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NETHERMANCER SPELLS
Nethermancers deal with the netherworlds and their inhabitants. Their spells
often involve spirits and other non-worldly entities. Their spells are also
heavily involved with the workings of life and death and the nature of astral
space.
Bone Dance |
Threads: 1 | Weaving Difficulty: 7/15 |
Range: 25 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
The nethermancer does a herky-jerky jig while weaving the Bone Dance
spell, pointing at the target as he casts the spell. If the Spellcasting Test
is successful, Bone Dance infuses the targets skeleton with an
independent living force, which then moves the skeleton against the
targets will. The nethermancer next makes an Effect Test. If the result
is equal to or higher than the targets Strength step number, he can
control the targets movements. If the result is lower than the
targets Strength, the target may move on his own. When he is doing so,
however, the target suffers a negative modifier equal to the magicians
rank in Spellcasting .
The nethermancer must concentrate each round of this spell, directing the
target through its dance. The nethermancers control can only make the
target move in a random fashion. The target wanders 1D6 yards in a round.
|
Chilling Circle |
Threads: 2 | Weaving Difficulty: 6/15 |
Range: Touch | Duration: 6 + Rank minutes |
Effect: D6 points of damage when in circle |
Casting Difficulty: Targets Spell Defense |
This spell creates a circle of cold that can damage characters who
enter it. While weaving the threads, the nethermancer spins in a slow circle,
increasing speed as he nears the end of the spellcasting. He stops suddenly,
kneeling to touch the center of the circle. A wave of cold ripples out 5 yards
in every direction from the center.
The nethermancer makes a Spellcasting Test against the Spell Defense of any
character inside the circle. If the nethermancer is not present, the circle
makes the Spellcasting Test against whichever character inside the circle has
the highest Spell Defense. A successful Spellcasting Test does Step 4 damage to
the target character. Mystic armor protects against the damage.
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Command Nightflyer |
Threads: 1 | Weaving Difficulty: 5/13 |
Range: 120 yards | Duration: 3 + Rank minutes |
Effect: Willforce + 2 |
Casting Difficulty: : |
This spell allows the nethermancer to converse with and command nocturnal
flying creatures, such as owls, bats and krilworms. The nethermancer imitates
the flying or speaking sound of the animal and then makes a Spellcasting Test
against the Spell Defense of the creature. If the test is successful, the spell
allows him to converse with the creature and to utter simple commands. The
nethermancer makes an Effect Test. If the result is equal to or higher than the
creatures Social Defense, the target obeys the nethermancers
commands.
Command Nightflyer cannot override a creatures survival instincts or
force it to behave against its basic nature. For example, the spell could not
force a bat to scout during daylight hours.
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Detect Undead |
Threads: None | Weaving Difficulty: NA/7 |
Range: 25 yards | Duration: 3 + Rank minutes |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
This spell permits the spell recipient to detect undead creatures. While
weaving the spell, the nethermancer must touch the spell target, smearing the
recipients brow with a bit of dust or dirt. Detecting undead requires
concentration, but the spells recipient does not have to concentrate for
the duration of the spell, only during the rounds when he is trying to detect
undead.
If the Spellcasting Test is successful, the recipient makes an Effect Test
against the highest Spell Defense of any undead within range. Success indicates
the number of undead within range, but not their exact position. If the spell
recipient is not the nethermancer, the recipient makes the test using his or
her own Willpower or Willforce.
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Dry and Wet |
Threads: 1 | Weaving Difficulty: 7/8 |
Range: 15 yards | Duration: 1 round |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
This spell can either dry soaked items or soak dry ones. The nethermancer
gathers saliva in his mouth. If he spits, wet is cast. If he
swallows, dry is cast. If the Spellcasting Test is successful, the
nethermancer rolls the Effect dice to determine the number of pounds that can
be soaked or dried.
|
Experience Death |
Threads: 1 | Weaving Difficulty: 6/12 |
Range: 20 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
The nethermancer casts this spell on a corpse to see and experience everything
the dead character experienced at the time of his death. The nethermancer
touches the spirit world to recreate the events of the characters death.
If the Spellcasting Test is successful, the last few rounds of the target
characters life are played out, equal to the duration of the spell. The
nethermancer senses everything from the point of view of the deceased.
Unfortunately, this includes taking any damage the deceased suffered.
