I
wrote these rules in fits and starts between about 1990 and 1993, and although
a few typewritten hard copies were circulated among friends and acquaintances throughout the 90s-- mostly among people I knew from the convention circuit-- I don't believe that they've
never been posted online before.
Since this is a complete rules system and includes a full selection of spells for characters to use, there's a lot of content in this material-- I think I'll be splitting it up into around three blog posts. The third and final post will include a random spell table, for use when determining each sorcerer's starting spells or which spells might be included in a particular grimoire.
I was really proud of this rules system, which seemed to mesh seamlessly with the first few editions of Stormbringer while also filling in a pretty significant gap in the game. Spellcasting, using these rules, manages to add flavor and give players a few new abilities without allowing character power levels to creep. They aren't terribly balanced, and this is by design, but they have been playtested fairly extensively. Most of the spells in this system are unreliable or unpredictable-- maybe even dangerous. I knew that I had finished working on a spell when a player said, "This is horrible! Why would I ever even WANT to cast this?" and then they found a reason to use the spell in-game anyway.
If I do say so myself, these rules for casting magic spells are a better fit with the system and setting than anything that was later published for the Stormbringer or Elric! product lines-- but I'll let you be the judge of that. Be kind, my friends.
Spell-Casting for Stormbringer
These rules provide GM's with a simple yet realistic system for handling spell-casting in any of the Eternal Champion games. Players should be reminded that the summoning and binding of supernatural entities is still the primary form of magic practiced in the Young Kingdoms. Nothing in these rules is intended to supplant or replace the rules for sorcery as presented in Stormbringer.
Newly created sorcerers should roll 1D4-2, adding the result to their rank at sorcery, to determine how many spells are initially known by their characters. An established player character may learn new spells by studying them from a grimoire or spell-book (requiring a total of 30-INT weeks of intensive study), or by receiving personal instruction from another sorcerer who already knows the spell in question (requiring 20-INT weeks of training). In either case, the sorcerer must make a successful Memorize roll at the end of this period of study in order to successfully add the spell to his repertoire.
The total number of spells learned by a given character cannot exceed one-third (rounded down) of his or her INT rating. Once learned, a spell cannot be unlearned, making most sorcerers very selective about which particular spells they study.
Spell Terminology
Individual spells will be presented in the following format:
A spell's DIF may be increased, making it harder to cast, if the character lacks some or all of the required ingredients for its casting; see the section covering "Requirements," below.
Casting Time: This is the length of time required to cast a particular spell. For this length of time the caster may take no other actions-- not even parrying an attack-- without abandoning the spell casting. Casting time may be given in rounds, minutes, or hours (or perhaps even in days or weeks, although in this case it is assumed that the character can take short breaks away from the ritual to eat and sleep, as necessary). The spell's success roll (POW vs. DIF) is not made until the required casting period has been completed.
Please remember, when considering casting time, that one combat round is equal to twelve seconds, and that there are five combat rounds in one minute.
Duration: This is the length of time that the spell will normally remain in effect once it has been successfully cast. The spell's duration may, in some cases, by modified by critical failures or successes in the casting roll, and certain spells remain in effect until dispelled by their caster. See individual spell descriptions for more information about this.
Requirements: Here are listed the ingredients and circumstances which are required in order for the spell to be cast. Generally speaking, a spell may not even be attempted unless these prerequisites are met.
Requirements marked by an asterisk (*) are not consumed during the casting of the spell, and may be re-used in later casting attempts. Items which are not so marked are considered to be "used up" during the casting process. This "using up" occurs whether the spell is cast successfully or not.
Some of the requirements listed for a particular spell may be followed by a number in parenthesis. This means that that individual item or circumstance isn't absolutely necessary to cast the spell-- if that prerequisite isn't met, simply add the number in parenthesis to the spell's DIF rating before rolling for spell success. In other words, these items and circumstances are an exception to the rule that all requirements must be met before casting a spell, but not having that particular item will greatly increase the difficulty (DIF) of that particular spell. If a listed requirement isn't followed by a number in parenthesis, the spell cannot be attempted without it.
Description: This block of text is where the spell's specific effects are described in detail.
Critical Failure: Spell-casting is inherently very risky. This section describes the consequences of a character failing critically on his or her POW vs. DIF casting roll. A roll is considered a critical failure if its results are equal to or greater than the number given here, even if those results would otherwise be a success on the POW vs POW table.
