[Temple of Terror]

Copyright © 1999 by Robert J. Hall

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As a rule, what is out of sight disturbs men's minds more seriously than what they see. -Julius Caesar

Priests and followers of this evil religion are horribly fascinated by every aspect of fear. Perhaps they worship this twisted god because terror is all they have known in their lives, or they see fear as a political tool to control the will of others. They may even worship the god for reasons no sane mind could fathom. Whatever the reason, all followers of the dread god are not quite in their right minds, and continued practice of this taboo religion can be expected to consume the sanity of all who hear this dark calling.

Members of this cult wear a distinctive tattoo upon their forearm, a dark brand that is applied during their initiation ceremony. This tattoo takes the form of a scorpion silhouette caught in a large spider web. Followers are careful to keep this tattoo covered during the daylight hours, as the dread god is much feared by the common people. Priests can also be distinguished by their sharpened black talons and enlarged incisors. These distinctive features can cause a strong reaction in lands where this religion is prevalent, but they are relatively easy to disguise.

During temple rituals, all priests of the terror god wear blood-red robes with black trim and a bronze or wooden mask depicting a nightmare spirit. Lesser priests are known as Dreads, while the grand cabal and head priest are given the honorific of Horror and Ultimate Horror respectively.

Continual use of the powers of this cult will gradually but inexorably drive a follower insane. The powers of terror require an already unstable mind to wield, and each use of a particular spell may lead to a burnout. Such a burnout victim requires a lengthy exposure to fearful experiences, usually at a cult temple, before the power can be used again.

The effectiveness of many of these spells is modified depending on the location of the target. If the ground is familiar and comfortable to a victim, then the effectiveness of the spell is much reduced. Likewise, if the target is on unknown and threatening ground, then the effectiveness of a spell is greatly enhanced. Familiar ground is considered a place where a person has spent at least one month of their life without fear.

Typical Disadvantages: Requires (Magic) Skill Roll which must be EGO-based (-1/2), Gestures throughout (-1/2), Incantations (-1/4), Burnout 12- (-1/2), IIF Cult Tattoo (-1/4), (Penalty on Familiar Ground; Bonus on Unknown Ground) (0), Side Effects (6d6 Minor Transform - Caster goes insane) (-1).

The type of insanity induced by misuse of these spells is determined from the following table. Each disorder is at least a 15 point disadvantage. Existing disorders will be increased in 5 point increments. Thus, an existing 15 point phobia will become a 20 point phobia, either by becoming stronger or more common.

3d6Type of Mental Disorder

2 Dementia - The victim suffers from loss of mental abilities, including loss of memory and a reduction in intellectual and physical abilities.
3 Panic Disorder - at unpredictable intervals, the victim will suffer an intense feeling of terror for no apparent reason. The symptoms of this disorder are similar to a heart attack.
4 Eating Disorder - the victim becomes extremely preoccupied with food and eating, and develops an irrational fear of being fat. He either starves himself in an attempt to reduce his weight, or engages in a cycle of feasting and vomiting.
5-6 Addiction - a powerful need is developed for a particular type of behavior or substance. Typical hazardous addictions include alcohol, narcotics, gambling, and tobacco. The victim is unable to cope with the loss of his addiction and will behave irrationally until the urge is satisfied.
7-9 Phobia - the victim suffers extreme fear or dread from a particular object or situation. Many types of phobia exist, including irrational fear of darkness, heights, enclosed areas, open spaces, the unknown, water, crowds, insects, technology, dirt, and so on.
10-11 Depression - the victim will have a low energy level and feel very unmotivated. He will feel very sad and suffer from suicidal tendencies. Sleeping and eating disorders can also follow.
12 Obsessive - Compulsive Disorder - victims will attempt to deal with any feelings of anxiety by repetitive behavior, such as using the same word or phrases over and over, or engaging in ritualistic behavior.
13-14 Bipolar Disorder - characterized by extreme mood swings between elation and extreme sadness. These are accompanied by changes in activity and energy levels. Much like depression, this disorder can be accompanied by sleeping and eating problems.
15-16 Schizophrenia - chemical imbalances in the brain create a variety of symptoms, including delusions and hallucinations, social withdrawal, irregular speech, and irrational thinking.
17-18 Other - Less common disorders include partial or total amnesia, loss of a functioning sense, kleptomania, comatose, and so on.

