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2 The morning sun crept over the horizon, spilling sunlight across the surface of the lake. From the boat landing, it looked as if the trees were parted deliberately to frame the rising sun. Autumn had set in and the leaves were at their brightest hues. The air was cool but comfortable and the sunlight promised impending warmth. A woman sat on the boat landing, dipping her bare toes into the cool water below. She noticed the water licking at the hem of her cream colored dress, but didn’t mind the dampness. She held herself in a comforting hug that she knew she needed but had too much pride to ask for. Wisps of her long blond hair blew into her face in the gentle breeze, providing the only momentary obstruction to between her ocean blue eyes and the sun, which held her gazed fixed. “I hear that’s bad for your eyes.” The interruption, though sudden, was not unexpected. If the woman was startled, she showed no outward sign. “Vicious truth, spread by my enemies,” the woman replied as she brushed her hair out of her face and looked down at the water. In the surface reflection, she could see her companion, standing on the edge of the dock, looking at her with smirk that utterly failed to hide the sadness in his deep brown eyes. The man sat next to her and began removing his worn tennis shoes. Countless miles ago they were expensive, far more symbolic of social status than athletic utility. Now, like their owner, they were showing the wear of their travels. Rolling up his pant legs into cuffs, the man dipped his toes in the lake. “How was your trip?” “Informative,” the man replied, with a chuckle. He was unaccustomed to having to go anywhere to seek information, and the novelty of a space in reality that was beyond his perception had not yet worn off. “There are still some parties that disagree with your plan.” “Any that you think are in a position to stop us?” “No,” the man replied. “The rules you’ve set on the escape have aggravated more than a few of the imprisoned gods, but most will fall in line, at least until you’ve given them their freedom.” “I’m not giving them anything,” the woman said, looking her companion in the eye. “The key to that cage isn’t mine to give.” The man chuckled. “Right. Free will and all that.” The pair sat in silence as the sun crept over the horizon. After several minutes, the man spoke. “You sure you want to go through with this?” Sample file

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Page 1: Sample file - DriveThruRPG.comto 1 minute per A˛ nity Modi˜ er of the caster, and no more than one spell of this kind may be stored in this manner at one time. Activating the spell

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The morning sun crept over the horizon, spilling sunlight across the surface of the lake. From the boat landing, it looked as if the trees were parted deliberately to frame the rising sun. Autumn had set in and the leaves were at their brightest hues. The air was cool but comfortable and the sunlight promised impending warmth.

A woman sat on the boat landing, dipping her bare toes into the cool water below. She noticed the water licking at the hem of her cream colored dress, but didn’t mind the dampness. She held herself in a comforting hug that she knew she needed but had too much pride to ask for. Wisps of her long blond hair blew into her face in the gentle breeze, providing the only momentary obstruction to between her ocean blue eyes and the sun, which held her gazed � xed.

“I hear that’s bad for your eyes.”

The interruption, though sudden, was not unexpected. If the woman was startled, she showed no outward sign.

“Vicious truth, spread by my enemies,” the woman replied as she brushed her hair out of her face and looked down at the water. In the surface re� ection, she could see her companion, standing on the edge of the dock, looking at her with smirk that utterly failed to hide the sadness in his deep brown eyes.

The man sat next to her and began removing his worn tennis shoes. Countless miles ago they were expensive, far more symbolic of social status than athletic utility. Now, like their owner, they were showing the wear of their travels. Rolling up his pant legs into cu� s, the man dipped his toes in the lake.

“How was your trip?”

“Informative,” the man replied, with a chuckle. He was unaccustomed to having to go anywhere to seek information, and the novelty of a space in reality that was beyond his perception had not yet worn o� . “There are still some parties that disagree with your plan.”

“Any that you think are in a position to stop us?”

“No,” the man replied. “The rules you’ve set on the escape have aggravated more than a few of the imprisoned gods, but most will fall in line, at least until you’ve given them their freedom.”

“I’m not giving them anything,” the woman said, looking her companion in the eye. “The key to that cage isn’t mine to give.”

The man chuckled. “Right. Free will and all that.”

The pair sat in silence as the sun crept over the horizon. After several minutes, the man spoke.

“You sure you want to go through with this?”

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Page 2: Sample file - DriveThruRPG.comto 1 minute per A˛ nity Modi˜ er of the caster, and no more than one spell of this kind may be stored in this manner at one time. Activating the spell

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The woman nodded. “It’s the only move that makes sense. We can’t just sit this out. We owe them more than that.”

“Who,” the man shot back. “Who do we owe? The gods? The humans? When did the entire cosmos become our responsibility?”

