Adventurer Abilities and Spells (Locust Magician Studies):

 

%Roll:  Abilities and Spells: 14

01-10:   Familiar                     (Spell)    (Modification-Point cost: 10)

11-19:   Fly Drove                  (Spell)    (Modification-Point cost: 6)

20-28:   Haminatra Sentinels (Spell)    (Modification-Point cost: 10)

29-37:   Insect Charm: %Roll: Insect Charm spell types:

                                       01-55:   Charm Common Insect      (Spell)    (Modification-Point cost: 6)

                                       56-85:   Charm Giant Insect            (Spell)    (Modification-Point cost: 18)

                                       86-95:   Charm Huge Insect            (Spell)    (Modification-Point cost: 36)

                                       96-00:   Charm Gargantuan Insect (Spell)    (Modification-Point cost: 108)

 

38-46:   Locust Hound            (Ability) (Modification-Point cost: 26)

47-55:   Locust's Web            (Spell)    (Modification-Point cost: 10)

56-64:   Repel Insects            (Spell)    (Modification-Point cost: 8)

65-73:   Savage Kingdom       (Spell)    (Modification-Point cost: 14)

74-82:   Scarab Swarm            (Spell)    (Modification-Point cost: 20)

83-91:   Spider Charm            (Spell)    (Modification-Point cost: 40)

92-00:   Venom                        (Spell)    (Modification-Point cost: 30)

 

 

Familiar (Seeker Abilities and Spells (levels 0 - 5) Return to top

 

Locust Magician can summon a unique insect be a companion to him or her.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

One full region.

Avoidance-Roll:

To call this familiar, the caster must make a successful avoidance-roll vs. “Wisdom”. (luck can be used to succeed, but it will be forever lost).

 

1. If you are disturbed verbally, nothing will happen.

2. If you are touched lightly, in a non-intrusive way,

    nothing will happen.

 

3. If you are struck, or hit by something that causes

    no damage, you must make a successful

    Avoidance-Roll vs. "Mental-Attack" in order to

    continue the casting.

 

4. If you are struck by something that causes damage,

    or that moves you in a way in which you are tumbled,

    rolled, knocked over, or grappled with, you must make

    a successful "Mental-Strength" Check

    (Mental-Strength = your % chance) each time, in

    order to continue the casting of this spell.

Casting Time:

72 hours. The caster cannot be interupted during the casting time, or this spell will fail, and the 2 spell-points expended to cast it will be lost forever.

 

See: the notes 1-4 in "Avoidance-Roll" and "Explanation".

Damage:

None.

Duration:

Permanent. The familiar will become a lifelong companion and trusted ally of the caster.

Effect Time:

Instant.

Explanation:

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When this spell is cast the Locust Magician will send out a magical call to one HUGE insect type (the choice will be the druid's, he or she must have insect knowlege on the exact breed of insect he or she wishes to heed the call as a permanent companion for the remainder of the caster’s life.

 

The Insect Familiar:

1. Will obey the caster's every command without question.

2. Can communicate verbally and mentally with the caster.

 

The caster can also perform the following, using his or her familiar:

1: See through the eyes of your Familiar.

            Range:  2 spaces (10').

            Special: Range of Vision will increase at a rate of +2

                           spaces per 10 points of Vision above 5.

 

2: Hear through your Familiar.

              Range:  2 spaces (10').

              Special: Range of hearing will increase at a rate

                             of +1 spaces per 10 points of Hearing

                             above 5.

 

3: Casting: Spells through your Familiar at a cost of x2 the normal

                   amount of spell-points expended.

 

Note:

There will be a 94% chance that this spell will be successful (a roll of 94 or lower). If unsuccessful, the 5 spell-points expended to cast this spell will be forfeit willingly by the caster forever (the Locust Magician will take this risk).

 

See: “Special” and “Notes”.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only a Huge Insect class creatures can be effected by the power of this spell.

Maximum Adjustment:

Not applicable.

Notes:

If the caster dies, the insect Familiar will be free to roam about as it wishes.

 

If brought back to life, the Locust Magician will not have any control over his or her once familiar, however, the Familiar may return to serve the caster. This would be entirely up to how the familiar was treated by the caster, and would be to the discretion of the G.M.

