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Call Vermin<br />

Level: 5<br />

Magic Points: 40<br />

Discipline: Air<br />

Range: 1 mile<br />

Area: 10’ x 10’<br />

Duration: 2d6 rounds<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

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

1d1000 red-eyed rodents from the surrounding<br />

mile to simultaneously attempt to devour<br />

anything within the specified area. To determine<br />

how many pounds of vermin attack<br />

a target, multiply the number in the<br />

horde by 2. The swarming black massive<br />

horde of vermin will attempt to Overbear<br />

any target within the area, as in the Wrestling<br />

skill (see Chap. 8: Skills). If successful,<br />

then the horde will tear meat from the<br />

victim’s skull. Once they Overbear the victim,<br />

the rodents will gnash and gnaw at the<br />

skull first, and work their way from head to<br />

toe, picking every morsel to the bone. However,<br />

if the horde is exposed to any fire, then<br />

537<br />

they will abandon their target and flee. While<br />

the spell is in effect, the target is unable to<br />

react if Overbearing is successful. Whether<br />

Overbearing occurs or not, the target suffers<br />

a number of Life Points of damage per<br />

round equal to 1% of the number of rodents<br />

in the horde. Every round that rodents<br />

gnaw upon the target, the Aedile makes<br />

a secret roll to determine whether or not<br />

the target has acquired a disease. Note that<br />

it is possible to acquire multiple diseases. The<br />

Aedile’s check equals the target’s Health with<br />

TH 16. If a disease is acquired, then roll<br />

1d100 and consult the table below:<br />

Roll Disease<br />

01-10Anthrax 11-30BubonicPlague 31-99Rabies 100UndulantFever Further, if the victim survives, then<br />

for every round that rodents gnawed upon<br />

them, they lose 5% of their Facial Charisma<br />

due to scarring. There is also a 50% risk<br />

that the scarring is permanent. After the<br />

duration of the spell, the summoned vermin<br />

return to their original location.<br />

Chapter 12: Spells

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