系统: 巫妖化虽代价高昂,但其实相当单纯。法师要做大量研究——多次投掷智力+神秘学/调查,多次拜访图书馆和导师等。这种研究最好演出来。但公开研究相关材料的法师会有巨大风险——被同伴谴责、被没收笔记、被著述搞疯、被希望能杜绝研习此类邪术的正义猎人追捕。
研究过程也是法术的一部分。法师要基于研究和特定步骤的执行来投掷魔峰。如果研究甚浅(1或2个成功数),可能就仅有1或2个骰子。同样,如果粗糙或不完美地执行了步骤,可能受到难度罚值。而极其仔细则可能会有加成,如
《第3版规则书》第155页的技能影响魔法所述。
当法师准备好那瓶药水时,法术的最后一次施展开始。累积成功数,决定其程度和持续时间。法师为结束法术,须投入(健康等级)点魔素,并投出足够成功数(10+个)来施展一个现象级法术效果。性质,自然为破则,所以基础难度是9;持续时间,当然是永久最好。但如果成功数不够,这个法术可能不会让他成为巫妖很长时间。
酿制、喝下药水和自杀都会产生成功数。当然,当他自杀时,受伤罚值也适用于喝下药水。所以最好用个减少疼痛的魔法。
最后一步能作为1个拓展仪式完成,采用通常的基于魔峰和意志点的施法时间限制。注意法师只能自己施展,不能用于他人。因为他必须、也只能用自身的魔法装点包围自己,所以也不能借助魔符施展。他还必须用自己的知识完成它。
法师通过对自身魔法与感官的内聚,和精魂、心灵魔法的运用,能成功将化身、灵魂还有意识和身体捆绑,从而让其在自己死后,仍保持不动。生命、物质和熵魔法停止走向死亡的身体,并将式样变成介于生死间的东西。
可能会出现各种疏忽或错误,而这些将对过程产生很多负面影响。
没有心灵魔法,意识随死亡消散,身体变成无意识的空壳。
没有精魂魔法,化身逃走,变成有自我意识,但毫无力量的行尸走肉。他失去了魔法能力(而且因为并非真正的吸血鬼或复生者(
译注:死灵借躯体复生形成的僵尸,可近似看作西方鬼人),所以也无法学习其它超自然能力)。
没有足够的熵魔法,肉体转变为物质时,死亡过程不受控制,会老得可怕(所有体能属性失去1级;失去擦伤健康等级;外貌等级清零)。
如果没能成功完成法术,会直接死掉。药水除可能让尸体抽搐、窒息和痉挛外毫无作用。
如果施法投出大失败,便成功自杀,粉碎化身(可能是永久摧毁),产生惊人矛盾,夷平实验室,并在当地产生1点熵态共鸣。尸体的残块可能成为充满魔素的塔斯肉块(但法师要吃掉它们才能补充魔素)或被外界存在占据。
一旦变成巫妖,身体停止成为纯粹的生命式样,变为其它存在。法师被强大意志和魔法能力所维持,将死亡保持在介于生命和物质的状态来规避它。这有数个影响:
● 一旦变成巫妖,身体变得苍白、憔悴且略蓝,好似想象中的尸体。所有外貌相关的难度+2。
● 无法自愈,只能用魔法疗伤。1点魔素/个健康等级,所以本质也是噬魔者(
译注:指需消耗大量魔素的事物)。
● 不会因致命伤害死去,只有恶性伤害——伤害式样——才能永久摧毁他。
因为身体已死,所以冲击伤害减半(吸收后取整);对致命伤害有全吸收骰(难度6)。这两种伤害可能会让其无法行动,身体停止运转一段时间,但他最终会克服。
也请记住,伤口罚值不影响施法难度,所以巫妖能轻易使用心灵或精魂魔法来传送虚体,收集魔素,并返回治疗肉体。
● 身体可能会继续腐烂。许多巫妖使用一些熵魔法来维持它们,但时间一长,就会忽略这些琐事。没有特别的保养法术,它就会以自愈速度腐烂:1天后,失去擦伤健康等级;3天后,受伤等级烂掉,以此类推。此类腐败还肉眼可见,导致失去外貌(1级/个健康等级),直到腐败被治愈。
● 巫妖当然是不育的,无论何种魔法都无法修复此问题。他可能会像吸血鬼那样模拟交媾,但终究是半死事物,有其他方式消遣不死生命。他仍能吃喝,身体也能代谢食物,但不再需要营养。
● 因为仅靠自身魔法来维持,所以此法术切断了任何外部的魔法联系。他不能持有真实信仰、妖精之血(
译注:人物有换生灵传承,可获得其部分属性)或类似优点。任何这类现存联系都被摧毁。他也不能变成血仆、吸血鬼或其它超自然生物。
● 完成法术后,得到1点静、熵态共鸣。此外,此共鸣不仅让凡人不安,超自然存在也是。吸血鬼、换生灵、甚至精魂等都会把巫妖辨别为某种不自然的可憎存在。聪明的会逃跑。甚至其他法师也被影响,并倾向于追捕摧毁他们。
● 作为静态存在,永远无法提升魔峰——永远。虽仍可提升领域,但其智慧和身体、灵魂一同被冻结了。在追求魔法力量时,升华也已被换作不朽。他能遭受化身秘仪——许多在被永久杀死的不久前都遭受了。但巫妖仍有永恒生命来学习、精进和拓展领域知识,而且也很难被杀死。
● 不能有使魔(还记得吗?杀掉它是法术一部分)。即使他以前都没有,也适用。不死式样无法束缚使魔。
● 此法术不能用简单的魔法反制来解除,大多数巫妖也会加上其它保护来避免。一旦解除,就会走完死亡之路,变成尸体。因此,逆转法术也需要一些方法来复活死者——祝好。
● 能把化身放进护符匣(请看
《第3版规则书》第300页的护符匣缺点)。如果没有足够的精魂魔法在施法中维持化身和灵魂,那这就是必要的。束缚护符匣仅需精魂3。
● 有变疯的趋向。没有法师能走完整个流程而不得到至少1项精神疾病。时间一长,绝大多数巫妖都会愈发怪异,直到发现自己完全无法和“普通”世界联系。
● 法术对式样的改变是如此大,以至会扭曲真名。老真名不再有用,法术扭曲了它。一些熟悉老真名和此法术的人也许能弄清被腐化的真名(智力+神秘学,难度9)。“巫妖”都有一个真名,但也有一个私人的,可以此对其真名束缚、放逐等。
● 巫妖当然很矛盾,法术也会造成永久矛盾。具体数量由说书人决定。但在一个低奇幻游戏中,巫妖显然会遭受巨量矛盾。
原文:
劇透 - :
System: Despite its terrible costs, lichedom is fairly straightforward. The mage in question needs to do some heavy research - many rolls of Intelligence + Occult or Investigation, many visits to libraries and mentors, and so on. Such research is best roleplayed. A mage who openly looks into such materials risks the censure of his peers and the possibility of seized records, madness-inducing tomes and righteous hunters who hope to stamp out even the study of such abominations.
