Lysander
2007-08-24, 09:15 AM
Magic is pretty showy, isn't it? FIREBALL! *KABLOOOOM*
But sometimes you just want to be really subtle with your magic. I don't being OBVIOUS subtle like casting invisibility and sneaking around. I mean magic so effective nobody but the caster ever even needs to know there was a spell at all. Let's see what we can come up with.
Wasting Sickness
Necromancy 4
Range: Touch
Saving Throw: Will Negates
This spell requires the caster prepare a vile potion of snake venom mixed with rat's blood, containing a strand of the target's hair which is enchanted in a ten minute ritual. Then the caster must touch the intended victim to begin the spell (this is when a will save occurs). From then on, once per day, the caster can take a sip of this potion, but rather than suffer any harm themselves the victim has their maximum HP permanently lowered by 1 point. If the caster foolishly drinks a second sip in a 24 hour period then they have their own HP lowered. The caster can continue lowering the victim's health until they run out of potion. Each potion contains 100 sips. A person cannot be linked to more than one potion at a time, so you can't brew two potions and sicken someone twice as fast. Restoration can be used to recover lost hp, however rather than gain all HP back instantly their max HP will just rise 1 point per day on its own until it gets back to normal. If another sip of the potion is drunk it will neutralize (and be neutralized) by the 1 point of healing that day, and halt the restorative process.
But sometimes you just want to be really subtle with your magic. I don't being OBVIOUS subtle like casting invisibility and sneaking around. I mean magic so effective nobody but the caster ever even needs to know there was a spell at all. Let's see what we can come up with.
Wasting Sickness
Necromancy 4
Range: Touch
Saving Throw: Will Negates
This spell requires the caster prepare a vile potion of snake venom mixed with rat's blood, containing a strand of the target's hair which is enchanted in a ten minute ritual. Then the caster must touch the intended victim to begin the spell (this is when a will save occurs). From then on, once per day, the caster can take a sip of this potion, but rather than suffer any harm themselves the victim has their maximum HP permanently lowered by 1 point. If the caster foolishly drinks a second sip in a 24 hour period then they have their own HP lowered. The caster can continue lowering the victim's health until they run out of potion. Each potion contains 100 sips. A person cannot be linked to more than one potion at a time, so you can't brew two potions and sicken someone twice as fast. Restoration can be used to recover lost hp, however rather than gain all HP back instantly their max HP will just rise 1 point per day on its own until it gets back to normal. If another sip of the potion is drunk it will neutralize (and be neutralized) by the 1 point of healing that day, and halt the restorative process.