CHURCH OF PUTREFACTION ----------------------------------------------------------------------------- Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1994, All rights reserved. ----------------------------------------------------------------------------- This series of supplements can be used to expand those available in the Fantasy HERO books from HERO Games, Inc. They can not be used without reference to the the HERO System Rulesbook. This material is a mix of adaptations from other game systems and a original designs. Bob Hall (iceblade@eskimo.com) ----------------------------------------------------------------------------- Here's a Priest College I put together for an evil cult within a Tharsian city setting. Enjoy... ----------------------------------------------------------------------------- Priests of this cult worship Festur, the Dark Lord of Decay. The totem of the cult is the Worm, and this is also the primary focus of many of the spells. The cult worshippers wear hooded, pale- yellow robes, with a dark-brown, spiralling worm symbol centered on the back. Worm-shaped, intertwined rings around each oversized sleeve indicate rank within the clergy. The cult headquarters is usually located in a secret site within a decaying area of a city, usually in a garbage dump, the sewers, or inside an abandoned building. Since cult followers are almost inevitably hunted down ruthlessly by city authorities, much care is taken to conceal and protect the place of worship. Followers of Festur usually suffer from lycanthropy, and this is often the means by which more recruits are brought into the cult. Packs of cult followers roam the streets at night in Wererat form, looking for hapless victims to rob, torment, and kill. Such activities peak during the full moon. Misuse of the spells of Festur will cause the priest to be permanently transformed into a wererat, from whence he is unable to return to his human form. Once this transformation is complete, additional misuse will complete the transformation of the priest, turning him into an enormous rat. In this final form, the priest is incapable of using his priestly powers, and his human identity will quickly be swallowed by the rodent mentality. Common Limitations: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations* (-1/4), Religious Restrictions (-1/2). *Typical variable limitations include: OAF Requires Significant Sacrifice (-1/4), Reduced Charges (-1/4), 1/2 DCV Concentrate (-1/4), x2 Extra END (-1/2), Extra Time: Full Phase (-1/2), No Range (-1/2). Note that there are many who believe Festur is actually a powerful demon who has assumed the mantle of a Deity to recruit followers. Few know the truth of the matter, and Festur is, for all intents and purposes, a member of the Dark Gods. ----------------------------------------------------------------- BASIC SPELLS ----------------------------------------------------------------- BOLT OF DECAY The cast fires a bolt of pure entropy at a target, causing it to begin decaying rapidly. The caster can maintain the rotting effect by continuing to supply END each phase. Power: 2d6 EB (Decay) Modifiers: Continuous (+1), Penetrating (+1/2); x2 END (-1/2), Gestures (-1/4), Incantations (-1/4), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 25 points. END Cost: 4; Magic Roll: -2; Casting Time: 1/2 phase. Real Cost: 6. MANA MAGGOTS Dozens of maggots will appear on any nearby sources of magic. The maggots quickly turn into flies and depart the area looking for food. Power: Detect Magic Modifiers: Costs END (-1/2), Incantations (-1/4), Religious Restrictions (-1/2). Active Cost = 3 points. END Cost: 1; Magic Roll: -0; Casting Time: 1/2 phase. Real Cost: 1. SPELL ROT The caster creates a sickly-yellow miasma that dissipates the first magical spell it encounters. Power: 10d6 Dispel Modifiers: Affects any single magical spell (+1/4); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 37 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase. Real Cost: 9. ----------------------------------------------------------------- COLLEGE SPELLS ----------------------------------------------------------------- AGE This spell causes materials within the target hex to suffer the effects of rapid aging, becoming weaker and often crumbling into dust on contact. This spell has no effect on life forms, or materials that withstand aging well, such as ice and gems