The research process is part of the rite. The mage makes his Arete rolls based upon his research and execution of the proper steps. If the mage has done only sketchy research (one or two successes), he may only get to roll one or two dice. Similarly, if he executes the steps shoddily or imperfectly, he may suffer a difficulty penalty, while extreme attention to detail may give a bonus as described under Abilities Affecting Magic (Mage Revised, p. 155).
The final casting of the rite occurs as the mage prepares the potion for the infusion of lichedom. Successes accumulate to generate the duration and degree of success. To finish the rite, the mage must invest one point of Quintessence for each health level that he has and must score enough successes to perform a phenomenal Effect (10 or more successes). The rite is naturally vulgar, so the base difficulty is 9. A permanent duration is, of course, desirable, but if the mage doesn't score enough successes, the spell may not let him exist long as one of the undead. The mage generates successes as he makes the elixir, drinks it and kills himself. Naturally, wound penalties apply to the task of finishing off the potion while the mage stabs or slashes himself to death, so the mage is advised to also use a rite to resist pain.
The final task can be done as an extended ritual, to the usual limits of casting time based on the mage's Arete and Willpower. Note that the mage can only cast the rite himself. This rite cannot be performed for someone else. Since the mage must surround himself with only the trappings of his own magic, the rite also cannot be cast with the aid of any Talismans. The mage must finish the spell using his own knowledge.
With the mage's inward concentration of personal magic and awareness, and the use of Mind and Spirit magic, he manages to shackle his Avatar, soul and consciousness to his body so that they remain even as he dies. The Life, Matter and Entropy Spheres halt his body along the path to death and transform his Pattern into something on the cusp between.
Various omissions or mistakes are possible, and they can have many detrimental effects on the process. Without Mind magic, the mage's consciousness departs as he dies; his body becomes a shell without volition. Without Spirit, his Avatar flees and he becomes a self-willed but powerless walking corpse, with no magical capabilities (and no ability to learn other supernatural powers, since he is not truly a vampire or one of the Risen). Without sufficient Entropy, the body's death processes do not come under control in the transformation to Matter, and the mage becomes hideously decrepit (losing one point from each Physical Attribute, his Bruised health level and all Appearance).
