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Chapter 12: Spells<br />

Headless<br />

Level: 1<br />

Magic Points: 8<br />

Discipline: Air<br />

Range: Touch<br />

Area: 1 head<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 causes a head of a<br />

living or undead character or creature to appear<br />

to be missing. The missing head is illusory.<br />

Each character who sees the creature<br />

with a missing head must roll 3d10, and the<br />

results must be 17 or higher to disbelieve<br />

the illusion. If the head is touched, though<br />

it appears to be missing, then it will be felt<br />

and the illusion will no longer have an effect<br />

on the character who touched the head that<br />

seemed to be missing.<br />

When a character sees a headless<br />

creature, and believes the hallucination, refer<br />

back to the previous roll and consult the<br />

table below:<br />

Roll<br />

Result<br />

3 -9 Unable to move for 1d100 rounds.<br />

11-12<br />

Tries to sprint away for 2d10 rounds, but<br />

falls down every 1d10 rounds due to panic.<br />

13-14<br />

Sprints away if possible for 1d10 rounds.<br />

15-17<br />

Unaffected<br />

Heal Dislocation or Fracture<br />

Level: 2<br />

Magic Points: 16<br />

Discipline: Water<br />

Range: Touch<br />

Area: 1 dislocated socket or fractured bone<br />

Duration: Permanent<br />

Reference: Arcana Mundi, p. 72<br />

Chant: (first one) Moetas vaeta daries dardaries<br />

astataries dissunapiter<br />

(second one) huat huat huat ista sistas<br />

sitardannabou dannaustra<br />

Ingredients: Green reed of 4-5’ in length<br />

Ritual: Take the green reed, split it in the middle,<br />

and let 2 men hold it to their hips. Recite<br />

the first chant until the parts come together.<br />

When the 2 parts come together and touch<br />

each other, grip them with your hand, make<br />

a cut left and right, tie it onto the dislocation<br />

or the fracture, and it will heal. But,<br />

you must recite every day the second chant.<br />

Description: Casting this spell permanently heals<br />

1 dislocated socket or fractured bone. All<br />

damage suffered by the injury is restored.<br />

Healing<br />

Level: 2<br />

Magic Points: 16<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 />

heal another. 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). If successful, then the creature regains<br />

2d8 Life Points if they are wounded.<br />

If missed, then the spell is wasted.<br />

592

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