View Full Version: The Spells: Create Undead - Disease Weapon

Paradise Realms > 2008 Omnibus Project > The Spells: Create Undead - Disease Weapon



Title: The Spells: Create Undead - Disease Weapon


Dylan Earon - January 28, 2008 02:50 AM (GMT)
Create Undead
Uses: 3 Verbal: 30 words, and an explanation Material: Sash which clearly states "Undead", "Skeleton", "Ghost" or the like, or an appropriate mask.
This spell, when cast upon a dead body, creates a greater undead creature that can move and fight at full speed and use any spells or weapons that the target could normally. The undead is obviously not quite human, so it must either be made up to look a little odd, wear a mask, or wear a sash that clearly states that the person is some kind of undead creature. If this is already done you may simply touch the recipient of the spell as you say the verbal. What kind of creature is left up to the caster, but it must definitely look slightly non-human. It does not allow a spellcaster to break their weapon restrictions. The undead must obey most direct commands given by the caster, but is otherwise in full possession of his facilities. The only commands that an undead creature can ignore are:
Humiliating or difficult commands, such as "Kiss my feet," or "Move that wall ten feet to the left."
Commands that violate mundane laws or ethical codes, or
Any command to communicate knowledge gained before they were made undead.
If he is normally hostile towards the caster, he will continue to plot against the caster. They are held at bay by Protection from Undead or Protection from Enchanted Beings, cannot cross a Circle of Protection, and are killed in the normal fashion (no special protections are gained.) The target is considered to be undead until they are raised in a normal fashion. If Create Zombie is cast upon the target while the target is still undead, it will raise the target as if another Create Undead spell were cast upon it, but the target's loyalties transfer to the person who cast Create Zombie (no additional MC is needed). If a PC is still undead at the end of the event, that character is considered dead and scalped. This spell will not work on a body without its scalp. Also see the Undead Caveat.

Create Zombie
Uses: 5 Verbal: 10 words, and an explanation Material: A sash or tabard clearly labeled “Zombie”
This spell creates a generic undead creature that will follow simple commands given by the caster. It will only work on creatures of low spiritual power and will (i.e. orcs and goblins) with its scalp intact, and will not work on higher willed creatures (e.g. players and more powerful NPCs) without their permission. To cast it, the caster must get a corpse and recite the verbal while putting the sash or tabard over the corpse's head, tabard style. If there is already an appropriate sash or tabard on the person, you may simply touch the recipient of the spell. It takes all blows and is killed in the normal fashion. It will move and fight at a slow speed and is vulnerable to Protection from Undead and Protection from Enchanted Beings. It will obey simple commands exactly, but will rebel if given humiliating or difficult commands, such as "Kiss my feet," or "Move that wall ten feet to the left." Commands cannot violate mundane laws or ethical codes. If left unattended, it will wander off and the spell will be broken. If the target is not slain and raised with a normal raise dead by the end of the event, they are considered dead and scalped. Also see the Undead Caveat.

Cry of Life
Uses: 1 Verbal: "All in the sound of my voice, rise and fight!"
This spell instantly raises all dead characters whose players hear the verbal. The spell affects all who hear it, including characters fighting against the caster and NPCs.

Death Watch
Uses: Unlimited, one at a time. Active: Caster must sit without weapons in-hand for 60 seconds before they are killed. Each time the caster is killed, they need to re-cast the spell.
Enables the spellcaster to see and hear anything that occurs near his body even if he is dead. Your character may not speak or move while dead, as normal. If the spellcaster is scalped, all memories acquired through the current casting of Death Watch are erased (i.e., all memories acquired from the time of your character’s last death).

Deep Pockets
Uses: 3 Material: A bag no larger than 6" by 12" by 3
Each casting allows spellcaster to deny any stealable items that are completely within the material component, to the next three characters that search the caster, while that bag is on the caster's body. If the caster is not carrying any stealable items outside of the bag, he/she may answer, "Nothing." All other stealable items must be yielded to a search. Each additional learning of this spell allows the caster an additional 6" by 12" by 3" volume of bag, either as a separate bag, or a larger bag. However, the caster can only have one usage cast at a time(Each search denial is used up on all of the volumes simultaneously). One deep pocket bag may never contain another. No matter how many Deep Pocket castings are combined it does not combine the amount of people that need to search it only increases the size of the bag.

Detect Magic
Uses: 5 Verbal: 20 words
This spell allows the spellcaster to take any one item (not a living/dead creature) to the EH or MM to ask whether casting Identify upon the object will yield any information the spellcaster cannot determine by looking at it, such as "It's a stick," or "It's a sword".

Disease Weapon
Uses: 1 Active: Attack with a wielded weapon.
Allows the spellcaster to call Disease with a weapon he/she is wielding. See the Weapon Enchantments Caveat and the Combat Calls Caveat.




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