Moderator: Nialldubh

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:26 pm #21

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.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:38 pm #22

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:

.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:41 pm #23

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.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:44 pm #24

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.


.
Last edited by Nialldubh on September 1st, 2016, 4:47 pm, edited 1 time in total.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:46 pm #25

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.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:48 pm #26

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.

.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:49 pm #27

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.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 4:54 pm #28

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...


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:07 pm #29

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.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:10 pm #30

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.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:10 pm #31

Make Ghost Trap
Power Point Cost: 2
Components: V, S, M, F
Casting Time: One Day
Range: Touch
Effect: Creates a Ghost Trap
Duration: 3d6 months
Saving Throw: Will negates
Prerequisites: Raise corpse, the dead speak
Magic Attack Roll: Sets DC for the target's saving throw

The spell turns a simple braid of leather or hair into a ghost trap. The trap lasts for 3d6 months before losing it's power.

Each day there is a base 1% chance the ghost wanders into the trap (this chance can be increased by ghost lure or by clever positioning of the trap). Most of the ghosts that wander into the trap are just animated spirits, which are useless for most purposes, although a sorcerer who knows Nature Magic can use these spirits as part of a summon beast or animal ally spell. Other ghosts are the ghosts of recently deceased mortals, which are of more use to a sorcerer.

A sorcerer may speak to trapped ghosts, although the spirits are not compelled to respond in any way. Ghosts retain most of their memories but usually are confused by their deaths and tend to repeat themselves a great deal. Ghosts also slowly decay along with the trap, so a trap has only a month of useful power left in it will hold a ghost that is very disorganised and forgetful. Destroying a trap frees a ghost and it is impossible to reuse trap.

If the ghost is that of a powerful entity (5 or more HD/levels), then the ghost tend to be stronger and more assertive. Such trapped ghosts can sometimes manifest for a few seconds after the trap is destroyed.

The ghost of sorcerers retain some spellcasting ability and have 2+ Wisdom Modifier Power Points remaining to them. They can only cast spells with verbal and somatic components. Ghostly sorcerers can be induced to teach spells to others.

Material Components: Twigs, leather strip, strings and feathers.
Focus: The complete trap itself.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:13 pm #32

Make Greater Undead
Power Point Cost: Varies
Components: V, S, M, F
Casting Time: Varies
Range: Touch
Effect: Creates an undead monster
Duration: Concentration +1d6 rounds or permanent
Saving Throw: None
Prerequisites: Raise corpse, Knowledge (Arcana) 6 ranks, Heal 6 ranks, Magic Attack Bonus +3

This spell is more powerful and complex form of the raise corpse spell. It can be used to create ordinary zombies or more powerful undead creatures. Each form of undead requires it's own particular magical incarnations and spell components and each recipe must be researched or discovered individually.

If the sorcerer spends the listed experience cost, the undead creature is animated permanently, lasting as long as the sorcerer's magic endures. Otherwise, the creature lasts for as long as the sorcerer concentrates +1d6 rounds. The casting time for the spell varies depending on the type of creature being created.

The types of undead below are not a complete list and there will be other varieties, feel free to create your own.



Lesser Walking Dead
Notes: Creates 1HD Zombie
Power Point Cost: 1 per 5 corpses
Component Cost: 0
Creation Time: One standard action
Experience Point Cost: 10 XP per corpse



Walking Dead
Notes: Creates a 3HD Zombie
Power Point Cost: 1 per corpse
Component Cost: 0
Casting Time: One standard action
Experience Point Cost: 50 XP per corpse



Greater Walking Dead
Notes: Creates a Zombie with HD equal to it's HD in life
Power Point Cost: 3 per corpse
Component Cost: 50 silver
Casting Time: One standard action
Experience Point Cost: 100 XP per corpse



Skull-Face
Notes: Conjures a Skull-Face
Power Point Cost: 4
Component Cost: 100 silver
Casting Time: 10 minutes
Experience Point Cost: 50 XP per corpse


.
Last edited by Nialldubh on September 1st, 2016, 5:13 pm, edited 1 time in total.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:16 pm #33

Memories of the Dead
Power Point Cost: 40 points + 3 points per ghost raised
Components: V, S
Casting Time: 1 hour
Area: 100 ft. per scholar level radius emanating from the sorcerer
Duration: One hour per scholar level
Saving Throw: Fortitude negates
Prerequisites: Raise corpse, Magic attack bonus +7

Those who fall in battle sleep restlessly as long as the ravens consume their flesh and the worms gnaw at their bones. An unscrupulous sorcerer might use this brief time between the flesh’s failing and the spirit’s passing on to raise for himself an unconquerable army of the dead with which to inflict his will on the world.

