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Call Ball Lightning<br />

Level: 2<br />

Magic Points: 16<br />

Discipline: Air<br />

Range: 1 mile<br />

Area: 1d10-inch diameter sphere<br />

Duration: 1d4 seconds to an exponential power<br />

equal 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 natural<br />

phenomenon known as ball lightning. Ball<br />

lightning is a mysterious glowing sphere that<br />

drifts through the air, though it can bounce<br />

along the ground as well. Various colors of<br />

ball lightning have been seen. Sometimes it<br />

changes color. Ball lightning may have an<br />

internal structure, such as layers or moving<br />

sparks. The lifetime of ball lightning is related<br />

to its size, and inversely related to its<br />

brightness. Balls that are blue and orange<br />

seem to last longer than average. Ball lightning<br />

has no observable buoyancy effect. It<br />

is 75% likely to end with a violent explosion.<br />

Ball lightning illuminates a 10’ radius,<br />

so it is brighter than a candle, but not as<br />

bright as a torch.<br />

Upon successful casting, the ball<br />

lightning will appear 2’ in front of the caster.<br />

The ball lightning will move according to<br />

the whim of the caster, though it is unable<br />

to move faster than 100’ per round and will<br />

remain 3’ above the ground. Ball lightning<br />

must remain in motion. If the caster is unable<br />

to concentrate on it, then it either dissipates<br />

or explodes violently (as determined<br />

above).<br />

If the ball lightning explodes, then<br />

it causes 1d10 IP or LP of electrical damage<br />

to all within 3’.<br />

Call Blizzard<br />

Level: 7<br />

Magic Points: 56<br />

Discipline: Air<br />

Range: 1 mile<br />

Area: 1,000’ x 1,000’ x 1,000’<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 severe<br />

blizzard to appear in an area designated by<br />

the caster and which is within the range of<br />

the spell. For the first 2d4 rounds, no damage<br />

will occur to creatures within the blizzard.<br />

Visibility will be reduced to 5%.<br />

However, after 2d4 rounds of continual<br />

exposure, each creature within the blizzard<br />

will suffer 1 LP of cold damage per<br />

round. If the creature wears metal armor,<br />

but is not directly touching metal, then damage<br />

is increased to 2 LP per round.<br />

For each round during which cold<br />

damage occurs, there is a chance of getting<br />

frostbite. The chance of acquiring frostbite<br />

is exponential. For the first round of damage,<br />

there is a 2% chance. This chance increases<br />

exponentially each round thereafter.<br />

If frostbite is acquired, then roll 1d10 to determine<br />

its location: (1-5) hands, (6-9) feet,<br />

(10) nose.<br />

If any portion of the body of a subjected<br />

creature is in contact with metal, then<br />

this portion of the body risks twice the normal<br />

chance of acquiring frostbite.<br />

Chapter 12: Spells<br />

529

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