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Chapter 12: Spells<br />

Call Acid Rain<br />

Level: 3<br />

Magic Points: 24<br />

Discipline: Air<br />

Range: 1 mile<br />

Area: 100,000 cubic feet<br />

Duration: 2d4 rounds<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell summons acid rain<br />

to fall in a 100’ x 100’ x 100’ area. Each<br />

round that acid rain contacts flesh, it causes<br />

1d10 LP of damage. The acid is weak and<br />

does not harm metal or other substances.<br />

Call Animals<br />

Level: 2<br />

Magic Points: 16<br />

Discipline: Air<br />

Range: 0<br />

Area: 1 mile radius<br />

Duration: 1 round per level of the caster<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: This spell summons a number of<br />

creatures from the surrounding area as a<br />

function of the caster’s level. The exact type<br />

of creature is determined by the Aedile, since<br />

the surroundings may vary considerably.<br />

Usually, common creatures arrive. Individual<br />

creatures never have more Life Points than<br />

the caster, though together they may have<br />

more. Consider the table below:<br />

Caster Level<br />

Number<br />

Summoned<br />

1-21d4 3 1d6<br />

4-51d8 6-82d6 9-102d8 11-152d10 > 15<br />

2d12<br />

After the duration of the spell, the<br />

summoned animals return to their original<br />

location.<br />

528<br />

Call Avalanche<br />

Level: 5<br />

Magic Points: 40<br />

Discipline: Air<br />

Range: 1 mile<br />

Area: 100’ x 100’ x 100’<br />

Duration: 2 rounds to an exponential power equal<br />

to the level of the caster<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell summons a portion<br />

of an avalanche occuring somewhere<br />

in the world at the moment. The caster determines<br />

where the avalanche will appear<br />

within the radius of 1 mile. The avalanche<br />

will consist of either tons of falling snow<br />

and ice (1-4 on 1d8) or rock (5-8).<br />

The avalanche itself will occur for<br />

1d6 rounds. During this time, heavy material<br />

determined above will fall to the ground.<br />

After this time, 1d20 feet of the material will<br />

remain and cause continuous crushing damage<br />

until the end of the duration of the spell.<br />

Falling snow distributes 1d4 IP or<br />

LP per round. Thereafter, crushing damage<br />

is 1/3 LP per foot of depth of snow<br />

and ice.<br />

Falling rock distributes 2d20 LP per<br />

round. Thereafter, crushing damage is 5 LP<br />

per foot of depth of remaining rock.<br />

In either case, characters trapped<br />

underneath material should consult the<br />

choking maneuver under the Wrestling skill<br />

(see Chap. 8: Skills) to see if they suffocate<br />

to death.

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