Traumatic MagicTraumatic spells are utilized to affect direct physical damage to a living being. Similarly to Therapeutic spells, the effects are actually temporary. These effects must be maintained by the caster in order to accumulate or cause death. Any damage that is no longer maintained will appear to heal, somewhat miraculously, within 10 seconds of the termination of maintenance. Wounds sustained from Traumatic Spells will however, heal in the ordinary manner and may be healed by Miracle or Therapeutic Magic. If successfully Dispelled or Magically Blocked (as from a spell of Protection) the wound heals as if the spell were no longer maintained, as it in fact is. The maintenance of Traumatic Spells is not of itself a difficult task for the magician, but it does require his continued survival (such spells will not be maintained when the caster is in a coma, dead, or in a similar degree of mental debilitation) and he is limited in the number of spells he can maintain to one-half his Magic Attribute. Purposeful intent to exceed this limitation results in a 1d6 day coma. The difficulty level of these spells is based on the victim's resistance to physical manipulation. The base attribute for determining the difficulty level is therefor Constitution. The difficulty ratings below are thus listed as a fraction of the recipients Constitution score. Round all fractional results of this calculation UP to the nearest whole number. Individual SpellsCasting these spells requires that the castor touch the victim. To accomplish such a task at the appropriate time in an incantation would be very difficult. A mage may therefor cast ONE of these spells and maintain it (without target or affect) for as long as is necessary to accomplish the required physical contact. The fatigue required for the spell is used upon initial casting and may not be recovered through rest or any other method until the spell is completed or terminated. The damage level is also established at the time of casting and may not be altered. The maintenance of such a spell is counted against the one-half Magic Attribute spell maintenance limitation.
This trauma causes the flesh of the recipient to crack, split and tear, causing general damage to the body part touched. This spell may be cast on oneself.
This trauma causes the flesh of the recipient to bubble, burn, ooze and flow as if from chemical burning. Such wounds normally heal much more slowly than others. Natural healing takes two times the usual time. Therapeutic Spells (except Restore Flesh) are one level more Difficult than otherwise indicated when healing this damage.
This trauma causes the separation of muscle and tendon fiber from itself or adjacent structures. The damage is applied to the touched body part as Critical (Cutting) Damage. Roll on the Critical Hit tables and apply appropriate modifications.
This trauma will causes bones in the touched body area to break or shatter causing Critical (Bashing) Damage. Roll on the Critical Hit tables and apply appropriate modifications.
This trauma will endeavor to terminate function of an organ or artery by applying damage directly to that organ. The specific effects vary depending on the body part touched.
Area Affect SpellsThese traumatic effects occur within an area around a target location. The spells are tested first at difficulty Challenging(D3) against the mage's own Magic Proficiency to determine accurate presentation and targeting. Subsequently each victim within the area of effect must be tested using the difficulty listed for the specific spell below.
Victims successfully targeted within the area of effect move at one-half speed and fight with 1d3 less blows per turn. All attacks on affected creatures are made at +15% chance to hit. The effect persists regardless of the proximity of the victim (leaving the area does not dispell the effect) and does not affect creatures entering the area after initial casting and targeting.
Victims successfully targeted within the area of effect may carry only one-half the normal capacity and inflict only one-half the normal damage (roll normal dice and halve the result). The effect persists regardless of the proximity of the victim (leaving the area does not dispell the effect) and does not affect creatures entering the area after initial casting and targeting. |
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