The woman smiled as she re� ected on her answer. “Hasn’t it always been?”

The woman rose to her feet and o� ered her hands to help the man to his feet.

“I think so,” the man said, taking the woman’s hands and standing. “My memory isn’t what it used to be.”

“None of ours are,” the woman said. “Which is another reason we can’t back down. We need our memories back. Untainted. We need to be able to plan our next steps with our full faculties instead of stumbling around in the dark. Once Ganesha is free, he’ll be able to make that happen.”

The man wrung his hands, nervously. “You sure he can do that?”

The woman grinned ear to ear, letting an adorable little chuckle escape. “You’re not? Come on, Ornias.”

The woman pinched her companion on his cheek as he scowled. “Have a little faith,” she added.

The woman turned from the sunrise and began walking up to the cabin next to the lake. The numerous signs, sigils and wards spray painted on the exterior glimmered in the morning sun. The man watched her walk away, only calling out once she reached the shore.

“Lucifer?”

The woman stopped, pivoting to look back at her companion. He continued to speak. “You really believe this is the right thing to do?”

The woman laughed. “Right? I don’t know. Given my track record, that’s probably a good sign though, wouldn’t you say?”

Ornias stood on the dock and watched as Lucifer Morningstar, First of the Fallen, renunciate of Heaven and Hell, bounced cheerfully into their hideout to put the � nal touches on planning a celestial jailbreak.

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Page 3: Sample file - DriveThruRPG.comto 1 minute per A˛ nity Modi˜ er of the caster, and no more than one spell of this kind may be stored in this manner at one time. Activating the spell

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Additional SpellsThe following spells are available for use inc Contagion Second Edition. For information and systems regarding magic, see Contagion Second Edition Chapter 12: Magic.

Air Walk (Transmutation [Air])Magnitude Abstruse 3, Arcane 4,

Intrinsic 4 Range Touch

Components V, S Target Creature touchedCasting Time 1 round Duration 10 min. /A� nity

Modi� erSaving Throw None Spell Resistance Yes (harmless) The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to the air walker’s normal speed x .5.A strong wind (33+ kph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 2 meters for each 2 kilometers per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being bu� eted about.Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject � oats downward 18 meters per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 3 meters of fall. Since dispelling a spell e� ectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if an antimagic � eld negates it.The caster can cast air walk on a specially trained mount so it can be ridden through the air. The caster can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.

Animate Dead (Necromancy [Evil])Magnitude Abstruse 4, Arcane 5,

Infernal 4, Intrinsic 4Range Touch

Components V, S, M Target One or More Corpses Touched

Casting Time 10 Min. Duration InstantSaving Throw None Spell Resistance No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the caster’s spoken commands.The undead can follow the caster, or they can remain in an area and attack any creature (or just a speci� c kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)Regardless of the type of undead created with this spell, the caster can’t create more undead than their A� nity Modi� er with a single casting of animate dead. (The desecrate spell doubles this limit)

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The undead created remain under the caster’s control inde� nitely. No matter how many times the caster uses this spell, they can control only 4 undead creatures per A� nity Modi� er at one time. If the caster exceeds this number, all the newly created creatures fall under the caster’s control, and any excess undead from previous castings become uncontrolled. (The caster may choose which creatures are released.) •Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the � esh falls o� the bones. •Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a once living creature with a true anatomy.Suggested Material Component: A black onyx gem placed into the mouth or eye socket of each corpse the caster intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Awakening (Enchantment)Magnitude Abstruse 1, Arcane 1,

Celestial 1, Infernal 1, Intrinsic 1

Range Medium

Components S Area 18 meter radius centered on the caster

Casting Time 1 round Duration InstantSaving Throw None Spell Resistance YesThis spell quickly and silently awakens all sleeping creatures within the burst. Most often, it is used to rouse sleeping comrades to face a threat. It can also be used to counteract spells and abilities that cause victims to sleep, granting the victims a new saving throw if the original e� ect allowed a save.

Baleful Polymorph (Transmutation)Magnitude Abstruse 5, Intrinsic 5 Range Close Components V, S Target One creature Casting Time 1 round Duration PermanentSaving Throw Fort negates, Will

partial; see textSpell Resistance Yes

With this spell, the caster changes the target into a Small or smaller animal. If the new form would somehow prove fatal, the subject gets a +4 bonus on the save.If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the special abilities and Intelligence, Awareness, and Presence scores of its new form in place of its own. It still retains its calling as well as all bene� ts deriving therefrom. It retains any calling features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.Gaseous creatures are immune to being polymorphed, and a morlock or werewolf who has been polymorphed can revert to its natural form as a standard action, even if both saves are failed.

