Necromancy

Here we have some necromancy at-wills, advantages, and spells based on D&D4e, some based on Diablo 2. I might do the other curses later. Maybe.

 

Advantages

Create Skeleton [2 per level up to level 4, +1 for level 5]

Rather than raising an undead creature out of the bones of a dead body, you use the residual soul remains of a dead body to create an undead servant. Its stats are fixed and not based on the creature used as "fuel". You must have the corpse of a dead creature available. Make a Concentrate, then the corpse is consumed and a humanoid skeleton is formed.

You may keep a number of skeletons with a combined point worth equal to 5% of you own points per level up to 25%.

Ally, based on 5%, Always x4 [0.8]; Conjured (+100%); Minion with Slave Mentality (+0%); Variable: Similar (+25%); Cosmic: Can be split between multiple allies (+50%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%);

Extra levels increase the percentage, 10%, 15%, 20% up to 25%.

100+0+25+50-10-10-10-20=125

(0.2*4)*225%=1.8

(0.4*4)*225%=3.6

(0.6*4)*225%=5.4

(0.8*4)*225%=7.2

(1*4)*225%=9

 

Skeleton Template [-126]

Summary: A Skeleton created by Create Skeleton dies at 0hp, it doesn't go into the negatives. It cannot heal outside of a specific designated Unholy Sanctum and takes double damage from crushing damage.

Full Trait list: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1]. Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15].

-25-85-30-15-10-5-20-20-100-30-1+5+20+10+20+10+30+30+15+40+15+5+15=-126

 

Sample Skeletons

Basic Skeleton [3]:

A typical skeleton, useful as a scout. One created by Raise Skeleton comes with a bit of gear.

Attribute Modifiers: ST+3 [30]; DX+3 [60], IQ-2 [-40], HT +1 [10]

Secondary Characteristic Modifiers: Speed +2 [40], Will +4 [20], Per +4 [20],

Advantages: Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15].

Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1], Poor [-15], Mute [-25].

Skills: Brawling [2], Axe/Mace [4], Sword [4], Shield [2], Stealth [4], Running [4], Jumping [4], Climbing [2] Observation [4], Wrestling [4].

Gear (200$): Mace (Sw+3 cr, Reach 1, 50$, 5lbs), Shield (+2db, 60$, 15lbs), Mail Coif (DR 6/4, 90$, 1lb).

Stats                                       Adv                                                                               Dsdv                                                         Skills

(30+60-40+10+40+20+15)+(5+20+10+20+10+30+30+15+40+15+5+15)+(-25-85-30-15-10-5-20-20-100-30-1-15-25)+(2+4+4+2+4+4+4+2+4+4)=3

 

Skeleton Warrior [7]:

Better armed, but less versatile Skeleton, wearing heavy mail armor (DR 6/4).

Attribute Modifiers: ST+3 [30]; DX+3 [60], IQ-2 [-40], HT +1 [10]

Secondary Characteristic Modifiers: Speed +2 [40], Will +4 [20], Per +4 [20],

Advantages: Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15], Extra Money +1500 [3].

Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1], Mute [-25].

Skills: Brawling [2], Axe/Mace [4], Sword [4], Shield [2], Observation [4], Wrestling [4].

Gear (2500$): Axe (Sw+3 cut, Reach 1, 50$, 4lbs), Dagger (thr-1 imp, 20$, 0.25lb), Shield (+2db, 60$, 15lbs), Heavy Mail Hauberk (DR 6/4 Torso, Arms, Legs, 2280$, 27lbs),

Stats                                       Adv                                                                               Dsdv                                                         Skills

(30+60-40+10+40+20+15)+(5+20+10+20+10+30+30+15+40+15+5+15+3)+(-25-85-30-15-10-5-20-20-100-30-1-25)+(2+4+2+4+4+4)=7

 

Skeleton Mage (Fire/Ice/Lightning) [1/9/16]:

A skeleton charged with mystical power.