Note that many of these disorders can be treated by counseling, magical spells, or herbal remedies. Whatever the case, the character must still pay the appropriate character point and financial costs for the treatment or removal of the disorder.


Basic Spells

Cloak of Insects

A spell commonly used to test the nerve of initiates, this power will summon a horde of hard-shelled insects which emerge from the clothing and cover the target in a living coat. The insects will protect the body of the subject, but use of this spell is definitely not for the squeamish. Each time the subject is struck for damage, some of the insects are crushed and the cloak is weakened. After suffering repeated blows, the insects will drop off and flee for cover.

Power: 3 PD / 3 ED Armor
Modifiers: Useable by Another At Range (+1/4), Ranged (+1/2), Difficult to Dispel (+1/4); Ablative (-1), Costs END to cast (-1/4), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 15 points in spells from Temple of Terror (-1/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1). Active Cost = 18 points.
END Cost: (2); Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Corrupt Arcane

This spell will allow the dread priest to corrupt a magical location or object, turning the magic in upon itself and dispelling the effect. This spell is far more effective when used against powers that are mind-effecting, but less useful against power-based magic, such as Drain or Power Defense.

Power: 8d6 Dispel Magic
Modifiers: Any Spell (+1/4); Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (wiping motions) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 15 points in spells from Temple of Terror (-1/4), Burnout 12- (-1/2), (-2d6 versus Power Magic; +2d6 versus Mental Magic) (+0). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 9.

Invisible Slasher

Horrific claws appear out of empty air, slashing and rending the victim. The target is unable to see this mysterious attacker, contributing greatly to his terror. When used on ground that the victim finds frightful, the claws are especially deadly.

Power: 1d6+1 RKA
Modifiers: Invisible Power Effects (Sight) (+1/2), Indirect (Any distance and direction) (+3/4); Reduce Penetration (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (clawing motions) (-1/2), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1 OCV on Familiar Ground; +1 OCV on Unknown and Threatening Ground) (+0). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

College Spells

Abomination

By summoning demonic visions from deep within the subconscious, the dread Priest can transform himself into a nightmare creature. This visage will be terrifying for all to behold, and weak-willed beings will flee in fear. This spell is even more effective on ground that is unfamiliar and threatening to an observer.

Power: 4d6 Aid to PRE
Modifiers: Only while in nightmare form (-1/2). Active Cost = 20 points.
Power: Shape Shift - Any nightmarish form
Modifiers: Linked to Aid (-1/2). Active Cost = 20 points.
Combined: Costs END to use (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (threatening motions) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-5 PRE on Familiar Ground; +5 PRE on Unknown and Threatening Ground) (+0).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.

Acrophobia (Fear of Heights)

Summoning powers from the dark, inner fears of his target, the priest projects his victim to a perilous perch high above the ground. The victim will need to summon all his courage and balancing skills to remain safely on the narrow rest. When cast upon ground that is frightening to the victim, the height will be even greater and more perilous.

Power: 10" Teleport
Modifiers: Useable Against Another (+1), Ranged (+1/2), Based on Ego Combat Value (+1); Only to a surface above current level (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (threatening motions) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-2" Distance on Familiar Ground; +2" Distance on Unknown and Threatening Ground) (+0). Active Cost = 70 points.
END Cost: 1 per 5"; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 15.

Arachnid Mount

By providing a suitable sacrifice, usually in the form of a rabbit or other furry mammal, the dread priest can induce a Giant Spider to serve as his mount for a time. The priest must always be on his guard, however, as the spider will eventually succumb to his base instincts and take the caster for his next meal.

Power: 6d6 Mind Control
Modifiers: Only versus Arachnids with Growth (-3/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures (hypnotic arm motions) (-1/4), Incantations (-1/4), OAF - Live Mammal, Sacrificed, Cult Tattoo (-1), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1). Active Cost = 30 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 5.

Blood Scent

This insidious spell permeates the target with the scent of fresh blood. Any predators that catch the scent of this blood will be immediately drawn to the victim, and attempt to take the seemingly vulnerable prey by any means. Even small predators, like rats or dogs, will want to take bite out of the victim. No amount of bathing or cleaning will remove the scent, although it can be temporarily masked by a stronger smell. The odor will be more enticing on ground that is unfamiliar and threatening to the victim.