The nethermancer then rolls the Effect dice, the result giving him a pool of
extra Damage Points. The first damage done to the nethermancer comes from this
pool, not from the characters current Damage. Once the
characters Current Damage exceeds the amount in the pool, the
nethermancer begins to take damage normally.
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Insect Repellent |
Threads: 1 | Weaving Difficulty: 6/7 |
Range: Touch | Duration: 3 + Rank minutes |
Effect: Willforce + 5 |
Casting Difficulty: 2 |
This spell permits the nethermancer to repel insects of all sizes.
While weaving the spell, he makes a buzzing sound like the sound of flying
insects, the buzzing becoming softer as the spell is cast. If the Spellcasting
Test is successful, he then rolls the Effect dice and records the result.
Insects must make a successful Willpower Test against this number, or else
leave the character alone.
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Putrefy |
Threads: None | Weaving Difficulty: NA/9 |
Range: 25 yards | Duration: 1 round |
Effect: Putrefies food |
Casting Difficulty: 2 (see text) |
Nethermancers cast this simple spell by swallowing with a slight grimace, then
looking at the food they wish to putrefy. If no one is eating the food, the
Spell Defense is 2. If someone is eating the food when the spell is cast, the
nethermancer must overcome the highest Spell Defense of the person(s). If the
Spellcasting Test is successful, the food is putrefied. When cast on the diner,
all of the food, including the bite just taken, is putrefied. Putrefy works on
up to 20 pounds of food.
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Spirit Grip |
Threads: None | Weaving Difficulty: NA/7 |
Range: Touch | Duration: 1 round |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense |
This spell permits the nethermancer to draw on the malevolent energy of the
spirits of the dead to harm others. A successful Spellcasting Test draws a
small portion of their malevolent energy to damage a target. The nethermancer
rolls the Effect dice for the damage. Spirit Grip cannot be cast on sacred
ground or other ground that has been proofed against spirits; even a Life
Circle of One (see p. 176) is enough to stop Spirit Grip. Physical armor also
protects against the Spirit Grip spell.
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Undead Struggle |
Threads: None | Weaving Difficulty: NA/7 |
Range: 10 yards | Duration: 3 + Rank rounds |
Effect: Willforce + 4 |
Casting Difficulty: Targets Spell Defense |
This risky spell allows the nethermancer to engage the undead directly in
magical combat. If the Spellcasting Test is successful, the nethermancer and
the undead are locked in magical combat. Neither may move or take any action
other than that required for Undead Struggle until the spell expires or until
one of the contestants is destroyed. The nethermancer rolls the Effect dice and
compares the result to the result of the targets Willpower Test. The
winner takes no damage; the loser takes damage equal to the full result
of his opponents roll. Mystic armor provides protection against the
Undead Struggle spell.
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Bone Circle |
Threads: 3 | Weaving Difficulty: 6/17 |
Range: 5 yards | Duration: 3 + Rank months |
Effect: Willforce + 5 |
Casting Difficulty: 9 |
Bone Circle is a ritual spell in which the nethermancer invites a wandering
spirit to live within a circle of bones. Each test, Thread Weaving and
Spellcasting, takes one hour of game time. The nethermancer needs the bones of
a non-sentient animal for the ritual of constructing a bone circle 10 yards
across and inviting a wandering spirit to live within it. If the Spellcasting
Test is successful, the spirit is summoned.
The spirit that takes up residence is not very bright. It cannot leave the
circle, but it can try to prevent other characters from entering. The spirit
can take physical action within the circle; its Dexterity, Attack, Strength,
and Damage steps are all equal to the Effect step of Bone Circle. Other
nethermancer spells, such as Grave Message and Spirit Portal, also make use of a bone circle. A nethermancer may have more than one bone
circle in existence at any one time. The game statistics for the Bone Spirit follow.
Bone Spirit
DEX: * | STR: * | TOU: 8 |
PER: 4 | WIL: 7 | CHA: 7 |
*Effect step of spell |
Initiative: 5 | Physical Defense: 12 |
Number of Attacks: 1 | Spell Defense: 9 |
Attack: Effect step | Social Defense: 9 |
Damage: Effect step | Armor: 0 |
Number of Spells: NA | Mystic Armor: 0 |
Spellcasting: NA | Knockdown: Effect step |
Effect: NA | Recovery Tests: 3 |
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Death Rating: 44 | Combat Movement: 50 |
Wound Threshold: 10 | Full Movement: 100 |
Unconsciousness Rating: NA |
Legend Points: 60
Equipment: NA
Loot: NA
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Ethereal Darkness |
Threads: 1 | Weaving Difficulty: 8/16 |
Range: Touch | Duration: Willpower + D10 rounds |
Effect: Darkness, Spell Defense 12 |
Casting Difficulty: 2 |
Using this spell, the nethermancer draws a bit of darkness from another
dimension, then commands it to billow and expand. If the Spellcasting Test is
successful, the darkness fills a sphere 10 yards in every direction, centering
on the character or object touched. Characters who are not willing recipients
of Ethereal Darkness increase their Spell Defense by 5.