stones. Multiple applications of this spell will ruin most objects. Power: 1d6 RKA Physical Blast Modifiers: Armor Piercing (+1/2), Area Effect (Hex) (+1/2), Trigger(s) (Object(s) disturbed) (+1/2), x2 Difficult to Dispel (+1/4); No effect on materials that do not age (-1/4), Not effect on life forms (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 41 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase. Real Cost: 9. ARTHRITIS Those caught within this pale yellow cone suffers from temporary Arthritis. The painful swelling of the joints greatly reduces the mobility of the victims for a period of several days. Power: 3d6 DEX Drain Modifiers: Area Effect (Cone) (+1), Return 5 per Hour (+3/4); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), No Range (-1/2), Only versus jointed life forms (-3/4), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2), Extra Time: Full Phase (-1/2). Active Cost = 82 points. END Cost: (8); Magic Roll: -8; Casting Time: Full phase. Real Cost: 14. BLIND This spell creates cataracts in the eyes of the target, inducing permanent blindness. The spell must be cast on a being, rather than a hex, and has no effect on other creatures in the vicinity. In addition, this spell is somewhat unreliable in practice as the target can resist the effects with a CON roll, and it is relatively easy to cure the condition by using suitable magic. Obviously this spell has no effect if the target is already completely blind. Power: Darkness (Sight Group) Modifiers: 0 END (+1), Persistent (+1/2), Uncontrolled (+1/2), Invisible Powers Effects (Sight Group) (+1/2); Must target a being (normal DCV) (-1/2), Only to blind the target (-1/2), CON roll to resist (-3/4), Easy to Dispel (Dispel 1/2 Active Cost or Heal Real Cost in BODY) (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Costs END to cast (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 70 points. END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase. Real Cost: 10. DEAFEN This spell clogs up the inner workings of the target's ear, inducing permanent deafness. The spell must be cast on a being, rather than a hex, and has no effect on other creatures in the vicinity. In addition, this spell is somewhat unreliable in practice as the target can resist the effects with a CON roll, and it is relatively easy to cure the condition by using suitable magic. Obviously this spell has no effect if the target is already completely deaf. Power: Darkness (Sound Group) Modifiers: 0 END (+1), Persistent (+1/2), Uncontrolled (+1/2), Invisible Powers Effects (Sight Group) (+1/2); Must target a being (normal DCV) (-1/2), Only to deafen the target (-1/2), CON roll to resist (-3/4), Easy to Dispel (Dispel 1/2 Active Cost or Heal Real Cost in BODY) (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Costs END to cast (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 70 points. END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase. Real Cost: 10. DEBILITATING DISEASE By means of this spell, the priest can touch a target and inflict a debilitating disease. The muscles of the victim will wither and he will suffer gradual loss of strength, usually becoming as weak as a child. It will require several weeks for this spell of weakness to pass. Power: 1d6 Strength Drain Modifiers: Recover 5 per Week (+1+1/2), Continuous Uncontrolled (+1+1/2); Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), Costs END to use (-1/2), No Range (-1/2), Gradual Effect (every 5 hours) (-1-1/4), 5 charges (-3/4), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 60 points. END Cost: 6; Magic Roll: -6; Casting Time: 1/2 phase. Real Cost: 8. DECAY This spell will make an area appear to be suffering from lack of use and proper upkeep. Surfaces will be covered in dust and dirt, cobwebs will hang from corners, walls and ceilings will appear to be crumbling, tools will look corroded or broken, and so on. Although this spell will hide visual signs of recent passage through the area, it will not prevent tracking by scent. Power: Images (Visual Group and Touch) Modifiers: 2 hex radius (+1/4), Uncontrolled (+1/2); Only to make area appear to be decaying (-1), Single Continuing Charge lasting 1 day (+0), Costs END to cast (-1/2), 1/2 DCV Concentrate while casting (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2), Extra Time: Full Turn (-1). Active Cost = 35 points. END Cost: (3); Magic Roll: -3; Casting Time: 1 turn. Real Cost: 5. DROUGHT The air within the radius of the spell target is turned bone dry, causing plants to wilt and animals to rapidly dehydrate. It requires several minutes for those caught in the area to recover, unless a plentiful supply of drinking water is available. Power: 1d6 REC Drain Modifiers: Area Effect (2" Radius) (+1), Sticky (+1/2), Recover 1 point per minute (+1/2); Recover 1 point per quart of water consumed (-1), 4 Charges (-1), Gradual Effect (1 Minute) (-1). Power: Change Environment (Desiccated Air) Modifiers: Linked to Drain (-1/2). Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 40 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase. Real Cost: 6. DIRT CLOUD A thick cloud of dust and debris is raised in a swirling mass, blinding any who attempt to peer inside. Large amounts of dirt and dust must be available for this spell to function. The spell requires concentration to cast and is exhausting to maintain for lengthy periods. It also requires a full phase for the debris to rise and begin swirling. Power: Darkness to normal and UV sight, 3" radius Modifiers: 1/2 DCV concentrate while casting (-1/4), Gestures (-1/4), Incantations (-1/4), x2 END (-1/2), Requires Magic Skill Roll (-1/2), OAF Large quantities of dirt, dust, and debris (-1-1/4), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2), Extra Time: Full Phase (-1/2). Active Cost = 35 points. END Cost: 3; Magic Roll: -3; Casting Time: Full Phase. Real Cost: 6. ENFEEBLE The target is overcome with the weakness of old age, often being barely able to move as a result. Fortunately, the character's strength gradually returns after a few minutes. This spell is unusual in that it takes longer than normal and is more fatiguing for the Priest to cast, but it has no verbal component or power effects. This makes it a useful spell to strike against a well known figure in a public place. Power: 2d6 Drain STR Modifiers: Invisible Power Effects (All) (+1), Recover 5 per Minute (+1/4); x2 END (-1/2), Gestures (Point at target) (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2), Extra Time: Full Phase (-1/2). Active Cost = 50 points. END Cost: 10; Magic Roll: -5; Casting Time: Full phase. Real Cost: 10. ENTROPY This spell summons chaotic forces to cause random failures of the next four magical powers the target attempts to employ. Each time such a power is used, the activation roll is used to determine if the dispel attempt is made. Regardless of the result, a single charge is used up for each such activation roll. Power: 9d6 Dispel Modifiers: Any Magical Powers (+2), Triggered by magic use by the target (+1/2); Activation Roll (per charge) 11- (-1), Costs END to cast (-1/2), 4 Charges (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 94 points. END Cost: 9; Magic Roll: -9; Casting Time: 1/2 phase. Real Cost: 14. FORGET This spell will completely suppress all memory of the past hour from the victim's mind. The portion of the brain that holds the memories will wither and become dormant. It is possible that the memories could be recalled some tim in the future, but it is more likely that they will permanently fade. This condition can not be maintained by the caster through further expenditure of END. In addition, this spell is much less effective when cast at a distance from the target. This spell is often used when an untrusted individual is brought into the cult temple. The knowledge of the secret passage can then be erased from the person's mind before they are released. Power: 8d6 Mind Control Modifiers: Only to forget the hour prior to casting (-1/2), Mental Power based on CON (-1/2), Can not maintain with END (-1/4), Reduced by Range (-1/4), Gestures (-1/4), Incantations (Command to forget past hour) (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 40 points. END Cost: (4); Magic Roll: -4; Casting Time: 1/2 phase. Real Cost: 7. HUNGER The target of this spell begins to suffer from intense hunger pangs, causing him to eat any available foods to the exclusion of all other activities until fully sated. Power: 8d6 Mind Control Modifiers: Telepathic Contact (+1/4); Single Command - Intense Hunger (-1/2), Mental Power Based on CON (-1/2), Dispelled when fully sated (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 50 points. END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase. Real Cost: 8. INFESTATION A swarm of vermin crawl