Warhammer RPG: Old Night
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A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
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 Daemonology - Malefic

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Daemonology - Malefic Empty
PostSubject: Daemonology - Malefic   Daemonology - Malefic I_icon_minitimeThu Dec 17, 2015 12:10 pm

Bleed Level 0
Casting time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates; Psyke Resistance yes
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this power, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This power causes a creature that is dying to take 1 point of damage.

Touch of Fatigue Level 0
Casting time 1 standard action
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Fortitude negates; Psyke Resistance yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the power's duration.
This power has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the power's duration expires.

Phantom Blood Level 1
Casting Time 1 standard action
Range personal
Target you
Duration 10 minutes/level
You bolster your life energy. If the loss of hit points at the end of a temporary effect that modifies your Constitution (such as a Juicer's rage) would cause you to become unconscious or kill you, you gain temporary hit points equal to your caster level (maximum 10). Each casting of this power grants you temporary hit points only once.

Summon Chaos Spawn Level 1
Casting Time 1 round
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Psyke Resistance no
This power summons chaos spawn. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.  You choose which kind of creature to summon from the list below, and you can choose a different one each time you cast the effect.  While daemons themselves, these creatures are under your sway and control, and can be dismissed at any time, sucked back into the warp
A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or warp travel abilities. The creature attacks with its natural weapons, and is considered under the Psyker's complete sway.
Every two levels the Psyker has increases the potency of the summoned creature.  Their saves, base attack bonus, and health all increase by the same standards as the Fighter class' stats increase.  Their Defense increases by 2 for every two levels the Psyker has starting at 10+2 at level 1.  Their Physical Ability scores start at 12 across the board and increase in Strength, Dexterity, and Constitution by 2 every 2 levels (ending at 20 in all three).  Intelligence and Wisdom stay at 5, and Charisma is 1. In addition the creature gains more potency with their natural weapons, damage dice increasing one stage every four levels the Psyker has, starting at 2d4 (4th level 2d6, 8th level 2d8, 12th level 2d10, 16th level 2d12, and 20th level 4d12).  The summoned Creature starts at small size and stays this till level 10, where they go up one size modifier to Medium, then at level 15 they become Large creatures, finally at level 20 they become Huge creatures, gaining all the benefits and negatives of the size modifiers.

Blindness/Deafness Level 2
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration permanent (D)
Saving Throw Fortitude negates; Psyke Resistance yes
You call upon the powers of the warp to render the subject blinded or deafened, as you choose.

False Life Level 2
Casting Time 1 standard action
Range personal
Target you
Duration 1 hour/level or until discharged; see text
You harness the power of Chaos to grant yourself a limited ability to avoid death. While this power is in effect, you gain temporary hit points equal to 1d10 + 1 per caster level (maximum +10).

Poison Level 2
Casting Time 1 standard action
Range touch
Target living creature touched
Duration instantaneous; see text
Saving Throw Fortitude negates; see text; Psyke Resistance yes
Calling upon the venomous powers of Chaos, you infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction.

Skinsend Level 2
Casting Time 1 minute
Range personal
Target you
Duration 1 hour/level (D)
You cause your own skin to peel off your body and animate as a magical creature you control. You may project your consciousness to your animated skin or return it to your actual body as a standard action. When your consciousness is in your body, you are helpless (except for transferring your will to your skin, or dismissing the Power).
Your possessed skin is identical to you in all ways, except the following: It has only half the number of hit points you had at the time you cast the power, and cannot be healed above this maximum; construct type, traits, and immunities; Str 3, Con —; DR 10/piercing or slashing; and compression (as the universal monster ability). Your skin can take any actions you could normally take in your own body (such as to fight or cast psyke powers).
When your skin leaves your body, your body's hit points drop to 0. Your body cannot heal damage naturally while you have no skin, nor do powers that cure hit point damage work on your body; only regeneration (from a regenerate power or any other effect that can regrow missing limbs) or heal can regrow your skin and allow you heal above 0 hit points.
If your body is regenerated before your skin returns to it, the skin dies and your consciousness returns automatically to your body. Your skin can be preserved with gentle repose and is suitable for any purpose that requires some of your flesh (such as a resurrection spell) or any magic or ritual that requires a creature's skin.
When your skin returns to your body, you regain hit points equal to your skin's remaining hit points. If the power ends before you reunite with your skin or if your skin is killed while you are in your body, you remain helpless and at 0 hit points until your full body is restored to you (requiring powerful effects, as described above). If your body dies while you are possessing your skin, you die when the effect ends, regardless of how many hit points the skin has left. If your body or skin is slain with your consciousness in it, the effect ends and you are instantly killed.
This effect leaves long scars on your skin where it split apart, although these fade normally with the use of healing powers.

