View Full Version : Vicious Spells
Teflon Billy
Jul 3rd, '04, 04:36 PM
<TABLE cellPadding=0 border=0><TBODY><TR><TD align=right>Cost </TD><TD>Power</TD><TD align=right>END</TD></TR><TR><TD vAlign=top align=right>6 </TD><TD>The Wasting of Mazrikoth: Drain BODY 1 point, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Continuous (+1), Invisible Power Effects (Fully Invisible; +1), Difficult To Dispel (x16 Active Points; +1), Transdimensional (Any Dimension; +1), No Normal Defense (defense is being a god or having divine protection; +1), MegaScale (1" = 100,000 km; +1 1/2), Delayed Return Rate (points return at the rate of 5 per Century; +3 1/4) (40 Active Points); Extra Time (1 Day, -4), Limited Power Power loses about half of its effectiveness (Only verse {Insert Narrow Target Group Here}; -1), Spell (-1/2), Requires A Magic Skill Roll (-1/2) </TD><TD vAlign=top align=right>0</TD></TR></TBODY></TABLE>Powers Cost: 6
For when you want your enemies dead dead dead no matter where they are on the planet and you want them to suffer while they go.
I invite the collected Hero comunity to unleash on this thread Spells of the most vile nature. Not just spells that kill, maim, or destroy, but spells that afflict, debilitate and harang. Spells so corrupt that people still shudder at the mention of their evil names, centuries after they were last invoked.
Outsider
Jul 3rd, '04, 04:51 PM
Evan's Spiked Tentacles of Forced Intrusion?
Teflon Billy
Jul 3rd, '04, 04:53 PM
Evan's Spiked Tentacles of Forced Intrusion?I don't want names, I want write-ups!:tsk:
How is my character supposed to crush the will of the people if all he can do is merely threaten the peasantry with the name of the spell?
Now, I expect a full write-up with material components by the end of the weekend.:tonguewav
Kolava
Jul 3rd, '04, 05:53 PM
Aren't Drains already cumulative?
Blue Jogger
Jul 3rd, '04, 06:05 PM
Thomas' Thousand Tiny Tortures
The subject is subjected to thousands of small tortures that dare not be spoken in mixed company. Slowly, even the most heroic of will eventually break, given time, perhaps a week at the most. Since it is a physical torture, mental displinces will not apply except having a strong willpower.
1/2d6 Drain EGO, Continous (+1/2), 1 Hex Area Effect (+1/2), Reduced Endurance 0 END (+1/2), Recover 5 pts/Day (+1 1/4), Variable Special Effects (+1/2), Requires the victim to fail an Ego Roll to lose points (-1), OAF - Rack (-1), Extra Time - 1 Hour (-1 1/2)
Active Points: 21, Real: 4
Nyrath
Jul 3rd, '04, 06:09 PM
Well, I always thought it was hard to beat Tyrannon's Thanatic Rod from the 4th ed supplement Mystic Masters. I'm sure it would be illegal under FRed.
It was an uncontrolled continuous attack brought to zero End. That's probably illegal right there.
10d6 Transfer vs Ego and all magic powers over a 430,080" radius. Half of the transferred points increase the base Transfer (106 points adds 1d6) and the other half increases the area effect radius (262 opoints doubles the range).
Yes, a geometric progression.
Basically when triggered it starts to destroy the entire universe.
Blue Jogger
Jul 3rd, '04, 06:21 PM
Peter's Pestilence Plague
Stewing in its own juices, the vile concoction waits for its first victim. Once it has successfully infected its new host, it infects other people and so on.
5D6 Major Transform Healthy Person into Infectous Person, Act 14- (-1/2)
Active Points: 75, Real Points: 50
(Transforms into:
-3 STR, -1 DEX, -2 CON, -3 INT, -2 EGO, -6 COM, -19 points
Gains Infection Power, 50 points
Secretly wants to spread disease, -25 points
Physical Limitation: Sick, -10 points)
Teflon Billy
Jul 3rd, '04, 06:36 PM
Peter's Pestilence Plague
Stewing in its own juices, the vile concoction waits for its first victim. Once it has successfully infected its new host, it infects other people and so on.
5D6 Major Transform Healthy Person into Infectous Person, Act 14- (-1/2)
Active Points: 75, Real Points: 50
(Transforms into:
-3 STR, -1 DEX, -2 CON, -3 INT, -2 EGO, -6 COM, -19 points
Gains Infection Power, 50 points
Secretly wants to spread disease, -25 points
Physical Limitation: Sick, -10 points)Where's the continued suffering? As I read it the infection is only a one time CHAR detriment + continued infectiousness. I deem this the work of a promising amature, this "Peter".
