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41-60 Discipline, Vol. 3: After<br />

completely reading this tome, a character<br />

must pass an Intelligence check at TH 17 or<br />

acquire a Random Mental Illness (see Chap.<br />

5: Mind). If passed, and if a caster, the character<br />

immediately learns 1d4 new spells of<br />

fire. The spells are determined randomly.<br />

The tome may be read only once per character.<br />

61-80 Discipline, Vol. 4: After<br />

completely reading this tome, a character<br />

must pass an Intelligence check at TH 17 or<br />

acquire a Random Mental Illness (see Chap.<br />

5: Mind). If passed, and if a caster, the character<br />

immediately learns 1d4 new spells of<br />

water. The spells are determined randomly.<br />

The tome may be read only once per character.<br />

81-100 Discipline, Vol. 5: After<br />

completely reading this tome, a character<br />

must pass an Intelligence check at TH 17 or<br />

acquire a Random Mental Illness (see Chap.<br />

5: Mind). If passed, and if a caster, the character<br />

immediately learns 1d4 new spells of<br />

ether. The spells are determined randomly.<br />

The tome may be read only once per character.<br />

753<br />

Staves A staff is a long stick carried in the hand for<br />

support in walking. Typically, a staff is 5-7 feet in<br />

length. Only a spellcaster (druid, hierophant, mage,<br />

and sorcerer) can use the magical effects of a staff.<br />

By nature, a staff is more potent in magic than a<br />

rod, and a rod more potent than a wand. A staff is<br />

activated through speaking a magical chant. Each<br />

staff has a unique magical chant for each magical<br />

effect. Upon creation, the creator assigns the magical<br />

chant. If another spellcaster acquires a staff,<br />

then they must discern the magical chant(s) somehow.<br />

The effect of a staff does not happen immediately,<br />

but the effect starts 2 rounds after the<br />

caster speaks the chant. The effects of some staves<br />

may take longer and are detailed under each staff if<br />

necessary.<br />

01-11 Staff of Air: Whosoever<br />

wields this staff may cast any spell from the<br />

discipline of air. Each staff when created<br />

has 1d1000 Magic Points that may be used<br />

per day.<br />

12-22 Staff of Earth: Whosoever<br />

wields this staff may cast any spell from the<br />

discipline of earth. Each staff when created<br />

has 1d1000 Magic Points that may be<br />

used per day.<br />

Chapter 13: Magical Items

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