Power: Images to Scent, -2 PER
Modifiers: 0 END Persistent (+1); Only to create scent of fresh blood on target (-1/2), Costs END to cast (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures (gouging motions) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (+2 PER on Familiar Ground; -2 PER on Unknown and Threatening Ground) (+0). Active Cost = 32 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.

Claustrophobia (Fear of Closed Spaces)

Summoning powers from the dark, inner fears of his target, the priest is able to brick his victim into a small, cramped box that is completely sealed off from the outside world. The target will experience an intensely claustrophobic environment that can terrify the bravest hero. The box is even more cramped and suffocating when this spell is cast on ground that is terrifying to the victim.

Power: 3d6 Entangle, Blocks Sight Group
Modifiers: Reflects Internal Attacks (+1/2), Based on Ego Combat Value (+1); Not in open space (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (threatening motions) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Entangle on Familiar Ground; +1d6 Entangle on Unknown and Threatening Ground) (+0). Active Cost = 75 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 15.

Clinging Spider

The hands and legs of the dread priest gain hairy pads that allow him to cling with ease to walls or the ceiling. This spell is more effective on old, dusty walls that are covered in cobwebs, and less effective on new, clean surfaces. (A new surface is less than twenty years old, while an old surface is over a century in age.) The priest must maintain contact with the surface using at least three unshod limbs at any one time.

Power: +6 STR Clinging
Modifiers: Visible Effects (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (must cling to wall with any three bare limbs) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 15 points in spells from Temple of Terror (-1/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (+3 STR on old, dusty surfaces with cobwebs; -3 STR on new, clean surfaces) (+0). Active Cost = 12 points.
END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.
Real Cost: 3.

Creepy Crawler

This spell will summon a limited number of common natural creatures known to cause excessive fear among some individuals. These include spiders, snakes, scorpions, bats, and rats. The summoned creatures are free to act of their own accord, however, and may choose to attack or flee the scene.

Power: Summon Creature or Swarm (55 points)
Modifiers: Any Excessively Feared Species (+1/4); Gestures throughout (summoning motion with hand) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Cumulative Minor Transform: Caster goes insane) (-1). Active Cost = 51 points.
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 13.

Dire Fangs

The jaws of the priest become distended and take on the form of a dire beast, drooling and filled with predatory fangs. The priest can inflict a nasty wound with the bite, and the saliva will inhibit the wound from closing properly. When cast upon ground that is mysterious and terrifying to the victim, the bite is even more effective.

Power: 1d6+1 HKA - Bite
Modifiers: Reduced Penetration (-1/4). Active Cost = 20 points.
Power: 1d6 STUN Drain
Modifiers: Recover 1 per Minute (+1/2); Only if bite causes BODY (-1/4), Gradual Effect (1 Minute) (-1/2), Linked to HKA (-1/2), No Range (-1/2). Active Cost = 15 points.
Combined: Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (threatening snarls with fangs) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1 STUN Multiplier on Familiar Ground; +1 STUN Multiplier on Unknown and Threatening Ground) (+0).
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 6.

Dread Tattoo

The first ritual taught to an acolyte, this spell allows the caster to place a dread tattoo upon the flesh of the target. This application causes a slight burning sensation that will last for several days. The tattoo will be more deeply embedded when applied on ground which is unknown and terrifying to the subject. Hence, initiation rites are usually held at a secret site of unholy terror.

Power: 3d6 Cosmetic Transform - Tattoo
Modifiers: Cumulative (+1/2); No Range (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 15 points in spells from Temple of Terror (-1/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Transform on Familiar Ground; +1d6 Transform on Unknown and Threatening Ground) (+0), Extra Time - Five Minutes (-2). Active Cost = 22 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 3.

Grip of Terror

By summoning dark fears from the mind of the victim, the target can be held paralyzed with fear. These fearful thoughts prey upon the intellect of the victim, and he becomes very distraught and unable to think clearly. The fears are especially pronounced when this spell is cast on grounds that are unknown and threatening to the victim. However, these dark thoughts are relatively easy to throw off with determined help from an outside agent.