Magic-- particularly the casting of spells-- isn't commonplace in the Young Kingdoms. Sorcerers typically bring about magical effects in the Young Kingdoms through the summoning and binding of supernatural entities. The penalties for making a critical failure during spell-casting are intentionally very harsh to help enforce the rarity of this type of magic. These penalties are also consistent with those presented for failed summoning and binding rolls (as presented in the Stormbringer rules) to prevent spell-casting from becoming a short-cut to power or a means to bypass the risks associated with other Young Kingdoms magic.
Failure: This section describes what will happen if the spell roll fails, but its result is still below the Critical Failure number. If no entry is provided here for a particular spell, the failed casting simply has no effect.
As with critical failures, there are sometimes dire penalties associated with non-critical spell failures. Magic is not a thing to be taken lightly in the Young Kingdoms.
Critical Success: Sometimes a spell will be cast exceptionally well, resulting in spectacular effects. If the caster succeeds critically on the POW vs. DIF casting roll, apply the spell results provided here. A roll is only considered to be a critical success if its results are less than or equal to the number in this section.
Individual Spell Descriptions
Bitter Comfort of the Mortal Coil
DIF: 18 Casting Time: 1D6 Rounds Duration: N/A
Required: Clean bandages, pure water, salt, a source of flame, and two glasses of wine.
Description: The caster rolls 5D10+50 to determine what percentage of the target's missing hit points are magically restored (rounded up). The caster also suffers a loss of hit points equal to 50% of the total hit points restored (also rounded up). The caster may not cast this spell upon himself, and this spell can never raise a character's hit point total higher than its normal hit point value. Note that this spell is only effective upon a willing target, who must fully participate in the ritual for the duration of the spell's casting time.
Critical Failure: The target must roll CONx2 or die, and the caster loses the same number of hit points that the target was initially missing. 95+
Failure: Target must roll CONx6 or die; caster loses 1D4-1 hit points.
Critical Success: All of the target's missing hit points are restored, and the caster takes no damage. 02-
Caparison of Bone
DIF: 18 Casting Time: 1D4+1 Rounds Duration: Special (see below)
Required: The meaty part of a snail, ground clamshells, a human knuckle bone*, a ring of small stones encircling the caster (+3)*.
Required: The meaty part of a snail, ground clamshells, a human knuckle bone*, a ring of small stones encircling the caster (+3)*.
Description: Upon the successful casting of this spell, the sorcerer will begin to thrash around violently in indescribable pain and agony for the next 1D6 rounds, taking 1 point of damage per round. At the end of this period, a series of bony plates will begin to emerge from the caster's flesh. These plates provide 1D10+1D6+2 in (non-magical) armor protection, but also temporarily reduce the caster's DEX by 50% (rounded down). The character's CHA is temporarily reduced to 1 and size is temporarily increased by 1. The weight and rigidity of the character's new exoskeleton make it impossible for the character to use the following skills: CLIMB, JUMP, RIDE, BALANCE, JUGGLE, SLEIGHT OF HAND, MOVE SILENTLY, TUMBLE, CRAFT, and DODGE. Regardless of the character's effective DEX rating, he will move and attack last in any given combat round. The duration of this spell is equal to the number of rounds that it took for the transformation to occur, only in minutes instead of rounds (one minute equals twelve rounds, so multiply by twelve). At the spell's conclusion, the caster is again incapacitated while reverting to his normal form, but this second period of incapacitation only takes 1D4 rounds, and this time no physical damage is taken.
Critical Failure: The effects of this spell are permanent, and the caster must roll POWx1 or less on 1D100 or be driven permanently and irrevocably insane (character becomes NPC). 00
Failure: Character thrashes around in pain and agony for 1D6 rounds as bony plates of armor emerge from his or her flesh, taking 1 point of damage per round, and then immediately endures another 1D4 of incapacitation as the plates are re-absorbed into his or her body and the spell ends.
Critical Success: Caster is not incapacitated for any length of time at the spell's beginning or end, taking no damage during either transformation (both take place painlessly and instantaneously). The caster may remain
armored in bone for 1D4 hours, although the caster may terminate the effects of this spell sooner if desired. 10-
Circle of Troth
DIF: 20 Casting Time: 1D4+1 hours Duration: Special (see below)
Required: Writing utensil and parchment*, the tail-feather of a white dove, a small bowl containing the blood of the caster which has been mingled with that of all other participants.