The sorcerer must find a place where one or more individuals have died within the last day. He can then speak words so fell even the darkest demons would not dare to utter them save in the most extreme of situations. By doing so he binds the spirits of the dead to his service, creating an army of ghosts. Unlike natural ghosts these creatures remain active for one hour per level of the scholar who cast the spell. They will act and fight as the sorcerer demands, though they will not bring harm to those they held dear in life.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:17 pm #34

Opening of the Mouth and Eyes*
Power Point Cost: 6 points + 2 points from each participant
Components: V, S, F
Casting Time: 1 hour
Range: Touch
Target: One mummy or statue
Duration: Mortal
Saving Throw: See below
Prerequisites: Raise corpse, the fourth mystery of Yinepu; at least ten participants
Magic Attack Roll: Sets DC for the target's saving throws

The Opening of the Mouth and Eyes ceremony is cast so the dead can partake of nourishment in the afterlife and be able to see. It restores all the senses of a mummy or ghost, including movement. The ka gains control of speech, thought and motion. The ka can then move back and forth from the tomb as it wills. The spell is cast while touching an adze to the mouth of a mummy or statue of the deceased. Most forms of this ritual is simply ritual, with no sorcerous element. By expending true sorcerous power on the ritual, the spell takes on a much more real and terrible aspect. It creates a true ghostly ka.

The spell begins with at least ten people involved. The Kherheb priest, who actually casts the spell, the Sem priest, a friend of the deceased (a stand-in is acceptable), the son of the deceased (or a representative), a priestess who represents Isis, a priestess who represents Nephthys, a Menhu priest, an Am-asi priest, an Am-khent priest and someone to represent the armed guard of Harakht. The spell begins by sprinkling water around the mummy or statue from four vessels, one for each direction, accompanied with prayers to Set, Harakht, Thoth and Sept. This symbolically gives the dead the use of his head. Four vases of incense are brought forth to purify the body and strengthen the heart. The Sem priest, at this point, dresses in the skin of a cow and pretends to be asleep at the foot of the statue or mummy. The Am-asi ritually awakens the Sem priest and takes him to his seat. The four priests take the heads of a hawk, an ape, a jackal and a man to transform themselves into the children of Harakht. They give a ritual prayer to return the deceased’s shadow. The priest representing the honour guard of Harakht touches the lips of the mummy or statue.

Once this is done, the Menhu priest sacrifices a bull, two gazelles and several ducks. The heart is taken out of the bull and offered to the mummy or statue. The foreleg of the bull is cut off and touched to the lips and eyes of the mummy or statue four times as the Sem priest recites a formula. The other sacrifices are offered to the mummy or statue. The Sem priest takes two instruments and touches the mouth of the statue or mummy with them as the Kher-heb priest says another ritual formula. The Sem priest then takes a curious, sinuous wand with a ram’s head on one end and touches the wand to the statue or mummy four times while the Kher-heb priest tells the mummy or statue the ‘words of power’. The representatives of the deceased’s friends and children then perform similar touching rituals with their own instruments, a chisel and a bag of red carnelians. The Sem priest then touches the mouth and eyes four times with a Y-shaped instrument. Food is offered to the mummy and an ostrich feather is waved four times in front of the mummy or statue. The mummy is then presented with scents, perfumes and clothing.

The ka is now free to wander and do the bidding of the lead sorcerer (see Stygia; Serpent of the South page 136 for the statistics of the ka).

Note: Keep in mind the rules of mortality in regards to spell casting. Unless steps are taken to make this spell permanent as detailed in Conan: The Scrolls of Skelos, then as soon as the sorcerer dies, the spell ends.

Focus: The spell requires a mummy or statue of the deceased.


