THE JOURNALS OF ANDON `ELFWINE` MERCHANTSON.
ARCH ENSORCELOR AND ENCHANTER.
KULTHEA `SHADOW WORLD` Entry 1: 1st day of YESTARIE;
                                6,052 THIRD ERA.
Time: 1 QUINTAR (Midnight).

      Ah!  It all comes back to me now. My mind is still fuzzy
regarding yesterday`s events. The toxin at the time took  it`s
toll.  I remember very little. My friend Adamson, well  renown
Healer  and Earth Mage, attends to my well being. The  poison,
thank  God,  is now gone. It is good to be able  to  think  of
something  else  beside sleep. The gaping pincer  hole  in  my
chest  is  also  gone. However, the clean slit in  my  leather
armour reminds me of it. The poison! Did I backfire on a sleep
spell?  They  fell on us from the trees. I saw the monsterious
spider  lunge  and  felt it`s bite. I woke  to  see  Adamson`s
smiling face." Heaven?" "Not yet old friend, just lie still."

      BLACK  WIDOW SPIDER [LARGE].- under"Lizards, Snakes  and
Insects".
     This spider is about 2 feet in length and so has a higher
PS,  TMR, EN and FT than a normal Black Widow. The PS  of  the
larger spider is 8-10 and the TMR is 5. The EN IS 6 and the FT
is  17.  The chance to poison is still 1D10 - Armour  but  the
poison is stronger and will cause the victim to sleep for  one
hour, 1D pulses after being hit. The skill with attack is  60%
and  they usually attack until killed. The poison is  good  to
use if it can be removed and stored safely. If used the poison
must be injected into the blood stream.

I  shudder as I remember this later encounter. One of the Dark
Ones   themselves.  Father  Carlmund,  our  Priest  felt  it`s
unearthly presence. The blood-coloured eyes and the evil  grin
on  the  filthy buzzard`s face displayed his murderous intent.
Then  came his army. Skeletons!?, piece of cake. Something  is
wrong. Fire and Brimstone spells exploding everywhere!!!  Oily
black  smoke billowing in all directions. My eyes! I  can  see
but  naught!  How many Necromancers can there  be?  Wait.  The
Skeletons  are casting? In the name of God, how can  this  be!
Skeletons do not cast magic! I will speak more of this  battle
with Malthus in my next entry. A scroll in a spellbook gave me
some answers.

The College of Necromantic Conjurations.
Spell of Animating Lesser Bane Guards (S-15).
Range: 30 feet + 15 additional/Rank.
Duration: 3 hours + 30 additional minutes/Rank.
Experience Multiple: 400.
Base Chance: 15%
Resist: Cannot be resisted.
Effects:These are identical to "Spell of Animation of the Dead
(S7)"   The  animation of 3 (+1 per Rank) human-sized  corpses
within  range still applies, as does the Skeleton  and  Zombie
entries, with the following exceptions. They can move  faster,
use  a  weapon and cast two spells. The weapon in question  is
only  one the Adept knows and must be used at Rank 0.  Zombies
can  only use this weapon or their hands. Skeletons have  this
weapon  as  an  option.  Usual size, PS.  &  MD.  requirements
remain.  The  two  spells  are always  cast  at  Rank  0  from
Necromantic Conjurations.

G3. Spell of Obscurement.
Range: 15 Feet.
Duration: 10 Minutes.
Base Chance: 30% (plus any Necromantic Conjuration Modifiers).
Resist: Can only be Passively resisted.
Effects: 5 Foot Cube of oily black smoke. Vision reduced to  5
Feet  unless  Resisted. All Bane Guards unaffected.  Other  as
listed.

G4. Fire and Brimstone Spell.
Range: 15 Feet.
Duration: Immediate (during Pulse).
Base Chance: 20% (plus any Necromantic Conjuration Modifiers).
Resist: Can be Actively and Passively resisted.
Effects: Damage D-4. Infection +20. Other as listed.
The  Stats of the Lesser Bane Guard are the same as listed for
Skeletons  or  Zombies, except for the  following  -  Movement
Rates: Running: 350. TMR: 8.

I  hear  my MORGANA calling me. It is time to reflect on  more
pleasant things.
                              ANDON `ELFWINE` MERCHANTSON.

DJA
holwinkle@oocities.com