Power: 2d6 Entangle
Modifiers: Invisible Power Effects (All) (+3/4), Entangle takes no damage from attack (+1/2); Entangle with No Defense (-1-1/2), Costs END to maintain (-1/4). Active Cost = 45 points.
Power: 3d6 Suppress INT
Modifiers: Linked to Entangle (-1/2), Apply any Mental Defenses (-1/2). Active Cost = 15 points.
Combined: Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (point at target with talon) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Entangle, -1d6 Suppress on Familiar Ground; +1d6 Entangle, +1d6 Suppress on Unknown and Threatening Ground) (+0).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Hydrophobia (Fear of Drowning)

Summoning powers from the dark, inner fears of his target, the priest is able to form a large body of water is formed into a whirling, tumultuous cylinder. The victim is drawn into the center of the water mass and held there with powerful currents. In order to avoid drowning, the target must be an especially strong swimmer or capable of breathing underwater. The currents in the water will be even more powerful when the victim is on unknown and frightening grounds.

Power: 2d6 Energy Blast
Modifiers: NND (No need to breathe, Underwater breathing) (+1), Continuous (+1). Active Cost = 47 points.
Power: 1d6 Entangle
Modifiers: Linked to Energy Blast (-1/2), Can escape with 6" Swimming (-1/2). Active Cost = 27 points.
Combined: Area Effect (Hex) (+1/2), 1/2 END (+1/4), Based on Ego Combat Value (+1); Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (swirling motions) (-1/2), OAF Large, Immobile Body of Water, Cult Tattoo (-2), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 EB on Familiar Ground; +1d6 EB on Unknown and Threatening Ground) (+0).
END Cost: 4; Magic Roll: -8; Casting Time: 1/2 phase.
Real Cost: 11.

Noise in the Shadows

The night time holds all manner of terrors for civilized beings. The dread priest can play upon these fears by creating disturbing noises within the shadows. These creepy noises can be scurrying paws, rattling chains, creaking hinges, shifting boxes, and so on. Most beings will react with caution to these unexpected sounds, either moving to investigate or retreating from the area. The resulting distraction leaves an opening for the priest to spread further fear.

Power: Images to Sound
Modifiers: Indirect (Any distance and direction) (+3/4); Only to target shadows or darkness (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (finger motions toward target) (-1/2), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (+2 PER on Familiar Ground; -2 PER on Unknown and Threatening Ground) (+0). Active Cost = 17 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Peel Flesh

This spell allows the dread priest to peel the face and scalp from a fresh corpse, then tightly adhere the mask to his own head. The resulting disguise will have minor imperfections that might make it possible to see through the illusion, but only after a close examination by a person familiar with the victim. The disguise will be even more effective if seen on ground that is both unknown and threatening to an observer. Once this spell has been used, the corpse will be ruined and a new dead body will be needed for another disguise.

Power: Shape Shift, Any face and hair matching caster's proportions
Modifiers: 1/2 END (+1/4). Active Cost = 25 points.
Power: Disguise 15-
Modifiers: Linked to Shape Shift (-1), Costs 1/2 END (-1/4). Active Cost = 15 points.
Combined: Only to assume the face and hair of the dead body (-1), Gestures (-1/4), Incantations (-1/4), OAF Fresh Corpse, Expendable, Cult Tattoo (-1-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1 Disguise Skill on Familiar Ground; +1 Disguise Skill on Unknown and Threatening Ground) (+0), Extra Time - Full Turn (-1).
END Cost: 2; Magic Roll: -4; Casting Time: 1 turn.
Real Cost: 6.

Phobia

Sometimes the dread priest will be forced to release a victim from his state of torment. In this case, he will want to continue the suffering long after the subject has gained his freedom. This ritual will plant a powerful fear deep within the psyche of the victim, causing a state of intense dread whenever a specific set of circumstances occur. The particular phobia is usually selected according to the taste of the priest and the personality of the victim. Thus, he may choose to give a warrior an intense fear of blood, while a bard may be cursed with stage fright. This phobia is more likely to take hold when the victim is on ground that is both unknown and frightening.

Power: 6d6 Minor Transform - Strong Psychological Limitation
Modifier: Any Phobia (+1/4); Reduced by Range (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures Throughout (pull at hair) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Minor Transform on Familiar Ground; +1d6 Minor Transform on Unknown and Threatening Ground) (+0), Extra Time - Full Minute (-1-1/2). Active Cost = 75 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 12.

Roar of the Beast

Opening his mouth to expose his lengthy incisors, the dread priest erupts in a horrifying roar that can intimidate even the most stalwart foe. The roar is even more effective when used on ground that is unknown and frightening to the opponents.

