The QuestFRP Player's Handbook

MAGE SKILLS

BLIGHT

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[7.3.1]

DoM 1 ) Evil Eye
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 20 metersD: 1 dayST: WillFatigue: 2
Long Description
With this Spell, the Mage may cast a curse of misfortune on the target. The target will incur a -1 penalty to CR and -5% to Cast Chance.
Short Description
-1 CR, -5%Cast Chance.
Base:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.3.2]

DoM 2 ) Curse
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 10 metersD: Until DispelledST: Magic Talent -2Fatigue: 4
Long Description
Curse is a fast casting spell with which the Mage may curse an entity with -1 to CR, DR, damage, Cast Chance, or Saving Throws, or -5% Skill Rolls. The target receives a Magic Talent Saving Throw.
Short Description
-1 to CR, DR, damage, Cast Chance, or Saving Throws, or -5% Skill Rolls.
Base:200Powerword:200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Evil Eye [Display prerequisites graphically]

[7.3.3]

DoM 2 ) Speak to the Dead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 minuteR: 3 metersD: 30 minutesST: NoneFatigue: 2
Long Description
This Spell allows the Mage to speak to any dead, sapient individual as long as the Mage has a piece of the creature's corporeal remains, is in the place where the creature died, or is in the place where the creatures remains reside. The Mage must speak to a specific creature and cannot cast the Spell at a spot and communicate with anyone that had died at the spot, without knowing who had died there. If the dead is reluctant to answer, the mage can compel by winning an opposed will roll. If the mage fails to win the will roll, he may try again after 24 hours. If the dead is Sinbad, he will be compelled to answer all questions fully and truthfully.
Short Description
Communicate with dead being.
Base:200Powerword:1200Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Create Minor Undead [Display prerequisites graphically]

[7.3.4]

DoM 3 ) Create Minor Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: PermanentST: NoneFatigue: 6
Long Description
As long as the necessary raw material (i.e., corpses) are available, the Mage may create Minor Undead: skeletons and zombies. Any Undead created are not controlled and the Mage must control them by making a will save to have any command over the newly created Undead. Zombies and skeletons are immune to fear, poison, cold, stun results, being rendered unconscious, and blood loss.
Short Description
Turn corpse into skeleton or zombie.
Base:300Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Curse, Pocket [Display prerequisites graphically]

[7.3.8]

DoM 3 ) Moment of Weakness
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 10 metersD: 60 secondsST: Magic Talent -3Fatigue: 6
Long Description
This spell may be cast in one of four ways. Either: The target's Strength is halved for one minute. Damage is adjusted accordingly, and if they no longer have the strength to lift their weapon they drop it immediately. OR The target's Intelligence is halved for one minute. The target forgets what they are doing and must spend two seconds to figure out what he should do next. If the target was casting a spell, it is aborted. OR The target's Agility is halved for one minute. The target must immediately make an agility save (at the new half agility) or fall down. OR The target's Dexterity is halved for one minute. The target must immediately make a Dexterity save (at their new half-dexterity) or drop their weapon.
Short Description
A statistic is halved.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Curse [Display prerequisites graphically]

[7.3.9]

DoM 4 ) Demoralization
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 5 minutesST: Magic Talent -4Fatigue: 8
Long Description
All targets save versus Magic Talent or have their Will drop by 1/3. All within the radius must make a single Will Save at their new Will or leave the radius of effect as fast as they can. Radius of effect is 5 meters per DoM in Spell Casting. Creatures who are either not sentient enough to fear extinction or are Undead will ignore this Spell.
Short Description
-1/3 Will, radius 5m*Spell Casting
Base:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Curse [Display prerequisites graphically]

[7.3.10]

DoM 5 ) Create Moderate Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: PermanentST: NoneFatigue: 10
Long Description
If this Spell is cast upon a corpse, the Mage may create a ghoul. If it is cast on a still living person, when that person dies, he or she will become a wight. Any Undead created are not controlled and the Mage must control them by making a will save at -2 in order to have any command over the newly created Undead. A Character who becomes a ghoul loses all previous abilities and Statistics, and uses the ghoul Statistics. A Character who becomes a wight gains a 20 Strength and Constitution. A wight takes 24 hours to reanimate. A wight Character retains all previous Disciplines and experience, and may continue to gain experience at 1/4 the normal rate. The Disciplines of a wight depend upon the person who is transformed. Statistics for a typical wight (based on a fighter) are given in the Monstrous Manual. Ghouls and wights are immune to fear, poison, stun results, being rendered unconscious, and cold.
Short Description
Corpse become ghoul, living become wight.
Base:500Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Minor Undead [Display prerequisites graphically]

[7.3.11]

DoM 6 ) Brain Freeze
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: 1 hourST: Magic Talent -6Fatigue: 12
Long Description
Target's Intelligence and magic talent is halved for the duration of the spell.
Short Description
Mages are screwed.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Moment of Weakness [Display prerequisites graphically]

[7.3.12]

