animate it appropriately. Also one weapon can be added to the statue at time of creation, giving the Eternal Warrior a proficiency with cert weapon.

The spell is a powerful, permanent enchantment but it has limitations. The number of times an Eternal Warrior can animate is dependent on the level of the caster at the time he works the spell. An Eternal Guardian will animate, under strict conditions, once for every four levels of the caster (so a terracotta warrior created by a necromancer of level 20 will animate 5 times); however, once the figure comes to life, it remains active until either destroyed or commanded to halt by it's creator or it's enemies are dead or have fled the area.

At the point of creation the necromancer must also specify the conditions that cause the figure to animate and what it must do when animated. ‘Come to life when the Emperor’s tomb is breached by robbers’ is a good example of when to
animate and; ‘Slaughter all who try to escape’ a good example of what the Eternal Warrior is to do. Note, however, that if someone accidentally came across the tomb and entered it simply out of curiosity, leaving without taking anything, the Eternal Warrior would remain inert.

A single spell matrix can be used to create as many Eternal Warriors as the sorcerer has Power Points available. The spell will not animate skeletons or corpses to become Eternal Warriors: for that, the sorcerer must use the raise corpse spell (see page 258 of the Conan the Roleplaying Game).

Material Components: Terracotta (bone or bamboo, etc.) statue worth 1,000 sp, plus 0ne pint of human blood.


Created: Eterenal Warrior:

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Finger of Nergal
Power Point Cost: 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per two scholar levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex half
Prerequisites: Raise corpse
Magic Attack Roll: Sets DC for target’s Reflex saving throw

When casting this spell, the caster touches a nearby corpse with one hand and points his other hand at the target, channelling a black ray that blasts and blackens the target’s flesh. The target takes 1d4 points of cold damage per caster level (maximum 10d4).

The caster can attempt to increase the damage dice used from four-sided dice to six-sided dice by making a Fortitude saving throw (DC 18). If this saving throw fails, the spell uses four-sided dice and the damage is evenly divided between the caster and the target (who still gets a Reflex save to further reduce the damage).

Material Component: A corpse, which becomes blackened and withered and cannot be re-used for the same spell.


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Ghost Lure
Power Point Cost: 1 point per round of concentration
Components: V, S, M
Casting Time: One Standard Action
Range: Medium (100 ft. +10 ft./level)
Effect: Attracts all ghosts and free-willed undead within range
Duration: Concentration +1d6 rounds
Saving Throw: Will negates
Prerequisites: Raise corpse, the dead speak, Base Magic Attack Bonus of +2
Magic Attack Roll: Sets DC for the target's saving throw


When this spell is cast, the sorcerer scatters a few droplets of blood around. Any ghosts or other undead creatures within range of spell scent his sweet blood and are drawn to the location where the spell is cast. Undead creatures must make a Will save each round that the spell is maintained to resist the compulsion.

Undead creatures that have prior commandments have a +5 bonus to their Will saving throws to resist this spell. Undead creatures that sight living foes clearly or are commanded by their master have a +0 bonus to their Will saving throws to resist.

Undead creatures that are attacked or in combat may ignore the spell completely.

The primary use of ghost lure is in concert with make ghost trap – it increases the chance that a ghost caught that day by 5% per round of concentration. It can also be used to distract undead guards or horrors.


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Greater Black Plague*
Power Point Cost: 15
Components: V, S, M
Casting Time: One hour
Range: Magical Link
Target: Up to one per three levels
Duration: Instantaneous
Saving Throw: Fortitude negates
Prerequisites: Raise corpse, black plague, Magic Attack Bonus +8
Magic Attack Roll: Sets DC for the target's saving throw

This enhancement to black plague allows the sorcerer to target specific individuals, making it an ideal tool for magical assassination. It can only be cast while a standard black plague cast by the sorcerer is already in operation and can only affect targets within that spell’s area of effect. Those targets must immediately make Fortitude saving throws as usual for black plague, except that the DC is set by the sorcerer’s magic attack roll. These saving throws are in addition to any saving throws the victims may have already had to make for the black plague spell.


