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More Wormwood stuff -- New Blood Magic and new prayers

Posted: Mon Jun 14, 2004 6:28 pm
by Steve Conan Trustrum
LEVEL 1

Blood Dowsing
Range: 10 miles (16 km) per level of experience
Duration: 1 day per level of experience
Saving Throw: None
P.P.E.: 1
Damage to Caster: 1 point
By tracing a simple rune from his blood upon an inanimate object, the caster can later track that object. The rune itself is about the size of a silver dollar and can be washed off by regular means, thereby rendering such mystical tracking impossible. If the rune remains intact, then the caster can “dowse” the object's approximate distance and direction from his own current position.
At anytime before the spell's duration runs out, the caster need only poke his finger and let a single drop of blood fall into the center of his other palm, causing the blood to move across the skin in the approximate direction of the object being tracked. The speed at which the drop of blood moves will also denote the approximate distance of the object; the faster the drop moves, the closer the object is. If the object is beyond the range of the spell or if the rune has been removed, then the blood will remain motionless.
Only one casting of this spell can be in operation at a time by the same caster; should he attempt to have more than one of these spells cast simultaneously they shall cancel each other.

Crimson Kiss
Range: Touch
Duration: Until caster's mouth is full or one melee round if interrupted
Saving Throw: Standard
P.P.E.: 2
Damage to Caster: 1 or 2 points
This relatively minor spell allows the Blood Shaman to draw the blood he needs from someone else with a kiss instead of through a wound. During the kiss, the victim's blood passes through the contact of skin on skin and begins to fill the caster's mouth. If more than one mouthful of blood is required, the blood shaman must empty his mouth, renew the spell and kiss the victim again. Blood gained in this manner remains pure and can be used by the blood shaman as he/she would from any other means.


LEVEL 2

Cloak Of Blood
Range: Self only
Duration: 1 melee per level of the caster
Saving Throw: Not applicable
P.P.E.: 4
Damage To Caster: 1 or 2 points
A truly disturbing working of spellcraft, this enchantment causes the caster's blood to multiply and crawl about his body like a host of blood red maggots. These "maggots" enter the caster's ears, nose, mouth and go into his eye slits. Although this does not affect the caster in any way (he cannot even feel it), it is a disgusting and horrifying sight. Anyone seeing such a spectacle must save vs a horror factor of 16 (battle hardened warriors save against a 12). Any vampires seeing this spell at work must make a save vs insanity or attack the caster in an attempt to bite all of the tasty looking blood maggots.


LEVEL 3

Bleeding Walls
Range: 5 by 5 foot (1.5 m by 1.5 m) area per level of experience
Duration: 1 melee round per level of experience
Saving Throw: None
P.P.E.: 8
Damage to Caster: 1 to 3 points
Misleading in name, this spell can be cast upon any surface (wall, floor, road, etc.), causing it to bleed profusely. Besides the horrifying spectacle that instils a horror factor of 14, the covered surface becomes extremely slippery. Any attempt to climb such a surface is done at -30% and any creature trying to travel at a speed greater than half its P.P. attribute has a 50% chance of falling down, causing it to lose initiative and -1 one attack. Any vehicles trying to cross such a surface at speeds in excess of 20 mph (32 km) must make a piloting skill roll at -30% or lose control (roll on the following table).
01-25% Out of Control. The vehicle is out of control; loses initiative and half of his number of attacks. Re-roll successfully to regain control (remember the penalty if the vehicle is still in the spell's area of effect).
26-50% Skid. As the vehicle skids out of control, it slams into an object (if there are no objects to slide into, treat this roll as merely being out of control). The vehicle takes half normal damage from this minor crash and its speed drops by 25%. Make another piloting skill roll to bring it out of the skid (remember the penalty if the vehicle is still in the spell's area of effect).
51-75% Crash. The vehicle skids and hits an object hard (if there are no objects to slide into, treat this roll as merely being out of control). The vehicle takes full damage while occupants take only half damage and its speed drops by 50%. Make another piloting skill roll to bring it out of the skid (remember the penalty if the vehicle is still in the spell's area of effect).
76-00% Crash and Burn. The vehicle is completely out of control and rolls 1D6 times! The vehicle takes double damage, occupants take normal damage and there is a 60% chance that the fuel compartment will rupture in 1D6 melee rounds.