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Break Enchantment (Abjuration)Magnitude Abstruse 4, Arcane 5,

Celestial 5, Intrinsic 5 Range Close

Components V, S Target Up to one creature/ A� nity Modi� er all within 9 meters of each other

Casting Time 1 minute Duration InstantSaving Throw See text Spell Resistance NoThis spell frees creatures from enchantments, transmutations, curses, and petri� cation (as well as other magical transformations). Break enchantment can reverse even an instantaneous e� ect. For each such e� ect, the caster makes a Spellcraft check against a DC of 11 + magnitude of the e� ect + caster’s A� nity Modi� er. Success means that the creature is free of the spell, curse, or e� ect. For cursed magic items, the DC is 25.If the e� ect comes from some permanent magic item, break enchantment does not remove the curse from the item but merely frees the victim from the item’s e� ects, leaving the item cursed. This spell cannot be used to remove the curses that created elves, morlocks, vampires, and werewolves, or any derivative race thereof.

Celestial Remedy (Conjuration [Healing])Magnitude Celestial 5, Intrinsic 5 Range Close Components V, S Target Living creature

touchedCasting Time 1 round Duration 4 rounds (D) (see

text)Saving Throw Fort negates

(harmless)Spell Resistance Yes (harmless)

The caster channels benevolent energies through the target of the spell, which are held within the target until released by the caster. The spell may be carried by the target for up to 1 minute per A� nity Modi� er of the caster, and no more than one spell of this kind may be stored in this manner at one time. Activating the spell requires a free action by the caster, and the spell then heals the target for 5d10 hit points immediately, and then the same amount each round for the next 3 rounds. The healing occurs on the caster’s initiative each round, before any actions are taken. The target can never gain more hit points with this spell than his normal maximum. Hit points of potential healing are available over the course of 4 rounds; they may not be used sooner and are not carried over if they are not used in the round they become available. This spell may not be cast upon a creature with Stamina as a nonability.

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Command, Greater (Enchantment (Compulsion) [Language-Dependent, Mind-A� ecting])Magnitude Abstruse 5, Arcane 5,

Celestial 5, Infernal 5, Intrinsic 5

Range Close

Components V Target One living creature Casting Time 1 round Duration 1 round/ A� nity

Modi� erSaving Throw Will negates Spell Resistance YesThis spell functions like command, except that up to one creature per magnitude may be a� ected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the � rst, it gets another Will save to attempt to break free from the spell.Each creature must receive the same command.

Commune with Nature (Divination)Magnitude Abstruse 5, Intrinsic 5 Range PersonalComponents V,S, M Target SelfCasting Time 10 minutes Duration InstantSaving Throw None Spell Resistance NoThe caster become one with nature, attaining knowledge of the surrounding territory. The caster instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.In outdoor settings, the spell operates in a radius of 2 kilometers per A� nity Modi� er. In natural underground settings—caves, caverns, and the like—the radius is limited to 30 meters per caster magnitude. The spell does not function where nature has been replaced by construction or settlement, such as in cities and towns.

Condemn (Necromancy)Magnitude Abstruse 4, Infernal 4,

Intrinsic 5Range Touch

Components V, S, M Target Creature TouchedCasting Time 1 Min. Duration PermanentSaving Throw FORT negates Spell Resistance YesVictims struck by this spell must succeed a FORT save or become permanently immune to the e� ects of magical healing. This a� iction persists until a remove curse or similar spell is cast upon the target. Binding of wounds and natural healing are still e� ective.

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Control Winds (Transmutation [Air])

Magnitude Abstruse 5, Arcane 5, Intrinsic 5

Range 12 meters/ A� nity Modi� er

Components V, S, Area 12 meters/ A� nity Modi� er radius cylinder up to 12 meters/A� nity Modi� er high.

Casting Time 3 rounds Duration 10 min. / A� nity Modi� er (D)

Saving Throw Fort negates Spell Resistance NoThe caster alters wind force in the area surrounding the caster. The caster can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until the caster choose to alter the caster’s handiwork, which requires concentration. The caster may create an “eye” of calm air up to 20 meters in diameter at the center of the area if the caster so desire, and the caster may choose to limit the area to any cylindrical area less than the caster’s full limit.Wind Direction: The caster may choose one of four basic wind patterns to function over the spell’s area.A downdraft blows from the center outward in equal strength in all directions.An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.A blast simply causes the winds to blow in one direction across the entire area from one side to the other.Wind Strength: For every three caster levels, the caster can increase or decrease wind strength by one magnitude. Each round on the caster’s turn, a creature in the wind must make a Fortitude save or su� er the e� ect of being in the windy area.Strong winds (33+ kph) make sailing di� cult.A severe wind (53+ kph) causes minor ship and building damage.A windstorm (82+ kph) drives most � ying creatures from the skies, uproots small trees, knocks down light wooden structures, tears o� roofs, and endangers ships.Hurricane force winds (120+ kph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.A tornado (280+ kph) destroys all non-forti� ed buildings and often uproots large trees.