The darkness gives all characters a 5 step modifier to all actions
requiring sight. Ordinary light does not penetrate Ethereal Darkness.
Characters who wish to banish the darkness with magical light must make a
Spellcasting Test against the Spell Defense of Ethereal Darkness, which is 12.
Dispel Magic must also defeat the Spell Defense of 12 to dispel the darkness.
Nethermancers are not affected by Ethereal Darkness. They continue to see as
if the spell had never been cast. All nethermancers are immune to Ethereal
Darkness, not just the nethermancer who cast the spell.
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Fog Ghost |
Threads: 2 | Weaving Difficulty: 6/15 |
Range: 25 yards | Duration: 3 + Rank rounds |
Effect: Summons fog ghost |
Casting Difficulty: 8 |
With the Fog Ghost spell, the nethermancer coalesces fog from the surrounding
air and coaxes a maleficent spirit to briefly inhabit the fog. The magician
makes a Spellcasting Test against a Difficulty Number of 8, the Spell Defense
of the fog ghost. If the test is successful, the Fog Ghost appears anywhere the
nethermancer wishes within range. The Fog Ghost attacks the nearest character,
and continues to attack whatever character is nearest for each round of its
existence. Destroying the fog does not harm the spirit, which simply returns to
the netherworld and waits for another chance to harm the living. A Fog Ghost
will not attack undead or entities. Game statistics for the Fog Ghost follow.
Fog Ghost
DEX: 7 | STR: 7 | TOU: 5 |
PER: 6 | WIL: 7 | CHA: 6 |
Initiative: 6 | Physical Defense: 16 |
Number of Attacks: 1 | Spell Defense: 8 |
Attack: 8 | Social Defense: 10 |
Damage: 10 | Armor: 0 |
Number of Spells: NA | Mystic Armor: 5 |
Spellcasting: NA | Knockdown: 6 |
Effect: NA | Recovery Tests: 1 |
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Death Rating: 24 | Combat Movement: 40 |
Wound Threshold: 6 | Full Movement: 80 |
Unconsciousness Rating: NA |
Legend Points: 60
Equipment: NA
Loot: NA
A Fog Ghost is vulnerable to damage from normal weapons. Its high Physical
Defense Rating represents the difficulty of hitting the thicker
spots of the fog, which house the spirit.
A Fog Ghost spell cannot be cast in a desert or other very dry environment,
nor can it be cast when the temperature is below freezing.
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Life Circle of One |
Threads: 2 | Weaving Difficulty: 6/15 |
Range: Touch | Duration: 3 + Rank minutes |
Effect: Willforce + 5 |
Casting Difficulty: 2 (see text) |
This spell creates a circle that can resist any undead, Horror, or Horror
construct that attempts to enter it. The nethermancer spits on his fingers,
then outlines the circle with his finger. The circle can be no more than ten
yards in diameter. If the Spellcasting Test is successful, the circle resists
any undead, Horror, or Horror construct who attempts to enter. When an entity
attempts to enter or reach into the circle, the nethermancer makes a
Spellcasting Test against the entitys Spell Defense. If the result is
equal to or higher than that number, the circle repels the entity. Roll the
Effect dice for the damage the being suffers as it is repelled.
Life Circle of One can only repel one creature per round. Numerous enemies can
easily swamp the circle if they can manage to surround it. When more than one
undead attack the circle, the circle will attempt to repel the being with the
highest Spell Defense.
A nethermancer may cast another Life Circle of One within an existing life
circle. This can afford some protection from numerous entities for a few
minutes.
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Pocket Guardian |
Threads: 3 | Weaving Difficulty: 7/13 |
Range: Self | Duration: 1 + Rank days |
Effect: Willforce + 6 |
Casting Difficulty: 7 |
Pocket Guardian summons a diminutive spirit to guard items in a
characters pouch or pocket. If the Spellcasting Test is successful, the
spirit resides entirely within the pocket, and cannot leave it. The spirits
often appear as small rats or large stinging insects. Pocket Guardians permit
the caster to insert and remove items from a pocket. The spirits will attack
any other character who attempts to reach into the protected pocket, and they
will also make as much noise as possible to alert the spellcaster.
Pocket Guardian
DEX: 5 | STR: 3 | TOU: 3 |
PER: 11 | WIL: 3 | CHA: 3 |
Initiative: 7 | Physical Defense: 7 |
Number of Attacks: 1 | Spell Defense: 7 |
Attack: 6 | Social Defense: 7 |
Damage: 4 | Armor: 3 |
Number of Spells: NA | Mystic Armor: 3 |
Spellcasting: NA | Knockdown: 3 |
Effect: NA | Recovery Tests: 1 |
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Death Rating: 20 | Combat Movement: NA |
Wound Threshold: 7 | Full Movement: NA |
Unconsciousness Rating: NA |
Legend Points: 60
Equipment: NA
Loot: NA
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Repel Animal |
Threads: 2 | Weaving Difficulty: 6/13 |
Range: 5 yards | Duration: 1 + Rank hours |
Effect: Willforce + 6 |
Casting Difficulty: 2 |
The nethermancer draws a circle with a radius of five yards on the ground,
touching the center of the circle as she casts the Repel Animal spell. If the
Spellcasting Test is successful, the nethermancer rolls the Effect dice and
records the result. Any natural animal must make a Willpower Test against that
number to enter the glowing white circle. Natural animals do not include
undead, Horrors, Horror constructs, or intelligent beings.
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Shield Mist |
Threads: 1 | Weaving Difficulty: 6/13 |
Range: Self | Duration: 3 + Rank rounds |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense |
This spell creates a shield of mist that hardens and moves to deflect
blows. While weaving the spell, the nethermancer moves his hands over his form
while wisps of mist pour from his fingertips. If the Spellcasting Test is
successful, the Effect step is used as for the Avoid Blow Talent. If the Effect
result is equal to or higher than the outcome of his opponents Attack
Test, the mist deflects the blow. The nethermancer is visible within Shield
Mist, and he can easily see out. Shield Mist does not hinder the
nethermancers actions.
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Deaths Head |
Threads: None | Weaving Difficulty: NA/9 |
Range: Self | Duration: 5 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: Targets Spell Defense |
This spell transforms the nethermancers head into a gore-spattered
skull. The nethermancer touches his face as he casts the spell. If the
Spellcasting Test is successful, the nethermancer may make an Effect Test to
inflict fear on any character he can see for each round of the spells
duration. If the result is equal to or higher than the characters Spell
Defense, the character must flee out of the nethermancers line of sight.
This fear is an additional action granted by the spell. The nethermancer may
take one of his regular actions in the same round. A nethermancer can cast only
one Deaths Head spell on himself at a time.
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Fog of Fear |
Threads: 2 | Weaving Difficulty: 8/18 |
Range: 60 yards | Duration: 6 + Rank rounds |
Effect: Willforce + 5 |
Casting Difficulty: 2 (see text) |
With this spell, the nethermancer conjures a spherical patch of fog 10
yards across. The fog is a luminous, wispy gray and slightly cold to the touch.
Once placed, the fog cannot be moved.
If the Spellcasting Test is successful, the nethermancer makes an Effect Test.
If the result of the test is equal to or higher than the Spell Defense of any
enemy character within the fog, that character must flee out of the
nethermancers line of sight. Under no circumstances will the characters
reenter the cloud.
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Grave Message |
Threads: 4 | Weaving Difficulty: 7/19 |
Range: 100 miles | Duration: Rank days |
Effect: Sends message to nethermancer |
Casting Difficulty: See text |
If the Spellcasting Test is successful, the Grave Message spell permits a
nethermancer to magically send a message to another nethermancer. The message
can be sent to a Bone Circle or a cemetery in which spirits are active. The
Difficulty Number of the Spellcasting Test is based on the distance the message
must travel.
Distance | Difficulty |
Less than 1 mile | 2 |
25 | 5 |
610 | 8 |
1125 | 11 |
2650 | 14 |
51100 | 17 |
The message must be sent to a specific location, and be addressed to either a
specific nethermancer or any nethermancer who happens by. The
message cannot exceed 50 words and is delivered by a quavering spirit voice.
The spirit speaks the message once, then the enchantment is broken.