Power: Images to Sound
Modifiers: Only to produce beastly roar (-1), No Range (-1/2). Active Cost = 10 points.
Power: +10 to PRE attack
Modifiers: Costs END (-1/2), Linked to Images (-1/2). Active Cost = 10 points.
Combined: Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures Throughout (expose incisors) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 15 points in spells from Temple of Terror (-1/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-5 PRE, +2 PER on Familiar Ground; +5 PRE, -2 PER on Unknown and Threatening Ground) (+0).
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 4.

Scorpion's Tail

This retaliatory spell is normally used in close combat, when the dread priest is grappling with a foe. Upon speaking a dire word of menace, a jointed tail emerges from the lower back of the Priest, ready to strike his foe with a poisonous stinger. However, only a limited number of doses of this toxin can be inflicted each day, and it requires several turns to take full effect. This poison is more effective when the victim is on unknown and terrifying ground.

Power: 2d6 BODY Drain - Toxin
Modifiers: Continuous (+1), Uncontrolled (+1/2), Recover 1 per Hour (+1); Only if tail does BODY (-1/2), Gradual Effect (Every Turn) (-1/2), 4 Charges (-1). Active Cost = 70 points.
Power: Extra Limbs - Tail
Modifiers: Linked to Drain (-1/2). Active Cost = 5 points.
Power: 1/2d6 HKA - Stinger
Modifiers: Linked to Drain (-1/2), No Knockback (-1/4). Active Cost = 15 points.
Combined: Requires (Magic) Skill Roll which must be PRE-based (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 35 points in spells from Temple of Terror (-3/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Drain on Familiar Ground; +1d6 Drain on Unknown and Threatening Ground) (+0).
END Cost: 1; Magic Roll: -9; Casting Time: 1/2 phase.
Real Cost: 15.

Scotophobia (Fear of Darkness)

Drawing from a deep-seated fear of the night, the priest creates an area of gloom that gradually dims into a core of utter darkness. Only the courageous will press forward to find what terrors lie in the heart of this darkness. When cast upon ground that is frightening to the victim, the darkness will be even more impenetrable.

Power: Images to Sight, -4 PER
Modifiers: 2" Radius (+1/4); Only to create an area of gloom (- 1/2), (-2 PER on Familiar Ground; +2 PER on Unknown and Threatening Ground) (+0). Active Cost = 33 points.
Power: Darkness to Sight, 1" Radius
Modifiers: Linked to Images (-1/2). Active Cost = 25 points.
Combined: Personal Immunity (+1/4); Requires (Magic) Skill Roll which must be PRE-based (-1/2), 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (- 1).
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 phase.
Real Cost: 12.

Sense Fear

This spell gives the dread priest the ability to sense fear in another being, much like a predatory animal. When the wind is in the right direction, the priest can not only sense the level of fear, but possibly even identify the source. This distinctive odor can be used to locate and track a victim for a session of horror. The fear sense will function much better when the victim is on unknown and threatening ground.

Power: +2 PER Smell Fear, Discriminatory, Tracking
Modifiers: Costs END to use (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (twitching motions with nose) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 15 points in spells from Temple of Terror (-1/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-2 PER on Familiar Ground; +2 PER on Unknown and Threatening Ground) (+0). Active Cost = 24 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Shocking Memories

Upon striking the target with a sickly green beam of light, deeply buried childhood fears will be drawn out from the victim's subconscious. The irradiated target will gradually but inexorably succumb to a coma so profound that he can not be roused for several days. Even if healed, the victim will appear lacking in vital spirit, at least until his mind has managed to heal itself. These fears will be even more traumatic if this spell is cast upon ground that is unfamiliar and threatening to the target. This power will have no effect on the minds of the undead, or those with no Ego.

Power: 2d6 Ego Attack
Modifiers: Visible (-1/4), Requires DEX-based attack with range penalties (-1). Active Cost = 40 points.
Power: 1d6 REC Drain
Modifiers: Recover 1 per day (+1+1/2); Linked to Ego Attack (-1/2). Active Cost = 35 points.
Combined: Continuous (+1); Not versus Undead, or 0 or lower EGO (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (glare at target) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Ego Attack on Familiar Ground; -1d6 Ego Attack on Unknown and Threatening Ground) (+0).
END Cost: 7; Magic Roll: -7; Casting Time: 1/2 phase.
Real Cost: 13.