Blood Mask
Range: Touch
Duration: 1D4 minutes, plus one minute per level of experience
Saving Throw: None
P.P.E.: 6
Damage to Caster: 1 point
The blood shaman mixes his blood with dry earth (how he comes by that is another story), forming a soft, red putty. This putty is then shaped over the face of the target and creates a mask that looks and feels lifelike; even facial hair can be faked by this spell but eye color cannot. This mask can be made to appear as someone at random or like a specific person with a 45% +5% chance per level of experience chance of fooling someone that knows the person being imitated.

Gore Hunter
Range: Touch
Duration: 1 hour per level of experience
Saving Throw: Standard
P.P.E.: 6
Damage to Caster: 1 or 2 points
Any non-intelligent creature that has this spell cast upon it and is then fed the blood of another creature will be turned into the ultimate bloodhound. The targeted beast will proceed to chase and track the creature whose blood it had tasted with a tracking ability that is 100% accurate and cannot be fooled by any conventional means such as walking in a stream. Even crossing to another dimension will not grant the prey escape so long as the creature tracking it likewise has access to the means to follow it. Only spells or psionics that are specifically designed to deter mystical or psionic scrying or tracking will throw off the enchanted tracker.

Leaking Horror
Range: 5 feet (1.5 m) per level of experience
Duration: Up to 1D4 melees plus one melee per level of experience
Saving Throw: Standard
P.P.E.: 8
Damage to Caster: 1 or 2 points
Meant only as a means of intimidation and horrifying others, this gruesome spell causes every pore and orifice (eyes, ears, nose, mouth, etc.) to leak blood at a steady rate. While not actually causing the target any damage or loss of blood, the site is so frightening that all who see it must save vs a horror factor of 17. One target may be affected at level one, plus an additional target at levels 2, 5, 7, 10, 12, and 15.


LEVEL 4

Bad Blood
Range: Two targets that must be within 50 feet (15.2 m) of each other
Duration: 1 day per level of the caster's experience
Saving Throw: Standard.
P.P.E.: 10
Damage to Caster: 1D4 points
This fiendish spell must be cast upon two victims who are in the immediate presence of each other. Whenever the two victims are within 50 feet (15.2 m) of each other afterwards they will suffer waves of nausea and pain that will continue to get worse the closer the two come to each other. The following effects are not cumulative.
• 50 feet (15.2 m) apart: Both are -1 to initiative, parry and dodge.
• 40 feet (12.2 m) apart: Both are -1 to initiative, strike, parry, and dodge and is -10% on any skills requiring manual dexterity.
• 30 feet (9.1 m) apart: Both are -2 to initiative, strike, parry, and dodge and is -15% on any skills requiring manual dexterity.
• 20 feet (6.1 m) apart: Both are -2 to initiative, strike, parry, and dodge, is -25% on any skills requiring manual dexterity, and must save vs lethal poison or fall down vomiting (lose initiative and -1 attack/action).
• 10 feet (3 m) apart: Both are -3 to initiative, strike, parry, and dodge, is -45% on any skills requiring manual dexterity, and must save vs lethal poison with a penalty of -2 or fall down vomiting (lose initiative and -2 attacks/actions).
• 5 feet (1.5 m) apart: Both are -4 to initiative, strike, parry, and dodge, is are -65% on any skills requiring manual dexterity, and must save vs lethal poison with a penalty of -4 or fall unconscious.
• Physical contact: Both are -6 to initiative, strike, parry, and dodge, is -85% on any skills requiring manual dexterity, and must save vs lethal poison with a penalty of -8 or fall unconscious.