through any holes in the armor of the target, producing a number of nasty bites and stings until they are removed. The vermin will continue their attack for as long as the caster pays the END cost. The insects can also be removed manually, but this requires a half phase action per pest. Power: 1 pip RKA Modifiers: Auto Fire (5 hits) (+1/2), Continuous (+1), Penetrating (+1/2), 1/2 END (+1/2); Remove insect to prevent further damage (Half Phase action each) (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 35 points. END Cost: 2; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 7. MALEDICTION This spell will cause an individual to suffer an unfortunate accident some time in the near future. A malevolent spirit is called upon to stalk the victim and inflict the accident at an especially bad moment (hence the Penetrating advantage.) The total number of dice rolled depends on how successful the Priest was at targeting the victim during the spell casting. Power: 2d6 Physical EB (Accident) Modifiers: Autofire (5 Shots) (+1/2), Invisible Power Effects (All Senses) (+1), Penetrating (+1/2), Time Delay (+1/4); Only versus one target (-1/4), Delay is random (within 1d3 days) (-1/4), Gestures (-1/4), Incantations (Curse the victim) (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 32 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 7. PUTRITUDE This spell will cause any pile of garbage or decaying matter to emit a powerful putrid odor, causing revulsion and hiding any fainter scents that may be in the air. The odor can be sensed from outside the effective area, and hence avoided. Power: Flash (Olfactory Sense) Modifiers: 1d6 Flash, Area Effect (3" Radius) (+1+1/4), 1/2 END (+1/4), Uncontrolled (+1/2); Can sense odor outside effective area (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Pile of garbage or decaying matter, bulky (-1-1/2), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 30 points. END Cost: 1; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 6. PYOSIS This spell will cause wounds to become infected, swell up painfully, and fill with pus. This will leave the victim feeling tired and sickly for several days. Power: 2d6 STUN Drain Modifiers: Recover 5 per Day (+1+1/4); No Range (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase. Real Cost: 9. RAT SPY This spell can be used to recruit a rat to serve as a spy for the priest. The rat will be favorably disposed to perform this mission for a follower of Festur, although it will usually flee at the slightest hint of serious risk. (See the Bestiary, page 162.) Power: 3d6 Mind Control Modifiers: Telepathic Commands (+1/4); Linked (-1/2). Power: Clairsentience (Sight, UV, Hearing) Modifiers: Only to observe from rat's point of view (-1/4). Combined: Only to cast on a rat (-1/4), 1/2 DCV Throughout (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 52 points. END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase. Real Cost: 10. ROT WOOD Any non-living wood in the target hex will becomes infested with termites, ants, mold, and other sources of rot. The wood quickly becomes weak and brittle as a result, losing the ability to support large loads or effectively block an opening. Note that this spell can reduce a large number of paper scrolls to dust, but it has no effect on vellum parchment or stone tablets. Power: 2d6 RKA Modifiers: Area Effect (Hex) (+1/2); No knockback (-1/4), No STUN (-1/2), Only versus non-living wood (-1), Gradual Effect (1 Hour) (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 45 points. END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase. Real Cost: 6. RUST IRON This spell will cause any iron within the hex target to rust, becoming weak and brittle. Multiple applications of this spell will be required to weaken larger iron structures. This spell has no effect on other metals or rust-proof ferrous alloys. Power: 1d6 RKA (Rust Iron) Modifiers: Area Effect (Hex) (+1/2), Armor Piercing (+1/2); Only versus Iron (-1), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 6. SUMMON VERMIN This spell will summon a swarm of indigenous vermin. The pests will be under no compulsion to serve the Priest, but they are likely to be annoyed at being disturbed from their nests and can serve as a dangerous distraction. The Priest must concentrate while summoning the swarm, and it requires extra turn to complete the spell. Power: Summon