Creeping Rot

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Creeping Rot

Spell Information

Necromancy School

Spell Name: Creeping Rot

School: Necromancy

Spell Level: 2

Duration: Medium (10 Minutes)

Range: Touch or Tag Bag

Target: Weapon or Character(s) Hit

Flag: Weapon or None

Dispel: Yes or No

Spell Description: Lets a weapon call for 'Poison!' or generate 4 tag bags that call for '4 Poison!'.

Prerequisite: A level 1 Necromancy spell

Oil

Oil Name: Creeping Rot

Scarce: No

Scroll Information

Scarce: No

A basic means of gaining access to poison damage.

Description

The caster gains the ability to channel poisonous energy into their attacks.

Effect

Choose one of these effects:

Detailed Interactions

Sample Incants

Septly

For the greater good of the Stranger’s work, I cast Creeping Rot!

Neutral

With ichor black and fever hot, I summon now a Creeping Rot!

Evil

May the spit of Nox boil in my palm as I cast Creeping Rot!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Creeping Rot

Yes Yes 8 Item casts Creeping Rot. May be taken multiple times. Can be cast 1/event for each time taken.

References

The 'Poison!' Call

The 'Poison!' call sometimes inflicts damage, also it always inflicts the Poisoned condition. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Poison!' damage, otherwise it will only inflict the Poisoned condition and no damage.

Tag bags or arrows that call for 'Poison!' count as weapons and may always be blocked with an unbroken shield.

When the 'Poison' call is used to modify an offensive effect call the whole attack follows the rules for 'Poison!'. It is never considered a spell (if it was) and the attack may be blocked by a shield. Conditions applied by the attack are only removed when the Poisoned condition is removed. Any defense which prevents 'Poison!' prevents the entire call.

The Poisoned Condition

A character who has the Poisoned condition cannot heal lost body points. They also may not remove Wound conditions, the Bleeding Out condition, or the Dead condition by any means. This lasts until the Poisoned condition has been removed.

If the call that applied the Poisoned condition applied other conditions, those other conditions can only be removed by removing the Poisoned condition. This will automatically remove the attached conditions at the same time. When the Poisoned condition is attached to another condition like this, the duration of the effect is determined by the attached condition. Both conditions wear off at the same time.

This condition can be removed by spells like Purify Spirit, or alchemicals like Theriac and Catholicon.

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 | Necromacny Spells | Level 2 Spells | Poison Calls


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