Blood Parasite
Range: 15 feet (4.5 m)
Duration: 1 hour plus 15 minutes per level of experience
Saving Throw: Standard
P.P.E.: 14
Damage to Caster: 1 to 3 points
By mingling his own blood with that of a beast no larger than a medium sized dog, a blood shaman can turn the animal into a blood-crazed hunter that must feed on blood to survive. Now able to obey the simple commands of the caster, the targeted animal will enthusiastically carry out any orders to enter combat.
All attacks now have an additional +2 to strike thanks to its lust for blood and any bite attack by this animal will cause +50% of the usual damage as it extracts great amount of blood with this attack. Any blood taken in this way can be vomited up later upon command so long as this is done before an hour has passed since it was swallowed. Such regurgitated blood remains pure thanks to the spell’s power and can be used by the blood shaman as he would any other blood.

Feast of Horror
Range: Self or by touch
Duration: 1 hour plus 10 minutes per level of experience
Saving Throw: None
P.P.E.: 7
Damage to Caster: 1 or 2 points
The target is able to drink blood and gain nourishment from blood much like a vampire. A single liter is about the equivalent of a good, healthy meal.

Heart Attack
Range: Touch or 1 foot (30 cm) per level of experience once the shaman has reached fifth level
Duration: Instant
Saving Throw: Standard for effect 1, special for Effect 2
P.P.E.: Effect 1: 9, Effect 2: 2 per level of experience
Damage to Caster: Effect 1: 1D4+3, Effect 2: 1 or 2 points per level of experience.
This spell has two very distinct effects, the second of which can only be used once the caster reaches fifth level.
Effect 1: The target suddenly suffers from pains in his chest that will disrupt his concentration and causes him to lose initiative, half of his attacks and he will be -3/30% on all actions/skills.
Effect 2: The target has an actual heart attack and must save vs death at 45% with a penalty of the caster's level x3% or go into a coma. Even if the save is successful the target must then make a standard save vs magic or suffer symptoms equal to Effect 1.

Minor Blood Beast
Range: Immediate area
Duration: Five days plus one day per level of the caster's experience
Saving Throw: None
P.P.E.: 30
Damage to Caster: 2D4+4 points
This spell summons a tectonic entity to create a minor blood beast, a smaller and weaker version of the creature created by the sixth level spell, Blood Beast. Minor blood beasts are best used as spies or assassins and looks like a smaller version of a normal blood beast, standing about 2.5 feet (76.2 cm) tall. Unlike the normal blood beast, the coloring of a minor blood beast is much darker, enabling it to better hide within shadows.
The entity controlling the blood form will obey the caster's orders, which must be kept simple, for the duration of its stay. It will remain in the caster's dimension until the spell duration expires or until it is slain. There is a 20% chance that the entity will not return to its own dimension and will no longer obey the spell caster who summoned it once the spell expires. If this happens, it will remain in the caster's dimension wreaking havoc for the shear pleasure of it.

Minor Blood Beast
Alignment: Diabolic
Attributes: I.Q. 5, M.E. N/A, M.A. N/A, P.S. 18 (Supernatural), P.P. 16, P.E. N/A, P.B. 3, Spd. 22
Horror Factor: 10
M.D.C.: 3D10+20
P.P.E.: 30
I.S.P.: None
Natural Abilities: See the invisible, regenerate 1D4+1 M.D.C. per melee (double by drinking the blood of others), takes half damage from energy attacks (those that are magical or psionic in nature do full damage) and can cast the following blood magic spells three times daily each: Blood Bolt, Open Wound, Boil Blood (Advanced) and Carnivorous Blood. Note that casting blood magic does not damage a minor blood beast but does use P.P.E.!
Psionics: None
Combat: 3 physical or 2 magical attacks per melee, +1 to strike and parry, +5 to dodge, +2 to initiative, +3 to save vs magic, +1 to save vs psionics and +10 to save vs horror factor.
Damage: Restrained Punch 3D6 S.D., 1D6 M.D. with a full strength punch, 2D6 with a power punch (uses 2 attacks).
Skills: Prowl 78%

Share Flesh
Range: Touch only
Duration: A half hour per caster's level of experience or permanently
Saving Throw: None
P.P.E.: 14 for the temporary version, 22 for the permanent
Damage to Caster: 0 if grafting a limb to himself, 1D4+2 if not (both versions)
The results of this incantation are truly grisly to behold. By taking the recently removed limb of one creature and grafting it to a still bleeding wound, the Shaman can actually use these alternate limbs to replace lost ones but there are limitations. For example, a Titan's arm cannot be put on a human (they must be roughly the same size), the limb must have been severed in the past hour, and the limb cannot be attached to a place where there was no limb originally (you cannot slice open your back and attach a leg to the wound).
If the Shaman is attaching the limb to his own body, he can use the blood from the open wound to cast his spell instead of creating another. However, if the limb is to be attached to someone else the Shaman must mutilate himself as normal. The permanent version of this spell is far more difficult and takes more practice, thus it cannot be cast until at least the 7th level of experience.


