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Reap Spirit | |
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Spell Name: | Reap Spirit
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School: | Necromancy
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Spell Level: | 1
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Duration: | Special
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Range: | Touch
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Target: | Dead or Unconscious Character
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Flag: | No
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Dispel: | No
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Spell Description: | Take another person's Spark or permanently kill most undead.
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Prerequisite: | None
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Scarce: | No |
If you wish to permanently kill someone this can drastically speed the process up. It can also be used to keep most undead down.
Description
The caster takes the target's Spark, making it considerably more difficult to Revive them.
Effect
Inflicts a killing blow on a target who is Dead or has a Torso wound condition, stealing their Spark if successful. The target becomes Sparkless and the caster gains the Stolen Spark condition. Against undead, this inflicts a killing blow and counts towards kill conditions but does not take a Spark.
Detailed Interactions
- Useful against zombies: This spell is pivotal to be sure various undead creatures don't regenerate if you don't have an appropriate damage source like Silver or Elven Steel. Some rare undead even require this spell to keep them down.
- Just gonna borrow this for a bit: While your friends may not like it, it is completely legal to cast Reap Spirit on their corpse and run away to prevent someone else from taking their Spark. Be mindful that your adversary doesn't run off with the body, as you will need that intact to Revive them later.
Sample Incants
Septly
To protect this spark from my enemies so it shall one day return to the well, I cast upon this body Reap Spirit!
Neutral
Though you will fear it, I cast Reap Spirit!
Evil
I breath your spark into my blackened lungs with Reap Spirit!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Reap Spirit | Yes | Yes | 4 | Item casts Reap Spirit. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The Sparkless Condition
A character without a spark gains the Sparkless condition. This can only be fixed by returning that character's spark to them. A spark naturally returns to its owner after an hour, ending this condition. Some very rare effects can hold a spark longer than an hour. A player using one of these abilities will notify the victim who's spark is being taken at the time it happens if this is the case.
If for some reason they do not already have it, taking someone's spark always gives the Torso Wound condition and the Dead condition. This cannot be prevented if a spark is taken.
For as long as the character has the Sparkless condition: Wound conditions cannot be removed and body points may not be healed.
If a Medium checks, this character's spark they will automatically detect this condition.
Condition Name | Effect | Duration | Common Sources | Common Cures
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Sparkless | The character's spark is missing. They are dead and can't be healed without getting their spark back. | 1 Hour (Typically) | Reap Spirit | Mediums, killing the person with your spark |
The Stolen Spark Condition
A character with the Stolen Spark condition has taken the spark of another individual, typically through the Reap Spirit spell. A character can only have this condition once, unless another ability specifically allows them to carry more sparks. Attempts to take additional sparks fail automatically, but can still might take place to meet kill conditions.
Diagnosis does not reveal the Stolen Spark condition.
If a Medium checks this character's spark they will automatically detect this condition, but they will not know who the stolen spark belongs to.
This condition may not be ended voluntarily. There are only three ways to end the Stolen Spark condition: time (1 hour), if the person with the Stolen Spark condition is killed (gaining the Dead condition, or help from a Medium trained in returning sparks to their owners. When any of these circumstances take place this condition immediately ends and any held sparks are returned. This can sometimes lead to strange situations where a player is physically no where near the player who's spark was taken. Player's should collaborate to relay that information as quickly and efficiently as possible so that the victim becomes aware they no longer have the Sparkless condition.
Condition Name
| Effect | Duration | Common Sources | Common Cures
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Stolen Spark
| This character has used magic to take another beings spark. | 1 hour | Reap Spirit | Mediums, time, death |
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 1 Spells | Reap Spirit Vulnerability | Conditions | Sparks
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