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Monsters & Mayhem

Nocivis Somnum

Learn
(Karma)
Cast
(Magic Points)
Maintain
(POW)
Casting
Time
1d10 10+ 1 - 4 depending on effect 12 hours (dusk to dawn)

An insidious spell which torments and weakens the victim over several nights. The caster carves an image of the victim’s sleeping face contorted in a nightmare (this can be commissioned if the caster lacks the requisite artistic talent). The carving becomes the foci for the cast spell. The target makes a subconscious POW roll to resist the spell the next time they fall asleep. Successfully resisting causes the spell to fail. If the caster succeeds the player rolls on the chart below to determine the effect:

1 - Target has bad dreams for 1D6 days (1 CON point loss per night)
2 - Target has extremely disturbing dreams for 1D6 days (2 CON point loss per night)
3 - Target has terrifying nightmares for 1D6 days (1D4 CON point loss per night)
4 - Target goes into a catatonic trance for 1D6 days
5 - Target loses 1D8 CON points immediately.
6 - Target loses 1D4+1 CON points, permanently gains 5 INT
7 - Target loses 1D6+1 CON points, permanently gains 5 POW.
8 - Target loses 1D10+1 CON points, permanently gains 5 POW and 5 INT

Effects 1 – 3 take place over the course of the rolled number of nights and the CON loss is effective upon waking. The cost to maintain the spell is equal to the effect roll (i.e. 1, 2, or 3 POW) for the duration of the spell. Failure to maintain the spell causes it to fail and the victim does not suffer any further effects.

Effects 4 take place while the subject is sleeping and may not be noticed until the victim doesn’t wake. The cost to maintain the spell is equal to the effect roll (i.e. 4 POW) for the duration of the spell. Failure to maintain the spell causes it to fail and the victim awakens from the catatonic state.

Effects 5 – 8 occur at the stroke of midnight in one shocking terrible vision which causes the body to seize in a gigantic spasm. The statistic changes take effect immediately. There is no maintenance cost.

Roll Modifiers:

If the caster has part of the victim available during the casting (hair, nail clippings, blood, etc.) the caster rolls normally.

If the caster only has nothing personal of the victim, the caster has 1R Disadvantage.

If the caster can plant the foci in the victims’ bedding, the caster rolls with 1R Advantage.

The spell can be broken if the victim or their allies determine whom is the caster and can force them to stop maintaining the curse. Killing the caster is an effective way to do so.

Some deranged magi see this spell not as a curse but instead as a portal to greater power. These misguided souls either cast the spell targeting themselves or arrange for a compatriot to do so. Voluntarily becoming the subject of the spell causes the maintenance cost to be borne by the victim and prevents anyone from ending the spell early outside of the victim’s death.