LEVEL 5

Metabolic Manipulation
Range: Touch
Duration: 1 melee at level one, plus an additional at levels 2, 4, 6, 9, 11, 14 and 15
Saving Throw: Standard
P.P.E.: 15
Damage to Caster: 1D4+2
This allows the caster to adjust his or someone else’s metabolism, altering how it responds to certain stimuli. The target succumbs to the following effects, depending upon whether his metabolism was increased or reduced:
• Attribute Manipulation: Hormones and similar body chemicals are manipulated to either increase or decrease certain attributes and abilities. For each level of experience of the caster, he can raise or lower 1 point of the following attributes (either singly or in combination): P.S., P.E., or Speed. Instead of using some or all of the points to raise an attribute(s) they can alternatively be used to cause an advanced regeneration, allowing one hit point/M.D.C. per level of experience to be regained at the end of each melee.
• Immunity Manipulation: At levels 1, 2, 4, 6, 9, 11, 14 and 15 of the caster’s experience the target benefits or suffers either a bonus (increased metabolism) or penalty (reduced metabolism) of 1 to save vs poisons and pain, depending upon the caster’s intention.

Thirsting Blade
Range: Touch
Duration: 2 melees, plus a melee per caster level or permanent
Saving Throw: Not applicable
P.P.E.: 20 for the temporary version, 65 for the permanent.
Damage to Caster: 2D4+2 for the temporary spell, 2D10+15 for the permanent.
This enchantment causes a non-magical blade to cause an extra 25% damage on any attack that draws blood as the weapon actually drinks the liquid from the wound. Every time that the enchanted blade draws blood it will also drain available P.P.E. (if any) from the victim at a rate of 1D8 P.P.E. per attack for a knife, 1D10+4 for a one-handed sword or axe, and 3D6+6 for a two handed sword, axe or pole-arm.
This P.P.E. is then stored within the blade until either the spell’s duration expires or until the blade’s wielder taps and uses it. The way in which the stored P.P.E. is used is similar to the means that most spell casters can draw upon the P.P.E. of living objects to cast spells. A knife can hold a maximum of 24 P.P.E., one-handed swords and axes 42 P.P.E., and two-handed swords, axes or pole arms 72 P.P.E.
The permanent (and far more dangerous) version of this spell cannot be cast by a blood shaman until 8th level. Permanently enchanted thirsting blades are not invulnerable, however, and may be destroyed as normal


LEVEL 6

Blood Bank
Range: See spell description
Duration: 3D6 hours plus 1D4 hours per level of the caster
Saving Throw: Standard
P.P.E.: 22
Damage to Caster: 1D4+4
For this terrible spell to work, the caster must cut the victim for 2D4 damage and then pour the blood from his self-mutilation into the wound. This causes the victim to produce 50% more blood than normal per hour. Though the only noticeable change in the victim is a slightly bloated and puffy appearance, the pressure of containing so much extra blood is very painful (-2/-15% to all actions or skills).
If this extra blood is not released regularly then the build up soon starts to cause internal damage to the target: 1D6 S.D./M.D. cumulatively per hour that has passed since the blood was last released. So, because the damage is cumulative, a victim that has not had the extra blood relieved in three hours would have taken 1D6 in the first, 2D6 in the second and 3D6 damage in the third hour. This spell only works on sentient beings.


