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Djengges (Jen-jes)
Range: 500 miles per level of experience
Duration: until cured
Saving Throw: Standard
Cost: 90 P.P.E.
This ritual is similar to Tenung in that it is also created via a half circle of food
offerings, including opium and incense. However, it also includes nails, class and
needles. The dukun then chants a spell and actually asks spirits to embed the items in the
victims stomach! This is very painful and traumatic for the victim. If they fail
their saving throw, they must make a save versus coma or else they will be paralyzed. If
the person manages to stay conscious, they will be nearly helpless: -60% on all skills,
attack per melee is reduced to one, and all combat skills are 8. The character must
make a save versus coma every day at a cumulative penalty of 10%. If the character
is in a coma, they will continue to waste away; -2 hit points a day until it reaches
zero, then 1 P.E. once hit points are depleted. If P.E. falls below the
characters P.E. level then they will die. This is considered a magic curse. Gendam (Jen-damn)
Range: 500 miles per level of the dukun
Duration: until arrival
Saving Throw: standard
Cost: 100 P.P.E.
This ritual involves the dukun chanting the name of the person he wants to summon, as well
as a visual identification of the person. The person will somehow feel his name being
called, and provided he failed his saving throw, will feel a need to go towards the dukun.
The person wont rest until they meet the dukun, at which point the spell is broken
and the previously enchanted person is free to do what they please.
Naruga (Nah-Ruu-gah)
Range: Line of Sight
Duration: one month per level of the dukun
Saving Throw: Standard
Cost: 50 P.P.E.
This ritual enables the dukun to implant an emotional suggestion in the victim. However,
the
dukun himself cannot be the focus of that emotional suggestion; it is between two other
people. Typically, it is when the dukun is approached by someone who wishes for someone
else to feel a particular way about them (often to fall in love). If the ritual is
successful, then the
victim will fall under the spell of the dukun and perceive the person as the spell
warrants.
Santet (San-Tet)
Range: Touch
Duration: instant until cured
Saving Throw: standard
Cost: 15 P.P.E.
This is one of the few instant Rituals known by the dukun. The dukun must physically touch
the victim and rub the victim with pepper salt while mentally reciting the spell. If the
victim fails the save, then they will be inflicted with a nasty case of diarrhea. The
results are: Having to go to the bathroom once ever 1D4 hours, and will always have a 20%
chance of having to go at an inappropriate time. The chances during combat are even
higher: 60%. The general feelings of uneasiness and discomfort will make the character
10% on all skills, and all combat bonuses are 2, and attacks per melee are
reduced by one. However, if the character has an "accident" during combat they
are practically helpless: attacks reduced to one and all bonuses are gone! The character
wont smell too pleasant either. This can be considered a magic curse.
Sirep (Si-Reep)
Range: 500 miles per level of the dukun
Duration: two hours per level of the dukun
Saving Throw: Standard
Cost: 45 P.P.E.
This ritual allows the dukun to put to sleep a variety of people in a 1000 square foot
radius, roughly the size of a house. Note that the dukun will usually do this early in the
morning, so that the victims dont know that their sleep was caused unnaturally.
Tenung (ten-un):
Range: 500 miles per level of experience
Duration: until cured
Saving Throw: Standard
Cost: 60 P.P.E.
This ritual involves creating a half circle of food offerings, including opium and
incense, while
chanting for the destruction of the victim. The person being affected will suffer from
vomiting,
sickness and a terrible headache. The victim is 30% on any skills they have, attacks
per melee
are reduced by 1/3, and all combat bonuses are reduced to one!
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