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Chapter 12: Spells<br />

Coal Foot<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Water<br />

Range: Touch<br />

Area: 1 creature<br />

Duration: 1d6 minutes<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell causes the creature<br />

touched to gain the ability to walk across or<br />

upon non-magical fire barefoot without experiencing<br />

pain or damage. However, nonmagical<br />

fire may be applied to other parts<br />

of the body of the target creature with normal<br />

and damaging effects. The target creature<br />

must be touched successfully. If the<br />

target creature resists being touched, then<br />

the caster must make a Brawling skill check<br />

(see Chap. 8: Skills).<br />

Cocoon<br />

Level: 5<br />

Magic Points: 40<br />

Discipline: Earth<br />

Range: Touch<br />

Area: 1 creature<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 causes the target<br />

creature, regardless of size, to become<br />

trapped inside a cocoon. The target creature<br />

must be touched successfully. If the<br />

target creature resists being touched, then<br />

the caster must make a Brawling skill check<br />

(see Chap. 8: Skills).<br />

A cocoon will form instantly. The<br />

cocoon is formed largely from silk, and is a<br />

quickly hardening material with high tensile<br />

strength. Only a creature with a Strength<br />

sub-ability of 500 or more can either break<br />

out of or into a cocoon by brute force. If<br />

the entrapped target creature breathes to stay<br />

alive, they will suffocate in time as per the<br />

choking maneuver in the Wrestling skill (see<br />

Chap. 8: Skills).<br />

If the trapped target creature has a<br />

Strength sub-ability of 300 or more, then<br />

they are not fully unable to move; they may<br />

move 1d4 limbs (1d100)% of their normally<br />

unhindered range. Most trapped target creatures<br />

immediately find a sharp object, such<br />

as a dagger, and cut a hole through the cocoon<br />

for air (requires 2d10 IP of damage),<br />

and then free themselves (2d100 IP required<br />

for a human-sized cocoon).<br />

544

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