Silent Stalker

This spell will allow the dread priest to stalk his next victim from the shadows. His limbs gain the subtle spring of a predator, while his tread becomes unnaturally quiet. Any bodily odors he may emit are carefully masked to prevent his presence from being detected by watch dogs or other guardians. His sneak skills are further improved when used against an opponent that is on unknown and threatening ground.

Power: Invisibility to Scent Group w/ Fringe
Modifiers: 1/2 END (+1/4). Active Cost = 37 points.
Power: +7 w/ Breakfall, Shadowing, and Stealth skills
Modifiers: Linked to Invisibility (-1/2). Active Cost = 21 points.
Combined: Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures (-1/4), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1 Skills on Familiar Ground; +1 Skills on Unknown and Threatening Ground) (+0).
END Cost: 2; Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 13.

Spider Swarm

A dark blob streaks from the hand of the dread priest, striking the target in the chest. The blob unravels into a swarm of tiny spiders that crawl all over the victim, penetrating every opening in the armor. Each spider has a small, but painful bite that keeps the victim in steady misery. The target can reduce the number of bites by spending all his time by removing all garments, then brushing off the spiders. Eventually the arachnids will escape by dropping on their silken threads and crawling away across the floor.

Power: 2d6 STUN Drain
Modifiers: Recover 1 per hour (+1); Gradual Effect (1 Minute) (-1/2), Reduced by 1 point of pending drain per phase spent removing garments and brushing off spiders (-1/2), Not versus sealed outfit (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures (-1/4), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 STUN on Familiar Ground; +1d6 STUN on Unknown and Threatening Ground) (+0). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 8.

Spooky Aura

To increase the horrifying effect of his presence, the dread priest can cast this spell upon his favorite haunt. The area effected by this spell grows gloomy and cool, and a faint mist floats through the air. The place appears old and deserted, and there is an almost palpable aura of evil that causes the flesh to tingle in fear. This spell is especially effective when used in an area that is already threatening to any new visitors.

Power: Images to Sight and Touch, -4 PER
Modifiers: 8" Radius (+3/4), 1/2 END (+1/4); Only to make place appear spooky (-1/4), Requires (Magic) Skill Roll which must be PRE- based (-1/2), 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (+2 PER on Familiar Ground; -2 PER on Unknown and Threatening Ground) (+0), Extra Time - Full Turn (-1). Active Cost = 9 points.
END Cost: 3; Magic Roll: -5; Casting Time: 1 Turn.
Real Cost: 5.

Talons of Torment

The face of the dread priest grows dark and his eyes begin to glow with an evil light as he unleashes burning talons to wrack his victim. As the cultist makes clawing motions with his hand, the target of this spell will stagger in pain and eventually lose consciousness under the continuing assault. Using this power on ground familiar to the victim will decrease the level of STUN damage by one point per phase.

Power: 1d6 EGO Attack
Modifiers: Continuous (+1); Visible Effects (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 15 points in spells from Temple of Terror (-1/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1 STUN on Familiar Ground; +1 STUN on Unknown and Threatening Ground) (+0). Active Cost = 20 points.
END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase.
Real Cost: 5.

Throw Web

This spell will allow the dread priest to hurl a sticky web of strands from the much feared giant arachnid, entangling the target in a tight ball that is difficult to escape. The threads of the web are tough, and they will protect the victim from attacks while he is being held. However, those seeking to physically free the target must also be careful not to become entangled in these sticky strands. The web is much stronger and thicker when this spell cast upon ground that is unfamiliar and threatening to the victim. The Throw Web spell takes longer than normal to cast, but does not require any effort to maintain.

Power: 2d6 Entangle
Modifiers: Sticky (+1/2); Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures (-1/4), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Entangle on Familiar Ground; +1d6 Entangle on Unknown and Threatening Ground) (+0), Does not work in water (-1/4). Active Cost = 30 points.
END Cost: (3); Magic Roll: -3; Casting Time: 1/2 phase.
Real Cost: 7.

Unending Horror

A diabolical spell to cast on an otherwise heroic individual, this spell can induce an intense fear that will cause the victim to flee in terror. This panic will be especially pronounced when the target is on unknown and threatening ground.

Power: 9d6 Mind Control
Modifiers: Only to cause a panicked flight (-1/2), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures throughout (threatening motions) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-3d6 Mind Control on Familiar Ground; +3d6 Mind Control on Unknown and Threatening Ground) (+0). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 phase.
Real Cost: 10.