LEVEL 7

Blood of Ages
Range: Self or other by touch
Duration: 1 year
Saving Throw: None
P.P.E.: 45
Damage to Caster: 2D10+10
By drinking the blood of others this spell allows the recipient to slow the ageing process. The spell’s benefactor must drink all of the blood from a human-sized, still-living sentient, thereby killing the victim unless drastic steps are taken before hand to prevent it. After the blood has been consumed the recipient ages only one day per month of time passed for the following 12 months. Casting this spell on the same person more than once a year has no additional affect. Using the blood of a being of great supernatural might such as a dragon slows the aging to one day for every 2 months though as much blood as would fit in a human body must still be consumed.
Blood shamans tend to guard this secret very closely and use it only on themselves and their most trusted servants. A favorite tactic is to use this spell on a useful minion or servant and then threaten to not allow them access to it the following year, thus ensuring their loyalty should they wish their slowed aging to continue. Another obvious difficulty with this spell is that drinking the quantity of blood held that is held by a human body is no simple feat and must be prepared for properly in order to be successfully done.

Create Blood Golem (Ritual)
As in the Rifter, except I changed the level.

Create Blood Worm Zombie (Ritual)
Range: 10 feet (3 m) away from a life force cauldron
Duration: The monster exists until it is physically destroyed
Saving Throw: Not applicable
P.P.E.: 105
Damage to Caster: 5D6+20
This ritual, when cast in conjunction with a Dark Priest's “Create Worm Zombie'”communion prayer, will result in a new breed of Worm Zombie minion. When creating a Worm Zombie the blood shaman mixes his own blood and at least twelve blood worms into the life force cauldron while chanting out this spell. The Worm Zombie that is created is more powerful than the standard Worm Zombie and is imbued with and the power of the corrupted blood worms, though it still retains the same mindless nature.

Blood Worm Zombie
Alignment of NPC Villains: Always Diabolic.
Attributes: I.Q. roughly equal to 6 but only follows orders and kills anybody it does not recognize, M.E. not applicable, M.A. not applicable, P.S. 34 (Supernatural), P.P. 13, P.E. not applicable, P.B. 1, Spd. 1D8+12
Horror Factor: 14
M.D.C.: 2D6x10 + 40 (armor)
Hit Points (in an S.D.C. environment): 2D6x10, plus 40 S.D.C. from the armor (A.R. 16)
P.P.E.: 1D8x10
Size: Although once human, the zombie towers 9 feet (2.74 m) tall. Always a humanoid skeleton covered in giant worms and wearing large shoulder pads and body armor. 300 lbs (135 kg).
Average Lifespan: Indefinite; until destroyed; 1000 + years
Natural Abilities: Nightvision 200 feet (61 m), see the invisible, resistant to normal fire and cold (does half damage; magic fire does full damage), impervious to mind control and empathic transmission, impervious to horror factor/fearless, impervious to pain, impervious to poison, drugs, gases, and disease. Bio-Regeneration: 3D6 M.D.C. once per melee round (double if bathed in blood), plus it can completely regrow lost limbs within 24 hours unless the head is decapitated, smashed or burned. The zombie can leap 6 feet (1.8 m) high or lengthwise (add 4 feet/1.22 m for a running start).
Psionic Knowledge: None
Magic Knowledge (blood magic): Blood bolt
Combat: 4 hand to hand attacks
Bonuses (includes attribute bonuses): +4 to strike, +19 to damage, +4 to parry, +2 to dodge, +1 to roll with punch/impact, critical strike on an unmodified roll of 19 or 20, +3 to save vs all magic.
Vulnerabilities/Penalties: Cold and/or water slows them down (reduce speed by half and minus one melee attack). Weapons made of magic or silver inflict double damage.
Experience Level: Not applicable.
R.C.C. Skills: They can understand Demongogian and Gobbleley at 98% and American at 75%.
Weapons: The zombie can use any type of ancient weapon, though they tend to be given two-handed swords or axes.