I banish you to the library for further research.:eg:
Blue Jogger
Jul 3rd, '04, 06:43 PM
I banish you to the library for further research.:eg:
Achoo!!! Ok, but this cold in really murder on my sinuses...
Outsider
Jul 3rd, '04, 06:45 PM
Not a fan of "Order of the Stick" then, I see.
The problem with threads like this is that the spells proposed nearly always rely on highly questionable interpretations of the rules, or, even when unquestionably within the rules, are nothing that the vast majorities of GMs would ever allow.
Your particular spell has elements of both problems. While 100,000 km megascale is within the rules, most GMs in a fantasy game will not allow it. And, while NND is a legitimate advantage, an NND has to have a "reasonably common" defence or "Set of uncommon defences" that block it. Personal divinity, or divine protection (unless you're talking about something so common as a simple (non magical) blessing) just dont qualify as such, unlesss, I suppose, you are playing "Greek Mythology Hero" where every third person is a demigod. Then there is the little problem with the the basic premise that one can even buy a single pip Drain effect. Drain comes in 1d6 increments, which cost 10 points each. A generous GM might allow you to buy a half die for 5 points, or a pip for 3, on top of one or more whole dice, but asking to be allowed to buy -just- the fractional die would be asking for more than just generosity.
Then again, I might be tempted to allow the player to buy it, and then reveal to him that, gosh, -someone- on the planet has a similarly constructed, fully invisible Drain, that, instead of effecting Body, effects (other) Megascale NND Drains, and that it is already running, and probably has been for some time. Even with 16x Hard to Dispell, it is only 640 active to completely drain away your spell (40*16) which, even at speed 2, takes only about an hour. (640/2 = 320 turns, 320/5 = 64 minutes) Say goodbye to your 6 character points, and take a hint.
Teflon Billy
Jul 3rd, '04, 07:02 PM
Not a fan of "Order of the Stick" then, I see.Are you refering to carrot or the stick, or something else?
The problem with threads like this is that the spells proposed nearly always rely on highly questionable interpretations of the rules, or, even when unquestionably within the rules, are nothing that the vast majorities of GMs would ever allow.Keep in mind, I only started this thread out of personal curiosity. Until Steve puts the Hero System Maleus Maleficarum on the production schedule, I'm not likely to see truly depraved power/spell write ups from published sources. So I'm not looking for general application for these spells. These would be the spells that the local C'thulu cult is preparing to cast that the heroes must stop. Or the type of spells the local Torture Master used to break his victims, like the poor beggar on the street who screams at the site of children now and drools constantly etc...
Your particular spell has elements of both problems. While 100,000 km megascale, is within the rules, most GMs in a fantasy game will not allow it.This is mainly do to the lack of can't miss attack in hero. In other systems I could just cast the spell and it would just hit the victim. With Hero, I need to resort to other means.
And, while NND is a legitimate advantage, an NND has to have a "reasonably common" defence or "Set of uncommon defences" that block it. Personal divinity, or divine protection (unless you're talking about something so common as a simple (non magical) blessing) just dont qualify as such.This NND defense is straight from the Fantasy Hero Grimoire (p. 236) for the Word of Slaying spell.
Then there is the little problem with the the basic premise that one can even buy a single pip Drain effect. Drain comes in 1d6 increments, which cost 10 points each. A generous GM might allow you to buy a half die for 5 points, or a pip for 3, on top of one or more whole dice, but asking to be allowed to buy -just- the fractional die would be asking for more than just generosity.The clear intent of the spell is to mimic a slow and debilitating wasting (the Thinner curse from the movie, if you will). And HD let me do it. I'll trust HD for things like this. One pip works as a description of the effect, and isn't one of the cardinal rules of Hero to design for effect?