.
Last edited by Nialldubh on September 1st, 2016, 5:20 pm, edited 1 time in total.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:22 pm #35

Plague of Flies
Power Point Cost: 10 points
Components: V, S, M
Casting Time: 1 full round
Range: 1 mile per scholar level
Area: 100 ft. radius per scholar level
Duration: One hour per scholar level
Saving Throw: Fortitude negates
Prerequisites: Raise corpse, Magic attack bonus +3
Magic Attack Roll: Sets DC for the target's Fortitude saving throws

Soldiers must, perforce, become nearly immune to the horrors encountered on a field of battle after the warring ceases. They must deal with the hideous visages of corpses mangled by war, the buzzing of flies and the stench only slaughterhouses and battlefields can produce. However, a talented sorcerer can weave a simple charm capable of amplifying these terrors to the point where even a hardened man of war might blanch.

This charm only works on battlefields less than a day old. By weaving it, the sorcerer speeds the natural rate of reproduction in those creatures (flies and maggots especially) who feed off of the carrion left by battle. Within an hour the battlefield swarms with thick clouds of biting flies, flies willing to feast on living as well as dying flesh.

Any creature entering into the area of effect must make a Fortitude saving throw each round. If he fails then he takes one point of damage. Animals will immediately attempt to leave the area of effect, while humans may exercise their own will to remain in place until the maggots and flies strip their flesh from their bones if they wish.

Material Component: A handful of maggots.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:38 pm #36

Resting of Ch’eng-Huang
Power Point Cost: 1+ point
Components: V, S, M
Casting Time: 1 hour
Range: Personal
Target: Corpse
Duration: 1 month per level of caster
Prerequisites: Raise corpse

This spell allows the caster to create a safe place to lay fallen comrades or family without fear of grave robbers, scavengers or rival necromancers. The structure built can be as simple as a fence with a gate or as elaborate as a mausoleum but it must have four walls and a lockable entrance. The spell creates a place that will protect up to one corpse laid within the structure per Power Point of the spell, for one month per level of the caster. Anyone or anything trying to enter the structure by any means in order to interact disrespectfully with the protected corpse(s) will need to make a Will Saving Throw against a DC equal to 10 + the caster’s level + the Power Points invested in the spell. Those who fail the saving throw are prevented from entering the resting place, suffering an uncontrollable sense of dread as they try to cross the threshold.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:45 pm #37

Scent of Rot and Fear
Power Point Cost: 1 points
Components: V, S
Casting Time: 1 full round
Area: 100 ft. + 10 ft. per scholar level radius emanating from the sorcerer
Duration: One round per scholar level
Saving Throw: Will negates
Prerequisites: Raise corpse, Magic attack bonus +3
Magic Attack Roll: Sets the Will save DC of animals in the area of effect

Few things spook animals quite like the sharp coppery sweet smell of blood, entrails and offal wafting up from a disembowelled body. A sorcerer skilled in the arts of necromancy can easily cause this scent to permeate an area, causing domesticated and wild animals to flee in panic.

When the sorcerer invokes this spell the area begins to stink like a charnel house. All animals within the area of effect must make a Will save or become difficult to handle. Any human wishing to them to engage in work will have to make a Handle Animal or Ride skill check (for tricks or riding the mount respectively) in order to force the animal to cooperate. If he fails then the animal’s fear prevents it from responding in accordance with its training.

Any creature capable of using its sense of smell can detect the presence of a sorcerer using this spell without making a Wisdom check. Tracking the sorcerer by smell still requires the Scent ability.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:48 pm #38

Simulacrum
Power Point Cost: 20 points
Components: V, S, M, F, Magical Link
Casting Time: 5 minutes
Range: Close (25 ft. + 5 ft./scholar level)
Target: 1 slightly larger than life-size clay statue (unfired)
Duration: Mortal
Saving Throw: None
Prerequisites: Raise corpse, animate statue, Permanency Sorcery, Magic Attack Bonus +8

To begin this spell, the sorcerer must either construct or have constructed a clay replica of the person to be duplicated, built slightly larger than the person and its mouth must be open. This clay replica must have magical links, including hair, fingernail pairings, sweat, blood and seed (or menses), worked arduously into the clay. When the effigy is ready, but before it is fired, three vials, a strip of parchment and a quill pen must used to prepare the next item. The first vial must contain the blood of the person to be duplicated, mixed with various tinctures to keep it liquid. The pen is dipped into the blood and the person’s name is written across the parchment.