Description: When this spell has been successfully cast, both the caster and all other willing participants become bound to the terms of a mutually agreed-upon pact, which is then committed to parchment in the blood of the oathtakers. The inscribed document must be legible and understandable to all participants or the spell has no effect (making literacy in a shared or common language a requirement for participation). Once the agreement has been signed, failure to abide by its terms will prove harmful to the offending party-- should a character intentionally or knowingly violate the terms of the agreement, that character must begin rolling POWx2 or less on 1D00 on every day that he or she is in breach of its terms; failure results in the loss of a single hit point. This roll is made daily until the character is again in compliance with the magical agreement. This spell is often used in commerce or by diplomats; even if the character has no immediate use for such a spell himself, there are almost always wealthy clients who would be willing to pay to have a known sorcerer cast this spell to seal an agreement on their behalf.
Critical Failure: The caster's POW is permanently reduced by one point. 00
Failure: The spell has no effect, although participants may not be aware of this at the time.
Failure: The spell has no effect, although participants may not be aware of this at the time.
Critical Success: The caster's POW is permanently increased by one point. 01
Commune the Principality Unseen
DIF: 16 Casting Time: 1D10+20 minutes Duration: 2D4-1 rounds
Required: Mirror or reflective surface*, 1 dose of Hellebore herb, dust gathered from a bookshelf, a fire or lit candle.
Description: Upon casting this (relatively) simple spell, the caster is able to question a demon of knowledge. The demon is not physically present at the caster's location-- the caster merely glimpses the demon in the mirror-- and thus, the demon cannot be bound in any way. Once per round while the spell is in effect, the caster may ask a simple 'yes or no' question of the demon, which will know the correct answer to the caster's question about (five times the caster's INT)% of the time. The demon of knowledge will never lie when answering the caster's 'yes or no' question if it knows the answer, but it may lie to the caster if the correct answer is not known. Note that this spell may be cast in any plane where magic functions normally, even if demons may not normally be summoned to that plane.
Critical Failure: The caster briefly makes contact with a demon of possession (POW rating equals 1D8+16), which will attempt to inhabit the caster's body. 97+
Failure: The mirror cracks/shatters/breaks (as appropriate) and the caster may not use any magic at all (including summoning or binding) for the next 24 hours.
Critical Success: Design the demon of knowledge normally (as per the basic Stormbringer rules, using twice the character's statistics as its base, but with no modifications to the demon's POW), and allow the character to make a single binding roll if he or she chooses. 02-
Concealing Mists of Spirit, Air, and Waters Pure
DIF: 14 Casting Time: 1D2 rounds Duration: 1D4+1 hours
Required: Stem of a dandelion, tongue of a hummingbird, an open flame, a kettle of water*, several sprigs of mint
Description: This simple spell summons a dense fog within 3D10 minutes, which will last a further 1D4+1 hours. This fog is so thick that visibility is reduced to about five feet, which will effect the following skills: SEE skill reduced by 1/2, SEARCH skill reduced by -25%, CONCEAL rolls receive +20% bonus, HIDE increased by half its normal value, and NAVIGATE rolls succeed on a critical success only. Missile weapons may not be used unless the attacker has some way of knowing his target's exact location. This spell cannot be cast underground, and most intelligent beings will recognize the sudden, unnatural nature of the fog as something magical or extranormal (unless such mists are typical of seasonal weather in the area).
Critical Failure: None possible. As "Failure."
Failure: The caster must roll POWx2 or less on 1D100 or age 1D100 years within a single round. The effects of aging are given on pp. 25-26 of the Stormbringer rules, though rapidly aging in this manner will not increase the character's Knowledge bonus in any way. If any skills are modified downward to less than -50% once ability bonuses are added, the character will crumble to dust instantly.
Critical Success: The caster may maintain the mystical fog for as long as he or she concentrates. 08-
Dedicate the Wealden Aspect
DIF: 22 Casting Time: 2D2+3 days Duration: Special.