Then again, I might be tempted to allow the player to buy it, and then reveal to him that, gosh, -someone- on the planet has a similarly constructed, fully invisible Drain, that, instead of effecting Body, effects (other) Megascale NND Drains, and that it is already running, and probably has been for some time. Even with 16x Hard to Dispell, it is only 640 active to completely drain away your spell (40*16) which, even at speed 2, takes only about an hour. (640/2 = 320 turns, 320/5 = 64 minutes) Say goodbye to your 6 character points, and take a hint.Now that's just cheesy (as we like to say in my group):tonguewav
TB
Teflon Billy
Jul 3rd, '04, 07:43 PM
<TABLE cellPadding=0 border=0><TBODY><TR><TD align=right>Cost </TD><TD>Power</TD><TD align=right>END</TD></TR><TR><TD vAlign=top align=right> </TD><TD></TD><TD vAlign=top align=right></TD></TR><TR><TD vAlign=top align=right>20 </TD><TD>Thalor's Rack of the Mind: Ego Attack 4d6, Trigger (Touch the Victim; +1/4), Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1/2), Persistent (+1/2), Attack Versus Limited Defense (Magic based Mental Defenses; +3/4), Continuous (+1) (180 Active Points); Extra Time (1 Hour, Only to Activate, -1 1/2), Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), OAF Expendable (Very Difficult to obtain new Focus; Lock of Hair from Intended Victim; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Concentration (0 DCV; Character is totally unaware of nearby events; -3/4), Spell (-1/2), Requires A Magic Skill Roll (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) </TD><TD vAlign=top align=right>0</TD></TR></TBODY></TABLE>Powers Cost: 20
Okay, with this, I'm trying to get a constant debilitating migraine. One that afflicts the victim until someone dispells it.
My problem is that I want the spell to keep hitting the victim until they are at 0 STUN and then let them recover consciousness and full stun and then have it start all over again.
Should this be instead some sort of Transform (person into person with physical limitation (Constant Migraines; daily 14- roll, failed roll victim suffers the spell until unconscious.)?
TB
SKJAM!
Jul 3rd, '04, 08:02 PM
SKJAM!'s Sinister Spell of Stereotyping
2d6 Drain vs. EGO, Ranged (30 AP) plus 8d6 Mind Control (40 AP), mind control limited to "behave according to the stereotype of your species/gender/profession" -1/4, Requires Magic Skill Roll at -7 -1/2, Visible Effects -1/4 (37 "Real Cost" before applying charges)
This spell is designed for evil or mischievous wizards who have to deal with people who outwit them by "thinking outside the box." It forces the offender "back inside the box" by lowering their willpower (which makes EGO rolls to deal with Psych Lims harder) and creating an overlay of "correct" behavior. The visible effect is that the victim's appearance shifts slightly to become more "stereotypical."
Outsider
Jul 3rd, '04, 09:41 PM
Are you refering to carrot or the stick, or something else?
Order of the Stick is an online comic dealing with the adventures of a group of Fantasy RPG characters (unfortunately from another game ssytem)
Keep in mind, I only started this thread out of personal curiosity. Until Steve puts the Hero System Maleus Maleficarum on the production schedule, I'm not likely to see truly depraved power/spell write ups from published sources. So I'm not looking for general application for these spells. These would be the spells that the local C'thulu cult is preparing to cast that the heroes must stop. Or the type of spells the local Torture Master used to break his victims, like the poor beggar on the street who screams at the site of children now and drools constantly etc...
6 real/40 active points just seems rather small for a spell that could kill every member in the world of a particular race.
This is mainly do to the lack of can't miss attack in hero. In other systems I could just cast the spell and it would just hit the victim. With Hero, I need to resort to other means.
100,000km area of effect is a tad more than just making sure you hit. A mere 1km radius would suffice for that. Well, unless your target is capable of making a Dive for Cover roll at -500. Also, if concern over hitting a single target were the real motivator behind this construction, you could have taken a limitated it to only hitting one target. Limiting yourself only to a "narrow target group" is very slippery on a power with a global scale of effect. On a global scale, some very large groups indeed become "narrow", 1 in 100 would account for over 60 million in our world, enough to more or less wipe out everyone in most any European nation.
This NND defense is straight from the Fantasy Hero Grimoire (p. 236) for the Word of Slaying spell.
Does the FH grimoire make clear how common "divine defence" is? My rule of thumb on "reasonably common" is that about 1/4 of your usual targets will have it. YMMV.
The clear intent of the spell is to mimic a slow and debilitating wasting (the Thinner curse from the movie, if you will). And HD let me do it. I'll trust HD for things like this. One pip works as a description of the effect, and isn't one of the cardinal rules of Hero to design for effect?
