*
Welcome, Guest. Please login or register.
April 20, 2024, 01:22:24 AM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1689752
  • Total Topics: 118293
  • Online Today: 786
  • Online Ever: 2235
  • (October 29, 2023, 01:32:45 AM)
Users Online

Recent

Author Topic: VUK: Expanded Evil Spells List  (Read 1632 times)

Offline Uncle Mike

  • Moderator
  • Scatterbrained Genius
  • Posts: 2595
    • Strange Aeons
VUK: Expanded Evil Spells List
« on: February 01, 2011, 04:20:32 PM »
Been busy getting stuff ready for con season and working on other various, nefarious side projects to boot. Figured I'd better put some 'new stuff' out there for you guys to try out...
Again, these are not final (yet...) so any wording you don't understand/effects that are problematic and all that stuff...please let me know. Anyways, enough with the preamble and onto the...

Additional Rules For V.U.K.

Magic And Spells

Translating Scrolls And Tomes
Scrolls, Ancient Tomes and Evil Tomes found in games of Von Unaussprechlichen Kulten may be translated in the Cult Management Phase after any game. Models wishing to translate a Scroll must possess the Read Languages skill and models wishing to translate Ancient/Evil Tomes must acquire the Scholar skill. In addition, these models must be on the table at the end of the game and may not be used to generate Resource Points (RP), spending the time to translate instead. Roll once on the Basic Spell Table for a translated Scroll and D3 times for a translated Ancient Tome. For Evil Tomes roll D3 times on the Evil Spell Table.

Basic Spell Table
Spell   2D6
Curse Weapon   2
Compel Beast   3
Bind Undead   4
Bless Weapon   5
Bless Characteristic   6-7
Compel Undead   8
Compel Daemon   9
Curse Characteristic   10
Bind Beast   11
Mystic Blessing   12

Evil Spell Table
Spell   2D6
The Cosmic Horror   2
Touch Of Death   3
Sinister Energies   4
Abysmal Gaze   5
Compel Human   6
Compel Ghost   7
Hellfire   8
Crimson Pact   9
Eldritch Barrier   10
Hidden Name   11
Time Shift   12

These Spell Tables represent the most commonly used, readily available incantations. Unique Spells can be found in some of the Favour Scenarios or purchased by certain cult magus(ses…)

Casting Spells
Only models with the Speak Languages skill may cast spells. Casting a spell requires the model to have line of sight on the target (if the spell requires one) and pass a Resolve test. If failed, the spell is lost and the model (if Human) rolls on the Insanity Table with a –2 modifier to the dice roll. If successful, the spell is cast and then lost. All spells are good for only one use (or attempt) and then the magic fades and the spell is removed from the models profile. Spells take one Action to cast.


Evil Spell List

Abysmal Gaze
All Human models within a 5” radius of the caster must pass a Resolve test or go Face Down (Catatonia) in fright from what they have seen.

Compel Ghost
Choose a Ghost model within 8”; it is now under the casters control. The caster may spend an Action to force the Compelled Ghost to Move, Charge or Shoot, if it has the capacity. If the Compelled model is ‘nominated’ by its own player a Resolve test must be passed to regain control of the model. If failed the model remains Compelled and need not roll on the Insanity Table (if applicable).

Compel Human
Choose a Human model within 8”; it is now under the casters control. The caster may spend an Action to force the Compelled Human to Move, Charge or Shoot, if it has the capacity. If the Compelled model is ‘nominated’ by its own player a Resolve test must be passed to regain control of the model. If failed the model remains Compelled and need not roll on the Insanity Table.

The Cosmic Horror
All enemy models on the table will suffer the effects of Psychology (as if they were Human) for the duration of the game. If the Resolve test to cast the spell is failed all models (including the caster) now suffer Psychology for the game.

Crimson Pact
Any models removed by the caster of this spell will generate BP toward summoning a Daemon. Minor Injuries generate 1D6 BP and Major Injuries generate 1D6+2 BP. As an Action the caster may summon a Daemon of equal BP value. The Daemon will be used as a third cult (and should be played by an ‘impartial’ third player) unless it can be controlled with a Hidden Name spell.

Eldritch Barrier
The caster (or a friendly model within 10”) receives a 4+ Save against all hits for the duration of the game. In addition no Beasts or Daemons may choose to Charge or Shoot the affected model this game, even if Compelled.

Hellfire
Once the spell has been spoken an eerie glow fill the hollow eyes and mouth of the caster, lighting him from within. A moment later hellish flames lash out as a 12” ranged attack. Any one weapon (Close Combat or Shooting), piece of Armour or Item becomes super-heated and must be dropped/lost by the target. The effect is permanent and the lost object cannot be searched for or re-used.

Hidden Name
Any summoned Daemon can be made to serve the caster by simply speaking the Daemon’s hidden name…just make sure you pronounce it correctly! If the spell is successfully cast any summoned Daemon within 6” will now be under control of the caster’s cult. The Daemon (and BP) will be added to the Total Cult Rating and count as a member of the cult from now on. However…after each game a Human model must be sacrificed to the Daemon, or it will leave the cult.
  If the Resolve test to cast the spell is failed the Daemon in question will Frenzy and attack the caster (if and when possible).

Sinister Energies
Bolts of cold blue flame surge forth from the casters hands as a ranged attack with the following profile: 12”, Dam.D+3, AP2. If the Resolve test to cast the spell is failed the caster suffers the damage of the spell.

Time Shift
The caster slows the forces of time; every ‘nominated’ model gains +1 Action for this Turn only.

Touch Of Death
Once cast this spell lasts for the duration of the game. If the caster wins a round of Close Combat, instead of causing a Wound simply remove the opponent as a Major Injury.




Offline Anatoli

  • Scatterbrained Genius
  • Posts: 2957
Re: VUK: Expanded Evil Spells List
« Reply #1 on: February 01, 2011, 04:53:17 PM »
Like them, looking forward to the VUK rulebook  :)

 

Related Topics

  Subject / Started by Replies Last post
2 Replies
1929 Views
Last post May 12, 2010, 04:41:16 PM
by Lupus
25 Replies
5853 Views
Last post August 28, 2011, 07:16:38 PM
by dijit
1 Replies
1456 Views
Last post January 21, 2014, 10:08:35 PM
by Argonor
6 Replies
2096 Views
Last post January 01, 2015, 10:40:28 AM
by blacksmith
10 Replies
8411 Views
Last post July 08, 2015, 02:12:30 PM
by Atheling