Sunday, January 26, 2014

Gamemaster's Guidepost: Diablorising Ritual Path Magic - The Necromancer - Part I



Before I write anything else, let me first say that recreating spellcasting classes from the Diablo series is probably best down as powers (in fact, I'd probably use PK's Sorcerous Empowerment article). That said, ritual path magic can work quite well too! A few quick notes. First, in the Diabloverse, it’s probably wise to put most things that would be considered Greater effects into the Lesser effects category. Raising the dead, flinging fireballs, etc. are all common enough that I’d make them Lesser effects. I’ve intentionally left this out so the example spells can be used with the standard system with minimal issues. Second, casters in Diablo are specialists through and through. Therefore each caster has his own version of Magery with a limitation “[Type] spells only, -50%) making Magery [5/level]. Path skills are also kept the same, but ambitious GMs may wish to define a single, special Path skill for all of a caster’s magic. For example. Path of Necromancy might cover ALL of a necromancer’s magic and have Expert Skill (Thanatology) as its core skill instead of Thaumatology.

This will be the first of a series focusing on the spellcasters of the Diablo II game series. First up is everyone’s favorite: The Necromancer!

Summoning Skills

Most of the spells and abilities listed here involve the creation or summoning of minions.

Skeleton Mastery: This is simply higher levels of Magery using the Horde Size rulesa from Zombies. Basically, read the Necromancer’s Magery on the Size andSpeed/Range Table (p. B550) and then read “Linear Measurement” in “skeletons” rather than “yards”: So Magery 1 equals 3 skeletons, Magery 2 equals 5 skeletons, and so on. GMs may also allow a Skeleton Mastery perk that increases this, but does nothing else.


Raise Skeleton
Spell Effects: Greater Create Undead.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual creates a skeletal minion from a nearby body,  regardless of what corpse you create it from, it looks like a human skeleton. You may only have a number of skeletons equal to your Skeleton Mastery (See above). Add more Subject Weight for more skeletons. Each skeleton is about 20 lbs. It lasts until destroyed or the caster returns to “town.” Duration uses Conditional Termination (Thaumatology: Ritual Path Magic, p. 18).

Typical Casting: Greater Create Undead (6) + Duration, Until Destroyed or the caster returns to “town” (14) + Subject Weight, 30 lbs (1). 63 energy (21x3).


Clay Golem
Spell Effects: Greater Create Matter + Lesser Create Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual summons a clay Golem (see Powers: Divine Favor, p. 18 or Magic, p. 59 if you don’t have that book). It lasts until destroyed or the caster returns to “town.” You may only have one golem (including variations) active at one time.
Typical Casting: Greater Create Matter (6) + Lesser Create Mind (6) + Duration, Until Destroyed or the caster returns to “town” (14) + Subject Weight, 30 lbs (1). 91 energy (27x3)*.


Golem Mastery: This trait is a leveled perk. Each level allows a more powerful golem. It has six levels. The Clay Golem spells’ energy uses the Golem from Powers: Divine Favor and uses another point value for the base golem. Level 1 is 75 points, Level 2 is 100 points, level 3 is 150 points, and so on.


Skeletal Mage
Spell Effects: Greater Create Undead.
Inherent Modifiers: Altered Traits, Innate Attack
Greater Effects: 1 (x3).

As for Raise Skeleton, but adds one of the following innate attacks:

Roll 2d      Result
1-4, 1-6     Toxic Attack 2d (Cyclic, 10-second, 5 cycles, Resistible, +125%; Resistible, HT-1, +25%) [16]
5, 1-6         Fatigue Attack 1d (Freezing, +20%; Side Effect, Slow Move, 0.6, +30%) [15]
6, 1-3         Burning Attack 1d+2 (Surge, Arcing, +100%) [17]
6, 1-4         Burning Attack 1d+3 (Cosmic, Higher Incendiary Level, +50%; Incendiary 2, +20%) [15]

Typical Casting: Greater Create Undead (6) + Altered Traits, Specific Random Package (16)* + Duration, Until Destroyed or the caster returns to “town” (14) + Subject Weight, 1,000 lbs (4). 72 energy (24x3).
*Cost was derived from the average cost of all abilities.


Blood Golem
Spell Effects: Greater Create Undead + Lesser Create Mind + Lesser Transform Spirit.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual summons a Blood Golem. Use the statistics for a clay golem, but every time the creature attacks, you gain 1d HP as it transfers the life force it stole from its target to you.

Typical Casting: Greater Create Undead (6) + Lesser Create Mind (6) + Lesser Transform Spirit (8) + Damage, 1d (0) + Duration, Until Destroyed or the caster returns to “town” (14) + Healing, 1d (0) + Subject Weight, 1,000 lbs (4). 114 energy (38x3).


Summon Resist: This is a perk with unlimited levels. Each levels adds Altered Traits, DR +3 (Magical Elemental Attacks only, -40%). This increases the cost of Clay Golem by 18 energy per level, Blood Golem by


Iron Golem
Spell Effects: Greater Create Matter + Lesser Create Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual summons an Iron Golem. Use the statistics for the Clay Golem (see Powers: Divine Favor, p. 18), but add the Body of Metal meta-trait (p. B00) or use the statistics for Stone Golem (Dungeon Fantasy 3, p. 26; but add 7 to DR).

Typical Casting: Greater Create Matter (6) + Lesser Create Mind (6) + Duration, Until Destroyed or the caster returns to “town” (14) + Subject Weight, 3,000 lbs (5). 93 energy (31x3).


Fire Golem
Spell Effects: Greater Create Energy + Lesser Create Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual summons an Fire Golem. Use the statistics for the Clay Golem (see Powers: Divine Favor, p. 18), but add the Body of Fire meta-trait (p. B00) or use the statistics for Stone Golem (Dungeon Fantasy 3, p. 26; but add 7 to DR).

Typical Casting: Greater Create Energy (6) + Lesser Create Mind (6) + Duration, Until Destroyed or the caster returns to “town” (14) + Subject Weight, 300 lbs (3). 87 energy (29x3).


Revive
Spell Effects: Greater Transform Body + Greater Control Mind.
Inherent Modifiers: Altered Traits, Extra Life.
Greater Effects: 2 (x5).

This ritual temporarily brings another being back to life, giving it the Extra Life advantage for the duration of the spell. The statistics of each creature will use the native template of whatever it summons. This spell includes a Greater Control Mind effect so that the revivified being must obey the commands of its creator.

Typical Casting: Greater Transform Body (8) + Greater Control Mind (5) + Altered Traits, Extra Life (25) + Duration, Until Destroyed or the caster returns to “town” (14) + Subject Weight, 1,000 lbs (4). 280 energy (56x7).

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