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Old 07-13-2019, 09:23 PM   #6
Shostak
 
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Join Date: Oct 2015
Location: New England
Default Re: Magical Societies

The Flame Eternal This society devotes itself to the study of life, the life force, thanatology, spirits and the undead, and necromancy.

New Talent
Acolyte of The Flame Eternal
(1) Prerequisites: Literacy, Mundane Talent: Undertaker/Embalmer

Secrets (all have Acolyte of The Flame Eternal as a prerequisite)

IQ 8
Secret Spell: Don’t Fear the Reaper
(T) This spell removes all fear of death from subjects. Those under this spell are immune to Terror of the Grave. Cost: 1, lasts 2d rounds.

Secret Spell: Terror of the Grave (T) This spell causes the victim to momentarily see a vision of their mortality so horrifying that they suffer the following, determined by a 3d roll:
3-5: No effect
6-8: Victim is stunned and unable to execute its next Move and Action (in either order).
9-12: As above and must roll 3d v IQ or drop a ready weapon/item.
13-15: As above and -1 IQ for 2 rounds.
16-18: As above and suffer 1 point of fatigue.
Cost 1.

IQ 9
Secret Spell: Detect Undead
(S) Like Detect Life, but can detect undead.

Secret Spell: Summon Shadowight (C) Brings a shadowight (ST 5, DX 8, and IQ 8, plus 5
points; MA 10). Cost: 1 to cast, 1 to maintain.

Secret Spell: Summon Zombie (C) Summons one zombie or skeleton, ST 8 DX 9 IQ 0 Costs 1 to cast, 1 to maintain. If cast on an existing corpse, it will need renewing only every other turn.

IQ 10
Secret Spell: Grip of Death
(C) This spell causes two undead hands to reach out of the earth and grip the legs of anyone standing in the hex, immediately causing them to be unable to move (shifting allowed) and to suffer -2DX until they break free or destroy the hands (each ST 6, DX 11). To break free, a figure must spend by spending a turn and successfully roll 3d v ST. If Grip of Death is cast into a hex with a prone figure, the victim suffers -4DX. Each additional Grip of Death cast into a hex confers no additional DX penalties to the victim, but adds 1 to the roll to break free. Costs 2.

IQ 11
Secret Spell: Arcane Physicker
(S) This spell heals one extra point of damage when the caster tends the wound with a Physicker talent. The extra point of damage will be healed after one hour’s rest. Cost: 3 ST. Prerequisites: Aid, Physicker.

Secret Spell: Paralyze Limb (T) Instantly deadens one leg, arm, tentacle, or wing for 2d turns. Costs 3 to cast, double the cost for victims with ST 20-30. Not effective on larger targets.

IQ 12
Secret Spell: Strike Barren
(T) The subject is unable to conceive or sire children. Does not affect women already pregnant. Costs 20, lasts 2-12 days.

Secret Spell: Virility & Fertility (T) The subject of this spell that engages in sexual intercourse is twice as likely to sire/conceive a child. Costs 20, lasts until the next sunrise or sunset, whichever comes first.

IQ 13
Secret Spell: Control Undead
(T) Like Control Person, but affects undead entities, who resist with the higher of ST or their controlling wizard’s IQ. Costs 3 to cast, 1 to maintain.

Secret Spell: Summon Zombie Swarm (C) Summons seven zombies in a megahex. Costs 5 to cast, 2 to maintain. If cast on an existing corpses, it will need renewing only every other turn.

Secret Talent: Blood Magic (3) This talent lets a wizard get mana from sacrifice at the rate of (ST+IQ)÷10 (round down) for sapient beings, and ST/20 (min 1) from sentient beasts. Extra mana may be granted for special cases like newborn babies, seventh sons/daughters of seventh sons/daughters, etc. Magical energy gathered by blood magic must be used immediately.

IQ 14
Secret Spell: Arcane Master Physicker
(S) As per Arcane Physicker, but heals two extra points of damage. Cost: 5 ST. Prerequisite: Arcane Physicker.

Secret Spell: Speed Healing (T) This spell lets the subject heal damage at 1 point per day. Cost: 5 to cast. Cannot be maintained; must be cast afresh each day.

Secret Spell: Slow Healing (T) This spell causes its victim to heal at one-half the normal rate, and healing by Physickers and Master Physickers is reduced by 1. Permanent until dispelled by Remove Thrown Spell or stronger. Costs 5.

Secret Spell: Summon Wight(C) Like Summon Myrmidon, but brings a wight, which will obey the summoner’s orders. Costs 4 to cast, 1 to maintain.

Secret Spell: Wither Limb (T) Like Paralyze Limb, except permanent until dispelled with Remove Thrown Spell or stronger. Costs 5 to cast, double the cost for victims with ST 20-30. Not effective on larger targets.

Secret Talent: Path to Power (1). Wizards with this talent my learn spells on the order’s spell list one IQ level higher/talent level (max 3) than their IQ would normally allow. Spells are cast at -1DX for each point of difference between the wizard’s IQ and the spell’s.

IQ 15
Secret Spell: Megahex Terror of the Grave
(T) Cost 5.

Secret Spell: Seven-hex Grip of Death (C) Like Grip of Death, but affects 7 contiguous hexes within range. Costs 7.

Secret Spell: Steal Youth (T) Requires two subjects who must be willing or restrained. Adds 5 years to the age of one target and takes 1 year off the age of the other for every 20 ST. On a roll of 17, the effects are reversed, and on an 18 the reversed results are tripled, and, in both cases, Steal Youth can never again be used to benefit that character.

IQ 16
Secret Spell: Drain Life
(S) Like Drain Strength, but 1 point for every 3 ST stolen.

IQ 18
Secret Spell: Soul Jar
(S) This spell puts the wizard’s soul into a lidded receptacle, such as a jar or bottle. So long as the soul jar is active, the body will not die, regardless of how much injury it has sustained, though it will fall unconscious at 0 ST. The body cannot heal by mundane methods if the soul jar is not in contact with the body. If the wizard strays more than the number of miles equal to their IQ, they lose 1 fatigue every 15 minutes, and cannot recover them by any means until they return to the safe zone. If the soul jar is broken or if the wizard’s body has been injured enough to normally cause death and the soul reenters it, the wizard dies immediately. A casting roll of 17 or 18 results in the immediate death of the wizard. Costs 30, lasts until the next rising or setting of the sun, whichever comes first.

IQ 20
Secret Spell: Reincarnation
(S) A figure who has this cast upon them dies immediately and is reborn into another being of the same race. On each birthday, a 4d roll v the new body’s IQ will allow all previous memories (and spells and talents) to be recalled. Cost: 50.

Secret Spell: Undying Zombie (C) Like Zombie, but the zombie does not weaken over time if it stays within the number of miles from its unbirth place equal to its ST. Prerequisite: Zombie.

Spell and Talent list
Aid
Alchemy*
Chemist*
Death Spell
Destroy Creation
Detect Life
Drain Strength
Little Death, The
Minor Medicament
Mundane Talent: Undertaker/Embalmer*
Naturalist* & Expert Naturalist*
Pentagram
Physicker* & Master Physicker*
Possession
Priest*
Regeneration
Revival
Scrying
Summon Lesser Demon
Summon Demon
Theologian*
Trance
Vet*
Zombie

*talent

Last edited by Shostak; 07-14-2019 at 12:57 PM. Reason: Typographical correction
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