Tuesday, February 11, 2014

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



I'm continuing my "conversion" of the Diablo II Necromancer's skills. Next up: Curses!

Curses

Most of the spells and abilities listed here involve weakening your target's body and mind. Amplify Damage and is not here because my version of that actually made it into GURPS Thaumatology: Ritual Path Magic (p. 35).


Dim Vision
Spell Effects: Lesser Destroy Energy.
Inherent Modifiers: Area of Effect + Bestows a Penalty, Sense rolls.
Greater Effects: 0 (x1).

This ritual creates 10-yard area of gloom and silence that does not affect the caster and up to 4 of his allies. Anyone in the area takes a -5 penalty to all Sense rolls.

Typical Casting: Lesser Destroy Energy (5) + Area of Effect, 10 yards, excluding 4 allies of the caster's choice (10) + Bestows a Penalty, -5 to Sense rolls (80) + Duration, 1 hour (3). 98 energy (98x1).


Weaken
Spell Effects: Lesser Destroy Body.
Inherent Modifiers: Bestows a Penalty, Damage rolls.
Greater Effects: 0 (x1).

This ritual causes the target (who must be withing 10 yards of the caster) to take a -5 penalty on all Damage rolls for the next hour. Damage of less than 0 is treated as 0 for these purposes.

Typical Casting: Lesser Destroy Energy (5) + Bestows a Penalty, -5 to Damage rolls (80) + Duration, 1 hour (3) + Range, 10 yards (4). 102 energy (102x1).


Iron Maiden
Spell Effects: Greater Transform Body.
Inherent Modifiers:Damage, Internal Crushing.
Greater Effects: 1 (x3).

This ritual makes it so that every time the target (who must be within 10 yards of you) inflicts damage on another target, he takes a like amount of crushing damage, up to a total of 60 points per casting of the spell. There is no roll to resist this damage - if he fails the initial roll to resist this spell he takes damage every time he inflicts it. This spell lasts until the target has taken 60 points of damage or is dispelled.

Typical Casting: Greater Transform Body (8) + Damage, Internal Crushing 60 points* (56) + Duration, until dispelled (16) + Range, 10 yards (4) + Subject Weight, 300 lbs. (3). 279 energy (93x3).
* This is the equivalent  of 17d of damage and is priced accordingly.


Terror, Confuse
Spell Effects: Lesser Destroy Mind.
Inherent Modifiers: Bestows a Penalty, Fright Checks causes by this spell.
Greater Effects: 0 (x1).

This ritual causes all targets within 10 yards of the caster to make a immediate Fright Check at a -5 penalty. He may exclude up to four allies if he wishes. The Confuse spell does the same thing, but requires a roll on the Confusion Table (GURPS Powers, p. 85) if the character fails his Confusion roll.

Typical Casting: Lesser Destroy Energy (5) + Area of Effect, 10 yards, excluding 4 allies of the caster's choice (10) + Bestows a Penalty, -5 to Fright Checks causes by this spell (16). 31 energy (31x1).


Life Tap
Spell Effects: Lesser Transform Body.
Inherent Modifiers: Damage, Draining + Healing.
Greater Effects: 0 (x1).

This ritual drains the target of 1d HP and heals the caster a equal amount.

Typical Casting: Lesser Transform Body (8) + Damage, Draining 1d* (0) + Healing, 1d (0) + Subject Weight, 300 lbs. (3) . 11 energy (11x1).
* This new damage type has no increase cost - but requires that you also purchase equal levels of Healing.


Attract
Spell Effects: Greater Control Mind.
Inherent Modifiers: None.
Greater Effects: 1 (x3).

This ritual causes all targets within 10 yards of the caster to attack a target of the caster's choice for the next ten minutes. He may exclude up to four allies if he wishes.

Typical Casting: Greater Control Mind (5) + Area of Effect, 10 yards, excluding 4 allies of the caster's choice (10) + Duration, 10 minutes (1). 48 energy (16x3).


Decrepify
Spell Effects: Greater Destroy Body + Lesser Destroy Body.
Inherent Modifiers:Altered Trait, Vulnerability to Physical Attacks and Basic Speed -3.00 + Bestows a Penalty, Damage rolls.
Greater Effects: 1 (x3).


This ritual causes the target (who must be within 10 yards) to suffer the effects of Weaken, Amplify Injury, and gives a -3.00 to Basic Speed for the next 10 minutes.


Typical Casting: Greater Destroy Body (5) + Lesser Destroy Body (5) + Altered Trait, Vulnerability to Physical Attacks (x2) and Basic Speed -3.00 (20) + Bestows a Penalty, -5 to Damage rolls (80) + Duration, 10 minutes (1) + Range, 10 yards (4) + Subject Weight, 300 lbs. (3). 354 energy (118x3).


Lower Resist
Spell Effects: Greater Destroy Body.
Inherent Modifiers: Altered Trait, Vulnerability to Elemental Attacks.
Greater Effects: 1 (x3).

This spell causes the target to suffer double normal injury from elemental attacks (those that use earth, wind, water, fire, etc. as their basis) for the next 10 minutes. This does not increase the damage from energy, mental attacks, etc. The target must be within 10 yards.

Typical Casting: Greater Destroy Body (5) + Altered Traits, Vulnerability to Elemental Attacks x2 (8) + Duration, 10 minutes (1) + Range, 10 yards (4) + Subject Weight, 300 lbs. (3). 63 energy (21x3).


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