Range:

Caster. This spell originates within the space the caster is currently kneeling within.

Resting Time:

24 hours, during which time the caster will be stricken with spell exhaustion, having the following penalties:

 

1/2 movement (rounded down).

Defense: -30

Offense: -30

 

Spells cannot be cast during the "Resting Time".

Special:

You can create multiple familiars, yet only one at a time. Remember that each time you create a familiar, you will permanently lose spell-points (as normal).

Spell Preparation:

See: "Explanation".

Spell-points to Cast:

5

 

1.The caster will lose 5 spell-points permanently for casting this spell.

2.These points are not forced from the caster, but are given freely.

3.These spell-points will NEVER regenerate.

Susceptibilities:

None.

Value:

10,000 white-gold

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Fly Drove (Adventurer Abilities and Spells (levels 6+) Return to top

 

Causes a mass of flies to swarm into the face and eyes of your target.

 

Modification-Point Cost (M.P.C.) : 6

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 space (5').

Avoidance-Roll:

Target must win initiative against the swarm of flies, and win, or incur a penalty of defense and offense. Flies will have a +1 initiative bonus per level of the caster. If the target fails to win the initiative, Fly Drove will cause a penalty to defense and offense of 1 per two levels of the caster (rounded down).

Casting Time:

2 turns (10 seconds).

Damage:

None.

Duration:

1-D6 turns (+1-D6 turns per 5 levels of the caster).

Effect Time:

Instant.

Explanation:

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Fly Drove will amass a swarm of flies into the face of an opponent, obscuring view by landing on and flying into the eyes.

 

The target must win initiative against the swarm of flies, and win, or incur the a -1 to both defense and offense per level of the caster.

 

The Fly Drove will give the caster a bonus of +1 initiative per 2 levels of the caster.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures that do not use eyes so see are not effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x the caster’s awareness (as long as the caster can see the target clearly).

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

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Haminatra Sentinels (Adventurer Abilities and Spells (levels 6+) Return to top

 

Creates Haminatra Bees to do the caster’s bidding.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

Not applicable.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

Instant.

Duration:

1-D6 minutes (+1-D6 minutes per 5 levels of the caster).

Effect Time:

Instant.

Explanation:

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This spell will create 1 Haminatra Bee per 7 levels of the caster to do your bidding.

 

See: "Bee, Haminatra" in the B Section of the Creatures Book.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

This spell will create 1 Haminatra Bee per 7 levels of the caster.

Notes:

None.

Range:

8 spaces (40').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

Caster must have one single common honey bee as a spell-component.

Spell-points to Cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Insect Charm (Common) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Charm an insect to do your will.

 

Modification-Point Cost (M.P.C.) : 6

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 insect in sight of the caster.

Avoidance-Roll:

None.

 

Note:

If the caster willingly, or in a round about way, harms an insect after this spell has control of it, that breed of insect will FOREVER instinctively go out of its way to make the Locust Magician's life miserable. There will, forever, be enmity between that single breed of insect, and the Locust Magician.

Casting Time:

2 turns (10 seconds).

Damage:

Instant.

Duration:

10 minutes (120 turns)

(+1 minute (12 turns) per 2 levels advanced.

 

Special:

An additional +1 minute will be giving for each scroll the caster memorizes after learning this spell

Effect Time:

Instant.

Explanation:

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After spotting a COMMON INSECT, the caster will focus on it and cast this spell. After this spell is cast, if the Locust Magician will link, or bond with the insect (and the insect with the caster) for the "Duration".

 

The caster must have Creature Knowlege on this particular breed of insect. If he or she does, the insect will feel bonded to the caster, thus befriending his or her.

 

The caster can communicate with the charmed insect, and the insect with him or her.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only a Common Insect can be charmed by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

2 spaces (10').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

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Insect Charm (Giant) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Charm an insect to do your will.

 

Modification-Point Cost (M.P.C.) : 18

Prerequisites --------------------------- : "Insect Charm (Common)"

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 insect in sight of the caster.

Avoidance-Roll:

None.

 

Note:

If the caster willingly, or in a round about way, harms an insect after this spell has control of it, that breed of insect will FOREVER instinctively go out of its way to make the Locust Magician's life miserable. There will, forever, be enmity between that single breed of insect, and the Locust Magician.

