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Call Light<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Air<br />

Range: 50’<br />

Area: 25’ radius that may be mobile<br />

Duration: 2 minutes 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 light as<br />

bright as torch-light. The light is summoned<br />

to a single point within the range as determined<br />

by the caster. From this point, the<br />

light will shine with the brightness of torchlight<br />

for the duration of the spell. In total<br />

darkness, the light will reasonably illuminate<br />

an area of 25’ radius.<br />

If the light is summoned onto a<br />

point within the radius, and the point is<br />

mobile, then the light will move with the<br />

point. However, if the mobile point at any<br />

time exceeds the range of the spell, then the<br />

light will cease and the spell will end prematurely.<br />

If the light is summoned into an eye<br />

of a living creature, it may blind that eye of<br />

the creature for 1d6 rounds if they fail a<br />

Health check at TH 17. If 1 eye is blinded,<br />

then the Aedile will apply a penalty of - 3 to<br />

all attack skill checks for the duration of the<br />

spell.<br />

533<br />

Call Lightning<br />

Level: 4<br />

Magic Points: 32<br />

Discipline: Air<br />

Range: 1 mile<br />

Area: 1 creature or object<br />

Duration: 2 rounds<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell conjures electrical<br />

energy from the surrounding sky and<br />

harnasses it together into a single destructive<br />

bolt. During the casting of the spell,<br />

the caster must specify the target creature<br />

or object as a location of the strike. Energy<br />

gathers above during the 1st round, though<br />

it cannot be seen, heard, or otherwise detected.<br />

Regardless of the caster’s initiative,<br />

a bolt of lightning strikes the target at the<br />

beginning of the 2nd round. The lightning<br />

bolt causes 10d10 IP or LP damage. Due to<br />

thunder, those within 50’ must pass a Health<br />

check at TH 14 or become deaf permanently.<br />

Thunder will be heard miles away.<br />

Chapter 12: Spells

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