Stricken Heart Level 2
Casting Time 1 standard action
Range touch
Target creature touched
Duration instantaneous
Saving Throw none; Psyke Resistance yes
This power covers your hand with a writhing black aura. As part of casting the effect, you can make a melee touch attack that deals 2d6 points of chaos energy damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. Creatures immune to precision damage are immune to the staggered effect.

Howling Agony Level 3
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates; Psyke Resistance yes
You send wracking pains through the targets' bodies. Because of the pain, affected creatures take a –2 penalty to AC, attacks, melee damage rolls, and Reflex saving throws, and must succeed at a concentration check (DC equal to the DC of this power) to cast Psyke Powers. However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. "Screaming," for the purposes of this power, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the power.

Life LeechLevel 3
Casting Time 1 standard action
Range touch
Target living creature touched
Duration instantaneous/1 hour; see text
Saving Throw none; Psyke Resistance yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.

Ray of Exhaustion Level 3
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect ray
Duration 1 min./level
Saving Throw Fortitude partial; see text; Psyke Resistance yes
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.
The subject is immediately exhausted for the powers's duration. A successful Fortitude save means the creature is only fatigued.
A character that is already fatigued instead becomes exhausted.
This power has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the power's duration expires.

Warp Claws Level 3
Casting Time 1 standard action
Range touch
Target living creature touched
Duration 1 minute/level
Saving Throw Fortitude negates (harmless); Psyke Resistance yes (harmless)
You give a creature the ability to deal bleed damage when making natural attacks so long as the attack deals slashing or piercing damage. This bleed damage for each attack is equal to one-half your caster level (limited to the creature's maximum damage with that attack), though bleed damage does not stack. When two or more attacks deal bleed damage, take the worse effect.  If cast upon a summoned Chaos Spawn, the target must be in line of sight, not touch.

Aura of Doom Level 4
Casting Time 1 standard action
Range personal
Area 20-ft.-radius emanation centered on you
Duration 10 minute/level
Saving Throw Will negates; Psyke Resistance yes
You emanate an almost palpable aura of horror. All non-allies within this spell's area, or that later enter the area, must make a Will save to avoid becoming shaken. A successful save suppresses the effect. Creatures that leave the area and come back must save again to avoid being affected by the effect.

Contagion Level 4
Casting Time 1 standard action
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates; Psyke Resistance yes
The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects.
BLINDING SICKNESS
Type disease, ingested; Save Fortitude DC 16
Onset 1d3 days; Frequency 1/day
Effect 1d4 Str damage, if more than 2 Str damage, target must make an additional Fort save or be permanently blinded; Cure 2 consecutive saves
BUBONIC PLAGUE
Type disease, injury or inhaled; Save Fortitude DC 17
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves
CACKLE FEVER
Type disease, inhaled; Save Fortitude DC 16
Onset 1 day; Frequency 1/day
Effect 1d6 Wis damage; Cure 2 consecutive saves
FILTH FEVER
Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves
LEPROSY
Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects
Onset 2d4 weeks; Frequency 1/week
Effect 1d2 Cha damage; Cure 2 consecutive saves
MINDFIRE
Type disease, inhaled; Save Fortitude DC 12
Onset 1 day; Frequency 1/day
Effect 1d4 Int damage; Cure 2 consecutive saves
RED ACHE
Type disease, injury; Save Fortitude DC 15
Onset 1d3 days; Frequency 1/day
Effect 1d6 Str damage; Cure 2 consecutive saves
SHAKES
Type disease, contact; Save Fortitude DC 13
Onset 1 day; Frequency 1/day
Effect 1d8 Dex damage; Cure 2 consecutive saves
SLIMY DOOM
Type disease, contact; Save Fortitude DC 14
Onset 1 day; Frequency 1/day
Effect 1d4 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves

Slayer Level 5
Casting Time 1 standard action
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude partial; Psyke Resistance yes
You can attempt to slay any one living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a melee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw.