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Pack Bags |
Threads: 1 | Weaving Difficulty: 7/11 |
Range: 5 yards | Duration: 1 round |
Effect: Willforce 1 |
Casting Difficulty: 2 |
The nethermancer must gather all the items to be packed, then open the chest,
satchel, or other container to be packed. If the Spellcasting Test is
successful, the air fills with swarming, multi-colored points of light, tiny
spirits come to pack the bags. Then the nethermancer rolls the Effect dice to
determine the Strength Value of the spirits. They cannot pack a total weight
greater than the Carrying Capacity of that value.
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Pain |
Threads: None | Weaving Difficulty: NA/11 |
Range: 10 yards | Duration: 3 + Rank rounds |
Effect: Step 4 damage, immobilization |
Casting Difficulty: Targets Spell Defense |
With this spell, the nethermancer casts pain on a single character. If the
Spellcasting Test is successful, the target character suffers Step 4 damage
every round of the spells duration, experiencing pain far worse than the
damage might suggest. The pain immobilizes the target until the spell expires
or until the victim makes a successful Willpower Test against a Difficulty
Number of 13 to dispel the pain. Mystic armor protects against damage from the
Pain spell.
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Spirit Double |
Threads: 1 | Weaving Difficulty: 11/19 |
Range: Touch | Duration: 10 + Rank rounds |
Effect: Creates spirit double of nethermancer |
Casting Difficulty: 10 |
With this spell, the nethermancer summons a spirit to act as his double. If he
rolls a 10 or better on the Spellcasting Test, the summoning is successful. The
spirit appears, assuming a shaggy material form that resembles the nethermancer
and that will last for the duration of the spell. The spirit possesses the same
Dexterity, Strength, and Toughness Atribute Values of the nethermancer. It has
no magical abilities and a Spell Defense of 10. The nethermancer can command
the spirit, and the spirit loyally obeys. The magician can only command through
voice commands, however, which means the spirit must be within the sound of his
voice to receive the command. Once created, the spirit can travel anywhere its
form allows.
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Animate Skeleton |
Threads: 2 | Weaving Difficulty: 7/18 |
Range: 100 yards | Duration: 8 + Rank minutes |
Effect: Animates skeletons |
Casting Difficulty: 5 |
The nethermancer must be in a graveyard or else have a supply of skeletons to
use this spell. He may animate a number of skeletons up to his rank in
Spellcasting per spell. The Difficulty Number is 5, the Spell Defense of the
skeletons. If the Spellcasting Test is successful, the skeletons are animated.
If the skeletons move beyond 100 yards of the nethermancer, they will crumble
into a heap of lifeless bones. The skeletons are usually armed with short
swords fashioned from spare bones by the magic of Animate Skeleton. If the
skeleton was originally buried with a better weapon, it uses that weapon.
Skeletons can use magic items, but they are weak users of magic.
Skeleton
DEX: 5 | STR: 5 | TOU: 4 |
PER: 5 | WIL: 7 | CHA: 5 |
Initiative: 4 | Physical Defense: 6 |
Number of Attacks: 1 | Spell Defense: 5 |
Attack: 6 | Social Defense: 11 |
Damage: 8 | Armor: 4 |
Number of Spells: NA | Mystic Armor: 4 |
Spellcasting: 4 | Knockdown: 5 |
Effect: NA | Recovery Tests: 1 |
|
Death Rating: 22 | Combat Movement: 30 |
Wound Threshold: 5 | Full Movement: 60 |
Unconsciousness Rating: NA |
Legend Points: 20
Equipment: Short Sword
Loot: Though it is usually nothing, the loot can vary. Twenty percent of the time, skeletons yield jewelry valued at 2D6x10 silver pieces.
|
Astral Flare |
Threads: 2 | Weaving Difficulty: 7/17 |
Range: 25 yards | Duration: 5 + Rank rounds |
Effect: Willforce + 6 |
Casting Difficulty: 2 |
With this spell, the nethermancer releases an intense flare of light into the
astral plane. If the Spellcasting Test is successful, the nethermancer rolls
the Effect dice. He compares that number to the Spell Defense of any creature
in range of the spell who is looking into the astral plane. If the number is
equal to or higher than the Spell Defense, the Astral Flare blinds the
creature.
In subsequent rounds, any creature trying to see into the astral plane while
the flare is in effect must make a Willpower Test against the result of the
nethermancers Effect dice roll. A successful test permits it to see into
the astral plane. Failure blinds the creature. This spell is also effective
against characters who look into astral space.
