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3. ESTRATEGIAS DE MARKETING DE LUJO EN LA ERA DIGITAL

4.1. GUCCI

Following are spells unique to the lands of Athas. Some are updates from second edition spells, while others are taken from third party sources. A few were even created whole cloth by yours truly.

Backlash

School: Abjuration Level: Druid 1, Wizard 2 Casting Time: 1 standard action

Components: V, S, M

Range: Close (25 ft. + 5 ft/2 levels) Area: 40 ft. Radius burst

Duration: 1 day/level or until discharged (D) Saving Throw: Fortitude half

Spell Resistance: Yes

Also known as the preserver’s scourge, this spell makes the ground dangerous to defilers. Should a defiler try to tap into land that is protected by a backlash, she automatically takes 1d6+1 points of damage for every two caster levels you have (maximum 5d6+5). The defiler must make a Concentration check (DC 15 + spell level) in order to continue casting her spell.

Once it has inflicted damage, the spell is discharged and the ground returns to normal. Only one backlash can be cast on any given plot of ground.

Material Component: A thorn. Confessor’s Flame

School: Evocation (Fire) Level: Templar 4. Casting Time: 1 round Components: V, S, M Range: Touch

Target: Creature Touched Duration: 1 minute

Saving Throw: Will negates Spell Resistance: Yes

This spell allows you to demand questions of any creature within range. If the creature does not reply with what you consider to be the correct answer to the question, within one round, part of the creature‘s body bursts into flame. While some claim that this spell detects

falsehoods, in fact the answer is pre–determined by the caster.

Subjects can avoid damage by telling you exactly what you want to hear. Ignorance or silence is no defence. Targets can escape by leaving the spell‘s range or by silencing or killing you, preventing you from asking more questions.

The spell is limited to 10 questions – one per round. The first time that a question is answered ―incorrectly‖ (or not answered) a target takes 1d12 fire damage, the second time, 2d12

damage, the third time, 3d12 damage, and so on. A target must answer your question (correctly) within one round or take damage.

Defiler Scent School: Divination

Level: Cleric 1, Druid 1, Inquisitor 1, Templar 1 Wizard 1

Casting Time: 1 standard action Components: V, S,

Range: Close (25 ft. + 5 ft/2 levels) Area: 20 ft. Radius burst

Duration: instantaneous Saving Throw: none Spell Resistance: No

You can smell the presence of defilers within the spell‘s area of effect. This spell does not reveal the number of defilers, their locations, or their strength; just their presence or absence. If there are defilers in the spell‘s area of effect, you smell the very strong odour of smouldering meat.

Magic Trick

School: Illusion (Phantasm) [Mind-Affecting] Level: Wizard 2

Casting Time: 1 standard action Components: M

Range: Close (25 ft. + 5 ft/2 levels) Area: 20 ft. Radius burst

Duration: 1 minute/level (D) Saving Throw: Will negates Spell Resistance: Yes

First developed by arena mages who used it to help disguise their spellcasting, this spell conceals the casting of other magic. When cast, magic trick makes other magic seem to be the result of ordinary prestidigitator‘s tricks. You receive a +10 circumstance bonus on resisted Bluff checks made to disguise spellcasting while the spell is in effect.

Material Component: A tiny cloth mask with no eyeholes.

Revitalize

School: Conjuration (Healing)

Level: Bard 1, Cleric/Oracle 1, Druid 1, Templar 1. Casting Time: 1 standard action

Components: V, S Range: Touch

Target: Creature Touched Duration: instantaneous

Saving Throw: Will negates (harmless) Spell Resistance: Yes (Harmless)

When laying your hands upon a willing target, you are able to imbue the target with vitality and energy. Provided the target is

unharmed, he regains 2d8 reserve points, plus 2 per caster level. If the target has taken any damage, even a single hit point of damage, this spell does not function.

House Rules/Campaign Player’s Guide

Page | 95

The World of Athas

Athas is a desert‐sun‐scorched and

wind‐scoured, parched and endless, but that does not mean that the landscape is monotonous. Far from it; over each hill, behind each dune, the terrain is more awesome, more spectacular, and more beautiful than any one has seen before. North or south, east or west, Athas contains natural wonders and dangers undreamed of on other worlds.

Storms blow in from the Sea of Silt, walls of pearly dust billow ten thousand feet into the air, then come roiling ashore like a mountain range crashing down about unwary travelers. There are hundreds of different kinds of terrain on Athas, from wind‐scoured pebble

flats to twisted badlands canyons to gleaming sands to jumbled boulder fields.

In this chapter, the world of Athas is examined from the point of view of the

Tablelands, also known as the Tyr Region, the region that has influenced Athas (for good or bad) the most.

Much of the information herein has been culled from external sources.

Time

Each year is made up of exactly 360 days: the exact time between highest suns. Athasians have no seasons that govern their thinking of time, for there is no marked difference in temperature or weather patterns. However, the year is divided into three equal phases: High Sun, Sun Descending, and Sun Ascending. Highest sun is the first day of the year, and lowest sun indicates the midpoint of the year (which, incidentally, occurs at midnight and is generally observed in night‐time ceremonies).

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