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.
holwinkle@oocities.com