Saturday Spell-Bolster Undead

Here’s a the spell I promised to showcase as one that Shilin “The Serpent’s Fang” Wesliniss might cast in order to exploit his incredible magical power.  This spell is designed to effect a large area with a field of death energy intended to heal.  Death energy cannot heal living beings, but it can heal undead.  This spell creates a field where undead are healed while the living are not benefited.  It is an ideal spell for supporting an undead horde.

Lizardman Necromancer supports his undead against 4 heroes.

Lizardman Necromancer supports his undead against 4 heroes.

Left Hand:

Sar (Evil Radius): Death (Full), Chaos (Full), Wind (Indirect)

Zo (Negativity Arc): Death (Half), Chaos (Indirect)

Zo (Negativity Arc): Death (Full), Chaos (Full), Wind (Indirect)

Zo (Negativity Arc): Death (Half), Chaos (Indirect)

Zo (Negativity Arc): Death (Full), Chaos (Full)

Zo (Negativity Arc): Death (Half), Chaos (Indirect)

Zo (Negativity Arc): Death (Full), Chaos (Full)

Zo (Negativity Arc): Death (Half), Chaos (Indirect)

Zo (Negativity Arc): Death (Full), Chaos (Full)

Zo (Negativity Arc): Death (Half), Chaos (Indirect)

Zo (Negativity Arc): Death (Full)

Sar (Evil Radius): Death (Half)

saying “on de grai”

This spell is designed for Shilin, with 27 levels in Spell Casting.  It is a 52 DoP spell, exactly powerful enough for him to double it.  Prior to applying this bonus, the spell has a range of 32 feet to the center of the effected region.  The AoE (with 5 Chaos Indirect Fingers and the “on” syllable) is at 50% 14 feet from the center, it is still 20% 33 feet from the center. It will last 10d6 rounds, and have a starting undead-healing power of 22d6+12d3+6 that linearly decreases to 0 at the end of the duration.  This means that on average it would last 35 rounds and have a starting power of 127 healing per round, reducing about 3.6 per round.  Wow! That sounds like an awful lot.  Every undead 14 feet or less from the center is essentially impervious to non-annihilating attacks for a few rounds.  Even those out 33 feet are being healed over 25 hp a round for a little while.  An enemy might as well fall back away from the area.

But we haven’t even added the bonus a caster of Shilin’s power would get.  That gives it a range of 64 feet to the center, an AoE is 50% 43 feet from the center and 20% up to 100 feet away from the center.  With the size of his hordes, he might need that kind of area to prevent any losses.  It lasts 20d6 rounds, an average of 70 rounds, and has 44d6+24d3+12 undead-healing power for an average of 254 healing per round, reducing about 3.6 per round. Using his bonuses to double the spell power, he can easily render practically untouchable his undead in a radius of 100 feet for several rounds, making them significantly harder to kill for far longer than that.

This spell is obscenely powerful.  What kind of cost comes with it?  Let’s hope it’s obscene in proportion.  The spell would have a cost of 436 SP. (Shilin has 5150, though much of that is bound up in his undead and he is level 25.  More importantly, his recovery is 507.5 an hour. He can cast this every hour.)  With 12 arcs and 25 finger changes a left-handed caster like Shilin with no agility and 20 dexterity would take 18.25 seconds to cast this spell. The casting time is the more significant cost for high level casters (a level 10 caster might use all his SP on a spell like this, and might be able to only cast it every 12 hours). During 18.25 seconds a lot could happen: half the horde could be slaughtered in a large battle, enemy casters could throw multiple super-sized fireballs, an attentive enemy might focus archer fire on the necromancer and interrupt the spell on purpose.

A spell this size (Bolster Undead is just an example) is of course extremely powerful. But it comes with great costs, making them prohibitive for low level casters and risky for all casters. A spell this long is likely to be interrupted, and if it is, the cost of the components up to interruption is lost as well.  With a spell this long, some mages may even be likely to fail during the spell due to fatigue.

Would you play a “big spell” kind of character?  Or do you prefer small, more frequent spells?  The play style is different for each (one waiting through battles for the big BANG while the other casts turn to turn).  Have any spells you’d like to see of either kind?  Suggest them below and we might get to it on a later Saturday.

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