Viper Strike

By cupping his hand in the shape of a snake head, then raking his foe with his blackened talons, the dread priest can poison his victim with a nasty toxin. The venom will slowly take effect over the course of an hour, then require several days to wear off. This poison is more effective when injected on ground that is unfamiliar and threatening to the target. The priest must spend a full minute cleaning and sharpening his nails before this spell can be used again.

Power: 1d6 BODY Drain, 1d6 STUN Drain
Modifiers: Recover 1 per Day (+1+1/2); Gradual Effect (1 Hour) (-1), Talons must do BODY (-1/2). Active Cost = 50 points.
Power: +2d6 HA - Blackened Talons
Modifiers: Reduced Penetration (-1/4), Linked to Drain (-1/2). Active Cost = 6 points.
Combined: Costs END to cast (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures (-1/4), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), 1 Recoverable Charge (-1-1/4), (-1 BODY and STUN Drain on Familiar Ground; +1 BODY and STUN Drain on Unknown and Threatening Ground) (+0).
END Cost: (6); Magic Roll: -6; Casting Time: 1/2 phase.
Real Cost: 8.

Unique Spells

Nightmare

One of the most powerful rituals known to the dread priest, this spell will create a horrific dream state in which the victim's worst nightmare can spring to life. The effectiveness of this spell is determined by how well the priest understands the victim. Thus the Sense Fear spell provides a good complement to the Nightmare ritual. The nightmare will become even more terrifying on ground that is unknown and threatening to the victim.

Power: 12d6 Mental Illusions
Modifiers: Visible (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), 1/2 DCV Concentrate (-1/4), Gestures (curling motions at sides of head) (-1/2), IIF - Cult Tattoo (-1/4), Character must have at least 35 points in spells from Temple of Terror (-3/4), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-2d6 Mental Illusions on Familiar Ground; +2d6 Mental Illusions on Unknown and Threatening Ground) (+0), Extra Time - Full Turn (-1). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 turn.
Real Cost: 10.

Stupefy

The victim of this spell is exposed to That Which We Were Not Meant To Know. This knowledge is so ultimately horrifying that the victim is reduced to a babbling idiot, and is unable to formulate a coherent thought. This condition will persist for several weeks, until the victim manages to bury the horror within the darkest recesses of his mind. Stupefy is one of the most difficult spells for the dread priest to master, as the dark knowledge can easily cause him to lose his own mind.

Power: 4d6 INT Drain
Modifiers: Recover 5 per week (+1+1/2); 1/2 DCV Concentrate Throughout (-1/2), Gestures throughout (draw fingers across eyes) (-1/2), Incantations (-1/4), IIF - Cult Tattoo (-1/4), Character must have at least 35 points in spells from Temple of Terror (-3/4), Burnout 12- (-1/2), Side Effects (10d6 Minor Transform: Caster goes insane) (-1), (-1d6 INT Drain on Familiar Ground; +1d6 INT Drain on Unknown and Threatening Ground) (+0). Active Cost = 100 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1/2 phase.
Real Cost: 21.

Warning Sign

This spell is usually placed on a door or trail to intimidate anybody who may be intending to intrude upon the activities of the dread priest. A threatening icon is required to give the spell substance. Often the head of a corpse, decorated in blood and impaled upon a spike, will more than suffice. When cast upon ground that is unknown and particularly frightening to a visitor, this spell is even more effective.

Power: 6d6 Mind Control
Modifiers: 0 END (+1/2), Continuous (+1), Explosion (+1/2), Telepathic Contact (+1/4); Only to cause target to retreat (-1), Costs END to cast (-1/4), Requires (Magic) Skill Roll which must be PRE-based (-1/2), Gestures (-1/4), Incantations (-1/4), OAF - Threatening Icon, Cult Tattoo (-1), Character must have at least 25 points in spells from Temple of Terror (-1/2), Burnout 12- (-1/2), Side Effects (6d6 Minor Transform: Caster goes insane) (-1), (-1d6 Mind Control on Familiar Ground; +1d6 Mind Control on Unknown and Threatening Ground) (+0), Extra Time - 1 Turn (-1). Active Cost = 97 points.
END Cost: (10); Magic Roll: -10; Casting Time: 1 Turn.
Real Cost: 13.