From: [i--bl--e] at [eskimo.com] (Dark Matter) Newsgroups: rec.games.frp.archives Subject: HERO: Arch Magery Date: 8 Aug 1994 14:02:37 -0400 Part 19 in a series - ARCH MAGERY ---------------------------------------------------------------------- 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 spells can be used to supplement those available in the Fantasy HERO Campaign book, and the Fantasy HERO Companion books from HERO Games, Inc. They can not be used without reference to the HERO System Rulesbook. These spells are a mix of adaptations from other game systems and original designs. The archive site is: ftp.cs.pdx.edu:/pub/frp/hero/fantasy-hero/magic. ---------------------------------------------------------------------- Beyond the abilities of master wizards lies a level of arcane knowledge that approaches the very powers of the gods. These extremely potent rituals require a lifetime of study by the greatest sorcerers to ready, and the power of an entire order to unleash. Once an Arch Magery spell has been prepared, the wizards of the order join in a circle with the spell caster, and proceed to lend him all of their arcane energy and knowledge. The caster painstakingly reads the incantation from the mystical runes entomed on the massive scroll or book, then becomes the channel for the magical energies as they are directed to their task. Failure to properly follow the proper ritual is invariably disastrous, usually for the spell caster and often for the remaining members of the circle. For this reason, preparations for casting a spell of this magnitude are meticulous and thorough. Warning: This magic is very powerful, and can badly distort a low or medium-level magic campaign. The spells should only be employed by non-player characters, except with the explicit permission of the GM. Common Limitations: 1/2 DCV Concentrate throughout (-1/2), Incantations (-1/4), OAF - Ritual Tome, Bulky (-1-1/2), Circle must have at least 10 points in spells for every 45 points of Active Costs and from at least 1 different college for every 90 points of Active Costs, Requires Magic Skill Roll (-1/2), Side Effects (-1/2). ---------------------------------------------------------------------- BASIC SPELLS ---------------------------------------------------------------------- WIZARD'S CIRCLE This is the fundamental spell of Arch Magery, as it allows a Wizard to aid another in the casting of an especially difficult spell. The caster concentrates on the spell beneficiary, and transfers his arcane energy and lore through a ring of other Wizards. Hand contact must be maintained throughout the transfer, or the benefits of the spell will be lost, with possibly fatal consequences to the intended target. The total improvement to the Magic Skill of the caster can not exceed the unmodified rating after subtracting the modifier for the spell. (I.e. the Wizard's Circle spell can, at most, negate the Magic Skill roll modifier for the spell being cast.) If the caster fails his Magic Skill roll, he is temporarily drained of arcane energy. Power: 2d6 character points of Aid to END (Maximum 40) Active Cost = 36 points. Power: 2d6 character points of Aid to Magic Skill (Maximum 20) Modifiers: Not above unmodified skill roll of caster (-1/2), Linked to Aid to END (-1/2). Active Cost = 21 points. Combined: Lose 5 points of Aid per Minute (+1/4), Through hand contact via intermediaries (+1/4); Only for use with a single Arch Magery spell (-1/2), 1/2 DCV Concentrate throughout (-1/2), Incantation throughout (-1/2), Requires Magic Skill Roll (-1/2), Extra Time - 1 phase (-1/2), Side Effects (2d6 Drain to Magic Skill, 2d6 Drain to END; recover 5 per 5 minutes) (-1). END Cost: 6; Magic Roll: -6; Casting Time: 1 phase. Real Cost: 12. ---------------------------------------------------------------------- UNIQUE SPELLS ---------------------------------------------------------------------- ANNIHILATE WORLD Perhaps the ultimate Arch Magery spell, this ritual allows the circle to utterly destroy an entire world of up to 50,000km in radius. Needless to say, this spell is quite difficult to cast, and requires the concentrated powers of many Wizards to accomplish. During the casting period, a strong mental sensation of impending doom is radiated throughout the world, so this spell will inevitably bring the intervention of the world's