With your GMs approval. The HD program, being something that is meant to be an aid to all HERO System users, is programmed with the lowest common denominator (or most permissive GM) in mind. If only 1 in 100 GMs would allow a Drain based on a single pip, then the program will allow it too. My real objection to this power is that it is, as we used to call such powers in my old game group, a "stuka" power, meaning that it is an attack that allows the attacker to remain completely safe (and anonymous) while attacking. The user of this power could be anywhere in the world, define his target by category, and the target would have no reasonable way to know the attack was coming, or defend against it. Once he started taking body he would be dead in 2 minutes, had he 10 Body, and his attacker 4 Speed.
Now that's just cheesy (as we like to say in my group)
I had a simple rule for my players. "Whatever you can do, they can do." And the unspoken corrolary was "And the cheesier whatever you are doing is, the more likely it is that you will get that cheese back." How would you react if your opponents used this spell (or a variant of it) back on you? Perhaps with a different NND defence, such that you had no idea what that defence was?
Outsider
Jul 4th, '04, 02:10 AM
OK ... enough griping (I'm in a better mood now :) ) So here is a spell...
Aka's Digestive Inversion
This curse, sometimes called "Chloe's Revenge", was first developed by a witch of the Aka Circle for use against those who spoke ill of her. While the effect of the spell is not immediately noticable, it becomes disgustingly evident before too long. What it does is reverse the direction in which norishment must pass through the body of the victim between the esophagus and the rectum. While his ability to breathe and speak remains unchanged, he now evacuates from the mouth, and swallows from the (ahem) other end. Given that his teeth remain in his mouth, his food must be prechewed (or the equivalent) before being transferred to his "swallowing" orifice, and, since his tastebuds remain on his tongue, evacuation is likely to become a two-ended affair, if there is anything in his stomach to be 'vomitted'. The recovery condition is natural healing.
7 (30) Transform (Cosmetic) 6d6
_______(-1/4) Limited Target (Sentient Beings/Animals)
_______(-1/2) Gesture (both hands)
_______(-1/4) Incantation
_______(-1/2) Skill Roll
_______(-1) Focus (Obvious, Accessible) - "Pottymouth Totem"
_______(-1/2) Side Effect - Curse strikes caster instead of intended target
*Variations of this spell exist that are both more powerful (ie add more dice) and are harder to dispell (add level(s) of +1/4 Difficult to Dispell)
Teflon Billy
Jul 4th, '04, 11:16 AM
With your GMs approval. The HD program, being something that is meant to be an aid to all HERO System users, is programmed with the lowest common denominator (or most permissive GM) in mind. If only 1 in 100 GMs would allow a Drain based on a single pip, then the program will allow it too. My real objection to this power is that it is, as we used to call such powers in my old game group, a "stuka" power, meaning that it is an attack that allows the attacker to remain completely safe (and anonymous) while attacking. The user of this power could be anywhere in the world, define his target by category, and the target would have no reasonable way to know the attack was coming, or defend against it. Once he started taking body he would be dead in 2 minutes, had he 10 Body, and his attacker 4 Speed.
To be fair, I made it so they only lose one point a week giving the person time to hunt down the cause. Be it divination spells or what have you.
To make this spell less likely a Mad Archmage kills all fluffy bunnies attack. I might make it a ritual that takes a hundred accolytes of Samhein to invoke. Would that make it better?
What do you think of Migraine spell I put up? This one I think could really use some work and would welcome some suggestions.
Teflon Billy
Jul 4th, '04, 11:19 AM
OK ... enough griping (I'm in a better mood now :) ) So here is a spell...
Aka's Digestive Inversion
This curse, sometimes called "Chloe's Revenge", was first developed by a witch of the Aka Circle for use against those who spoke ill of her. While the effect of the spell is not immediately noticable, it becomes disgustingly evident before too long. What it does is reverse the direction in which norishment must pass through the body of the victim between the esophagus and the rectum. While his ability to breathe and speak remains unchanged, he now evacuates from the mouth, and swallows from the (ahem) other end. Given that his teeth remain in his mouth, his food must be prechewed (or the equivalent) before being transferred to his "swallowing" orifice, and, since his tastebuds remain on his tongue, evacuation is likely to become a two-ended affair, if there is anything in his stomach to be 'vomitted'. The recovery condition is natural healing.
7 (30) Transform (Cosmetic) 6d6
_______(-1/4) Limited Target (Sentient Beings/Animals)
_______(-1/2) Gesture (both hands)
_______(-1/4) Incantation
_______(-1/2) Skill Roll
_______(-1) Focus (Obvious, Accessible) - "Pottymouth Totem"
_______(-1/2) Side Effect - Curse strikes caster instead of intended target
*Variations of this spell exist that are both more powerful (ie add more dice) and are harder to dispell (add level(s) of +1/4 Difficult to Dispell)
Now this is what I'm talking about!