LEVEL 8

Create Gore Behemoth (Ritual)
Range: Touch
Duration: Exists until destroyed
Saving Throw: None
P.P.E.: 400 from the shaman, 200 from the assisting Dark Priest
Damage to Caster: 2D6x10+60.
Using a life force cauldron, the shaman must release the blood from at least fifty sacrifices, one after the other, all the while intoning the chant of this spell. The final step of the ritual is dropping an iron heart into the mix, after which a gore behemoth will arise from the cauldron, draining it of all fluids and rendering it useless until replenished. Note that during the casting much of the self-inflicted damage is often healed by another spell caster or Dark Priest, otherwise the shaman is very likely to be rendered unconscious or even die.
The gore behemoth appears as a hulking, towering monstrosity that is hunched forward over its massive, dangling arms with most of its weight pressing down onto its four wide, thick legs. Its head is a hideous mass of horns, fangs, spikes and displaced eyes. The fluids of its birth, the combination of liquid from the life force cauldron and blood, runs from the creature’s skin in congealed rivulets and drips from its fangs in great tears. It is not a handsome sight.

Gore Behemoth
Horror Factor: 18
Attributes: I.Q. 5, P.S. 35 (Supernatural), Speed 12,
Height: 20 to 30 feet (6.1 to 9.1 m)
Combat: 4 attacks per melee, 4D6+20 M.D. by punch, 3D6M.D. by stomp, -2 to parry, dodge and initiative.
Natural Abilities: Impervious to most psychic and magic attacks. Magic energy attacks and normal weapons will do only half damage. Impervious to normal and magical fire. Regenerates 1D6 M.D. per hour and will be completely healed within 24 hours unless the iron heart is removed from the body.
M.D.C.: 2D6x10+100

The prayers of communion

Posted: Mon Jun 14, 2004 6:29 pm
by Steve Conan Trustrum
Assimilate Symbiote
Range: Within 10 feet (3 m) of a life force cauldron.
Duration: Permanent.
Time Required: 30 minutes of concentration.
Saving Throw: The victim gets a save vs ritual magic to resist the assimilation.
P.P.E.: 150
The target is thrust into a life force cauldron while the caster chants. At the end of the casting duration any symbiotes on the target are attached permanently. These symbiotes are now necessary to the target's survival, much like a vital organ, and any attempt to remove them causes harm and may even kill the victim, depending upon the method used:
Remove Symbiotes: The spell caster must roll a 14 or higher in order to remove it. Each attempt causes both the symbiote and wearer 4D10+10 M.D. (caused before it releases the victim).
Repel Symbiotes: This has no chance of removing the symbiote but causes both the symbiote and wearer 2D10+5 M.D.
Killing the Symbiote: See below.
If at anytime the symbiote is killed while still attached to the victim it causes the wearer an additional 1D6x10 M.D. and has an 80% chance of killing him outright. This is why this power is so feared and deadly. No Priest of Light or similar servant of good would dare learn this ability.

Liquefy Resin
Range: By touch
Duration: Instant.
Time Required: 1 melee round of concentration.
Saving Throw: The spell caster must roll higher than 10 for the power to work.
P.P.E.: 2 per 1 lb (0.45 kg) to be affected
By touching an object made of hardened resin the user of this power can return it to its liquid state. The spell can affect a complete object or just a part of it, as determined by the spell caster's will and/or limitations of being able to liquify up to 5 lbs. (2.25 kg) per level of experience.

Meld with Ground
Range: Self only
Duration: 1D6 minutes plus 1 minute per level of experience.
Time Required: 1 melee of concentration.
Saving Throw: Ground in demon dominated areas can only be melded with if the if the caster rolls higher than 16 (add a bonus to the roll equal to the caster's level).
P.P.E.: 10
This prayer allows the caster to meld into the ground. What this means is that Wormwood allows the caster to slowly be enfolded by its surface, appearing as though the person is sinking beneath the ground like a person would in water. After the merger, there is no trace of the person and only some sort of extra-sensory ability, such as Presence Sense, will reveal he is there. This ability can be used on any structure raised from Wormwood itself, including walls, stairs and the ground itself (obviously), but not structures made of Wormwood excretions, such as Crawling Towers (a symbiote) or resin mountains. Also, if the ground being melded into is not thicker than the person is (and thus not able to hold his body), the power will not work.
If a power such as "Create Tunnel" or "Create an Opening" is cast on the area where someone has melded into the Living Planet, that person will be revealed.

