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Chapter 5: Magic Spells
Death Spells
Conjure Poison
Death
Creates a dose of poison for the caster to use.
Cost: 1 MP
Casting time: 1 standard action
Range: Personal
Target: Held object
Duration: One use. Poison fades after a 24 hour period.
Saving Throw: Fortitude to resist applied poison.
Casting: Hand gestures that mimicks applying a substance to an object.
Poisons
Deadly, causing injury: Failure does 1d4 damage per round until a successful saving throw is made. One free saving throw is allowed each round before damage is dealt.
Minor paralysis: Failure means that the target’s body stiffens, reducing movement to 5 feet per round and causing all actions to be at -4 including to hit rolls and Armour Class, until a successful saving throw is made. One free saving throw is allowed each round before the poison does its harm.
Sickness and vomiting: Failure means that the target suffers -6 to all actions, including to hit rolls, until a successful saving throw is made. One free saving throw is allowed each round before the poison does its harm.
For all poisons the difficulty is based on what stage of spells the caster is capable of.
Stage 1: Fortitude DC is 10 or higher. Effects of poison are immediate. May make all 3 types of poison.
Stage 2: Fortitude DC is 12 or higher.
May delay the effects of a poison up to 1 minute.
Stage 3: Fortitude DC is 15 or higher.
May delay the effects of a poison up to 1 hour.
Stage 4: Fortitude DC is 20 or higher.
May delay the effects of a poison up to 12 hours.
Conjure Poison Notes: All poisons listed are Ingestions or Injections (to successfully hit, you must do 1 or more damage with an appropriately coated melee weapon; damage must be to HP, not EX-HP). Onset is immediate, unless otherwise altered by the caster. The sickness lasts until a successful Fortitude Save is made. The Antidote Spell and Heal Skill are useful in overcoming the effects of poison.
When casting the spell, the poison may be applied directly to a weapon. One dose is created, which is used up upon a successful attack. If unused, the poison lasts two to three hours before evaporating. Only one dose from one type of poison can effectively be applied to any weapon at a time.
The poison may also be placed in a container when cast, which creates one dose. The poison lasts about 24 hours before the magic fails and it vanishes from a sealed container.
Poison can be detected by smell or taste but this is difficult. If looking for poison, the DC is an 18 Spot check; otherwise the DC to notice it is 25. The Insight spell Sense Hidden may alert an individual if, for example, the poison is in their food or drink. Multiple doses are easier to detect. Each additional dose lowers the DC by 4.
A character may suffer from multiple poison attacks. Resolve each poisoning as a separate event – this means that you will have to keep track of multiple saving throws. The effects of Minor paralysis, and Sickness and vomiting stack with each other (you can suffer from both at the same time), but not with themselves (for example, you only apply the effects of Minor paralysis once.) (Note that if a character is suffering from two Minor paralysis poison attacks, and only of their Saving Throws succeeds on their next turn, they still have the effects of Minor paralysis.) Deadly stacks with all types, including itself (there is no cap on the amount of damage it can cause).
The use, creation or possession of poison is illegal across most of Eldlandria.
Death Ray
Death
A dark beam that has the power to kill.
Cost: 1 MP
Casting time: 1 standard action
Range: 60 feet (12 squares)
Target: 1 living creature
Duration: Immediate
Saving Throw: Reflex to avoid.
Casting: Caster holds out his hand towards a target.
This spell is effective because it bypasses physical armour and is highly accurate. It is debated whether this spell is inherently evil or simply an effective attack. Being hit by a death ray causes painful internal injury. Some argue that with the onset of ranged Spellchrome weaponry, damage spells have become redundant.
Stage 1: Death Ray does 2d8 damage. Physical armour does not provide any damage reduction (DR), although the protection spell Magical Shield does. A reflex save of 18 or higher dodges this attack, avoiding all damage.
Stage 2: Raises to 3d8 damage. Reflex DC raises to 20.
Stage 3: Raises to 4d8 damage. Reflex DC raises to 22.
Stage 4: Raises to 5d8 damage. Reflex DC raises to 24.
Secondary Effects (All stages): If the Reflex Saving Throw result is 9 or lower, the target falls to the ground, vomiting. 1 move action is required to get up on their turn.