Casting Time:

2 turns (10 seconds).

Damage:

Instant.

Duration:

10 minutes (120 turns)

(+1 minute (12 turns) per 2 levels advanced.

 

Special:

An additional +1 minute will be giving for each scroll the caster memorizes after learning this spell

Effect Time:

Instant.

Explanation:

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After spotting a GIANT INSECT, the caster will focus on it and cast this spell. After this spell is cast, if the Locust Magician will link, or bond with the insect (and the insect with the caster) for the "Duration".

 

The caster must have Creature Knowlege on this particular breed of insect. If he or she does, the insect will feel bonded to the caster, thus befriending his or her.

 

The caster can communicate with the charmed insect, and the insect with him or her.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only a Giant Insect can be charmed by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

4 spaces (20').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

9

Susceptibilities:

None.

Value:

18,000 white-gold

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Insect Charm (Huge) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Charm an insect to do your will.

 

Modification-Point Cost (M.P.C.) : 36

Prerequisites --------------------------- : "Insect Charm (Common)", "Insect Charm (Giant)"

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 insect in sight of the caster.

Avoidance-Roll:

None.

 

Note:

If the caster willingly, or in a round about way, harms an insect after this spell has control of it, that breed of insect will FOREVER instinctively go out of its way to make the Locust Magician's life miserable. There will, forever, be enmity between that single breed of insect, and the Locust Magician.

Casting Time:

2 turns (10 seconds).

Damage:

Instant.

Duration:

10 minutes (120 turns)

(+1 minute (12 turns) per 2 levels advanced.

 

Special:

An additional +1 minute will be giving for each scroll the caster memorizes after learning this spell

Effect Time:

Instant.

Explanation:

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After spotting a HUGE INSECT, the caster will focus on it and cast this spell. After this spell is cast, if the Locust Magician will link, or bond with the insect (and the insect with the caster) for the "Duration".

 

The caster must have Creature Knowlege on this particular breed of insect. If he or she does, the insect will feel bonded to the caster, thus befriending his or her.

 

The caster can communicate with the charmed insect, and the insect with him or her.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only a Huge Insect can be charmed by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

6 spaces (30').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

18

Susceptibilities:

None.

Value:

36,000 white-gold

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Insect Charm (Gargantuan) (Adventurer Abilities and Spells (levels 6+) Return to top

 

Charm an insect to do your will.

 

Modification-Point Cost (M.P.C.) : 108

Prerequisites --------------------------- : "Insect Charm (Common)", "Insect Charm (Giant)"

                                                                          "Insect Charm (Huge)"

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 insect in sight of the caster.

Avoidance-Roll:

None.

 

Note:

If the caster willingly, or in a round about way, harms an insect after this spell has control of it, that breed of insect will FOREVER instinctively go out of its way to make the Locust Magician's life miserable. There will, forever, be enmity between that single breed of insect, and the Locust Magician.

Casting Time:

2 turns (10 seconds).

Damage:

Instant.

Duration:

10 minutes (120 turns)

(+1 minute (12 turns) per 2 levels advanced.

 

Special:

An additional +1 minute will be giving for each scroll the caster memorizes after learning this spell

Effect Time:

Instant.

Explanation:

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After spotting a GARGANTUAN INSECT, the caster will focus on it and cast this spell. After this spell is cast, if the Locust Magician will link, or bond with the insect (and the insect with the caster) for the "Duration".

 

The caster must have Creature Knowlege on this particular breed of insect. If he or she does, the insect will feel bonded to the caster, thus befriending his or her.

 

The caster can communicate with the charmed insect, and the insect with him or her.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only a Gargantuan Insect can be charmed by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

6 spaces (30').

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

54

Susceptibilities:

None.

Value:

108,000 white-gold

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Locust Hound (Adventurer Ability (levels 6+) Return to top

 

Call up a Locust Hound - an insect-like warhound to do your bidding.

 

Modification-Point Cost (M.P.C.) : 26

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

13

Ability Preparation:

Only that you be in a region where there are locusts, grasshoppers, or crickets.

Area of Effect:

Not applicable.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

See: "Hound, Locust" in the Creatures Book for damage.

