[BETA-2] Nekras Spells

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[BETA-2] Nekras Spells

Postby Vaal » Thu Jun 16, 2016 11:21 am

Enervate lvl. 1 Array
[Nekras, Drain]
A beam of dark energy strikes the target and leeches the life energy from the target's muscles, weakening them.
SP: 3
Components: S
Casting Time: Standard Action
Range: Close (25ft + 5ft per 2 levels)
Saving Throw: Fortitude ends

Make a ranged touch attack. On a hit, the target takes 1d6 + CHA modifier + caster level negative energy damage and becomes sickened. Thereafter, at the start of its turn, the target suffers negative energy damage equal to your CHA modifier (Fort ends).

Special: You may cast this spell at any time you are allowed to use a ranged Basic Strike.

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Raise the Dead, Least lvl. 1 Array
[Nekras, Reanimation]
The power of nekras can be used to create a semblance of life in the remains of living beings even in small amounts. The least use of this application raises minor, fragile undead.
SP: 3
Components: S, F
Casting Time: Standard Action
Range: Touch
Duration: 1 hour per level

You touch the body of a medium creature and raise it into a simple facsimile of life, creating a Basic Skeleton Minion or Basic Zombie Minion. The resulting creature is a minion with a 1HP, AC 10, Reflex +0, Fort +2, Will +2 and BaB equal to your caster level. It has a slam attack of 1d6+2 and lifts and carries objects with a carrying capacity equal to having a 10 STR.

The created creature follows simple commands (move, guard, attack, stop) and acts on its creator's initiative, but it has only one Standard Action each round. If given no orders, it either continues to follow its master's last order, or simply stands still. Giving a single command to any number of controlled undead is Move-Equivalent Action.

If the created creature is reduced to zero HP, it is destroyed and the body used as a focus cannot be used again by any spell that requires a corpse as a focus. If the duration of the spell runs out, the body simply drops to the ground and can be used as a focus again.

A caster can only control a number of such skeletons and/or zombies equal to their Charisma modifier.

At 9th level, this number increases to their caster level. At 18th level, this number increases to twice their caster level.

Focus: the corpse of a Medium creature.

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Purify lvl. 1 Array
[Nekras, Alteration]
A burst of nekras destroys the minute, dangerous creatures lurking in food, drink or other consumables, preventing them from causing illness.
SP: 3
Components: S
Casting Time: Minor Action
Range: Touch

You infuse one cubic foot of non-living, material with nekras energy, annihilating any non-magical disease that might be present. Objects that would normally rot do not begin to do so for 1 day per 2 caster levels after being subjected to this spell.

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Entropic Touch lvl. 1 Array
[Nekras]
As vitae is creation, nekras is destruction, wearing down anything in sufficient amounts over sufficient time.
SP: 3
Components: V, S
Casting Time: Full Round Action
Range: Touch
Duration: Concentration

The touched object takes negative energy damage equal to your CHA modifier each round you maintain the spell. Each round, the amount of damage increases by 2.

This spell cannot effect magical or living objects and any object reduced to 0 hit points by this spell crumbles to dust.

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Shade Sanctum lvl. 1 Array
[Nekras, Reanimation, Darkness]
The shades of the recently dead rise up around you to bane the light and your enemies.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Self
Duration: Concentration

Apparitions erupt from the ground and form a globe that fills your square and all adjacent squares and follows you if you move. The lighting conditions within the globe is reduced one step (bright light becomes normal light, normal light becomes dim light and dim light becomes darkness).

Any enemy that enters the area covered by the globe becomes dazzled until they leave it.

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Dead Swarm lvl. 1 Array
[Nekras, Reanimation]
Every dead insect in the area is reanimated to attack and harry any they come into contact with.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Saving Throw: Fortitude for partial (see text)
Duration: Concentration

This spell reanimates a swarm of undead insects into a 5ft by 5ft cylinder centered on the target square. Each round, as a move-equivalent action, you may move the cylinder up to 5ft times your CHA modifier within the range of the spell including spaces in the air.

Creatures that move into or start their turn within the cylinder takes 1 piercing damage per caster level and must save or become distracted until the start of their next turn.

At level 9, you may animate a swarm that fills a 10ft by 10ft cylinder. At level 18, you may animate a swarm that fills a 15ft by 15ft cylinder.

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Vaal
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Re: [BETA-2] Nekras Spells

Postby AVR » Fri Jun 17, 2016 3:41 am

In the first beta you'd agreed that Raise the Dead could be used on small creatures. Halflings are not immune.

Is there any limit to the size of an object you can affect with Entropic Touch? Maintain concentration for 10 minutes and you're doing 200 damage a round, which seems like it could destroy castles & similar. Unless castles, towers etc aren't objects and you can only target a single part of them, perhaps a 5' cube or a single stone.

Could you cast Dead Swarm twice and have them overlap? I know concentration and moving them would be a pain.
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Re: [BETA-2] Nekras Spells

Postby Vaal » Fri Jun 17, 2016 10:53 am

A 10 ft cube of stone has something like 150 hp, so you will be shot and killed before you do real damage to the castle. D&D treats big objects as a series of cubes.

Without a feat, you can only concentrate on one spell at a time.
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