protectors, including any local Deities, to prevent its annihilation. If the caster fails his Magic Skill roll, he and anybody standing nearby are blasted by wave upon wave of pure annihilating energy. Power: 3d6 RKA (Annihilating Energy) Modifiers: AVLD - Power Defense (+3/4), Area Effect (Radius) (+6), x2 Armor Piercing (+1), Indirect (Any) (+3/4), Continuous (+1), Uncontrolled (+1/2), Penetrating (+1/2); 12 Charges (-1/4), Gradual Effect (1 Turn) (-1/4), Costs END to cast (-1/4), 0 DCV Concentrate Throughout (-1), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 120 points in spells from at least 6 different Colleges (-3), Limitation: mental sensation of impending doom is radiated across the world during casting (-1/2), Side Effects (9d6 RKA Explosion, Centered on Caster, Armor Piercing, Penetrating) (-1/2), Extra Time: 1 Day (-3-1/2). Active Cost = 518 points. END Cost: (52); Magic Roll: -52; Casting Time: 1 Day. Real Cost: 41. ARCANE SHIELD This spell brings into being a spherical shield of force that is inpenetrable to all but the most powerful magical or mundane attacks. The shield appears as a glowing silvery dome, 5" in radius, and centered on the caster. As more powerful attacks are made against the dome, it glow more brightly and the coruscating colors move up through the spectrum, from red to orange, yellow, white, and blue, before turning violet shortly before it fails. A maximum of 128 beings can be protected within the shield. If the caster fails his magic skill roll, he is permanently stripped of his magical abilities. Power: 24PD/24ED Force Wall Modifiers: 1/2 END (+1/4), Hardened (+1/4); Must be a spherical wall (-1/4), No Range (-1/2). Active Cost = 210 points. Power: +10 Flash Defense (Sight/Sound groups); +20 Mental Defense; +20 Power Defense; Life Support (No need to eat, excrete, sleep, or breathe, Vacuum/High Pressure, High Radiation, Intense Heat/Cold, Immune to Disease, Immune to Aging) Modifiers: Useable by 128 Others at Range (+2+1/2); Only within functioning Force Wall (-1/2), Only versus attacks from outside shield (-1/2), Each power is linked to Force Wall (-1/2). Active Cost = 337 points. Combined: Difficult to Dispel (+1/4); 1/2 DCV Concentrate (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 120 points in spells from at least 6 different Colleges (-3), Side Effect (15d6 Major Transform - Caster is unable to employ any magic; Difficult to Dispel) (-1/2). END Cost: 10; Magic Roll: -56; Casting Time: 1/2 phase. Real Cost: 67. CONFLAGRATION The destruction caused by this spell are terrible to behold. By calling down the fires of the sun in an incinerating sphere, the wizards can cause the burning destruction of a small city, or annihilate an assembled army. The pitiful survivors on the outskirts of the spell effect, blinded by the flash and burned by the intense heat, must yet deal with the lingering effects of the radiation. If the caster fails his Magic Skill roll, the same blast is centered on the circle. Power: 8d6 RKA Modifiers: Area Effect (1km Radius) (+2+1/4), Penetrating (+1/2); Reduced by Range (-1/4). Active Cost = 450 points. Power: 5d6 Flash to Sight Group Modifiers: Area Effect (1+1/2 km radius) (+2+3/4); Recover Linked to RKA (-1/2). Active Cost = 225 points. Power: 1d6 CON Drain Modifiers: Area Effect (1+1/2 km radius) (+2+3/4), Recover every Week (+1+3/4), Continuous Uncontrolled (+1+1/2); Gradual Effect (Every 5 hours) (-1-1/4), 8 charges (-1/2), Linked to RKA (-1/2). Active Cost = 105 points. Combined: 0 DCV Concentrate while casting (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 170 points in spells from at least 9 different Colleges (including College of Fire) (-4-1/4), Side Effects (Same blast centered on caster) (-1), Extra Time: 5 Minutes (-1-1/2). END Cost: 78; Magic Roll: -78; Casting Time: 5 Minutes. Real Cost: 70. DEATH FOG A sickly yellow mist rolls forth from the caster, enveloping and poisoning everything in its path. The only hope for survival lies in fleeing the expanding cloud. After two minutes the poisonous effect dissipates, leaving a dense yellow fog which covers the area for up to an hour. If the caster fails his Magic Skill roll, he erupts in acid-filled boils which quickly eats away his flesh until he nothing but a bubbling pool of green goo on the floor. Power: 4d6 BODY Drain Modifiers: Area