DoM 6 ) Fear
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 5 minutesST: Will-6Fatigue: 12
Long Description
Any and all creatures who come within the radius of effect of this Spell must make a Saving Throw or flee from the Mage's presence (until the creature drops from exhaustion). The radius of effect is 5 meters per DoM in Spell Casting. Creatures who are either not sentient enough to fear extinction or are Undead will ignore this Spell.
Short Description
All creatures flee the Mage.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Demoralization [Display prerequisites graphically]

[7.3.13]

DoM 6 ) Paralysis
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: 1 hourST: Magic Talent -6Fatigue: 12
Long Description
The target's voluntary muscles are frozen in place for the duration of this spell.
Short Description
Target cannot move.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Moment of Weakness [Display prerequisites graphically]

[7.3.14]

DoM 7 ) Create Greater Undead
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 1 hourR: 3 metersD: Until DispelledST: NoneFatigue: 14
Long Description
If this Spell is cast upon a corpse, the Mage may create a wraith. If it is cast on a still living person, when that person dies, he or she will become a vampire. Specters are created when a wraith absorbs sufficient life energy to become corporeal. Any Undead created are not controlled and the Mage must control them using the Control Spell in order to have any command over the newly created Undead. A Character who becomes a wraith or specter loses all previous talents and abilities, and uses those of the wraith or specter. A wraith begins with Base Hit Points equal to the original Character's Constitution. A wraith will become a specter when it absorbs enough life energy from Characters with SPP to increase the wraith's BHP to 39. When a Character becomes a vampire, his or her Strength becomes a 24, Constitution a 20, and the Character adds +4 to his or her Will, Dexterity and Agility. Wraiths, specter, and vampires are immune to fear, poison, stun results, being rendered unconscious, and cold. In addition, wraiths may only be damage by magic, specters may be harmed only by magic and fire, and vampire may be harmed only by wood, sunlight, fire, and magic.
Short Description
Corpse becomes wraith, living become vampire.
Base:700Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Moderate Undead [Display prerequisites graphically]

[7.3.16]

DoM 8 ) Feeble Mind
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 30 metersD: Until DispelledST: Magic Talent -8Fatigue: 16
Long Description
Target's Intelligence is reduced to 5 until dispelled. With a 5 Intelligence the target has an Intelligence of a rather slow dog who does not obey commands well.
Short Description
Intelligence is reduced to 5.
Base:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Paralysis, Brain Freeze [Display prerequisites graphically]

[7.3.17]

DoM 8 ) Sleep
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SpecialD: 1 hourST: NoneFatigue: 16
Long Description
Any target in the area of effect who fails his/her Magic Talent Save falls into a normal sleep for an hour. The radius of effect is 5 meters per DoM in Spell Casting.
Short Description
Area of effect sleep.
Base:800Powerword:1200Runic:800Internal:800
Glyph:800Potion:800Enchantments:800Glyph Enchantments:800
Prerequisites: Paralysis [Display prerequisites graphically]

[7.3.18]

DoM 10 ) Become Lich
Learning Rate:+ ( Magic talent* 2 )+ ( Will* 3 )
CT: 8 hoursR: SelfD: PermanentST: NoneFatigue: 10
Long Description
When this ritual is enacted the Mage will become one of the Undead, although independent. The Game Master should require certain rare or hard-to-come-by materials for the Mage to complete this ritual. The Mage will retain all of his or her knowledge and abilities, although all further experience gained will be divided by 4. The Mage's Constitution will rise to 20, his or her Strength will rise to 18, his or her Magic Talent, Will, and Faith will increase by +3, and his or her command abilities will rise with respect to those creatures led through fear. Of course, the Mage no longer needs to eat or sleep, and is tireless. During the night, a Lich may mimic any of the other Undead's powers and appearance. The Mage's main concern is healing of injury. Although the Mage is immune to disease, his or her normal healing processes have also stopped. Once damaged, the Mage will stay damaged. Clerical Spells will not heal the Mage and Technical medicine will aid the Mage little since medicine is concerned with letting the body heal itself, something now impossible for the Mage. Only the various Spells from the Enhancements and Order Spell Lists will restore the Mage.
Short Description
Mage turns self into Lich.
Base:1000Powerword:N/ARunic:N/AInternal:N/A
Glyph:N/APotion:N/AEnchantments:N/AGlyph Enchantments:N/A
Prerequisites: Create Greater Undead [Display prerequisites graphically]

[7.3.19]

DoM 12 ) Death
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 1 minuteR: 100 metersD: 60 secondsST: Magic Talent-12Fatigue: 24
Long Description
Any target within range may be targeted by the Mage. The target's heart stops beating instantaneously and they will die within 4 minutes if the spell is not abated. Even if the spell is abated the target will die unless a Body Healing I or better is cast upon them, or is resuscitated with technological means.
Short Description
Kill target, few save.
Base:1200Powerword:4800Runic:1200Internal:1200
Glyph:1200Potion:1200Enchantments:1000Glyph Enchantments:1000
Prerequisites: Fear, Feeble Mind, Projective Telepathy [Display prerequisites graphically]

[7.3.20]


Blight Tree
Blight Tree: displays prerequisite relationships.