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Chapter 12: Spells<br />

Call Comet<br />

Level: 10<br />

Magic Points: 1,800<br />

Discipline: Air<br />

Range: Unlimited<br />

Area: 1 comet<br />

Duration: Instantaneous<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell summons the<br />

nearest comet in the universe. This spell<br />

may not be cast by 1 caster, but requires<br />

multiple druids; this is a circle spell. The<br />

summoned comet will appear and be visible<br />

in the sky. The comet will appear just outside<br />

the atmosphere. The exact location and<br />

direction of the comet, once summoned, is<br />

determined by the circle of druids. The<br />

circle of druids may direct the course of this<br />

comet as they please. If the summoned<br />

comet collides with a planet, then mass destruction<br />

may result.<br />

Call Chilly Gust<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Air<br />

Range: Limited by caster’s vision<br />

Area: 20’ x 20’ x 20’<br />

Duration: Instantaneous<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 chilly<br />

gust of air. The caster may place the chilly<br />

gust of air anywhere that they can see. Any<br />

target the caster is able to see may be affected<br />

by a chilly gust of wind. The air does<br />

(1d6 - 1) LP of damage to all in the area.<br />

Those with human-like skin are apt to have<br />

goosebumps after experiencing the chilly<br />

gust.<br />

Call Familiar<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Air<br />

Range: Caster<br />

Area: 1-mile radius<br />

Duration: Permanent<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: The caster calls forth a single animal<br />

from the surrounding countryside to become<br />

a permanent pet and minion. A special<br />

mental and magical bond exists between<br />

the caster and the minion that allows them<br />

to communicate telepathically. It is at the<br />

Aedile’s discretion what type of animal<br />

comes forth to serve. The creature serves<br />

the caster faithfully and willingly. The creature<br />

can have no more LP than the caster.<br />

Most familiars have 1d10 LP. Each caster<br />

may have only 1 familiar at a time. If the<br />

familiar dies, the caster must pass a Health<br />

check at TH 18 or die. If the caster survives,<br />

then they will be weak and effectively<br />

have 0 MP for 1d6 days. Common names<br />

for familiars are Hammerlein, Haussibut, and<br />

Hinkebein.<br />

Call Flood<br />

Level: 10<br />

Magic Points: 1,800<br />

Discipline: Air<br />

Range: 1 entire world<br />

Area: 1 entire world<br />

Duration: 40 days and 40 nights<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell causes an entire<br />

world to be flooded for 40 day and 40 nights.<br />

After this time, the effects of the flood will<br />

take 1 year to return fully to normal.<br />

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