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Cover Tracks<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Earth<br />

Range: None<br />

Area: A mobile 25’ radius around the caster<br />

Duration: 2 minutes to an exponential power equal<br />

to the caster’s level<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: For the duration of this spell, the area<br />

around the caster is untraceable. This applies<br />

to all area that had been affected. For<br />

instance, a wizard casts this spell and gets<br />

away on his wagon. All area that the wagon<br />

has covered during the duration of the spell<br />

will leave no tracks. Thus, the first few minutes<br />

of his getaway are permanently untraceable.<br />

Create Species<br />

Level: 10<br />

Magic Points: 1,800<br />

Discipline: Earth<br />

Range: Touch<br />

Area: Earth<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 allows the caster to<br />

create a mortal species. If a mortal casts<br />

this spell, then it is likely to upset gods. The<br />

player must consult the Aedile to determine<br />

what is admissible.<br />

Cryogenics<br />

Level: 3<br />

Magic Points: 24<br />

Discipline: Fire<br />

Range: 200’<br />

Area: 1 target<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 releases cold energy<br />

in the form of a thin beam that projects<br />

forth from the end of 1 finger of the caster.<br />

For the beam to be aimed and therefore<br />

connect with the target, a successful Aim<br />

skill check must be made (see Chap. 8: Skills).<br />

The beam of cold energy causes 2d20 LP<br />

of damage by freezing this proportion of<br />

the victim solid. Consult the Body Part Proportion<br />

table in Chapter 2: Body to determine<br />

the location of the ray’s contact.<br />

If the entire head or torso becomes<br />

frozen, then the victim must pass a Health<br />

sub-ability check at TH 14 to remain alive.<br />

Each minute thereafter, they must pass a<br />

check, though the TH increases by 1 every<br />

minute until they are thawed completely.<br />

Movement may be hindered as well<br />

when body parts are frozen. The Aedile<br />

must decide the effects.<br />

Thawing time equals 2 minutes per<br />

LP of damage. The rate of thawing may be<br />

affected by the temperature of the environment<br />

and is subject to the Aedile’s discretion.<br />

Chapter 12: Spells<br />

547

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