Required: Large block of hard wood (man-sized or larger), saw*, chisel*, hammer*, paint or ink for inscribing runes*, two quail's eggs, the blood of a newborn calf, the pelt of a spring hare
Description: The caster fashions a crude wooden statue which, at the end of the required casting period, will animate and serve the caster as needed. The aspect's game statistics are as follows: STR 3D6+6, CON 4D6, SIZ 7 or larger (as desired by the caster, and equal to the SIZ of the block of wood used to cast this spell), INT 1, POW 1, DEX 3, Hit Points CON + SIZ, Armor 2D10, Attack (3D6 Punch) 25%. The aspect takes x4 damage from fire and does not recover hit points lost for any reason-- once they're gone, they're gone. This aspect will serve the caster faithfully until it has been physically destroyed or until the caster has released it, at which point it will sigh and return to being a normal carved wooden statue bearing no signs of life. If the aspect is destroyed through loss of hit points, the caster takes damage identical to the single wound which felled the creature (armor does not protect). Each caster may create only one wealden aspect at a time.
Critical Failure: The aspect immediately attacks the caster, and will hunt the caster relentlessly for so long as it exists. The caster cannot choose to release the aspect from service, ending the spell early, if this occurs. 95+
Failure: The aspect is a twisted, paltry thing. Divide all statistics (including hit points) by 10 (rounded up). The aspect's punch only delivers 1D3-1 damage. The caster cannot choose to release the aspect from service, ending the spell early, if this occurs.
Critical Success: The caster can attempt to create and control another wealden aspect (or a third, or a fourth, and so on, as long as he or she continues to make critical success rolls in the creation of all of his current wealden aspects), even though this aspect remains in existence. 03-
Directed Spirit of Reductive Essences
DIF: 25 Casting Time: (1D4) x (1D4) hours Duration: (Casting time) times 4D6
Required: A bound elemental of the appropriate type (see below), a ceremonial dagger*, a brazier of hot coals (+1)*, a basin or urn of fresh water (+1)*, a large silken banner or flag (+1)*, a large flat stone (+1)*.
Description: By sacrificing a particular type of elemental, the caster is able to invoke a corresponding meteorological, geographical, or hydrological event. This effect will not be centered upon the caster, but will instead affect the entire country or region in which the spell was cast. The type of effect is dependent upon the type of elemental sacrificed:
Elemental Type Desired Effect (choose one)
Fire Wildfire, volcanic eruption, heat wave, etc.
Water Floods, rain, fog, tidal wave, etc.
Earth Earthquakes, landslides, sinkholes, etc.
Air Thunderstorms, cyclones, strong wind, etc.
The chosen effect (or its after-effects) will last until the spell has expired. This duration is not in any way under the caster's control. In effect, this spell is a potent curse, capable of wreaking havoc or even laying waste to large areas.
Critical Failure: All of the possible listed effects for the sacrificed elemental type occur at the same time, and will be centered upon the caster's location. These effects will follow the caster for the spell's duration, regardless of any attempt to flee them. Additionally, the caster has angered the ruler of that Element. If the caster has acquired Elan through worship of that particular elemental ruler, it is lost, and the character may gain no more Elan for 1D10 days. If the character has no Elan for this elemental ruler, he or she will be attacked by at least one elemental of the appropriate type daily until he or she has somehow atoned for this transgression. 96+
Failure: The spell has no effect.
Critical Success: The character has pleased the appropriate Elemental Ruler. If the character is an agent or priest of that elemental god, he or she gains 2D6 points of Elan immediately. Otherwise, the character will be gifted with an unbound elemental servant, which will serve the character for 1D4 days before departing and who will not count against the caster's limits for bound entities. In either case, the character has a 10% chance of gaining 1D3 permanent points of POW. 02-
Divine the Summoner's Mind
DIF: special (see below) Casting Time: 1D4+1 hours Duration: N/A
Required: An item which contains a bound elemental, demon, or virtue*, 1 dose of Hellebore (+3), a reflective surface (usually a mirror, pool of water, or crystal ball) to peer into (+5)*, a lock of hair from a deceased sorcerer.
Description: This spell enables the caster to learn about a particular magic item. Successful casting of this spell reveals the name of the conjurer who created the item, when the item's binding was performed, what type of entity is bound within (including that entity's specific powers), the entity's name (if applicable), power
Critical Failure: The caster loses one point of POW, the bound entity may attempt to break its binding by challenging the caster in a POW vs. POW battle, and as "Failure." 00
Failure: The information gained will be inaccurate, unreliable, and misleading.
Critical Success: If possible, the item will function better for the caster than for anybody else (the GM should assign a modifier or special effect that only the caster will receive from this item in order to reflect 01
this), and the caster gains one point of POW.
