Chill Touch is a boring spell in DCC RPG, everyone knows that. I really doubt that my home version is properly balanced solution, but it sure looks fun at the table! It was inspired by the AD&D 2nd version. Everything stays as in the DCC Core Rulebook, except the craziness below.
First, yes, Chill Touch still requires spellburn and actually I think that 1d3 of Strength would be better, considering the boost below. Chill Touch here is practically a Patron Spell in power, but I hope the Strength damage will keep casters from enjoying themselves too much.*/**
*The Judge is encouraged to reduce the damage to 1d2 or 1 Strength for Wizards that took Arcane Affinity (Necromancy).
** A caster can use a defenseless target and drain the Strength from the victim (but the Judge is encouraged to roll a second d20 just to see if the PC gains Corruption). This second option is a secret dearly kept by necromancers and black magicians.
Also, before
going to the new table, Chill Touch also another caveat: if the caster is
healed the spell instantly ends (the necromancy energy being cancelled by the
healing). Otherwise follow the results below.
NEW TABLE
12-13 The caster’s hands are charged with negative energy! On the next round, the next creature the caster attacks touches suffer 1d6 damage OR 2 points of Strength damage (creature without Strength suffer -1 to attack and damage). To touch the target the caster ignores any AC from armor (unless the armor is made of metal). A Will save is allowed to ignore the Strength damage. Un-dead creatures do not suffer damage but must save or flee for 1 round.
14-17 On the next 2 rounds, any creature touched by the caster attacks suffers 1d6 damage and 2 points of Strength damage (creature without Strength suffer -1 to attack and damage). To touch the target the caster ignores any AC from armor (unless the armor is made of metal). A Will save is allowed to ignore the Strength damage. Un-dead creatures do not suffer damage but must save or flee for 1d4 rounds.
18-19 On the next turn, any creature touched by the caster attacks suffers 1d6 damage and 2 points of Strength damage (creature without Strength suffer -1 to attack and damage). To touch the target the caster ignores any AC from armor (unless the armor is made of metal). A Will save is allowed to ignore the Strength damage. Un-dead creatures do not suffer damage but must save or flee for 1d4 minutes.
20-23 On the next turn, any creature touched by the caster attacks suffers 1d8 damage and 1d3+1 points of Strength damage (creature without Strength suffer -1 to attack and damage). To touch the target the caster ignores any AC from armor (unless the armor is made of metal). A Will save is allowed to ignore the Strength damage. Un-dead creatures do not suffer damage but must roll Morale (Will DC 10) or flee for an extra 2d4 minutes.
24-27 On the next turn, any creature touched by the caster attacks suffers 1d8 damage and 1d3+1 points of Strength damage (creature without Strength suffer -1 to attack and damage). The caster can end the spell to cripple any target that suffered Strength damage. Crippling a target leaves him with Strength 3 (-5 t attack and damage). To touch the target the caster ignores any AC from armor (unless the armor is made of metal). A Will save is allowed to ignore the Strength damage. Un-dead creatures do not suffer damage but must save, but flee for 2d4 minutes and if they meet the caster again before the next sunrise they must check morale of flee for 1d4 minutes more.
28-29 As above, but while the spell lasts the caster is overcharged with negative energy. He cannot be healed, unless he spends an Action Die to discharge the spell first. If killed while the spell is in effect, the caster will return as vengeful un-dead. However, he can roll a Will save DC 10 to ignore any drain or damage from an un-dead.
30-31 As 24-27 and 28-29, but any living creature attacking the caster in melee suffers 1d8 damage and 1d3+1 points of Strength damage (creature without Strength suffer -1 to attack and damage). Save still apply. Un-dead that hit the caster in melee must save or flee.
32+ The caster’s
body glows a sickly blue light as he crackles with withering necromantic
energy. Any creature within 10’ of the caster takes 1d8 damage and 1d3+1 Strength
damage each round it stays within the field, and un-dead creatures flee
automatically for 1d4 hours. There is no save at this level. The caster not
only recovers the spellburned Strength but gain a +1 bonus to Strength every round
he damages a living creature (maximum Strength 20). Until the next sunrise, the
caster cannot benefit from any form of magical or natural healing. The caster
still becomes (a now powerful) un-dead if killed during this spell.
cool stuff. What I've done at my table is allow the spell to be cast without spell burn, optionally. If you do spell burn however you may cast it on other targets!
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