Students, students, gather around and look at what Master Outsider has brought to us. Let's give him a nice round of applause.
Now back to work!
Rage
Jul 4th, '04, 04:19 PM
www.giantitp.com/cgi-bin/GiantITP/ootscript
Order of the stick, is an awesome DnD comic. Read it (from the beginning)
Markdoc
Jul 5th, '04, 01:53 AM
An oldie but a goodie - this spell was inspired by the plague cast by the malevolent swamp sorceress in Tanith Lee's "White Witch" series. It's yer basic "destroy a largish city or army" spell, so not something you cast casually.
PLAGUE OF FLIES
This awful spell is an even larger area effect version of the "Insect Plague" spell with the additional terror that the insects carry a magically induced plague that afflicts the victims. The plague causes vomiting, diarrhoea (with blood) and eventually death. It is generally known as the Stinking Death and being magically induced is not affected by simple spells such as "Immunity to Disease". This is the ultimate weapon beloved by the dreaded Plague priests - but fortunately only the most powerful of sorcerors can cast it.
First Power: Images (to normal sight and hearing) with -5 on PER roll (Cloud of Flies)
Specific Modifiers: linked to Drain (-1/4).
Second Power: 2d6 EB
Specific Modifiers: Penetrating (+1/2); linked to Drain (-1/4), Does not affect targets with force field, force wall or that do not breathe (-1/2).
Third Power: 1d6 BOD drain
Specific Modifiers: Effect returns at 5 active points/week (+1 1/4), Sticky (+1/2), Reduced to 0 END (+1/2), uncontrollable (+1/2); Gradual effect (5 hours, -2/1/2), Does not affect targets with force field, force wall or that do not breathe (-1/2).
Combined Specific Modifiers: Area effect (1 hex, megascale 10 km, +1); 1 continuing charge/day, lasts 5 min (cleared away within 1" of open flames or heavy smoke, -1), 1/2 DCV Concentrate (-1/4), Extra Time: 1 turn (-1/2), Costs END to cast (-1/4).
Active Cost = 30 + 25 + 47 points. END Cost: (10); Magic Roll: -10; Casting Time: 1 turn.
Outsider
Jul 5th, '04, 03:41 AM
To be fair, I made it so they only lose one point a week giving the person time to hunt down the cause. Be it divination spells or what have you.
To make this spell less likely a Mad Archmage kills all fluffy bunnies attack. I might make it a ritual that takes a hundred accolytes of Samhein to invoke. Would that make it better?
What do you think of Migraine spell I put up? This one I think could really use some work and would welcome some suggestions.
I didnt see in the write up where it said it had a slower than by phase landing rate, unless you mean you are/have modified it such that that is the case. A slower landing rate is definitely better, IMO. A week is good, a day would be good too, 5 hours might be pushing it, but would probably work also, as it would allow the victim about 4 days before he was incapacitated, and 8 before death. Given what you described it as, the kind of spell that the 'bad guys' are casting that necessitates heroic intervention to stop, having it require a cult of bad guys (some of whom might have second thoughts/tip off the heros) seems appropriate.
As for the Migraine spell, the write up seems unduly expensive, and doesnt -really- do what you are after, which is to make the victim suffer the effects of a severe headache. Now, I personally dont get migraines, so I dont really know what they are like, but I have had a few really bad (sometimes alcohol indiced) headaches in my time, and mostly what they seem to do is not knock the person unconsious, but make them highly irritable, interfere with their ability and desire to be active, and generally make them wish they were unconsious.
To this end, I would propose that the 'migraine' be the special effect of a broad characteristic Drain. Like this :
Thalor's Rack of the Mind
This curse, first identified and catalogued by the wizard Thalor, is of unknown origin. Its broadly applicable, and nearly impossible to detect method of delivery argues that it was developed by or for someone who could not afford to be associated with cursing his or her enemies. The effect of the spell itself is to impart to the victim an intense, unrelenting painful condition similar to an extreme migraine headache. The condition causes the victim to be lethargic (STR, DEX), irritable (PRE), less able to concentrate (INT, EGO) and to look horribly 'worn out' (COM). The original variant of the curse can be attatched to most any object or place, and will only trigger when it comes in contact with the person who's bodily detrius was used in the casting of it. Once that person has come into contact with the curse, it will adhere to him, but lay dormant for some period of time, so that the victim may gain no insight as to who his enemy is by associating the curse with a particular object or place. Many variants of the curse exist, usually in forms that are less concerned with concealing the identity of the caster in favor of faster casting, or even direct use.