Dharzi Gibber-Speech
DIF: 20 Casting Time: 2D4-1 rounds Duration: 1d4+1 rounds
Required: Skin, feathers, or hide of the appropriate animal (enough to cover caster)*, caster knows how to speak Orgjenn (+2)*.
Description: The caster gains the ability to "speak" (and understand) the language of one type of animal for a very limited time. Once per round, the caster may ask the animal a simple question; the GM, speaking for the animal, must either provide a 'yes or no' answer or answer in a pidgin sentence comprised of a single noun and a single verb (e.g., "man come," "me hungry," or "see monster"). The animal will tell the player the truth (as it understands the truth) unless the GM determines there to be a good reason for the animal to lie
Critical Failure: The animal will immediately attack the caster if this is its nature, will attempt to escape if it is not inclined to attack, and will refuse to engage the caster in conversation if it is unable to flee. 98+
Failure: The animal is unable to understand the caster's quacks/chirps/meows and will not respond in an intelligible manner.
Critical Success: For the duration of the spell, the caster understands the animal so fluently that the GM can express the animal's answers in normal, conversational English. 08-
Drawing Down the Portal Unknown
DIF: 60 (see below) Casting Time: (1D3) x (1D12) hours
Duration: 1D4 rounds
Required: One dose of Hellebore per sorcerer participating in ritual, an enormous gong or large temple bell*, a doorway or archway large enough to step through*, ritual is performed upon a clean, flat floor (+1), ink or paint to inscribe runes (+3)
Description: This spell opens a temporary gate to another location-- possibly even to another plane of existence. Exactly where this portal leads is up to the GM. Unlike other spells, this ritual may be cast by several sorcerers cooperating together under the direction of the sorcerer who knows this spell; the POW of each additional sorcerer (after the first) is subtracted from the spell's DIF (to a minimum of 23). Once the portal has been opened, characters must actually 'step through' in order to discover where it leads.
Critical Failure: The spell opens a gate to one of the Yellow Hells or some other plane of eternal torment. Anyone crossing the portal's threshold is assured of endless damnation (create a new character). 95+
Failure: The primary caster loses 1D4 points of POW. All other casters taking part in the ritual lose 1D3-1 points of POW.
Critical Success: The primary caster is allowed to choose where the open portal leads (either a specific location on the caster's plane, a general description of another plane, or a specific plane of reality if its name is known). 08-
Embodiment of the Homunculus
DIF: 22 Casting Time: 24 hours Duration: N/A
Required: A quantity of the caster's own blood (at least 1 hit point), 1 dose of Hellebore, a thumb-sized lump of clay, a small gong*, a living lizard or snake, a lit oil lamp, a washbasin filled with water, a brass whistle*, caster is able to summon demons of knowledge (+4)
Description: This spell is used to summon a homunculus-- a highly-specialized demon of knowledge-- and bind that demon to the caster's own body. Once this has been accomplished, the homunculus will magically appear before the caster whenever the brass whistle is sounded. The homunculus has the following special qualities:
- The homunculus' stats are derived as follows: STR 1D3+1, CON 2D4, SIZ 1D2, INT 3D6+12, POW 3D3+1, DEX 1D10+20, CHA 1D2+1. Hit Points are based on CON, modified normally by SIZ (though the creature will have a minimum 1D3 hit points when summoned, if CON modified by SIZ results in a number of less than or equal to 1). The creature has the following skills, which are modified normally by bonuses: DODGE 5D10+50%, TUMBLE 1D10+60%, LISTEN 1D20+80%, HIDE 2D20+40%, EVALUATE TREASURE 90%, MEMORIZE 4D20+20%, MUSIC LORE 1D20+80%, PLANT LORE 3D10+35%, POISON LORE 1D100%, and SPEAK COMMON at 100%.
- The homunculus' POW rating is added to the caster's whenever the two are physically in the same location. If this addition to the caster's POW is sufficient to increase the caster's rank of sorcery, then the caster may also operate at that rank whenever the two are together, provided that the caster has done the requisite study to advance to that rank (this increase in sorcerous rank is temporary, and is not retained whenever the two are apart, or if the homunculus is ever slain).
- The caster can hear anything that the homunculus hears, as long as the two are no more than 1 mile apart from each other. To use this ability, the caster must spend 1D10 minutes entering a trance-state, and must concentrate fully upon his link with the homunculus in order to maintain it (the link is severed if the caster is distracted for any reason, such as combat).