Swarm (Maximum 120 Points) Modifiers: Any Swarm (+1/4), Ranged (+1/2); Only local pests (-1/2), 1/2 DCV concentrate while casting (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Swarm Creature, expended (-1), Side Effects (2d6 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2), Extra Time: Phase (-1/2). Active Cost = 94 points. END Cost: 9; Magic Roll: -9; Casting Time: Full phase. Real Cost: 17. SWAMP GAS A clear gas is emitted by a pile of garbage, poisoning those caught inside and providing an explosive mixture if a source of flame is available. The cloud will quickly dissipate, leaving an unpleasant odor in the air. Power: 1d6 BODY Drain Modifiers: Area Effect (3" Radius) (+1), Recover 1 per Minute (+1/2), Continuous (+1), Uncontrolled (+1/2); Gradual Effect (every minute) (-1/2), Must be inhaled (-1/4), 4 Charges (-1). Power: 5d6 EB Fire Modifiers: Explosion (+1/2); Only if there is a fire within area (-1), Linked to Drain (-1/2). Combined: Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Large Pile of Garbage, Immobile (-2), Side Effects (2d6 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2), Extra Time: 1 Turn (-1). Active Cost = 77 points. END Cost: 9; Magic Roll: -9; Casting Time: 1 Turn. Real Cost: 10. WALL OF GARBAGE Trash arrives from every direction, accumulating into a huge pile of disgusting garbage. This barrier can be penetrated with sufficient time, but passers-by are certainly not going to be impressed with your activities. Power: 2 DEF Entangle (Impervious to Sight Group) Modifiers: Entangle with No Defense (-1-1/2). Power: 1d6 Drain COM Modifiers: Recover 1/hour (+1), Sticky (+1/2); Linked to Entangle (-1/2), Recover COM by cleaning (-1/2), No effect if already filthy or wearing cleaning gear (-1). Combined: Area Effect (Any) (+1); Gradual Effect (1 Turn) (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6-1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 95 points. END Cost: 9; Magic Roll: -9; Casting Time: 1/2 Phase. Real Cost: 15. WEAKEN The target of this spell is attacked at it's weakest point by a sickly-green bolt of disruptive energy, causing higher than normal damage. When the caster is unsuccessful in locating a weak spot, this spell is less effective. Power: 1d6+1 RKA Modifiers: Armor Piercing (+1/2); Armor piercing requires PER Roll vs. target (-1/4), No Knockback (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 6. WEEDS The targeted area of ground becomes overgrown with weeds, as a result appearing disused or poorly maintained. The weeds will continue to appear even if plucked, until the magical effect is dispelled. This spell has little practical use, other than to hide a trail or embarrass a proud gardener. Power: Change Environment (2' Radius, Weed Growth) Modifiers: 0 END (+1/2), Persistent (+1/2), Uncontrolled (+1/2); Costs END to cast (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), Religious Restrictions (-1/2), Extra Time: 1 Turn (-1). Active Cost = 30 points. END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase. Real Cost: 5. WITHER The victim of this spell suffers premature and drastic aging of a single limb, making it effectively useless. The limb can only be restored through magic, either from a powerful spell, a magical fountain or an act of a god. The Priest must touch a limb of the victim for this spell to take effect. If completed, the Physical Limitation is Greatly and Frequently Impairing (-15 points). A successful Dispel, if cast in time, can serve to undo the damage. Power: 1d6 Major Transformation (Random limb becomes useless) Modifiers: Cumulative (+1/2), Persistent (+1), Uncontrolled (+1/2); No Range (-1/2), Costs END to cast (-1/2), x3 END (-1), Gradual Effect (1 Turn) (-1/4), 6 Charges (-3/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Live Worm, expended (-1), Side Effects (1d6+1 Cumulative Major Transform) (-1/2), -1/2 Variable Limitations (-1/4), Religious Restrictions (-1/2). Active Cost = 45 points. END Cost: 12; Magic Roll: -4; Casting Time: 1/2 phase. Real Cost: 6. ----------------------------------------------------------------- UNIQUE SPELLS ----------------------------------------------------------------- CALL RATAGA This spell calls forth the material form of a Rataga, a member of the personal retinue of Festur himself, to perform a mission for the priest. The Rataga will need to be immediately appeased by a suitably