9 (75) Drain - 1d6 -
_______(+2) Broad Simultaneous Effect (Str, Dex, Int, Ego, Pre, Com)
_______(+2 3/4) Slow Return (1 recovery every 5 years (1 pip every year)
_______(+1/4) Time Delay
_______(+1/2) Trigger (variable)
_______(+1) Invisible Power Effects (Detectable only by detect/sense "curse" at -10)
_______(-1/2) Gestures (both hands)
_______(-1/4) Incantations
_______(-1/2) Skill Roll (-7)
_______(-1 1/2) Focus - Obvious, Accessible - Lock of Hair of the intended victim
_______(-1/2) No Range
_______(-3) Extra Time, 1 Hour
_______(-1/4) Concentration (1/2 DCV)
_______(-1/4) May only effect Sentient beings/Animals
_______(-1/4) While the victim remains in environments free of intense sensory input, he sufferers only half (round up) of the Drain's effect.
PS : Actually, I will add a couple notes about the previous spell write up. First, the idea that a trigger effect can be made so it only triggers for a specific person, in the absence of an addended sense/detect for detecting that specific person, is arguable. Strictly speaking, triggers can only be set to go off on things the caster himself could detect using normal senses, thus this trigger could be fooled by a look alike, or disguised person.
Second, the idea that a person subject to a Time Delayed, Invisible Power Effect attack will not be aware of the attack at the time he initially hit by it, but only at the time the detrimental effect of the power takes place, is debatable as well. Given that a person who consumes a slow acting poison does not necessarily know when he was poisoned, I would hold that allowing the same case to be true in regards to the usage of this spell is allowable, with the GMs approval, of course.
Blue Jogger
Jul 5th, '04, 10:47 PM
The Never-Ending Curse of the Cute Fuffy Things
It is a sad tale, one I must retell, lest some poor misguided sorcerer ever follow into the same madness. An old magician, one who should have retired long ago, researched a spell. It was meant to create a little happiness, a little joy, in a world full of pain and suffering.
Little playful creatures, barely three apples high, they would sing and dance and play, not unlike the faeries of legend, reborn again into the world.
But, that old, doddering fool! For, he although he meant to create no more than one hundred of these... abominations... His spell never properly ended, since he fell over dead, and thus it repeats endlessly, creating more and more portals from whereever these infernal creatures live. Oh, merciful Minerva, the singing, the endless singing, make it stop!!!
Summon (estimated) 1,125,899,906,842,624 annoying little blue critters :jawdrop:
260 50pt critter, w/50 doublings
(-4) One Charge that Never Recovers
(-3/4) Concentration
(-2) OAF, Immobile: Summoning Circle
(-3) Gradual Effect: 5 to 10 years (estimated)
(-2) Independent
20 Real Points
Roger Eberhart
Jul 6th, '04, 08:03 PM
<TABLE cellPadding=0 border=0><TBODY><TR><TD align=right>Cost </TD><TD>Power</TD><TD align=right>END</TD></TR><TR><TD vAlign=top align=right>6 </TD><TD>The Wasting of Mazrikoth: Drain BODY 1 point, Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Uncontrolled (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Continuous (+1), Invisible Power Effects (Fully Invisible; +1), Difficult To Dispel (x16 Active Points; +1), Transdimensional (Any Dimension; +1), No Normal Defense (defense is being a god or having divine protection; +1), MegaScale (1" = 100,000 km; +1 1/2), Delayed Return Rate (points return at the rate of 5 per Century; +3 1/4) (40 Active Points); Extra Time (1 Day, -4), Limited Power Power loses about half of its effectiveness (Only verse {Insert Narrow Target Group Here}; -1), Spell (-1/2), Requires A Magic Skill Roll (-1/2) </TD><TD vAlign=top align=right>0</TD></TR></TBODY></TABLE>Powers Cost: 6
For when you want your enemies dead dead dead no matter where they are on the planet and you want them to suffer while they go.
I invite the collected Hero comunity to unleash on this thread Spells of the most vile nature. Not just spells that kill, maim, or destroy, but spells that afflict, debilitate and harang. Spells so corrupt that people still shudder at the mention of their evil names, centuries after they were last invoked.
This spell would be a good argument for using the maximum effect rule (for transfer, aid, and absorption) for Drain.
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