Attribute Modifiers: ST+3 [30]; DX+3 [60], IQ-2 [-40], HT +1 [10]

Secondary Characteristic Modifiers: Speed +2 [40], Will +4 [20], Per +4 [20],

Attacks:

  • Fire Blast: 2d6 burn, 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A.
  • Ice Blast: Add Side Effect: HT check or get -2DX and Numb
  • Lightning Blast: Add Side Effect: HT check or get stunned, ignores metal DR above 2.

Advantages: Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15],  Innate Attack Burn 2 [10] or Innate Attack Burn 2 (No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%) [18] or Innate Attack Burn 2 (Side Effect, Stunning, +50%; Surge, Arcing, +100%) [25].

Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1], Dead Broke [-25], Mute [-25].

Skills: Brawling [4], Innate Attack [8], Stealth [4], Running [4], Jumping [4], Observation [4], Wrestling [4].

Gear (200$): Bone Mace (Sw+3 cr, Reach 1, 50$, 5lbs), Bone Shield (+2db, 60$, 15lbs), Mail Coif (DR 6/4, 90$, 1lb).

Stats                                       Adv                                                                               Dsdv                                                         Skills

(30+60-40+10+40+20+15)+(5+20+10+20+10+30+30+15+40+15+5+15+10)+(-25-85-30-15-10-5-20-20-100-30-1-25-25)+(4+8+4+4+4+4+4)=1 +8 if frost or + 15 if lightning.

 

At-Wills

Restless Dead [15]

Restless bones emerge from the ground to attack your enemies. Make an attack with Accuracy 3 against a target that is on the ground within 10 yards. You have -1 per yard of distance between you and the target. If you hit, the target is grappled for 1d6 control points. This attack ignores cover, coming from below the target. The hex where the target is in becomes a zone where anyone in the zone takes 1d6 control points. The Zone lasts 1 second.

Bind 13 [26]; Persistent (+40%); Overhead (+30%); Necromancy (-10%); AoE 1yard (+25%), Reduced Duration 1/10 (-20%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Increased 1/2D, 5x, (+10%); Reduced Range, 1/10, (-30%); Doubly Aspected: Only In combat and against targets on the ground (-40%); Short Range (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%);

40+30-10+25-20-10-10+10-30-40-10-10-10=-45

26+(26*-45%)=14.3

 

Rotting Doom [4]

You unleash necrotic energy from your hands. This is a ranged spell attack with 2d6 toxic damage with range 10, Acc 3, RoF 1, Shots N/A, and Recoil 1. If the target is undead, it must make an HT check or take double damage from all physical attacks for the next minute.

Innate Attack Toxic 2 [8]; Increased 1/2D, 5x, +10%; Reduced Range, 1/10, (-30%); Short Range (-10%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Doubly Aspected: Only In combat and against living or formerly living targets (-40%); Armor Divisor (2) (+50%);

+10-30-10-10-10-10-10-10-40+50=-70

Each level increases damage.

Affliction [10]; Vulnerable x2 to Physical Damage (+40%); Follow-Up (+0%) Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Increased 1/2D, 5x, (+10%); Reduced Range, 1/10, (-30%); Doubly Aspected: Only In combat and against living or formerly living targets (-40%); Accessibility, Undead Only (-50%);

40+0-10-10-10-10-10+10-30-40-50=-120

(4*0.3)+(10*0.2)=3.2

 

Teeth (At-Will) [Varies]

You form a dragon fang an launch at your enemies. Increased levels increase the number of fangs you launch; This  is a ranged attack with 1d6+2 piercing damage with range 10/100, Acc 3, RoF 1, Shots N/A and Recoil 1.

Each level increases the Rate of Fire using the following table:

Level

RoF

Cost

1

1

4

2

1x5

10

3

3x5

12

4

4x5

16

Innate Attack Piercing 1d6+2 [8]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%);

-10-10-10-10-10=-50

8*0.5=4

Each level adds RoF (8*70%)=5.6; (8*100%)=8; (8*150%)=12

 

Spells

Poison Dagger

    Full Cost: 2

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Self only

    Duration: 3 minutes

Coat a blade in poison. Traditionally it is a dagger, but any weapon that uses the Short Sword or Knife skill can be used. The poison adds Single Target toxic follow-up damage to attacks with those weapons.

