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Chapter 12: Spells<br />

Divine Maul<br />

Level: 3<br />

Magic Points: 24<br />

Discipline: Fire<br />

Range: 100’ radius<br />

Area: 50’ radius<br />

Duration: 1 round per 2 levels 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 creates a magical<br />

maul (which is 20 lbs., 5’ in length, made of<br />

granite) that appears and immediately seeks<br />

out any vertebrates. Upon finding a vertebrate,<br />

living or dead, within the area of the<br />

spell, this unholy truncheon attempts to<br />

bludgeon until it is powder. The Divine Maul<br />

attacks only once per round, which is last in<br />

every round. The weapon receives no bonuses<br />

or penalties while attacking. If it hits,<br />

however, the Divine Maul delivers 2d20 LP<br />

of damage. Graphic Gore is possible. The<br />

Divine Maul will never attack the caster. If<br />

there is no vertebrate within the area, then<br />

the Divine Maul will pound the ground.<br />

Drawn and Quartered<br />

Level: 4<br />

Magic Points: 32<br />

Discipline: Air<br />

Range: 50’<br />

Area: 500 square feet<br />

Duration: 2 rounds<br />

Chant: See Chapter 11: Magic<br />

Ingredients: See Chapter 11: Magic<br />

Ritual: See Chapter 11: Magic<br />

Description: Casting this spell summons 4 large and<br />

powerful steeds, 2 on each end of a target<br />

creature seen by the caster. Each horse will<br />

face away from the target. 4 ropes are also<br />

conjured. Each rope has 1 end tied to an<br />

ankle or wrist of the target, and the other<br />

end tied to a leg of a horse.<br />

At the absolute beginning of the second<br />

round, each horse feels sharp pain on<br />

its rear, and the horses attempt to flee the<br />

area. As the horses attempt to flee, each<br />

limp of the target creature is torn from the<br />

torso and dragged behind a fleeing horse.<br />

Any character with a Strength less than 500<br />

is dismembered and dies, regardless of the<br />

number of LP. At the end of this round,<br />

the horses and ropes return to where they<br />

were conjured from, but the body parts remain.<br />

564

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