Unwilling Shield Level 5
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Psyke Resistance yes
Unwilling shield creates a mystic connection between you and the target the target shares the wounds that you receive. In addition, the link draws upon the target's life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage. When the power ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you.
If you and the target of the effect move out of range of each other, the power remains active, but damage is no longer shared until you are once again within range of each other.

Plague Storm Level 6
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 minute/level and instantaneous (see text)
Saving Throw Fortitude negates; Psyke Resistance no
You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the effect and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. Use the disease's listed frequency to determine further effects, but the disease's save DC increases by +2.
Unlike a fog cloud, the plague storm moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the effect.
Because the vapors are heavier than air, they sink to the lowest level of the terrain, even pouring down den or sinkhole openings. The cloud cannot penetrate liquids, nor can it be cast underwater.
The unlisted diseases can be found under the Contagion power.
DEMON FEVER
Type disease, injury; Save Fortitude DC 18
Onset 1 day; Frequency 1/day
Effect 1d6 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves
DEVIL CHILLS
Type disease, injury; Save Fortitude DC 14
Onset 1d4 days; Frequency 1/day
Effect 1d4 Str damage; Cure 3 consecutive saves

Harm Level 6
Casting Time 1 standard action
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Psyke Resistance yes
Harm charges a subject with Chaos energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.

Control Daemon Level 7
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets up to 2 HD/level of Daemon, no two of which can be more than 30 ft. apart
Duration 1 min./level
Saving Throw Will negates; Psyke Resistance yes
This spell enables you to control Chaos creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible, the controlled Daemon do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent Chaos creatures remember that you controlled them, and they may seek revenge after the power's effects end.

Waves of Exhaustion Level 7
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw no; Psyke Resistance yes
Waves of Chaos energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted.

Clone Level 8
Casting Time 10 minutes
Range 0 ft.
Effect one clone
Duration instantaneous
Saving Throw none; Psyke Resistance no
This power makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original's physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature's living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the power is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original's soul enters it immediately, if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including its gaining of two permanent negative levels, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be cloned). If the original creature gained permanent negative levels since the flesh sample was taken, the clone gains these negative levels as well.
The power duplicates only the original's body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved.

Orb of the Void Level 8
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect 1-ft.-diameter sphere
Duration 1 round/level (D)
Saving Throw Fortitude negates; Psyke Resistance yes
You create a small weightless sphere of pure Warp essence. As a move action, you can move it up to 30 feet per round in any direction. If it enters a space with a living creature, it stops moving for the round and that creature gains one negative level (Fortitude negates). Any creature passing through or ending its turn in the space occupied by the sphere gains one negative level (Fortitude negates). Twenty-four hours after gaining a negative level from the sphere, the subject must make a Fortitude saving throw (the DC of this save is equal to the DC of this power) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.
If more than one orb (from different castings of the spell) enters the same space, the orbs automatically fuse together. The resulting orb uses the higher of the two orbs' DCs as its DC and whichever duration has more time left. If the orbs are from different casters, each must make an opposed Intelligence check to move the sphere.

Cursed Earth Level 9
Casting Time 10 minutes
Range touch
Area 1-mile radius emanating from the touched point
Duration permanent
Saving Throw none (see text); Psyke Resistance no
You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.
Famine: All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.
Living Death: Any creatures of Small size or larger killed in the area rise as uncontrolled chaos spawn 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as spawn.
Plague: Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency and save DC to determine further effects. This is a disease effect.

Chaos Shriek Level 9
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Target one living creature/level within a 40-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude negates; Psyke Resistance yes
When you cast this effect, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first.
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