Affliction [10]; Self Buff (-50%); Poison Dagger (+56%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%);Touch Spell (-55%);

Poison Dagger is: Natural Attack Toxic [4]; Swing Damage (+20%); Necromancy (-10%); Follow-Up: Universal (+50%); Aspected: Only on short blades (-20%); 20-10+50-20=40  4*1.4=5.6 

-50+56-10-10-10-10-10-10-5-10-55=-124

10*(1-0.8)=2.0

 

Corpse Explosion

    Full Cost: 9/20/35

    Casting Roll:

    Components: V, S.

    Cost: 2FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: Instant

You unleash the lingering necromantic energies on a fresh non-consecrated corpse, causing a devastating explosion. Target a corpse within 10 yards, if you succeed on a casting check, that corpse explodes, dealing 2d cr (divided by the distance in yards) damage to all within 4 yards of the corpse. The corpse also fragments, launching [1d] cut worth of fragmentation damage.

Level 2 increases the damage to 4d [2d].

Level 3 increases the damage to 6d [3d].

Innate Attack: Crushing 2d6 [10]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 2 (-10%); Requires a body (-20%); Fragmentation 1d (+15%); AoE 4y (+100%); Reduced Range 1/10 (-30%); Requires Skill roll (-10%); Malediction (+100%); Doubly Aspected: Combat Only and only on fresh corpses (-40%); Nuisance Effect: Consecrated corpses are immune (-5%); Nuisance Effect: destroys the corpse (-5%); Dissipation (-50%);

-10-10-10-10-10-10-10-20+15+100-30-10+100-40-5-5-50=-15

10*0.85=8.5 

20*(0.85+0.15)=20 

30*(0.85+0.30)=34.5 

 

Poison Explosion

    Full Cost: 10/20/29/39

    Casting Roll:

    Components: V, S.

    Cost: 2FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: Instant

You unleash the lingering necromantic energies on a fresh non-consecrated corpse, causing a devastating explosion. Target a corpse within 10 yards, if you succeed on a casting check, that corpse explodes, dealing 2d toxic damage per level (max 8d) to all within 4 yards of the corpse. Unlike Corpse Explosion, there's no damage fall-off, and it doesn't cause fragmentation.

Innate Attack: Crushing 2d6 [10]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 2 (-10%); Requires a body (-20%); AoE 4y (+100%); Reduced Range 1/10 (-30%); Requires Skill roll (-10%); Malediction (+100%); Doubly Aspected: Combat Only and only on fresh corpses (-40%); Nuisance Effect: Consecrated corpses are immune (-5%); Nuisance Effect: destroys the corpse (-5%);

-10-10-10-10-10-10-10-20+100-30-10+100-40-5-5=20 

 

Poison Nova

    Full Cost: 7

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Melee

    Duration: Instant

You cause an explosion of poison damage that hits all enemies around you. Deal Area Toxic Damage to all enemies within 4 yards of you.

Natural Attack Toxic [4]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); AoE 4y (+100%); Emanation (-20%); Selective Area (+20%); Ranged Area of Effect Spell Damage (+50%).

-10-10-10-10-10-10-5-10+100-20+20+50=75

4*1.75=7.0

 

Teeth (Spell)

    Full Cost: Varies
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You form a dragon fang an launch at your enemies. Increased levels increase the number of fangs you launch; This  is a ranged attack with Area piercing damage with range equal to Will, Acc 3, RoF 1, Shots N/A and Recoil 1. The second level adds a Cone effect, and each level beyond increases the width of the cone by 1.