- If the homunculus takes damage for any reason, a like amount of damage is taken by its caster. If the homunculus is ever slain, its CON rating is permanently subtracted from the caster's own CON (resulting in a corresponding loss of his or her own hit points). For this reason, most sorcerers guard their homunculi very carefully, even going so far as to garb it in demonic (or even virtuous) armor.
- If a homunculus' master is ever slain, the creature is also destroyed.
Critical Failure: The homunculus so created is an especially weak and pathetic example of its breed; reduce all statistics, with the exception of CON, to a rating of exactly 1 point. All skills are reduced to one-tenth their normal starting value (rounded up). The creature will have at least 1 Hit Point. 00
Failure: Reduce the caster's POW by 1d3 points. The spell has no effect.
Critical Success: The homunculus so created is a prince among its own kind; starting POW is equal to 1D6+12, although the homunculus will still only add 3D3+1 to the caster's POW rating when it and the caster are together-- roll each time a POW roll is made). If the homunculus qualifies to be a sorcerer, it may begin the game as a sorcerer of the appropriate rank in its own right; demons and elementals bound by the homunculus do not count against the caster's own limit, but are limited normally by the homunculus' own CHA rating. 02-
Evocation of Blinded Cognition
DIF: special (see below) Casting Time: 1D2 hours Duration: special (see below)
Required: mistletoe gathered by moonlight, black clothing for all to be affected*, 1 dose of Hellebore per person to be affected, crushed and powdered moth wings, the eyes of an owl or hawk, two drams of mercury sulfate.
Description: The caster obscures the target (or targets) of the spell from visible sight. Note that the target(s) are not technically invisible; rather, the target(s) are much less likely to be noticed or observed by anybody else who is watching. The DIF of this spell is 22, plus 4 for each additional character to be obscured (thus, the caster could obscure himself and two other characters with a DIF of 30). The duration of this spell is equal to the caster's POW divided by four, in hours, which is further divided by the total number of characters to be obscured using this enchantment (although the caster may dispel this magic sooner than this, should he or she elect to do so). Any others rendered unseen by means of this spell become plainly obvious again if they become separated from the caster, or if they or the caster were to physically attack another person, but everyone affected by this spell is able to see each other normally. Any person who is actively looking for the unseen characters who crosses paths with them may be able to spot them by beating the caster in a POW vs. POW battle. This spell will not fool demon wards, guardians, or demons of knowledge, nor will it affect animals or beasts which hunt using a sense other than sight.
Critical Failure: The caster becomes insubstantial, with no physical form and no ability to interact with the physical world-- all clothes and belongings drop to the ground, and the caster disappears forever. No others are affected by the spell. 95+
Failure: The caster and any others so affected believe themselves to be obscured, but the spell actually has no effect whatsoever.
Critical Success: The caster and any others so affected cannot be detected by any means whatsoever, even using senses other than sight, and including detection by demon wards, guardians, or demons of knowledge. 02-
Grim Rescission of Mortal Devastation
DIF: varies (see below) Casting Time: 3D10+30 minutes Duration: N/A
Required: Three petals from a pure white lilac, the fingernail of a hanged man, bandages, perfume or scented oils, the liver of a large goat or swine, a chalice of solid silver*, a (mostly) intact body to be revived.
Description: This spell literally allows the caster to raise the dead. Such a feat does not come without a price, however-- the caster must permanently sacrifice 1 point of POW before even attempting to cast the spell. Additionally, subjects so raised seldom return to the land of the living with all of their mental faculties intact (in game terms, INT and POW are each reduced by 1D3, all 'mental' skill ratings-- including summoning ability-- are reduced by 3D10 percentage points, CHA is reduced to a new maximum rating of 1D6, and DEX and CON are each reduced by one point for each day that the spell's subject was deceased beyond the first). The DIF of this spell is based upon its target's POW at the time of death, making fellow sorcerers more difficult to revive.
Critical Failure: The caster permanently loses an additional 1D4-1 points pf POW, and the deceased target of the spell instantly crumbles into dust. 99+
Failure: The caster permanently loses an additional 1D2-1 points of POW, but the spell functions normally.
Critical Success: The revived character will become terrified of the caster, and can be intimidated into fearfully obeying the caster's verbal commands if the caster succeeds in a POW vs INT roll whenever a command is so given. 06-
To be continued....
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