Carnage: Difference between revisions

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!Spell Description
!Spell Description
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|You and a number of creatures within range equal to or less than your magic attribute gain the following properties for the duration. If a creature is unwilling, make a magic attack against their LOG; if you succeed, then they are subject to this spell.
|You and a number of creatures within range equal to or less than your magic attribute gain the following properties for the duration. If a creature is unwilling, make a magic attack against their LOG; On a success, they are subject to this spell.


* When the spell first takes effect, gain 15 Shield HP.
* When the spell first takes effect, gain 15 Shield HP.
* Your STR and DEX both increase by 2 (this can exceed your attribute cap).
* Gain +2 STR and +2 DEX (this can exceed your attribute cap).
* Gain +10 ft Movement.
* Gain +10 ft speed.
* You gain a Natural Weapon: Tooth and Claw. Tooth and Claw costs 2 AP to use, deals 2d8 sharp damage, and has the light tag. You can use STR or DEX when attacking with Tooth and Claw and can make this attack even if both of your hands are full, provided that you are able to open your mouth.
* You cannot be Frightened
* When you kill a creature with your Tooth and Claw, gain 1 AP.
* If a creature attempts to Charm you, it rolls 2d20 and takes the higher.
* You cannot be Frightened.
* If a creature attempts to charm you, it rolls 2d20 and uses whichever is higher.
* You sprout matted, mangy fur, your eyes resemble that of a rabid wolf, your veins pop inhumanly, and your canine teeth and fingernails grow into hardened fangs and claws.
* You sprout matted, mangy fur, your eyes resemble that of a rabid wolf, your veins pop inhumanly, and your canine teeth and fingernails grow into hardened fangs and claws.
* Gain a special attack. When you kill a creature with this attack, gain 1 AP. '''''Tooth and Claw:''''' (2 AP) ''Reach 5 ft One-Handed Weapon:'' +STR or DEX vs AR. '''Hit:''' 2d8 sharp damage.


When the spell ends, a creature must make an END check against 10 + your magic attribute. On a fail, the creature becomes Fatigued. Whether the creature succeeded or failed, it takes 1d10 psychic damage.
When the spell ends, any affected creature must make an END check against a DC of 10 + your magic attribute. On a failure, the creature becomes Fatigued. Whether the creature succeeded or failed, it takes 1d10 psychic damage.
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[[Primal Spells|[Back to Primal Spells]]]<br>
[[Primal Spells|[Back to Primal Spells]]]<br>

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