A sprinkling of powder from the second vial dries the blood on the parchment instantly. The third vial has the sorcerer’s blood. The pen is dipped into this and the sorcerer’s name is written on the parchment in larger script, overlaying that of the victim’s name. A sprinkling again from the second vial dries the blood. Now the verbal component begins as the parchment is folded into a precise pattern and placed into the open mouth of the clay statue. Then, using chalks from Stygia (these usually have to be smuggled as Stygians do not use these as trade items or sell them on any sort of market), the sorcerer scribes an incomplete pentagram around the feet of the statue, drawing a star within a pentagon within a circle. Foul black candles are then placed on the points where the shapes touch. Each candle is lit and the pentagram is completed.

The final words of power are spoken. The flames from the candles grow and eventually bend inward, arcing over the statue. When the tongues of flame touch, lighting strikes down and hits the clay. If the construct proves not to be a masterwork construct, it will burst into flames and be destroyed. Otherwise, at the end of the incantation, the candles are consumed and the statue is but dry and cracked. The statue will then tremble and crumble. The clay will fall away, leaving a living, breathing duplicate of the person targeted. It will know its name and it will obey the sorcerer’s commands, having the same Intelligence, Wisdom and Charisma as the duplicated character. The simulacrum will be inhumanly fast (+10 to the original’s Dexterity and speed) and superhumanly strong (+20 to the original’s Strength). Its skin will be tough (natural DR 16). The duplicate will be half the level of the original (minimum 1st level). However, fire will destroy it in an instant; its oils are extremely flammable, so the duplicate will fear fire and stay away from it. The subject who was copied must remain alive. If the copied subject dies, the simulacrum loses its levels, mental abilities (Int, Wis and Cha) and all skills and feats.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:49 pm #39

Skin of the Grave
Power Point Cost: 1+ point
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. per two Scholar levels)
Target: Breathing opponent
Duration: 2 minutes per level of the caster
Saving Throw: To reject the spell, Fortitude Saving Throw DC equal to caster’s level +10
Prerequisites: Raise corpse

The spell causes the target to appear to be an animated corpse: the skin takes on the cyanotic pallor of the grave and the target’s motions become sluggish and jerky for the duration of the spell. To all observers the target is an undead creature although the target himself, although being unable to act quickly, feels no ill effects other than all skill tests suffering an automatic increase in the DC equal to the caster’s level, +1 for each additional Power Point invested in the spell. His movement rate is also halved for the spell’s duration.

If the target succeeds in a Fortitude Saving Throw then the spell has no effect.

Material Component: A handful of dirt taken from a graveyard.


.
Quote
Like
Share

Nialldubh
Arch-Magi/Hero-King
Nialldubh
Arch-Magi/Hero-King
Joined: April 17th, 2011, 10:25 am

September 1st, 2016, 5:53 pm #40

Summon Essence
Power Point Cost: 5 points per jar of blood
Components: V, S, M
Casting Time: 1 full round/jar of blood
Range: Close (25 ft. + 5 ft./scholar level)
Effect: Up to 1 jar of blood/scholar level
Duration: Magic Attack roll sets the duration in hours
Saving Throw: See below
Prerequisites: Raise corpse, Magic Attack Bonus +2
Magic Attack Roll: Sets the duration in hours

Jars of blood are placed within a circle. With a piece of blue chalk, the sorcerer marks ancient Khitan ideograms for the four seasons equidistantly about the circle. Then the sorcerer draws the ideograms for the four humours, then the four elements, all without breaking the ancient chant. Finally the symbol for life is drawn and the symbol of death is drawn over the symbol of life. A chill will rise in the air as the sorcerer chants this spell until his breath comes out in puffs of white and his voice takes on a hollow timbre.

Mist will roll over the circle and in the centre of the mist argent and azure lightning will flash. The stone jars will disintegrate into sand and the earth will drink the blood. The sorcerer must then, with every fibre of his being, use the power of his will to complete the summoning, making a Will save (DC 12), otherwise the essences resist the summoning. If successful, the earth will crack and break and hands, withered and mottled, will claw at the surface. Drawn by the sorcerer’s chant, horrible entities will dig their way from the bowels of the earth. These things are stumpy and misshapen, their skin a mottled mouldy grey-green colour. These are the summoned corporeal manifestations of the essences of murdered men and women. There is no distinction between male and female. They are hairless with opalescent eyes that have seen the grave from inside. Their lipless mouths emit a cacophony of howls and lamentations.

The sorcerer may end the chant once they are all summoned, one essence per stone jar, and when the chanting stops, they will await orders from the sorcerer. They have statistics as ghouls except that they can turn incorporeal and can function as spies or guards.


.
Quote
Like
Share

Confirmation of reply: