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Copyright © 1999 by Robert J. Hall
Return to Fantasy HERO®
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.
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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).
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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.
| 3d6 | Type 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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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