In this scenario we introduce two new spells, both variations of existing spells.
Range= | Immediate (10') | Cost= | 2d4 MP / Zombie raised. |
1d4 MP / failure. | |||
Duration= | 1hr / Zombie to cast. | Success= | Pow x3 % / Zombie. |
Zombies survive POW in days. | Up to max of POW attempts. |
Call Flesh of Hastur, TAB(call), raises the corpses of dead worshippers of Hastur as Zombies. The Zombies have stats as when they were alive, modified as follows; STR, CON, SIZ at 150%. DEX at 50%. INT and POW at 0 (under casters control).
Range= | 500 feet / Casters POW | ||
Cost= | 2d4 MP + d4 SAN to cast | Duration= | d6 minutes to cast |
1d2 SAN to witness | d6 hours of effect | ||
Success= | Automatic success if target constellation is at its zenith | ||
Automatic failure if not |
Control Weather, TAB(weather), is a variation of the Alter Weather spell. It is cast on a particular star constellation anytime between dust and dawn. Thick clouds & mist descend suddenly in the area effected. At the focal point of casting the spell creates a vortex in the chilling wind & fog `- clearing a patch of sky above to expose the constellation.
The freezing heavy mist is unearthly and disorientates all who do not make successful navigation rolls. Confused individuals remain lost in the mist for a number of turns up to a maximum of the casters POW.
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