Effect (440" Cone) (+1+3/4), NND (Life Support) (+1), Recover every 5 hours (+1), Continuous Uncontrolled (+1+1/2); Gradual Effect (Every turn) (-1/4), 10 Charges (-3/4). Active Cost = 375 points. Power: Darkness to Sight Group Modifiers: Area Effect (640" Cone) (+2+3/4); Single Continuing Charge lasting 1 Hour (Dispersed by Strong Winds) (-1/4), Linked to Drain (-1/2). Active Cost = 55 points. Combined: Cone only advances 4" per segment (-1), No Range (-1/2), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 100 points in spells from at least 5 different Colleges (-2-1/2), Side Effect (6d6 RKA, Continuous Uncontrolled, Armor Piercing, Penetrating, 250 Charges; No Range, Gradual Effect - 1 Turn) (-1/2). END Cost: 43; Magic Roll: -43; Casting Time: 1/2 phase. Real Cost: 49. FLYING CASTLE This spell allows the caster to enchant a Castle and its surrounding grounds so as to rise up and float permanently in the sky. The base of the Castle will be wrapped in an omnipresent cloud formation, hiding its existance from viewers underneath. The path of the Castle is controlled from the command chair, which also provides the pilot with a stereo view of the surrounding area. Casting this spell requires a suitable existing Castle. The Castle becomes a vehicle with 28 BODY, 7 DEF, 2,000 hexes (8,000 hex Grounds), -12 DCV, 100 STR, 10 DEX, 1 SPD, -18 KB, 5" Flying (Limited Maneuver, 0 END Persistent), and no Ground Movement. The command throne must be selected before the spell is cast. If the caster fails his Magic Skill roll, he is swallowed up and entombed by the earth. Power: Change Environment (Cloud below Castle, 1/2km Maximum Radius) Modifiers: 0 END Persistent (+1), Invisible Powers Effects (All) (+1); Only beneath Castle (-1/4), Independent (-2). Active Cost = 146 points. Power: Summon Flying Castle Modifiers: Controlled from Command Throne (-1/4), Linked to Change Environment (-1/2). Active Cost = 62 points. Power: Clairsentience (Sight, x2 Range), 360 Degree Sensing Modifiers: Useable by Other (+1/4); Only while on Command Throne (-1/4), Linked to Change Environment (-1/2), Independent (-2). Active Cost = 75 points. Combined: Difficult to Dispel (+1/4); Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Castle, Tome (-2), Circle must have at least 60 points in spells from at least 3 different Colleges (-1-1/2), Side Effects (Caster is swallowed by the Earth: 8d6 Entangle, Impervious to Sight and Smell/Taste Groups, Hardened) (-1/2), Extra Time: 1 Minute (-1-1/2). END Cost: 28; Magic Roll: -28; Casting Time: 1 Minute. Real Cost: 31. HURRICANE The dread Hurricane, or Typhoon as it is known in the southern lands, is the most powerful storm known to humankind. This ritual will summon a Hurricane weather system to devastate the local lands. The 180km diameter storm begins at sea or near a coast, then advances inland along a path determined by the caster. After four to five days, the Hurricane will begin to dissipate and merge with the local weather patterns. If the caster fails his Magic Skill roll, he is struck by an extradimensional vortex of pure chaos. The cone of disorder proceeds to tear him apart atom by atom, until nothing remains of the wizard. Power: -5 PER Images (Sight and Hearing groups) Modifiers: Increased Radius (1,000km) (+5+3/4). Active Cost = 394 points. Power: 6d6 Energy Blast versus PD Modifiers: Area Effect (180km by 900km track) (+4+3/4), Continuous (+1), Hole in the Middle (5km Eye of Storm) (+1/2), Double Knockback (+3/4); Weaker with increasing distance from the eye (-1d6 per 30km from eye) (-1/2), Linked to Images (-1/2). Active Cost = 300 points. Combined: Single Continuing Charge lasting 4-5 days (+1/4), Indirect (+3/4), Invisible Power Effects (All) (+1); Must begin at sea or along coast (-1/2), Only to produce a 90km radius Hurricane (-1/4), Advances 10km per hour along designated path (-1/4), Costs END to cast (-1/4), 1/2 DCV Concentrate (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 150 points in spells from at least 8 different Colleges (including College of Storm Mages) (-3-3/4), Side Effects (6d6 RKA Chaos, Continuous, Indirect (Any), Trans-dimensional (Any), Lasts 4-5 days) (-1/2), Extra Time: 1 Hour (-2-1/2). END Cost: (69); Magic Roll: -69; Casting Time: 1 Hour. Real Cost: 58. MAGIC FREE ZONE This spell will create a permanent dead zone where