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Chapter 12: Spells<br />

Force Mass Fear<br />

Level: 7<br />

Magic Points: 56<br />

Discipline: Ether<br />

Range: 100 miles<br />

Area: Nearest 10,000 humanoids<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 converts the nearest<br />

10,000 humanoids to a point chosen within<br />

the range of the spell into cowards for the<br />

duration of the spell. The target creatures<br />

will demonstrate extreme fear and cowardice.<br />

Target creatures who are converted to<br />

cowards will seem scared of everything. If<br />

possible, the target creatures will flee.<br />

Force Missile<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Fire<br />

Range: Any visible target<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: Upon casting this spell, a successful<br />

Aim skill check must be made by the caster<br />

in order to hit the target with the Force Missile;<br />

the Force Missile is a thin ray of force<br />

that emits instantaneously from an extended<br />

finger of the caster. If successful, the missile<br />

does 1d10 Life Points of damage per<br />

caster level to the target. The maximum<br />

amount of damage possible is 7d10 LP.<br />

Force Oblation<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Ether<br />

Range: Touch<br />

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

creature to randomly select 1 of their immediate<br />

possessions and sacrifice it in a<br />

ritual to the gods. If the target creature is<br />

religious, then the target creature may sacrifice<br />

the possession to their god. The target<br />

creature will ruin the possession beyond repair<br />

during the ritual. In the future, the target<br />

creature will have nothing to do with the<br />

sacrificed possession.<br />

The target creature must be touched<br />

successfully. If the target creature resists<br />

being touched, then the caster must make a<br />

Brawling skill check (see Chap. 8: Skills). If<br />

the target creature passes a Wisdom check<br />

at TH 20, then the spell has no effect.<br />

580

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