Sunday, July 14, 2013

The spells of Ermard the Entomomancer

The mage Ermard the Entomomancer lives in the cellar of a ruined keep a hour out of Tealove village. His specialties are insects, spiders, and bug magic. In his spellbooks are common spells like web and delay poison, as well as some unique spells researched by Ermard himself.

False Tremors

Level: Magic-user 1
Duration: 1d6 rounds
Range: 60’

This spell causes small tremors in one spot designated by the caster. At the same time, any vibrations the caster makes are masked. Blind creatures that detect their prey by sensing tremors (giant centipedes, for example) will mistake the false vibrations in the ground for a moving creature  in contact with the ground, and will focus on that spot.

Swarm Form

Level: Druid  2, Magic-user 2
Duration: 1 round per level
Range: 0

As soon as this spell is cast, the caster’s body breaks up into a number of crawling ants, beetles, or spiders equal to his age. The caster’s clothes and possessions fall unchanged to the ground. The insect swarm occupies an area of 10’x30’ and may engulf an opponent. It does not need to roll to hit, and inflicts 2 points of damage per round to the person engulfed. Double damage is dealt to characters wearing no armor. The swarm does not sustain damage from weapons, but fire, such as that from a torch, does 1d4 hit points damage. Other fire-based and cold-based attacks do normal damage. Smoke or water may be used to ward off a swarm.

After the duration ends, all surviving insects crawl back in the clothes of the caster and transform back into his body. If more than half the bugs survive, the body will be intact. If more than half of the insects is slain, the body may miss a finger, hand, or other body part.

No comments:

Post a Comment