all but the most powerful forms of Magic will fail to function. Even artifacts, when they work at all, will be considerably weakened within this zone. This spell is especially useful when cast upon a strategic fortification that is difficult to defend against magical attacks, but not against mundane forms of assault. If the caster fails his Magic Skill roll, he will radiate physical agony whenever he is exposed to any form of magic. Usually this will result in the affected caster being exiled, as he is too dangerous to remain within a magic-using community. Power: 20d6 Suppress Magic Modifiers: All Forms of Magic (+2), Area Effect (84" Radius) (+1+1/4), Difficult to Dispel (+1/4), 0 END Persistent (+1); Independent (-2), 1/2 DCV Concentrate while casting (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 120 points in spells from at least 6 different Colleges (-3), Side Effects (Caster radiates agony upon sensing magic nearby: Sense Magic, 360 Degrees, Always On, Only to Trigger Ego Attack; 5d6 Ego Attack, Explosion, Triggered by Magic, 0 END Persistent, Continuous, Penetrating, Difficult to Dispel, No Range) (-1/2), Extra Time: 1 Hour (-2-1/2). Active Cost = 550 points. END Cost: 55; Magic Roll: -55; Casting Time: 1 Hour. Real Cost: 48. PHASE CITY This powerful ritual can send an entire city to a new location on any known extradimensional plane. Where the city once rested, there remains only a large crater in the ground. However, at the end of each year thereafter, the city, and its remaining inhabitants, will return to its original location for the span of one hour. For this spell to function properly, the city must have an average density equal to or lighter than rock. If the caster fails his Magic Skill roll, he is banished to destination of the city for a period of one century. Power: 10,000km Teleportation, Single Floating Location Modifiers: Area Effect (2.5km Radius) (+2+3/4), Useable Against Others at Range (+1+1/2). Active Cost = 551 points. Power: Extradimensional Travel (Any Dimension) Modifiers: Area Effect (2.5km Radius) (+2+1/2), Useable Against Others at Range (+1+1/2); Linked to Teleportation (-1/2). Active Cost = 400 points. Combined: Limitation: city returns to origin for 1 hour at end of each year (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 210 points in spells from at least 11 different Colleges (-5-1/4), Side Effects (Extradimensional Travel linked to 10,000km Teleportation, Same location as original spell but only on caster; Followed by 20d6 Suppress Extradimensional Travel on caster, single continuing charge lasting 1 Century) (-1/2), Extra Time: 1 Hour (-1-1/2). END Cost: 95; Magic Roll: -95; Casting Time: 1 Hour. Real Cost: 88. SCAR LAND By calling forth the mightiest powers of the four elements, the Wizards can use this spell to wrack terrible upheaval upon a large stretch of land. What was once fertile grazing land can be transformed into a barren desert, or a new island can be brought forth out of a stretch of empty ocean. The upheaval greatly disturbs weather patterns over the area, causing unusual fluctuations in the climate. After a week, the land settles into its new form, but the weather remain unstable for many decades thereafter. The scarred land is within a 500km radius of the target, and the spell can be cast from a distance of up to 1200km away. Should the wizard fail his Magic Skill roll, the consequences are dire indeed. The wizard, along with his fellow members of the circle, are dispatched to one of the elemental planes. There they will face the wrath of a small army of Elementals. Power: Change Environment (500km radius) Modifiers: Recover 5 points per month (+1+3/4); Gradual Effect: 1 Week (-1-3/4), (Vary environment, Only to cause random weather fluctuations) (0), Single charge (-2). Active Cost = 356 points. Power: 2d6 Major Transform (Alter Landscape) Modifiers: Any Terrain Features (+1/4), Area Effect (500km Radius) (+4), Difficult to Dispel (+1/4), Cummulative (+1/2); Gradual Effect: 1 Day (-1-1/2), 7 charges (-1), Linked to Change Environment (-1/2). Active Cost = 195 points. Combined: x625 Increased Maximum Range (+1); Costs END to cast (-1/4), 1/2 DCV Concentrate (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Large Quantities of Four Elements, Immobile (-2), Circle must have at least 120 points in spells from