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Greater Hologram<br />

Level: 3<br />

Magic Points: 24<br />

Discipline: Air<br />

Range: 100’ + 50’ per level of the caster<br />

Area: 10 cubic feet<br />

Duration: Until the caster ceases concentration on<br />

the hologram<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 scentless illusion no larger than 10<br />

cubic feet. The illusion may be mobile if so<br />

desired, though the object cannot move beyond<br />

the area of the spell. For instance, the<br />

illusion may be any sort of small animal, as<br />

long as the caster has seen it before.<br />

An improvement over Lesser Hologram,<br />

Greater Hologram allows sound to<br />

accompany the visual illusion, though this<br />

hallucination cannot provide sensations of<br />

taste, touch, or smell. The only sound that<br />

may accompany the hallucination is a sound<br />

that the caster has physically heard before<br />

and remembers. Imagined sounds fail.<br />

All creatures who view this hologram<br />

must make a successful check of their Analytic<br />

Intelligence at TH 18 in order to recognize<br />

that this is not real. If they fail the<br />

check, then they will behave as if it were<br />

real. If the caster creates an illusion that<br />

suggests a threat to the life of a believing<br />

creature, onlookers may also be subjected<br />

to making a successful Health check or suffering<br />

appropriate penalties as deemed by<br />

the Aedile. For instance, a caster may choose<br />

to create a hologram of a knife hurling<br />

through the air at the head of a trollop. If<br />

the trollop believes, then the Aedile may<br />

make her roll against an appropriate TH for<br />

the situation and may also decide the appropriate<br />

penalties.<br />

Greater Mending<br />

Level: 4<br />

Magic Points: 32<br />

Discipline: Water<br />

Range: Touch<br />

Area: 1 creature touched<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 />

mend severed tendons and limbs. Severed<br />

tendons and limbs often result from Graphic<br />

Gore (see Chap. 10: Combat). By touching<br />

the severed tendon or connecting the severed<br />

limb with its stump, mending occurs<br />

instantly. The target creature must be<br />

touched successfully. If the target creature<br />

resists being touched, then the caster must<br />

make a Brawling skill check (see Chap. 8:<br />

Skills).<br />

Chapter 12: Spells<br />

585

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