The Spells of
~Radomancy~
The Level indicated is the minimum level that the spell may be cast at.
Skilled magic-users raise the spell level to the current level of the Magic
Attribute.
C.t.C.: Cost to Cast. Energy points required to perform the
spell.
Bio-Hazard
(Level 3) C.t.C: 4/level.
This spell releases a toxic cloud into the air that damages all
living organisms that it encompasses. The cloud spreads out in a 5 metre
per level radius from the caster. Any living thing caught inside must make
a Body stat roll (with a penalty equal to the level of the spell) for every
round spent within the cloud. This includes any rounds spent attacking
the caster with hand to hand or melee weapons. If the roll fails the character
loses 2D6(xLevel of Spell) Body Points and 1 Body Stat point. Each lost
Body Stat point can be regained with one complete day's rest. The Body
Points are restored as normal.
The cloud dissipates after 1D6(+Level of Spell) rounds, but this
can be hastened by environmental factors such as strong winds or rain.
Gamma Ray
(Level 2).
C.t.C: 4+3/Level
A short, neon green ray that does 10 points (+5 per level) points
of damage. Once hit the target must make a Body roll with a penalty equal
to the level of the spell. If the roll fails the character becomes ill,
losing the equivalent of 1 Body Point stat per day until they are cured,
(a full days rest for every Body Stat lost) at which time the lost points
are regained.
Geiger Count
(Level 2)
C.t.C: 4+2/Level
This spell heightens the caster's senses, allowing them one extra
attack/action for each level of the spell. The spell lasts 1 round
per level.
Half-life.
(Level 1)
C.t.C: 50+20/level.
Vital to the continued existence of the Radomancer, this spell
involves the outright theft of a person's physical shell. As their power
continually eats away at their insides, the Radomancers need healthy bodies
to inhabit. They do so by kidnapping travellers and peasants and subjecting
them to this spell that transfers the life force of one body into another.
Both the victim and the radomancer are strapped down, with their
arms bound together. Then the radomancer begins the spell, focussing their
life force into a spear point that drives straight into the brain of the
victim.
The spell then becomes a struggle for dominance. The radomancer
and the victim must make three opposed Mind rolls. In order for the Radomacer
to take over the victim's body, they must win two of those rolls.
To start, the victim makes a Mind roll and their margin of success
or failure is applied to the Radomancer's roll, who recieves an additional
bonus equal to the level of the spell. As always, a roll of two is an automatic
success and a roll of twelve is an automatic failure.
Ie. The victim, with a Mind stat of 5 rolls 2d6 and comes up with a
7, resulting in a margin of failure of 2. The radomacer, with a Mind stat
of 8 then rolls, recieving a bonus of -2 for the victim's failure, and
an additional bonus of -3 for the level at which they cast the spell. He
rolls a 10, that with the minuses results in a 5. The radomancer wins the
first round.
The second roll, the victim rolls a 3, giving the radomancer
a penalty of +3 on his roll, but still retains the bonus of -3 for the
spell. The radomancer then rolls, getting a 9. The victim wins.
If the radomancer succeeds, then their mind takes over the new
body and the victim's mind is driven out, usually into the discarded and
decayed body of the radomancer where it soon dies. But occasionally the
mind does not become incased into a new vessel, becoming a wandering spirit.
(On a roll of 2 on 2d6).
Hiroshima.
(Level 5)
C.t.C: 500
Performed in a complex ritual that lasts over a period of
nearly twelve hours, a group of high level Radomancers (enough to pool
the needed Energy points) slowly summon enough energy to devastate entire
cities. Once released, the glowing pillar of energy streaks across the
atmosphere towards its target. When it hits there is a blinding flash of
light followed by a towering mushroom cloud that erupts into the air and
a rushing shockwave of super-heated air that simply flattens everything
in its path.
In game mechanics, everything within a five mile radius takes
2D6x100 points of damage. In addition, every living creature loses an additional
1D6 Body Stat points. If they are still alive, they still face the problems
of tainted food and water and additional fallout. If they remain in the
area they must make a daily Body Stat roll. Failing this roll causes the
loss of another Body Stat Point.
They can only begin to regain lost Body Stat points by leaving
the area, finding healthy food and water or receiving adequate medical
attention.
Rad Wall
(Level 2)
C.t.C: 3/ level
A protective sphere of glowing green energy that can withstand
5 points of damage per level (ie, a 5th level spell can protect against
20 points of damage) before collapsing. It can also stop gasses and water.
Will protect two people, or five square feet per level.
X-Ray Vision.
(Level 1)
C.t.C: 3 points per level.
This spell gives the caster the level equivalent of the "Heightened
Senses" attribute. It also allows them to be able to see through thin materials
such as clothing, wood and skin.
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