Voadam
Legend
2016 Gongfarmer's Almanac 1-8
2016 Gongfarmer's Almanac 1-8
Dungeon Crawl Classics RPG
Necrosaur: As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR.
Skeletal Heap: Skeletal Heap spell.
Mocking Shade: ?
Skeletal Heap (Thief Spell)
Level: 2 Range: 20’ Duration: Varies
Casting Time: 1 round Save: N/A
General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!
The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!
Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.
Corruption None. The results of the spell are corruption enough (see below).
Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.
1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.
2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.
2016 Gongfarmer's Almanac 1-8
Dungeon Crawl Classics RPG
Necrosaur: As one of the Oblivion Syndicate’s greatest warriors, this H’Grungthorr was chosen by the evil Perilous Couple to receive the most profane blessings of their death-cult. Now, H’Grungthorr has been transformed into a ferocious, thanatos-powered, life-hating warrior known as THE NECROSAUR.
Skeletal Heap: Skeletal Heap spell.
Mocking Shade: ?
Skeletal Heap (Thief Spell)
Level: 2 Range: 20’ Duration: Varies
Casting Time: 1 round Save: N/A
General Thieves from North Kovacistan have a tendency to steal spell books from their wizard traveling companions. This spell is as much a defense mechanism for the wizard's spell book as it is an actual spell that the wizard can cast. If casting as a wizard, for all results below 12 the spell fails and is lost for the day, but otherwise they suffer none of the listed effects. Thieves may cast this spell using a d16 but must burn 1 point of Luck PERMANENTLY - yes, you may never recover it, ever!
The caster attempts to summon forth a hideous necromantic warrior from the piles of bones of long-dead creatures. Alas, even failure has its price!
Manifestation The bones of long-dead friends, foes or others come together with the screeching sound of unreleased voices silenced in violent combat, knitting themselves together in stop-motion and exhibiting the general shape of the bones' previous form, albeit crudely pasted together (for example, a skeletal heap conjured from ape-man bones might have long arms where its legs should be and short, squat legs growing from it's back or head, while a heap formed from triceratops bones may have one arm with three spikes protruding from it). Judges are encouraged to embellish the attacks listed below as they see fit in regards to the component bones available.
Corruption None. The results of the spell are corruption enough (see below).
Misfire None. Though when cast by a thief, all results produce some form of skeletal heap, most beyond the caster's control.
1 The bones of the fallen fail to achieve the desired state due to a lack of sufficient necromantic energy. The caster's own bones begin to pop from his body to supplement the creature. Suffer 2d4 Luck loss (permanent, cannot be restored, ever - but you won't live long enough to regret it, anyway!) Each round, the caster must pass an incrementally more difficult Fort save, beginning at DC 14, or suffer the ill effects of their own bones being sucked out through their skin as they attempt to join the heap (lose 1d5 points of Strength, Agility, or Stamina). Three successive saves will halt the process and return the dead to their slumber, leaving the caster in awfully bad shape otherwise.
2 - 8 The heap begins to take shape but needs more, more, more! Suffer 1d7 Luck loss (permanent, cannot be restored, ever - stop messing around with the wizard's spell book, thief!) to supplement the creature's growth. The resulting heap has the following stats: Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C. Creature only has one usable limb for attacking and will randomly lash out at the nearest target, usually the caster. This heap will continue to attack random targets for 1d3 rounds before falling into a pile of its component bones.
9 - 11 The heap begins to take shape but you can't control it! Suffer 1d3 Luck loss (permanent, cannot be restored, ever - what, you think magic is easy?!) to supplement the creature's growth. Also, make an opposed Personality check (heap gets +4 to this check - leave the dead where they rest, fool!) or the heap will randomly attack the nearest target, usually the caster. If you gain control of the heap this way, it will function for 1d3 rounds at your command before falling apart into its component bones. Init -4; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
12 - 13 It's alive! The heap has formed and will remain under the caster's control for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d3); AC 10; HD 2d6; MV 20'; Act 1d16; SP un-dead traits; SV Fort +1, Ref +0, Will +0, AL C.
14 – 17 Getting stronger, now! The heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d4); AC 12; HD 2d6; MV 20'; Act 1d20; SP un-dead traits; SV Fort +2, Ref +0,Will +0, AL C.
18 - 19 That's better! The Heap lasts for 1d4 rounds or until destroyed. Init -2; Atk limb +0 (1d5); AC 13 + special; HD 2d7; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +0, Will +0, AL C.
20 - 23 Now we're cooking! The heap lasts for 1d5 rounds or until destroyed. Creature only has one usable limb for attacking but now has a melee weapon in its grip. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 13 + special; HD 2d10; MV 20'; Act 1d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
24 - 27 It's getting bigger! The heap lasts for 1d5 rounds and now has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d5) or melee weapon +0 (1d6); AC 14 + special; HD 3d10; MV 20'; Act 2d16; SP undead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +1, Will +0, AL C.
28 - 29 Look at the size of that thing! The heap lasts for 1d5 rounds and has two usable limbs for attacking, both of which grip melee weapons. Init +0; Atk limb +0 (1d6) or melee weapon +0 (1d8); AC 16 + special; HD 3d12; MV 20'; Act 2d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
30 - 31 We're gonna need a bigger boat! The heap lasts for 1d6 rounds and now has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d6) or melee weapon +0 (1d10); AC 18 + special; HD 3d16; MV 20'; Act 3d20; SP un-dead traits, can block one attack with an extra limb as though carrying a shield (+2 AC), which then splinters; SV Fort +2, Ref +2, Will +0, AL C.
32+ Over 9000! The heap lasts for 1d6 rounds and has three usable limbs for attacking, all of which grip melee weapons. Init +1; Atk limb +0 (1d8) or melee weapon +0 (1d12); AC 20 + special; HD 3d20; MV 20'; Act 3d20; SP un-dead traits, can block up to two attacks with an extra limbs as though carrying a shield (+2 AC), which then splinters; SV Fort +3, Ref +2, Will +0, AL C.
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