at least 6 different Colleges (including all 4 elemental colleges) (-3), Side Effect (Circle is Transported to a random Elemental Plane to face an army of 128 Summoned Elementals. All have +25 EGO, 50 points of Mental Defense against Mind Control, and an intense hatred of the circle) (-1/2), Extra Time: 1 hour (-2-1/2). END Cost: (56); Magic Roll: -56; Casting Time: 1 hour. Real Cost: 40. STAR TRAVELLERS The ability to journey to the stars allows thousands of new worlds to be explored and conquered. This spell allows a small group of wizards and their cohorts, to fly to the edge of the atmosphere, then travel across the cosmos at enormous velocity. The group is provided with life support and defense against the harsh elements of interstellar space. Once the group sets foot upon a new world, however, the spell is cancelled and they must remain until they choose to risk the journey once more. If the caster fails his Magic Skill roll, with a blinding flash of light he is teleported 20-120 Light Years away in a random direction, likely never to return. Power: Faster than Light Travel, 1 LY/Day Active Costs = 126 points. Power: 10" Flying (40" Non-combat) Modifiers: Linked to FTL Travel (-1/2). Active Costs = 113 points. Power: +8PD/+8ED Force Field Modifiers: Linked to FTL Travel (-1/2). Active Costs = 72 points. Power: Life Support (Breathing is Self-Contained, Protection against Vacuum) Modifiers: Linked to FTL Travel (-1/2). Active Costs = 58 points. Combined: Useable by 16 Others at Range (+2), Single Continuing charge lasting One Year (Cancel by landing on planetary surface) (+1), Persistent (+1/2); Costs END to Cast (-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 80 points in spells from at least 4 different Colleges (-2), Side Effect (Caster is Teleported 20-120 Light Years away in a Random Direction; 3d6 Sight Flash, Explosion, No Range, Linked to Teleport) (-1/2), Extra Time: 5 Minutes (-2). END Cost: (37); Magic Roll: -37; Casting Time: 5 Minutes. Real Cost: 46. SUMMON HORDE This spell will summon a large horde of creatures from the surrounding lands to fight for the caster. Each of the 16,000 creatures is worth a maximum of 200 points, and must reside within a day's travel of the location where the spell is cast. They arrive with whatever weapons, armor, and equipment they originally carried, but they are willing and eager to follow any orders from the wizard. Any deficiencies in supplies and equipment must be made up by the caster and his allies. If the caster fails his Magic Skill roll, a furious blast of chaotic mental energy explodes outward from the caster. The wizard and his comrades will be reduced to drooling idiots for a period of several days. Power: Summon Army of 16,000 Creatures, each worth up to 200 points. Modifiers: Any Creatures (+2); Must be within a day's walk of the caster (-1/2), Linked to Mind Control (-1/2). Active Cost = 120 points. Power: 20d6 Mind Control Modifiers: Area Effect (1.2 km Radius) (+2+1/2); Only versus the Summoned Creatures (-1/4), Costs END to cast (-1/4), Single Charge (-2). Active Cost = 350 points. Combined: Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 100 points in spells from at least 5 Colleges (-2-1/2), Side Effect (Mental Blast: 10d6 EGO Attack, 2d6 INT Drain - recover 5 per day, 4d6 EGO Drain - recover 5 per day; explosion) (-1/2), Extra Time - 1 hour (-2-1/2). END Cost: (47); Magic Roll: -47; Casting Time: 1 hour. Real Cost: 43. THE UNDERTAKER This powerful sorcery ritual will summon Xhargyle the Undertaker, the third spawn of Primordial Chaos, to serve as an assassin for the circle. (See stats below.) Xhargyle is anything but subtle, and will leave a trail of death and wanton destruction wherever he travels. However, he is utterly relentless in his task, and will pursue a target across the far reaches of the world and to other dimensions until he has consumed his life force. During the casting process, a mental sensation of "wrongness" will be radiated in all directions. Anybody making a +16 PER roll, with modification for range, will become aware of the sensation, along with the approximate direction of its source. If the caster fails his Magic Skill roll, the beast will appear but will be extremely difficult to control and will have selected the wizard as his next victim. Power: Summon Xhargyle the Undertaker