Create Crawling Claw (Transmutation [Evil])Magnitude Abstruse 3, Arcane 3,

Infernal 3Range Close

Components V, S, M Target Severed human hands within a 2 meter radius circle.

Casting Time 1 hour Duration InstantSaving Throw None Spell Resistance Yes (harmless)

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The caster create a number of crawling claws up to the caster’s A� nity Modi� er. The hands to be transformed must all be within a 2-meter radius circle. Once created, the group of crawling claws obeys the caster’s telepathic commands as long as the instructions are simple and the caster are within 30 meters. If the caster give the crawling claws simple standing orders before moving out of range, they obey these orders to the best of their ability until the caster return and issue new orders. Otherwise, they mill about aimlessly, attacking anything that moves into their space.For statistics and more information on crawling claws, see Contagion Second Edition Chapter 13: Hellspawn.Suggested Material Component: Clippings from a ghul’s � ngernails or a ring that someone else lost.

Cure Light Wounds, Mass (Conjuration (Healing))Magnitude Abstruse 5, Celestial

5, Intrinsic 5Range Close

Components V, S Target A number of creatures equal to the caster’s A� nity Modi� er no two of which can be farther then 9 meters apart

Casting Time 1 round Duration InstantSaving Throw Will half (harmless)

(see text)Spell Resistance Yes (harmless) (see text)

The caster channels positive energy to cure 1d8 points of damage +1 point per A� nity Modi� er (maximum +10) in each selected creature.Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each a� ected undead may attempt a Will save for half damage. This spell has no e� ect on vampires.

Disrupting Weapon (Transmutation)Magnitude Abstruse 4, Arcane 5,

Celestial 5, Infernal 5, Intrinsic 4

Range Touch

Components V, S Target One melee weaponCasting Time 1 minute Duration 1 minute/ A� nity

Modi� erSaving Throw Will negates

(harmless, object); see text

Spell Resistance Yes (harmless, object)

This spell makes a melee weapon deadly to undead. Any undead creature must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction e� ect. If this weapon is used on vampires, the weapon simply deals and additional 3d6 damage to the vampire (subject to normal vampiric immunities gained from the vampire’s current Contagion Score) Arcadians are a� ected as normal undead for the purposes of this spell. A weapon under the e� ects of disrupting weapon is able to a� ect incorporeal creatures, though when attacking an incorporeal creature the weapon only deals standard weapon damage.

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Dominate Person (Enchantment (Compulsion) [Mind-A� ecting])Magnitude Abstruse 5, Arcane 5,

Intrinsic 5Range Close

Components V, S Target One HumanoidCasting Time 1 hour Duration 1 Day/ A� nity

Modi� erSaving Throw WILL negates Spell Resistance YesThe caster can control the actions of any humanoid creature through a telepathic link established with the subject’s mind.If caster and subject have a common language, the caster can generally force the subject to perform as desired, within the limits of the subject’s abilities. If no common language exists, the caster can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” The caster knows what the subject is experiencing, but does not receive direct sensory input from the subject, nor can the subject communicate with the caster telepathically.Once the caster has given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being in� uenced by an enchantment e� ect by those who are aware that such a thing exists.Changing instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.By concentrating fully on the spell (a standard action), the caster can receive full sensory input as interpreted by the mind of the subject, though the subject still can’t communicate with the caster. While experiencing the subject’s senses, the caster’s own senses are blocked.Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited. The caster does not need to see the subject to control it.If the caster does not spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw o� the domination.Protection or a similar spell can prevent the caster from exercising control or using the telepathic link while the subject is so warded, but such an e� ect neither prevents the establishment of domination nor dispels it.

Fabricate (Transmutation)Magnitude Abstruse 5, Arcane 5 Range CloseComponents V, S, M Target Up to 3 cubic meters/

A� nity Modi� erCasting Time See Text Duration InstantSaving Throw None Spell Resistance NoBy casting this spell, the caster converts material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell, though an item could be created with this spell, and then used to create a magic item. Alloys can be made with this spell, as long as materials are available to mix in order to

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