Unrelenting NightmaresA sample spell for use with the EZ RPG...



Unrelenting Nightmares

A sample spell for use with the EZ RPG Role Playing Game System

https://www.amazon.com/dp/B01J58E44A/ref=dp-kindle-redirect?_encoding=UTF8&btkr=1

 reat for use in the game Legacy of the Dragon Slayer

https://www.amazon.com/Legacy-Dragon-Slayer-Sorcery-Z-ebook/dp/B07D3KJJDL/ref=sr_1_1?s=digital-text&ie=UTF8&qid=1530050613&sr=1-1&keywords=%22legacy+of+the+dragon+slayer%22

 Spell Level 2

Initiative Penalty:

-2 if cast in a tactical or combat situation

Time to cast:

2 rounds per target (20 minutes per target if using the ceremony)

Power Required:

As a 2nd level spell.

Range:

10 x intelligence mod in yards or meters. The caster must be able to see the victim. (If the spell is cast in a ceremony, it will affect a target or targets anywhere within a city, castle, space station, or general region, so long as an object belonging to the victim are used. Seeing the victim is unnecessary as the personal item provides the necessary magical conduit.)

Duration:

1 night x intelligence bonus (If the caster uses a ceremony with a personal item from the victim, the duration increases to 1 week x intelligence bonus.)

Strength:

1 (3 if the spell is cast using a ceremony and a personal object belonging to the victim)

# of targets affected:

1 x Intelligence bonus (To perform the ceremony, a personal item for each victim is required.)

This spell curses the victim with dark and disturbing nightmares, pulled from the darkest part of their imagination. These dreams prevent the victim from resting or falling into more than a fitful sleep. Because of this assault, they do not get the benefits of sleep; healing, renewed endurance, and reset of daily powers, or spell points. Each night that the spell remains unbroken, the characters suffer a day of sleep deprivation expressing itself as the inability to concentrate. The victim suffers a -1 modifier to all Intelligence and Agility-based skill rolls, powers and magical use rolls until the victim can break the spell and get a full night of uncursed sleep.

When this spell goes into effect, it fills the target’s mind with horrific visions whenever the character attempts to rest or engage in rest, relaxation, the deep concentration or meditation required for magic, psionics, music or scientific endeavors. These activities suffer an additional -1 modification to these activities while the spell persists. Furthermore, after the first night of sleep loss, the victim’s nerves are strained, and all reaction rolls to react to unexpected events are subject to a -1 modifier.

The spell can be used in tactical situations. The victim will suffer a -2 modifier to any roll for the round the spell is cast (or the last round of the ceremony). The remainder of the day, the victim will suffer a -1 modifier to all activities requiring concentration or meditation. The actual sleep-depriving nightmares will come when they try to rest. The next day they suffer the full effects of sleep deprivation.

Resisting and breaking the spell.

The victim must make a psyche roll vs. the spell power as modified by casting roll when the spell is successfully cast. If the victim fails their resistance roll, they suffer the effects and must roll each night. Once the victim succeeds in their psyche roll they have broken the spell, it is over. The GM may allow bonuses to this roll for aid from priests, psychics, magicians, medication, psychiatrists, etc. if they feel such assistance fits the games genre and setting.

This spell is extremely potent when it is cast as a ceremony, gaining additional strength and duration. The ceremony requires that a special place be prepared for casting such spell, drawing of magical symbols, burning of candles, incense or other ingredients and a personal item from the victim (hair, fingernail clipping, blood sample, or something they have kept with them for months or years or that has sentimental value). The GM may subtract power levels from effect for items they feel does not meet the standard of ‘personal item,’ ( a picture,  dirt from a footprint, and so forth).

Success or Failure

Absolute success: The target of the spell not only resists the spell handily, but gains insight into the mind of the caster. They instantly learn their identity and their current intent or plan. They also gain +1 bonus to all further attempts to resist the mind-affecting spells to intelligence or psyche based contests with relation to the spell caster.

Major Success: The target of the spell not only resists the spell, but gains insight into the mind of the caster gain +1 bonus to all further attempts to intelligence or psyche based contests with the spell caster..

Major failure: The target of the spell utterly failed to resist the spells power. The nightmarish visions appear as full-blown hallucinations and the victim must roll contest vs. the spell’s power to distinguish between them and reality. The victim must make a psyche save each night to avoid becoming suicidal and attempting to end the visions the hard way. (If the roll fails the GM and player can get creative about the form that the suicide attempt will take.)  Party members can assist and add bonuses to suicide save roll. If the victim fails the roll, he or she must make a survival roll modified by the degree of failure of the roll and type of damage based on nature of suicide attempt.)

Absolute Failure: The victim is completely unable to cope with the horrific visions, and either has a mental break or heart attack GMs choice. An old character may have a heart attack and a younger one; an intellectual one may become catatonic. The victim must make a survival roll for either psyche or toughness with the negative modifier equal to the level of the spell.  Regardless of the result, the victim is bedridden for 24 hours unable to move. Any attempt to resist the spell suffers an additional -1 and duration is permanent until dispelled or broken.)

 

Genres:

Horror: Witch or Cultist spell, cursed item or place.

Science Fiction: Techno-mage spell, disease or psychic power. Unusual special effect.

Sword and Sorcery: Necromantic, witch, or dark mage spell. Cursed item or place.

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Published on June 26, 2018 15:09
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