Modifiers: Incantations (-1/4), 1/2 DCV Concentrate while casting (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Circle of Summoning, Immobile (-2), Circle must have at least 70 points in spells from at least 4 Colleges (-1-3/4), Side Effect (Same summoning, but Xhargyle is +25 EGO, +50 Mental Defenses versus Mind Control, and the caster is his sole target) (-1), Extra Time - 1 hour (-2-1/2), Limitation: +16 PER sense of "wrongness" radiated in all directions during casting (-1). Active Cost = 333 points. END Cost: (33); Magic Roll: -33; Casting Time: 1 hour. Real Cost: 32. THREE WISHES The target of this spell is granted the ability to make three wishes, which can be any combination of powers, advantages, and limitations (worth a maximum of 150 points) that are needed to satisfy the trigger phrase. The spell is activated whenever the spell recipient says the words "I Wish" followed by a request, regardless of whether the activation was intended or not. The spell is quite literal in its implementation of the wish, and the results will not always have the intended consequences. If the caster fails his Magic Skill roll, he is banished to an alternate plane of existance for a period of one hundred and one years. Few wizards who have miscast this spell ever survive to journey home. Power: 150 point Variable Power Pool Modifiers: Cosmic Power Pool (+2), Trigger (Say "I Wish" in a sentence) (+1/2), Useable by Another (+1/4); Only to satisfy trigger sentence (-1/2), Costs END to cast (-1/4), Three charges (-1-1/4), Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF - Tome, Bulky (-1-1/2), Circle must have at least 120 points in spells from at least 6 different Colleges (-3), Side Effect (Extradimensional Movement to a random plane; followed by 15d6 Suppress Extradimensional Movement, Single Continuing Charge lasting 101 years, Difficult to Dispel) (-1/2), Extra Time - 1 phase (-1/2). Active Cost = 562 points. END Cost: (56); Magic Roll: -56; Casting Time: 1 phase. Real Cost: 61. ZONE OF AVOIDANCE This little known ritual will bring into being a Zone of Avoidance. An enchanted presence becomes the guardian of an area of land, and will allow none to enter unless identified as a friend. The Zone is empowered with powerful magical abilities that allow it to accomplish this task, including the creation of illusionary landscapes, the ability to suppress any type of magic, and a powerful attack that can take any form. The Zone is very crafty about its assigned task, and well equipped to detect any form of intrusion, day or night. If the caster fails his Magic Skill roll, the same Zone comes into being, but the wizard and his circle are always identified as intruders, and relentlessly attacked by the Zone. Power: Summon Zone of Avoidance Modifiers: Incantations (-1/4), Requires Magic Skill Roll (-1/2), OAF Tome, Blessed Earth, Immobile (-2), Circle must have at least 40 points in spells from at least 2 different Colleges (Including Mentalism) (-1), Side Effect (Same effect, but Zone always identifies the wizard circle as intruders) (-1), Extra Time - 1 hour (-2-1/2). Active Cost = 224 points. END Cost: (22); Magic Roll: -22; Casting Time: 1 hour. Real Cost: 27. ---------------------------------------------------------------------- XHARGYLE, THE UNDERTAKER This primordial slayer has lain dormant for millenia, awaiting the next call to go forth and extinguish more life. Few know of the existance of this nihilistic horror, and none who yet live know of his origins. Once set upon this task, he will relentlessly pursue his victim, using all the powers and guile at his disposal, until he has extracted any remaining life force. Unless promptly given a new task, Xhargyle with slay and destroy with wanton abandon. When visible, the Xhargyle has tapered, serpentine body, with four oversized arms, each tipped with two long, non-retractable force blades. His face is little more than a beaked mouth surrounded by tentacles, the inner side of which are covered in suction cups. Protruding wedges to either side of the head house the primary senses organs. A spiked fin runs from the back of the head to just past his armored torso, protecting the neck. The body is a dark metallic color, with a light grey sheen across the belly. Val Char Cost ---------------------------------------------------------------------- 