Death Ray Notes: While Physical Damage Reduction (DR) does not work against this spell, Extraordinary Hit Points (EX-HP) still do, and are removed first as normal.
Special: If the Death Ray target makes their Reflex save and dodges this spell, it does not cost the caster a Magic Point. (Obviously, the caster’s action is still used.)
Disintegrate Body
Death
A spell that disposes of a dead body.
Cost: 1 MP
Casting time: Varies, see text.
Range: 5 feet
Target: 1 dead creature or object.
Duration: Immediate
Saving Throw: None
Casting: Caster slowly waves his hand over a target.
For this spell to work, the target must be dead, making its primary use a way of disposing of evidence.
Stage 1: Casting time is 10 minutes. Basic clothing is disintegrated along with a body. Also, the caster may dispose of objects 1 pound or less when casting a separate spell for that object.
Stage 2: Casting time is 3 minutes. Also, the caster may dispose of objects 5 pounds or less.
Stage 3: Casting time is 1 minute. Also, the caster may dispose of objects 20 pounds or less.
Stage 4: Casting time is 1 round. Also, the caster may dispose of objects 100 pounds or less.
Disintegrate Body Notes: A dead body means the target is at -30 hit points or lower. If the target had a feat, power alteration or equipment that extended their life beyond -30, then that new number must be reached before the target it considered "dead".
As a utilitarian tool: This spell can only be cast on an object below the caster's hand. Thus a small hole could be created in a floor, but not in a wall. The chain on leg shackles could be destroyed, but not wrist shackles.
Slay Constitution
Death
Attacks the physical constitution of a living target.
Cost: 1 MP
Casting time: 1 standard action
Range: 20 feet (4 squares)
Target: 1 living creature
Duration: Immediate
Saving Throw: Fortitude negates
Casting: A short incantation and a hand gesture of a closing fist.
Stage 1: Reduces the target’s constitution to 10. A fortitude save of 15 or higher resists this spell.
Stage 2: Target’s constitution lowered to 8. Fortitude DC rises to 18.
Stage 3: Target’s constitution lowered to 6. Fortitude DC rises to 20.
Stage 4: Target’s constitution lowered to 4. Fortitude DC rises to 22.
Slay Constitution Notes: This spell has no effect if the target’s constitution is already lower than what the spell would lower it to.
Restoring health: Constitution returns at 1 point per day. Full health may be restored immediately by the Healing Spell Restoration.
Special: If the Slay Constitution target makes their Fortitude save and negates this spell, it does not cost the caster a Magic Point. (Obviously, the caster’s action is still used.)
Steal Life
Death
Robs a victim of their life energy and transfers it to the caster.
Cost: 1 MP
Casting time: 1 standard action
Range: 10 feet (2 squares)
Target: 1 living creature
Duration: Immediate
Saving Throw: Willpower negates
Casting: A grabbing motion in the air.
Stories of this spell often involve evil predators who steal away the life force of other to make themselves stronger.
Stage 1: Removes 1d8 Hit Points from a living person or animal and transfers them to the caster. Transferred hit points (above the caster’s maximum normal maximum Hit Points) disappear after 1 hour, or when damage occurs. A willpower save of 15 or higher resists this spell.
Stage 2: Transfers 2d8 Hit Points. Transferred hit points disappear after 2 hours. Willpower DC raises to 18.
Stage 3: Transfers 3d8 Hit Points. Transferred hit points disappear after 12 hours. Willpower DC raises to 20.
Stage 4: Transfers 4d8 Hit Points. Transferred hit points disappear after 24 hours. Willpower DC raises to 22.
Steal Life Notes: Physical armour does not provide any Damage Reduction (DR), although the protection spell Magical Shield does. Extraordinary Hit Points (EX-HP) do not provide any protection from this spell. A victim may heal normally as if a mundane injury had occurred.
Hit Points, stolen by the caster, are removed before their normal Hit Points.
Special: If the target of Steal Life makes their Willpower save and negates this spell, it does not cost the caster a Magic Point. (Obviously, the caster’s action is still used.)
Up Next: Fire Spells




