Abomination

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Abomination

Spell Information

Necromancy School

Spell Name: Abomination

School: Necromancy

Spell Level: 5

Duration: Medium (10 Minutes)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: The target grows huge and gains monstrous characteristics.

Prerequisite: A level 4 Necromancy spell

Potion

Name: Abomination

Item Level: 3

Scarce: Yes

Scroll Information

Scarce: No

Become a giant monster and enjoy the benefits!

Description

Transforming into a giant undead like creature, the target becomes capable of inflicting great damage and more durable.

Effect

The target gains Monstrous Body, is immune to the 'Pin!' call and can break damage cap on dual wielding. They also may enter Unhallowed fields freely.

Detailed Interactions

  • Monstrous attributes: This spell gets all benefits of the monstrous rules with the exception of monstrous armor- only the character's body is considered monstrous. This means that damage is not reduced to 1 until the character's other defenses have been taken out.
  • Breaks cap: Since this spell allows you to break cap on dual wielding, a character holding two weapons or a weapon and shield can potentially hit for 4 depending on their Might skill.

Sample Incants

Septly

Fill me with the fortitude of the gods, Stranger, I cast Abomination!

Neutral

Gaze upon me with great trepidation, for now I shall cast Abomination!

Evil

An Abomination twisted and vile, may it be worth Darkness' while!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Abomination

Epic Only Epic Only 20 Item casts Abomination. May be taken multiple times. Can be cast 1/event for each time taken.

References

Monstrous Rules

A character who is monstrous is immune to all 'Pin!' calls regardless of effect type and all pit traps. They also cannot be restrained by non-magical means.

Monstrous characters can break the normal cap on might while dual wielding or wielding a weapon and shield. If they have enough might they can hit for up to 4 damage.

A character who is monstrous gains the benefits of both monstrous armor and monstrous body. Some rules give only one of these qualities. Monstrous armor can apply to all armor types on a character or to just one type (or even one piece) of armor, the rule giving the monstrous effect will specify what it applies to. Monstrous body only applies to a character's body points. Monstrous creatures benefit from all types of armor and body being monstrous.

When a character takes damage to a trait with the monstrous rule if the attack does not include 'Slay!' as part of the call, reduce the damage to exactly 1 before applying it.

Example: A character is wearing plate armor. It provides 4 monstrous physical armor. The character is hit in the chest for '8 Nature!'. They have no magic armor, so the next thing to apply the damage to is the monstrous plate. Because the plate has the monstrous rule, it reduces the 8 damage to 1 before the damage is applied. The character has 3 monstrous armor points remaining. The character could get hit in the armor 3 more times like this before their natural armor, followed by body points would be used for defense.

Another example: A character has 4 monstrous body points and no armor of any kind. They are hit for an attack for '4 Slay!'. Because it has the slay call the monstrous rule doesn't apply. They reduce the damage to zero using all 4 points of monstrous body. The next attack the character takes will inflict a wound because they have no armor or body left to defend with. The fact that their body was monstrous is no longer relevant because they have no points of it left to use.

The ''Pinned' Condition

A character who has the Pinned condition must keep their feet planted firmly where they were when the condition began for 10 minutes. If that character was on their knees or sitting at the time the 'Pin!' hit them, they should remain in that position. Should the character take a Leg Wound while Pinned it is ok for them to go to their knees and stay there for the remainder of the Pinned duration.

Damage Caps

An enchantment is a special kind of effect that can last longer than an event. The source of the enchantment will specify exactly how long it lasts and exactly what it does. Enchantments are a catch all category for special story related effects not covered by any other rule, that affect a character for a long period of time. If a character has an enchantment on them the plot marshal or second (Ryan Green and Donald Tyson) will note it on their character sheet.

Unhallowed Fields

The Unhallowed field always occupies a structure. When the structure is a building it should be marked with blue strips at the windows and doors. If the structure is a period tent the doorway is considered the only valid entry point so it is the only place that needs to be marked. With a lean-to blue strips should be placed strategically along the open wall to allow them to be as clearly visible as possible.

While the area is a Unhallowed field the living may not enter it. They may cast spells, throw throwing weapons and fire projectiles into the building (arrows should never be fired into buildings with glass windows, regardless of circumstances).

Living individuals under the effects of the spells Abomination, Dreadlord, or Ghastly Visage as well as living characters who are immune to spells (typically through Anti-Magic Aura or Ethereal Sealant) may enter the area freely. One-time shields do not provide enough protection for any benefits.

The creator of an Unhallowed field must be present at the time of creation, but may leave the field once it is in place. Any living creatures in the field at the time it is created must leave as rapidly as possible. Should they be unable to do so (such as if the door is Magic Locked and they don't have the means to 'Dispel!' it) they gain the Helpless condition as they cower in fear, taking no action. If characters block their exit they will attempt to fight their way out of the field.

Creating an Sanctified field in the same location as a Unhallowed field will cause them to cancel each other out and dispels both.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
  • You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
  • The incantation must clearly convey EXACTLY what you are casting.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.

Categories: Spells | Necromancy Spells | Level 5 Spells | Monstrous | Unhallow Interaction


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