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Greater Legion of the Dead*
Power Point Cost: 10 Point/100 corpses
Components: V, S, F
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft. Per Scholar level)
Target: Up to hundred corpses/Scholar level
Duration: Concentration +1d6 Days
Saving Throw: See below
Prerequisites: Raise corpse, Magic Attack Bonus of +10

The spell works as more a powerful version of Legion of the Dead, allowing a veritable army of undead to rise and work for the sorcerer. The undead follow the sorcerer's verbal commands until the spell expires, when the undead become lifeless corpses again.

Focus: The focus for this spell is a ceremonial tool of command worth at least 1,000 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.


* This spell can have severe repercussions on a campaign world and is subject to Runaway Magic.

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Jar of Flesh and Bone
Power Point Cost: 2 per HD of undead creature, or 1 Power Point (see below)
Components: V, S, M, F
Casting Time: 2 minutes
Range: Evil Eye
Target: 1 creature
Duration: Until the conclusion of the event 'foretold'
Saving Throw: None
Prerequisites: Raise corpse

This spell is used by the sorcerer to seal an enclosed container, mostly a large jar or urn, which will store any type of non-sentient Undead creature packed in sand. The sorcerer can take a live captive and sacrifices them to the dark spirits (or he may gain the Power Points from this as normal), or a previously dead creature and place the corpse within the jar. The sorcerer then casts the spell while painting the symbols of preserving on the outside of the container.

Once contained, the undead creature will remain within the jar until summon forth and it's task complete. A focus grants the owner the right to command this undead creature.

Sometimes these jars are presented as gifts for honoured associates or family members and the focus given to the new owner to do as they wish. but first they must attune to the jar's magical properties by expending one Power Point and need not know the Necromancy Sorcery Style to call upon the undead creature and command it to action. This means only a Scholar, Temptress or a Dabbler can use such a gift.

It requires a move action to call undead forth, so two could be summon from two different jar and commanded to attack a foe of the summoner with one full-round, or one focus can be attune to an unlimited amount of jars and summon forth as a squad that can be command as a unit in one move action.

Focus: A coin or stone or some form of item that is marked with a symbol that grants permission to he who holds it to summon forth the undead creature from within the container. One focus can be used for any amount of jars of flesh and bone or one focus for each jar, for once the jar is broken, they cannot be replaced back a new jar, unless a new spell is cast.

Material Components: Dead corpse and an urn large enough to place the body within packed with sand, average price 10-20 sp (possibly more if larger). Paints, brush and oils worth 10 sp.


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Language of the Judged
Power Point Cost: 1 point
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Sentient Creature
Duration: 1 minute per level of the caster
Prerequisites: Raise corpse

This spell allows the target to speak to mindless undead (zombies, skeletons, etc.). Although it does not instantly give the target the ability to command or lead these creatures, it does allow him to communicate normally with them and perhaps to get them to do his bidding. Most mindless undead have no reason to lie or hold back information as they have no concept of what they are saying but they also do not have to stop attacking to answer the target’s questions...


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Legion of the Dead
Power Point Cost: 2 Points/5 corpses
Components: V, S, F
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft. per two levels)
Target: Up to five corpses/level
Duration: Concentration +1d6 hours
Saving Throw: None
Prerequisites: Raise corpse, Magic Attack Bonus of +4

The spell works as more a powerful version of raise corpse, allowing for squads of undead to rise and work for the sorcerer. The undead follow the sorcerer's verbal commands until the spell expires, when the undead become lifeless corpses again.

Focus: The focus for this spell is a ceremonial tool of command worth at least 200 silver pieces – a crown, a whip of golden thread, a bejewelled sceptre or some other item.


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Life Feast
Power Point Cost: 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Prerequisites: Raise corpse, Magic Attack Bonus +3
Magic Attack Roll: Sets DC for the target's saving throw

The caster draws forth the ebbing life force of a creature and uses it to fuel his own power. Upon casting this spell, the sorcerer touches a living creature that has -1 or fewer hit points. If the subject fails a Will saving throw, it dies, and the caster gains 1d8 temporarily hit points and +2 bonus to Strength.

Additionally, the sorcerer's effective caster level raises by +1, improving spell effect depending on caster level. (This increase in effective caster level does not grant access to more Power Points or Class Abilities). These effects last for 10 minutes per HD of the subject creature.


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