Summon Mist
Range/Area of Effect: 500 foot (153 m) radius per level of experience.
Duration: 10 minutes per level of experience.
Time Required: 5 minutes of prayer or concentration.
Saving Throw: Not applicable.
P.P.E.: 50 points
The spell caster causes a heavy mist of water to rise up through the surface of the planet. This mist is so thick that it obscures vision past 25 feet (7.6 m), adding 10% to prowl skills and -2 to combat rolls for any attacks at ranges greater than 25 feet and will even partially dissipate laser beams (-25% to range and damage).
Winds of 14 mph (22.4 km) or more will disperse any mist in its path within 1D4+1 minutes, minus one minute per additional 7 mph (11.2 km).

Summon Holy Oil
Range: 5 feet (1.5 m)
Duration: Two minutes per level of experience in areas where the oil flows naturally, otherwise only two melee rounds per level.
Time Required: Two minutes (8 melee rounds) of prayer or concentration for a slow trickle.
Saving Throw: In areas where the oil occurs naturally, the land does not resist but lands dominated by the Forces of Darkness the spell caster must roll a 16 or higher to succeed. All other areas require the spell caster to roll 14 or higher. A failed roll means the P.P.E. is expended without result.
Limitations: Evil characters may not use this prayer whereas selfish characters are -2 to their rolls to overcome Wormwood’s resistance.
P.P.E.: 12
“Holy oil” is an unusual derivative of resin that is only known to flow from the ground in select areas of Wormwood, namely the plains just beyond the Golden City, Cathedral Stronghold, and Chisel Town; to summon holy oil in any other place requires a great effort. This clear liquid is essential to many Cathedral rituals and blessings and to several of a battle chaplain’s enchantments, making it an expensive commodity for non-churchmen.
Holy oil acts as holy water in respect to creatures who are vulnerable to the latter

Summon Resin
Range: Five feet (1.5 m) per level of experience.
Duration: One minute (4 melee rounds) per level of experience.
Time Required: One minute of prayer or concentration for a small wellspring, five minutes for a small pool.
Saving Throw: The further away from a natural source of resin that the caster is, the more difficult it becomes to summon a source of resin. The spell caster must roll a 14 or higher to have Wormwood respond appropriately with a -2 penalty to the roll for every 100 miles (160 km) away from a mountain range or similar, natural source of resin that the caster is. A failed roll means P.P.E. is expended without result.
P.P.E.: 10 for a small wellspring or 30 for a small, shallow pool.
The attuned character prays until a small mound appears, from which will flow forth resin in liquid form. Liquid resin can then be molded into articles of equipment or weapons (if the character has the skill), hardening after 1D6x10+40 minutes.

Summon Wormwood Bile
Range: 5 feet (1.5 m)
Duration: One minute per level of experience.
Time Required: Two minutes of prayer or concentration to create a steady, bubbling flow.
Saving Throw: In areas dominated by the Forces of Light, the Living Planet resists and the spell caster must roll a 14 or higher for the desired ends. A failed roll means P.P.E. is expended without result.
Limitations: Characters of good alignment would never use this prayer.
P.P.E.: 12
Wormwood bile, as this foul liquid has been labeled, is what happens when liquified resin is corrupted by the Forces of Darkness. The noxious, blackened fluid is very thick and corrodes anything that it touches; even Wormwood itself shudders and ripples at its touch. Just one fluid ounce (29.6 cm3) will cause 2D4 M.D./S.D. for 1D4 melee rounds to any material that it touches as it slowly eats its way through. Organic material, including uncorrupted resin, suffers double this damage. Only glass seems to be immune to the bile’s corrosive effects.

Posted: Mon Jun 14, 2004 11:11 pm
by acreRake
Bloody marvelous

Thanks for this! It will definitely be used. :ok:

Posted: Mon Jun 14, 2004 11:32 pm
by Steve Conan Trustrum
Let me know how it goes. I think that the Wormwood stuff is some of the most imaginative of my creations so I'm always happy to hear how it works out for others.

Posted: Mon Jun 14, 2004 11:57 pm
by Sureshot
Steve Conan Trustrum wrote:Let me know how it goes. I think that the Wormwood stuff is some of the most imaginative of my creations so I'm always happy to hear how it works out for others.


Great Stuff Steve keep it coming.