92* STR 32 Strength 32 DEX 66 Dexterity 50 CON 80 Constitution 42 BODY 64 Body 18 INT 8 Intelligence 12 EGO 4 Ego 40 PRE 30 Presence 2 COM -4 Comeliness 20* PD 8 Physical Defense 18* ED 5 Energy Defense 12 SPD 88 Speed 44 REC 40 Recovery 200 END 50 Endurance 140 STUN 37 Stun *Density Increase already included in the totals Cost Abilities END ---------------------------------------------------------------------- 144 6d6 HKA Talons, x2 Armor Piercing (+1), Reduced 18 Penetration (-1/4) 65 4d6 BODY Drain, Recover every 5 minutes (+1/2), Continuous Uncontrolled (+1+1/2); Gradual Effect (every turn) (-1/4), Must do BODY with talons first (-1/4), 1d6 charges per hit (-1-1/4) 51 2d6 BODY Drain, Area Effect (6" Radius) (+1), 0 END Persistent (+1); Always On (-1/2), Only versus life forms (-1/4) 67 Density Increase (50pts, 100,000kg, -10KB), 0 END Persistent (+1), Always On (-1/2) 53 Invisibility to Sight/Smell Groups with Fringe, 0 END Persistent (+1), Always On (-1/2), Visible when struck by electric field or radiation (-1/4) 18 +20 PD, +18 ED Damage Resistance 60 75% Resistant Physical Damage Reduction 24 50% Resistant Energy Damage Reduction, Not versus Electricity or Radiation attacks (-1/4) 20 Regenerate 2 Body/turn 10 Mental Defense (10 pts) 10 Power Defense (10 pts) 5 -5 Lack of Weakness 200 50" Teleport, 0 END (+1/2), Armor Piercing (+1/2) 20 90 10d6 Mind Scan, +20 Attack 9 30 +10 PER, All Senses 28 Infrared/UV Vision, Mental Awareness, Tracking Scent, Ultrasonic Hearing 20 N-Ray Vision, Blocked by radioactive material 40 Extradimensional Movement, Any Dimension 4 30 Full Life Support 20 +4 w/ H-to-H combat 11 Tracking 17- 0 ES: Climbing, Deduction 8- (each) 75+ Disadvantages ---------------------------------------------------------------------- 15 Psych. Limitation: Must find and slay target (Uncommon, Total) 5 Psych. Limitation: Fear of Electricity (Uncommon) 15 Psych. Limitation: Destructive (Common, Strong) 15 Phys. Limitation: No fine manipulation 10 2x BODY from Electricity and Radiation (Uncommon) 10 Reputation (Extreme) 8- 10 1" Running 1 1" Swimming -1286 Creature Bonus OCV: 11; DCV: 11; Phases: 1-12 Points = 508 + 1009 = 1517 = 1442 + 75 ---------------------------------------------------------------------- ZONE OF AVOIDANCE The Zone of Avoidance is an intelligent and powerful magical enchantment that will actively repel intruders by using illusionary obstacles, phantasmal foes, and, if all else fails, seizing control of an invader's mind and instructing him to leave. Val Char Cost ---------------------------------------------------------------------- 15 DEX 15 Dexterity 18 INT 8 Intelligence 12 EGO 4 Ego 4 SPD 15 Speed Cost Powers ---------------------------------------------------------------------- 80 Invisibility to Sight, Sound, and Mental Groups, No Fringe, 0 END Persistent (+1); Always On (-1/2) 132 +5 PER Sight and Sound, Clairsentience, +16 Telescopic, 360 degrees, 0 END Persistent (+1); Always On (-1/2) 250 20d6 Mental Illusion, Area Effect (8km Radius) (+3), 0 END Persistent (+1); Always On (-1/2), No Range (-1/2) 87 20d6 Mind Control, Telepathic Contact (+1/4), 0 END (+1/2); Reduced by Range (-1/4), Only to flee area (-1/2), Target will think actions were natural (requires EGO+20 for success) (-1/4) 171 4d6 RKA versus PD, Invisible Power Effects (All Senses) (+1), +2 Variable Advantage (+3); Must match illusion (-1/4), 8 charges/day (-1/2). 155 8d6 Suppress, All Magic (+2), Area Effect (8km Radius) (+3+1/2), Personal Immunity (+1/4), 0 END Persistent (+1); Always On (-1/2), No Range (-1/2). 20 +20 Mental Defense 20 Universal Translator 5 Tactics 13- 7 KS: produce realistic natural illusions 16- 1 Program: identify intruders 1 Program: deceive intruders into leaving area 1 Program: attack intruders and drive from area AI Psychological Limitations ---------------------------------------------------------------------- 20 Psych. Limitation: Must defend land from intruders (Common, Total) 15 Psych. Limitation: Must obey orders when addressed by true name (Uncommon, Total) 10 Psych. Limitation: Allow anybody entering inner 2km radius to remain or leave freely (Uncommon, Strong) OCV: 5; DCV: 5; Phases: 3, 6, 9, 12 Total Cost = 972 -- Dark Matter | "They couldn't hit an elephant at this dist..." [i--bl--e] at [eskimo.com] | -Last words of Gen. John Sedgwick, 1864