Duration:

1 hour (720 turns) (+1 hour per 3 levels of the caster).

Effect Time:

Instant.

Explanation:

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When this spell is cast, a Locust Hound will rip up out of the earth, ready to do its master's bidding.

 

Note:

If you are under 200 lbs., you can ride this creature (thought you must have the skill of Riding, and at a Difficult, or greater skill).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

N/A

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Spell Preparation:

N/A (this is an ability, not a spell). See: "Ability-Points to Invoke:" (above).

Spell-points to Cast:

N/A (this is an ability, not a spell). See: "Ability-Points to Invoke:" (above).

Susceptibilities:

None.

Value:

26,000 white-gold

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Locust's Web (Adventurer Abilities and Spells (levels 6+) Return to top

 

Locust Magician can summon a unique insect be a companion to him or her.

 

Modification-Point Cost (M.P.C.) : 10

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 space and the next two rings of spaces surrounding that space (25' diameter).

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

Instant.

Duration:

All creatures trapped within the web will be freed when the webbing dissolves. It will begin to dissolve in 72 hours. This webbing is real. When cast it is no longer magic actual but spider's webbing (as a giant spider’s).

Effect Time:

Instant.

Explanation:

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Locust’s Web is very handy to have. It can catch multiple opponents and hold them at bay, or stop them completely. While entangled a creature will have a -60 to strike another opponent and movement will be cut to zero (no dodging attacks) until it can release itself. A creature will be able to free itself when it successfully makes an avoidance-roll vs. "Paralysis" for every space it must travel through the webbing to be freed from. A victim caught in grasp of Locust's Web can only fail the "Paralysis" check 3 times before it is permanently stuck.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Creatures which are wet will be loosed from the web in 1-D4 turns. If fire is set to the web it will ignite violently and then extinguish on the next turn, setting fire to any combustibles within 1 space of the fire’s edge. Any creature within the flame at the time it catches fire will take up to 63 points of damage in up to 7 areas of the body.

Maximum Adjustment:

None.

Notes:

None.

Range:

10 spaces (50').

Resting Time:

2 turns (10 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Repel Insects (Adventurer Abilities and Spells (levels 6+) Return to top

 

Repels common, large and giant insects.

 

Modification-Point Cost (M.P.C.) : 8

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 space (5') and the next 3 rings of spaces connected to it.

Avoidance-Roll:

For common insects, No. For large and giant insects, Yes: vs. "Magic".

Casting Time:

5 turns (25 seconds).

Damage:

Instant.

Duration:

Permanent until caster leaves the area.

Effect Time:

Instant.

Explanation:

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This spell will cause all common and giant insects within the “Area of Effect” to be driven out. The insect(s) will not be harmed in any way, but must depart.

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

6 spaces (30')

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Savage Kingdom (Adventurer Abilities and Spells (levels 6+) Return to top

 

Call upon ravaging insects to attack your foe.

 

Modification-Point Cost (M.P.C.) : 14

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

One creature. See: “Explanation”.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

1-D6 per level of the caster.

Duration:

1-D4 turns +1 turn per 10 levels of the caster.

Effect Time:

Instant.

Explanation:

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Caster calls upon all voracious insects in the area. These insects will swarm the target specified by the caster, worming their way into the cracks and chinks of any armor worn. At any time the caster can command this swarm to pursue and attack another creature (but not more than one creature at any given time).

 

Savage Kingdom Movement: 1 space (5') per 5 levels of the caster.

Savage Kingdom Defense: As caster +1 per 3 levels advanced.

Savage Kingdom Offense: As caster +1 per 3 levels advanced.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x the caster’s awareness.

Resting Time:

1 turn (5 seconds)

Special:

None.

Spell Preparation:

This spell must be cast where insects exist.

Spell-points to Cast:

7

Susceptibilities:

Damage-reduction of armors worn does not protect one from this form of attack.

Value:

14,000 white-gold

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Scarab Swarm (Adventurer Abilities and Spells (levels 6+) Return to top

 

Calls up a swarm of voracious scarabs to devour a foe.

 

Modification-Point Cost (M.P.C.) : 20

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1space (5') + all the spaces surrounding that space.