impressive bribe, or he will seek to dispatch the priest as a sacrifice to his Lord. Power: Summon Rataga Modifiers: 1/2 DCV concentrate while casting (-1/4), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Snake eating a live rat (-1), Side Effects (3d6 Cumulative Major Transform) (-1/2), Religious Restrictions (-1/2), Extra Time: 1 hour (-2-1/2). Active Cost = 133 points. END Cost: 13; Magic Roll: -13; Casting Time: 1 hour. Real Cost: 20. PLAGUE This is the spell for which the priests are most notorious, and the primary reason they are hunted down relentlessly by all good and moral people. Casting this ritual creates a highly virulent disease that will spread by contact until the entire population is infected, or all the diseased hosts have expired. Some of the beings will be naturally immune to this disease, while others acquire immunity only after surviving the sickness. After each 5 hour period the disease is in effect, the victim can make a recovery roll to try and shake off the infection. Once the illness has passed, however, the victim will still require several days of bed rest before he has returned to full health. The priest who casts this spell has no immunity to the disease and he will likely flee the area immediately after the ritual is completed. The disease effects only members of a single species, determined when the spell is first mastered, but can be spread by a specific type of vermin, such as a rat or insect. Dead victims of this plague can still serve as carriers, and if their corpse is later dug up the disease can spring to life once more. For this reason, most plague victims are cremated en masse. A worthy sacrifice on the altar of Festur is required to initiate this spell, along with a member of the target species to serve as the initial plague carrier. Power: 2d6 BODY Drain (Plague) Modifiers: Recover 1 per hour (+1), 0 END (+1), Persistent (+1/2), Continuous (+1), Uncontrolled (+1/2), Sticky (Can be carried by host species and a single species of vermin) (+1/2); Always On (-1/2), 14- Activation Roll (-1/2), 8- Recovery roll after each BODY Drain, only while still alive (-1/4), Recovery roll or activation failure makes target immune to this spell thereafter (-1/4), Drain only effects specific target species (-1/2), Costs END to cast (-1/2), 0 DCV Concentrate while casting (-1/2), Gestures (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), No Range (-1/2), OAF Major Sacrifice on Altar, immobile (-2-1/2), Side Effects (4d6 Cumulative Major Transform) (-1/2), Religious Restrictions (-1/2), Gradual Effect (every 5 hours) (-1-1/4), Extra Time: 1 hour (-2-1/2). Active Cost = 165 points. END Cost: 16; Magic Roll: -16; Casting Time: 1 hour. Real Cost: 13. ----------------------------------------------------------------- ENORMOUS RAT This is the final form assumed by the Priests of Putrefaction when they have sufficiently displeased their god Festur. The enormous rat is the size of a bear, and is capable only of animal- like behavior and reasoning. Nevertheless, these can be cunning and dangerous beasts when encountered in their haunts. They are sometimes hunted down and captured to serve as lair guardians by a Rataga and his pack of loyal Wererats. Val Char Cost --------------------------------------------------------------- 18 STR -2 Strength* 17 DEX 21 Dexterity 15 CON 10 Constitution 9 BODY -6 Body* 5 INT -5 Intelligence 6 EGO -8 Ego 16 PRE 6 Presence 6 COM -2 Comeliness 6 PD 4 Physical Defense 4 ED 1 Energy Defense 4 SPD 13 Speed 5 REC 0 Recovery 32 END 2 Endurance 24 STUN 4 Stun* *Bonuses for Growth already figured in Cost Abilities END --------------------------------------------------------------- 7 Growth (10 Pts), Persistent, Always On. (400 KG, +1 to others' Sight Perception, -2 KB) 15 1d6 HKA - bite. 1 16 1d6+1 HKA, reduced penetration (-1/4), claws 1 7 1d6 Major Transform (humanoid target into wererat), 0 END, Cumulative, No Range, Linked to bite, only if bite does BODY (-1/2), Activation 14-. 10 +4 PD. 8 +4 Hearing and Smell Perceptions (15- total). 10 Tracking Scent 5 Ultraviolet Vision. 