The astral blindness lasts for the duration of the spell or until the target
makes a successful Willpower Test.
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Evil Eye |
Threads: 2 | Weaving Difficulty: 7/17 |
Range: 25 yards | Duration: 10 + Rank rounds |
Effect: 5 steps to all tests |
Casting Difficulty: Targets Spell Defense |
This spell makes the nethermancers pupils shimmer with the appearance of
a flickering greenish flame. The nethermancer may target one character with the
evil eye. If the Spellcasting Test is successful, subtract 5 steps from
all tests made by that character. To dispel the evil eye, the target must roll
a 12 or higher on a Willpower Test. This Willpower Test is not subject to the
5 step penalty.
|
Fatal Food |
Threads: 3 | Weaving Difficulty: 9/17 |
Range: 10 yards | Duration: 10 + Rank minutes |
Effect: Willforce + 6 |
Casting Difficulty: Targets Spell Defense |
The nethermancer weaves 3 threads to some food. Each thread must be woven to a
different piece of food, ones that are not touching or mixed together. Fatal
Food cannot be cast on a bowl of soup, for example, because the ingredients are
mixed.
If the Spellcasting Test is successful, the meal becomes explosive, but the
explosion does not occur until the foods mix. There are three explosions; roll
the Effect dice for the damage for each. Mystic armor reduces the damage
taken.
|
Spirit Servant |
Threads: 3 | Weaving Difficulty: 8/20 |
Range: Touch | Duration: 3 + Rank days |
Effect: Summons spirit servant |
Casting Difficulty: 9 |
With this spell, the nethermancer conjures a spirit servant. First he draws a circle on the ground adn inscribes it with the name he has chosen for his servant. The circle must lay undisturbed for a full night before the spell can be cast. The Spellcasting Difficulty is 9, the Spell Defense of the Spirit Servant.
If the test is successful, the Spirit Servant loyally serves the nethermancer. These spirits usually serve as porters, scullery help, or even butlers, for they are not much good a combat. A spirit servant appears as an etheral humanoid of a gender and race of the nethermancer's choosing. The Spirit Servant can carry up to 60 pounds and lift up to 115 pounds. The spirits are often quiet, though intelligent and capable of speech. Many nethermancers become attached to one Spirit Servant, summoning the same one time and again.
Spirit Servant
DEX: 4 | STR: 4 | TOU: 4 |
PER: 7 | WIL: 7 | CHA: 5 |
Initiative: 6 | Physical Defense: 9 |
Number of Attacks: 1 | Spell Defense: 9 |
Attack: 4 | Social Defense: 9 |
Damage: 4 | Armor: 0 |
Number of Spells: NA | Mystic Armor: 4 |
Spellcasting: NA | Knockdown: NA |
Effect: NA | Recovery Tests: 1 |
|
Death Rating: 20 | Combat Movement: 50 |
Wound Threshold: 5 | Full Movement: 100 |
Unconsciousness Rating: NA |
Legend Points: 15
Equipment: NA
Loot: NA
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Viewpoint |
Threads: 1 | Weaving Difficulty: 9/17 |
Range: Touch | Duration: 6 + Rank minutes |
Effect: Willpower + 9 |
Casting Difficulty: 2 |
The Viewpoint spell creates a one-way window through a wall or other barrier.
The window can be as small as the nethermancer wishes or as large as 3 by 3
feet. The material of the barrier is unaffected, so a stone wall is still as
tough as stone.
There is a chance of someone noticing the Viewpoint spell from the other side
of the wall. If the Spellcasting Test is successful, the nethermancer rolls the
Effect dice. The result is the Difficulty Number for someone being able to spot
the Viewpoint using a Perception Test.
|
Visions of Death |
Threads: 1 | Weaving Difficulty: 9/17 |
Range: 100 yards | Duration: 6 + Rank rounds |
Effect: Immobilizes character in horror and fear |
Casting Difficulty: Targets Spell Defense |
The nethermancer calls upon the spirit world to present a very personal horror
show to the target character. If the Spellcasting Test is successful, the
target character, and only the target character, sees a detailed vision of his
own death. Though the character knows he is not dying while watching the
vision, the fear and horror have a mesmerizing effect. The character can do
nothing but see the vision unless he can dispel the spell by rolling a 12 or
more on a Willpower Test.
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