Avoidance-Roll:

None. See: “Notes”.

Casting Time:

3 turns (15 seconds).

Damage:

1-D10 per level advanced in all areas of the body.

 

See: "Notes" and "Susceptibilities".

Duration:

1-D4 turns +1 turn per 10 levels of the caster.

Effect Time:

Instant.

Explanation:

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This spell will cause voracious scarabs to swarm up from the ground, seemingly out of nowhere.

 

Without hesitation Scarab Swarm will attack and damage ANYTHING within the “Area of Effect” (even the caster).

 

Scarab Swarm will automatically strike anything within the “Area of Effect”. The only way to avoid this attack is to get out of the “Area of Effect” (they will not leave the “Area of Effect”).

 

See: “Notes”

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Animated, Astral, Dead, Ethereal and Spititual creatures.

Maximum Adjustment:

None.

Notes:

The “Special abilities” to turn attacks will turn the damaging effects of this spell (this spell’s attack is considered as SHARP).

Range:

1 space (5') x the caster’s awareness.

Resting Time:

2 turns (10 seconds).

Special:

None.

Spell Preparation:

Spell component needed. The caster must have one scarab as an expendable component to cast this spell (it can be dead or alive). The only exception to this is if this spell is cast in a region that scarabs live in (i.e., desert).

Spell-points to Cast:

10

Susceptibilities:

Amphibians will take x2 damage from this spell.

Value:

20,000 white-gold

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Spider Charm (Adventurer Abilities and Spells (levels 6+) Return to top

 

Set a powerful charm upon a spider for a time.

 

Modification-Point Cost (M.P.C.) : 40

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 spider of any size, up to Giant sized breed.

Avoidance-Roll:

None. See: “Notes”.

Casting Time:

3 turns (15 seconds).

Damage:

N/A

Duration:

1-D6 hours +1-D6 hours per 5 levels advanced.

Effect Time:

Instant.

Explanation:

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Weave a web of magic upon any breed of spider so strong, you can command it to do what you will, and it will do your bidding.

 

The strength of this spell will allow you to also do the following:

1. See through the spider's eyes.

2. Cast spells through the spider (at x2 spell-point cost).

3. The Locust Magician can cast spells personally, as well

     as cast and fight through the spider.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x the caster’s awareness.

Resting Time:

2 turns (10 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

20

Susceptibilities:

None.

Value:

20,000 white-gold

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Venom (Adventurer Abilities and Spells (levels 6+) Return to top

 

Causes an ongoing poison damage.

 

Modification-Point Cost (M.P.C.) : 26

Prerequisites --------------------------- : Locust Magician

Ability-points to invoke:

N/A. See: "Spell-Points to Cast".

Ability Preparation:

N/A (this is a spell).

Area of Effect:

1 target.

Avoidance-Roll:

This is considered as a hurled weapon (+30 to strike).

 

If successfully struck, the targeted must instantly make an avoidance-roll vs. "Poison" at 1/2 chance (rounded down), or be subject to poison "Damage" to the area affected will occur every turn for the spell's "Duration".

Casting Time:

1 turn (5 seconds).

Damage:

1-D12 (+1-D12 per 5 levels advanced) per turn.

Duration:

1-D4 turns (+1-D4 turns per 2 levels advanced).

Effect Time:

Instant.

Explanation:

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When you cast this spell, roll to strike your target as if you were shooting a bow (+30 to strike for being hurled). It does not matter if your foe is wearing armor or not, for this spell seeps through the cracks of armor to touch the flesh of your target.

 

If successful, this spell will inject the target with a localized poison that will cause instant damage, and then certain "Damage" per turn until the "Duration" ends.

 

A target can be struck multiple times, even in the same area, to increase the damage taken per turn.

 

If the target is struck in the head, damage, as well as hallucinations will commence until the "Duration" has expired. These hallucinations will cause the targeted to strike out at his or her own allies now and then (roll a D6 - if a 1 is rolled, this will indicate the targeted will strike out unwittingly at his or her own).

 

Unless you wish otherwise, this will strike a random area of the body. If you wish to strike a specific area, you must use the following rules: "Combat, Chance to hit a certain area during:".

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

16 spaces (80').

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to Cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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