9 Climbing 14- 9 Concealment 12- 3 Stealth 12- 2 +1" Running (7" total) 1 +2" Swimming (3" total) 3 AK: Home territory 75+ Disadvantages --------------------------------------------------------------- 25 Distinctive Features (Not concealable, Major Reaction) 15 Phys. Limitation: No fine manipulation -28 Creature Bonus OCV: 6; DCV: 6; Phases: 6, 12 Points = 38 + 105 = 143 = 68 + 75 ----------------------------------------------------------------- RATAGA The Rataga is a member of the personal bodyguard and retinue of Lord Festur, and usually resides on the Plane of Pestilence. He has a dark-brown serpentine lower body, a rat-like head and torso, and two hairy, humanoid arms. The Rataga instantly commands the attention and loyalty of any rat-like beings in his presence, including any Wererats. His powerful bite often causes lycanthropy, and he emits a foul odor that will induce most beings in his presence to gag and wretch from nausea. He can cast any of the spells known to Priests of Festur, and is immune to their side effects. In addition to his special abilities, he is especially proficient with the Venial Bow, and usually carries this weapon and a selection of arrows slung across his back. (See below.) Val Char Cost --------------------------------------------------------------- 40 STR 0 Strength* 16 DEX 18 Dexterity 24 CON 28 Constitution 19 BODY 10 Body* 16 INT 6 Intelligence 15 EGO 10 Ego 18 PRE 8 Presence 4 COM -3 Comeliness 10 PD 6 Physical Defense 6 ED 1 Energy Defense 4 SPD 14 Speed 10 REC 2 Recovery 48 END 0 Endurance 40 STUN 0 Stun* *Bonuses for Growth already figured in Cost Abilities END --------------------------------------------------------------- 33 Growth (20 Pts, 1,600KG, +2 to others Sight PER, -4" KB, +1" Reach), Persistent, Always On. 40 Variable Point Magic Pool (30 pts), Change is 0 phase action (+1), Requires a Magic Skill Roll to change (-1 to skill per 10 pts). 15 Magic Skill 20-, Only Church of Putrefaction (-1/4). 20 Immunity to Side Effect (-1/2) of any spell in pool not exceeding 30 Real Points (120+ Active). 2 40 1d6+1d6 HKA, Continuous - bite. 27 2d6 Major Transform (target into wererat), 0 END, Cumulative, No Range, Linked to bite, only if bite does BODY (-1/2), Activation 15-. 10 +6 PD, +4 ED Armor, Not vs. silver or fire (-1/2). 40 75% Physical rDR, Not vs. silver or fire (-1/2). 20 50% Energy rDR, Not vs. silver or fire (-1/2). 30 Extradimensional Movement, Earth & Home Plane 16 2d6 EB Noxious Odor, NND (Gas attack), Explosion, Persistent, No Range, Always On, Not versus minions or animal vermin (-1/2). 40 Mind Link w/ minions and animal vermin (max. 64). 15 Discriminatory Tracking Scent. 5 Ultraviolet Vision. 6 +2 to all Perceptions (14- total). 8 +2 Hearing and Smell Perceptions (16- total). 5 +10 PRE, Only versus minions (-1). 3 Life Support (Immune to Disease). 2 Familiarity w/ common melee weapons. 1 Familiarity w/ Bows. 9 +3 w/ Bows. 9 Deduction, Tactics, Tracking. 12- each. 6 Conversation, Interrogation. 13- each. 0 ES: Climbing, Concealment, Stealth. 8- each. 2 Any single Earth Language. Fluent. 7 AK: Home plane. 14- 7 KS: Ways of Festur's minions. 14- 75+ Disadvantages --------------------------------------------------------------- 25 Distinctive Features (Not concealable, Extreme Reaction) 15 Hunted by local powers (As powerful, extensive NCI, frequently 11-) 15 Psych. Limitation: Must serve Festur (Common, Strong) 10 Psych. Limitation: Manipulative (Common, Moderate) 15 Psych. Limitation: Greedy (Common, Strong) 10 2x BODY from silver weapons 15 1d6 RKA per Minute from Daylight (Very Common) 10 Rivalry with other Rataga 10 Reputation (Extreme) 8- -316 Creature Bonus OCV: 3; DCV: 3; Phases: 6, 12 Points = 100 + 416 = 516 = 441 + 75 ----------------------------------------------------------------- VENIAL BOW This giant bow is made from bones knitted together by a special glue extracted from boiled animal remains. The draw string is cut from the intestines of a Giant Rat, the grip is wrapped in rodent hide, and the arrow notch employs the creature's mounted skull. In addition to being a powerful weapon, the bow gives the wielder the ability to fire an arrow around a corner, allowing him to snipe at a target from a secure hiding place. When the powers of the bow are being employed, the eye sockets of the skull glow a sinister orange. Abilities: * 3d6 RKA, OAF Great Composite Bow, Independent, Has 25 Str Min (-1), 2-Handed Weapon (-1/2), Indirect (One hex forward, any direction) (+1/2). * Clairsentience, Sight Group, Only from one hex forward (-2), OAF Great Composite Bow, Independent. * +1 OCV, OAF Great Composite Bow, Independent. * +2 Range Modifiers, OAF Great Composite Bow, Independent. Active Cost: 102; Real Cost: 19.