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Life Force Vampire

Copyright Jason Seeley ©2000

Edited by Rich Kirkland for The Guild Companion

The life force vampire spell list focuses on stealing the very life force energy from its victims.

Life Force Vampire (Evil Essence)

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Life Force Signature*

1 Target

1 week/10% fail

100'

F

2)

Sense Life Force*

10'/lvl

1 min/lvl (C)

self

I

3)

Vampiric Embrace*

1 Target

C

2'

F

4)

Drain Life II

1 Target

P

100'

F

5)

Skill Rogue I

1 Target

1 hr/lvl

100'

F

           

6)

Power sink I

1 Target

P

100'

F

7)

Drain Life III

1 Target

P

100'

F

8)

Direction I

Caster

C

1000'/lvl

P

9)

Curse of Unlife Attraction

1 Target

1 mon/5% fail

100'

F

10)

Trait Vampire I

1 Target

10 min/5% fail

100'

F

           

11)

Power Sink III

1 Target

P

100'

F

12)

Drain Life V

1 Target

P

100'

F

13)

Mass Drain Life I

1 Target/Lvl

P

100'

F

14)

Mass Power Sink I

1 Target/Lvl

P

100'

F

15)

Skill Rogue III

1 Target

1 hr/lvl

100'

F

           

16)

Mass Drain Life II

1 Target/Lvl

P

100'

F

17)

Mass Power Sink II

1 Target/Lvl

P

100'

F

18)

Skill Rogue IV

1 Target

1 hr/lvl

100'

F

19)

Power Sink IV

1 Target

P

100'

F

20)

Mass Drain Life III

1 Target/Lvl

P

100'

F

           

25)

Power Sink True

1 Target

P

100'

F

30)

Skill Rogue True

1 Target

1 hr/lvl

100'

F

35)

Trait Vampire III

1 Target

40)

Life Force Vampire

1 Target

50)

Life Force Mastery

Varies

1 rnd/lvl

varies

U

  1. Life Force Signature: [RR mod: -30] When this spell is cast on a living or undead target, the target's life force is slightly altered so that it is very distinct and noticeable to the caster. Targets that have been "tagged" can be the target of any Life Force Vampire spell (with no penalties), even if the target can't been seen.

  2. Sense Life Force: The caster is aware of all living things and unlife within the radius of effect. The caster senses whether a life force is living or undead (negative life force), and a vague quantity of life force (hits).

  3. Vampiric Embrace: Target loses 1 hit per minute as long as the caster concentrates and remains within 2' of the target. As each point is being drained, the caster is restored by one point (up to her maximum). The kiss is not painful, although the target does get fatigued and could die from loss of hits. Life force can be drained from anything living (i.e. grass, trees, animals, lawyers). If the caster attempts to drain undead of life force, it will actually cause the caster to lose 1d10 temporary constitution points.

  4. Drain Life II: Target loses 20% of their remaining hits which are immediately transferred to the caster (up to her maximum number of hits). Being drained of so much life force at once *is* painful :-) Life force can be drained from anything living (i.e. grass, trees, animals, lawyers). If the caster attempts to drain undead of life force, it will actually cause the caster to lose 1d10 temporary constitution points.

  5. Skill Rogue I: Target loses 1d10 skill ranks off a selected skill which are immediately transferred to the caster (up to a maximum of twice the caster's lvl). The caster must know that the target possesses such as skill for this spell to work (although it is fairly safe to assume a charging knight knows how to use that two-handed sword...). If the target is a creature, assume that each rank is equivalent to a -3 to the skill/attack.

  6. Power Sink I: Target loses 10% of his remaining power points which are immediately transferred to the caster (up to her maximum number of power points). Magic items may also be drained in a fashion. If a magic item fails its RR, the caster gains 5 PP; constant items lose one enchantment for an hour, wands/staves/rods lose one charge, potions lose a dose, and daily items lose one use for that day.

  7. Drain Life III: As Drain Life II, except 30% of target's remaining hits are transferred.

  8. Direction I: Caster gets the direction to any unshielded prescence (life force) that has been "tagged" by the caster (using the Life Force Signature spell).

  9. Curse of Unlife Attraction: The target attracts the attention of unlife (undead) since his lifeforce has been altered to appear stronger and therefore "tastier" to the unlife. All unlife within a five mile radius can sense the target of the curse, and will know the general direction and distance to the target.

  10. Trait Vampire I: Target loses 1d10 temporary points from one of his stats (the caster selects the stat) which are immediately transferred to the caster. When the duration expires, the stat will go back up by the same amount that it went down (to a maximum of the stat's potential).

  11. Power Sink III: As Power Sink I, except 30% of target's remaining power points are transferred and magic items are drained for three times as much time/charges/doses/uses.

  12. Drain Life V: As Drain Life II, except 50% of target's remaining hits are transferred and the target is stunned for one round.

  13. Mass Drain Life I: As Drain Life II, except 10% of each target's remaining hits are transferred and it affects a number of targets up to the caster's level.

  14. Mass Power Sink I: As Power Sink I, except it affects a number of targets up to the caster's level.

  15. Skill Rogue III: As Skill Rogue I, except 3d10 of target's skills ranks are transferred.

  16. Mass Drain Life II: As Drain Life II, except affects a number of targets up to the caster's level.

  17. Mass Power Sink II: As Power Sink II, except it affects a number of targets up to the caster's level.

  18. Skill Rogue IV: As Skill Rogue I, except 4d10 of target's skills ranks are transferred.

  19. Power Sink IV: As Power Sink I, except 40% of target's remaining power points are transferred and magic items are drained for four times as much time/charges/doses/uses.

  20. Mass Drain Life III: As Drain Life III, except affects a number of targets up to the caster's level.

  1. Power Sink True: As Power Sink I, except all of target's remaining power points are transferred. If a magic item fails its RR, the caster may gain up to 50 PP; constant items are inactive for 24 hours, wands/staves/rods lose all of their charges, potions are lose a dose, and daily items are inactive for 24 hours.

  1. Skill Rogue True: As Skill Rogue I, except all of target's skill ranks are transferred.

  1. Trait Vampire III: As Trait Vampire I, except the target loses 3d10 temporary points from one of his stats.

  1. Life Force Vampire: All of target's remaining hits are immediately transferred to the caster (up to a maximum of 500 hits) which knocks the target unconscious. The target also loses 4d10 skill ranks as per Skill Rogue IV, and 40% of the target's remaining power points are also transferred to the caster as per Power Sink IV.

  1. Life Force Mastery: Caster can use any lower level spell from this list once per round.

Jason Seeley brujahx@yahoo.com


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