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Ray of Enfeeblement

This necromantic spell requires at least 1 point of spellburn. The caster issues a dangerous strength-draining ray, which destroys the physical prowess of a target. Reducing a creature to 0 Strength transforms it into a jelly-like mass, unable to support its own weight or defend itself from attacks. If a target does not have a defined Strength score, assume 10 for normal humans and man-sized creatures. Lost ability scores heal back at the normal rate.   Save: Will vs. spell check

Effect

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-3) corruption; (4) patron taint (or corruption if no patron (5+) misfire.
2 - 11 Lost. Failure.
12 - 13 Failure, but spell is not lost.
14 - 15 The caster can attack one target within range, which must make a Will save or temporarily lose 1d6 points of Strength.
16 - 19 The caster can attack one target within range, which must make a Will save or temporarily lose 1d8+1 points of Strength.
20 - 21 The caster can attack one target within range that temporarily loses 3d6+1 points of Strength. Creatures of 1 HD or less receive no save; others receive a Will save. Additionally, the caster gains 2 points of Strength for 1 turn (does not stack with multiple castings of this spell).
22 - 25 The caster can launch two rays. Each ray does 3d6+1 Strength damage. Creatures of 2 HD or less receive no save; others receive a Will save. Additionally, the caster gains 3 points of Strength for 1 turn.
26 - 29 The caster can launch three rays. Each ray does 4d6+1 Strength damage. Creatures of 2 HD or less receive no save; others receive a Will save. Additionally, the caster gains 4 points of Strength for 1 turn.
30 - 31 The caster can launch four rays. Each ray does 4d6+1 Strength damage. Creatures of 3 HD or less receive no save; others receive a Will save. Additionally, the caster gains 5 points of Strength for 1 turn.
32 - 33 The caster can launch five rays. Each ray does 4d6+1 Strength damage. Creatures of 3 HD or less receive no save; others receive a Will save. Additionally, the caster gains 6 points of Strength for 1 turn.
34+ The caster sends forth a burst of debilitating energy that weakens all enemies within a 150’ range! All enemies within range take 4d6+4 Strength damage. Creatures of 3 HD or less receive no save; others receive a Will save. Additionally, the caster gains 6 points of Strength for 1 turn.

Side/Secondary Effects

Corruption

Roll 1d10: (1) caster’s muscles wither, causing him to permanently lose 1 point of Strength; (2) whenever the caster takes Strength damage in the future, he heals at an abnormally slow rate, requiring two days of healing to recover one lost Strength point; (3) the caster is no longer able to expend Strength points in spellburn; (4-7) minor; (8-9) major; (10) greater.  

Misfire

Roll 1d4: (1) one randomly determined ally within range is stricken with a ray that causes him to temporarily lose 1d6 Strength points (no save (2) all allies within range temporarily suffer a wave of weakness, causing them to drop weapons and shields, release their holds on ropes, and so on; (3) the nearest 1d4 enemies receive a ray of power, which grants them a +2 Strength bonus to attacks and damage for the next turn; (4) the caster shoots himself in the foot (literally) with a ray of enfeeblement, reducing the strength of his legs and cutting his movement rate in half for the next turn.

Manifestation

Roll 1d5: (1) black ray; (2) flaming ray; (3) wavering disruption of the air; (4) line of steam; (5) billowing jet of mist.
Related Discipline
Arcane
Effect Duration
Instantaneous
Effect Casting Time
1 Action
Range
150'
Level
2

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