If a mage fails to complete the rite successfully, he simply dies, and the potion has no effect except perhaps to make the corpse twitch, choke and burn spasmodically. If the mage botches the ritual, he manages to kill himself, shred his Avatar (permanently destroying it, perhaps) and generate sufficient Paradox to level his laboratory and bestow an Entropic Resonance on the area. The remnants of the mage's corpse may well become Quintessence-laden chunks of Tass (though a mage would have to eat the pieces to gain the Quintessence) or become inhabited by something else out there.
Once a mage becomes a liche, his body stops being a pure Life Pattern and becomes something else. Sustained by his formidable will and magical prowess, the mage puts off death by keeping it in a sort of holding pattern between Life and Matter. This has several consequences:
● Once dead, the mage's body becomes cadaverous, gaunt and slightly bluish, like one would expect of a corpse. This raises all Appearance-related difficulties by 2.
● The liche's body may continue to decay. Many liches use some Entropy magic to sustain them, but over time they become unconcerned with such trivialities. Without special preservative magic, the liche's body rots at the speed of natural healing: After a day the liche loses his Bruised health level; 3 days later the Hurt level rots away and so on. This rotting is visible and causes the mage to lose Appearance (one dot per health level) as he decays, until the rotting is healed.
● Liches are sterile, of course. No amount of magic can fix that problem. A liche might simulate sexuality, like a vampire, but ultimately is a half-dead thing with other ways to spend eternity. A liche can eat and drink, and its body metabolizes food, but it no longer requires sustenance.
● The liche does not heal naturally. Only magic can heal his wounds. Each health level healed requires the expenditure of a point of Quintessence, so the liche is essentially a thaumivore.
● A liche cannot die from lethal damage, only aggravated wounds - Pattern damage - can destroy him permanently. Since the liche's body is dead, he takes only half damage (rounded down after soak) from bashing attacks, and gets a full soak roll (difficulty 6) against lethal damage. Lethal or bashing damage may incapacitate a liche and cause his body to become nonfunctional for a time, but eventually the liche overcomes the hindrance. Remember, wound penalties do not affect magical casting difficulties, so the liche can easily use Mind or Spirit magic to send his astral form to gather Quintessence and return to heal the body.
● Since a liche is dependent solely upon his own magic to sustain him, the rite burns out connections with any external magical processes. The liche cannot have True Faith, Fae Blood or similar Merits. Any such existing ties are destroyed. A liche can't become a ghoul, vampire or other supernatural creature.
● Upon completing the rite, a liche gains one dot of both Static and Entropic Resonance. Furthermore, the liche's Resonance is disconcerting not merely to mortals, but also to supernatural creatures. Vampires, changelings, even spirits and the like all recognize the liche as some sort of unnatural abomination. The smart ones flee. Even other mages are affected, and have a tendency to hunt down and destroy liches.
● As a static creature, the liche can never gain additional Arete - ever. He can continue to improve his Spheres but his enlightenment is frozen along with his body and soul. Ascension has been traded for the chance to exist beyond mortal limits in the quest for magical power. A liche can suffer Gilgul; many do, shortly before they are permanently slain. Still, the liche has eternity in which to study, improve and expand his knowledge of the Spheres, and he's damnably hard to kill, too.
● Liches cannot have familiars. (You killed yours as part of the rite, remember?) This is true even if the liche never had one in life. The liche's unliving Pattern cannot properly bind familiars.
● The liche rite cannot be undone with simple countermagic. Most liches also add other protections to prevent unweaving. Should the rite be undone, the liche finishes the process of dying and becomes a corpse. Thus, reversing the rite also requires some way to raise the dead - good luck with that one.
● A liche can place its Avatar in a phylactery (see the Phylactery Flaw in Mage Revised, p. 300). This is a necessity if the liche does not have sufficient Spirit to hold on to his Avatar and soul during the rite itself; the liche can bind the phylactery with Spirit 3.
● Liches have a tendency toward insanity. Nobody goes through the rite without gaining at least one Derangement. Over time, most liches become increasingly eccentric, until they find themselves completely unable to relate to the "normal" world.
● The process of lichedom so greatly changes the individual's Pattern that his True Name is distorted. The subject's old True Name no longer applies. The rite warps its name; someone familiar with the old name and the liche formula might be able to puzzle out the corrupted name (Intelligence + Occult, difficulty 9). There is a True Name for "liche" but each liche also has an individual True Name that is necessary to affect the individual with True Name bindings, banishments and so on.
● Liches are, of course, Paradoxical, and the rite gives the caster permanent Paradox. The exact amount is up to the Storyteller. Certainly in a low-fantasy game, a liche suffers from a great deal of Paradox.