Level

Cone Width

Cost

1

    •  

5

2

2 yards

8

3

4 yards

9

Natural Attack Piercing [5]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Cannot Parry -40%, Single -20%, Ranged +100%, Increased 1/2D, 5x, +10%; Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%);

-10-10-10-10-40-20+100+10-10-5-10=-15 

5*(1-0.15)=4.25

Level 2 adds Cone 2 yards (+60%*5)=3, each level after that adds 2 yards to the width (+20%*5)=1 .

 

Bone Spear

    Full Cost: 10

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Will

    Duration: Instant

You form a dragon bone spear and launch at your enemies. The spear is a ranged attack that deals Area Impaling damage with range equal to Will, and Acc 3. It deals damage to all creatures in it's path, and it can pierce through enemies. You cannot aim at specific hit locations unless the target is big enough that the specific location fills an entire 1 yard area.

Natural Attack: Impaling [8]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Cone 1 yard width (+50%); Cannot Parry -40%, Single -20%, Ranged +100%, Increased 1/2D, 5x, +10%;

-10-10-10-10-10-10-5-10+50-40-20+100+10=25

8*1.25=10

 

Bone Spirit

    Full Cost: 22

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Will

    Duration: Instant

This spell summons the spirit of a vengeful revenant to kill your enemies. Deal Single target impaling damage with Armor Divisor 10; with range equal to Will, and Acc 3. You cannot aim this attack at specific hit locations.

Natural Attack Impaling [8]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Armor Divisor 10 (+200%); Ranged Single Target Spell Damage (+70%); Aspected: Can only target the body (-20%).

-10-10-10-10-10-10-5-10+200+70-20=175 

8*2.75=22

 

Bone Armor

    Full Cost: 2/level, Max 10

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Personal

    Duration: 1 minute

You form a barrier of floating bones around you. It gives Ablative DR 2 per level, max DR 20.

DR 2 [10]; Ablative (-80%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Force Field (+20%); Hardened lv2 (+40%)

-80-10-10-10-10-10-5-10+20+40=-85

 

Bone Wall

    Full Cost: 7.5/level

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: 10 seconds.

You create a 6-yard-long by one-yard-wide bone wall on the ground. Each yard of wall has DR 6 and 1 HP per level. Anyone slamming into the wall takes 2d6 piercing damage per level. The wall must be shaped like a line, you cannot shape it freely. To "Aim" the wall, you make an innate attack (gaze) roll. If you miss, the wall pops up somewhere, according to the scatter rules.

Innate Attack pi 2d6 [10]; AoE 4y (+50%); Persistent (+40%); Wall (+30%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Reduced Range 1/10 (-30%); Doubly Aspected: Only in combat and on the ground (-40%);

50+40+30-10-10-10-10-10-10-5-10-30-40=-25

10*0.75=7.5

 

Bone Prison

    Full Cost: 10.5/level

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: 10 seconds.

As Bone wall, but you can shape it freely.

Innate Attack pi 2d6 [10]; AoE 4y (+50%); Persistent (+40%); Wall (+60%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Reduced Range 1/10 (-30%); Doubly Aspected: Only in combat and on the ground (-40%);

50+40+60-10-10-10-10-10-10-5-10-30-40=5 

10*1.05=10.5

 

Amplify Damage

    Full Cost: 9 (+5 for level 2)

    Casting Roll:

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: 10

    Duration: 3 seconds

This deceptively potent curse rapidly advances the age and putridity of any wound. Ordinary blows will cut through flesh and carve particularly vicious wounds that fester and seethe. Target must make an HT check of take x2 damage against all physical damage. At level 2 this spell affects all creatures within 2 yards of the primary target.

Affliction [10], Vulnerability x1.5 All Physical Damage (+20%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Malediction (+100%); Reduced Range 1/10 (-30%); Based on Thanatology (+0%); fixed duration - 3 minutes (+0%); Reduced Duration 1/60 (-35%); AoE 2 yards (+50%);

20-10-10-10-10-10-10-5+100-30+0+0-35=-10

10*0.9=9

 


 

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