Notes |
The elder of the brothers, Caldamir was the first to fall into the trap of evil. He was wont to travel through the wilderness and quite by accident stumbled upon an ancient, abandoned temple site of the Dark Lords. Careful exploration revealed a secret chamber filled with artifacts and books relating to the Black Arts. The Dark Road to power is swift, and Caldamir learned quickly. He also found a brooch: in the shape of a bleeding Eye, it granted him 2x range for all spells cast for the 'Evil'.
It did not take long for the servants of the Dark lords to detect Caldamir's tampering in the Dark Essence, and one dark night he was paid a visit by a shadowy messenger. From then on the theist was a slave of the Dark Lords. It was an easy task for Caldamir to corrupt his younger brother, and the two were sent south to begin the final destruction of the new outposts of the rangers. A pure Northman, Caldamir stands 6'4" tall and weighs about 200 pounds. He has characteristic dark hair and grey eyes, and is beardless. He has a grey streak along his left temple. Although not a fighter he is an imposing presence in his grey-green robes.
By drawing on an assortment of mind control spells from the amulet, he will attempt to bend the will of any newcomer to his own. His power is strong and will require a great effort to resist, especially when he casts his spells unseen, catching victims unaware. However, since he already has under his control 3 male Trolls, 2 female Trolls, two young war trolls, and 2 slaves (during the day), his powers can be overtaxed if he has to actively control too many at once. Since the Trolls sleep during the day and the slaves sleep at night, and all are conditioned by now to obey his command, he rarely is strained; but if an adventure party can encourage dissent among the Trolls and free the slaves, Caldamir would have difficulty keeping everyone under control.
Narcolepsy
Duration (minutes), Ranged, Resist(Willpower), Acolyte
This spell allows a caster to put his enemies to sleep. This spell can affect a number of targets equal to the Magnitude of the spell, forcing each to make a willpower roll or fall fast asleep for the Duration of the spell. Any sort of activity or loud noises will wake the target(s) at the end of each Combat Round but they will need to resist the spell’s effects again at the beginning of the next Combat Round or fall asleep once more. This sleep/ wake/sleep pattern can go on for the spell’s entirety if need be.
Stunning
Duration Instant,Ranged,Resist (Willpower AND Endurance), initiate
This spell allows the caster to smash into a target with the power of his cult’s faith. Anything targeted by the spell that fails its willpower and/or endurance roll is utterly stunned and will not be able to take any Combat Actions for a single round per Magnitude of the spell.
Blessing
Duration (minutes), Touch, initiate
This Divine Voice grants a bonus to a certain skill dependent on the type of cultist that is doing the blessing. The target receives a bonus of +5% if the caster is an Initiate, +10% for Acolytes, +15% for priests and finally +25% for high priests to a single skill for the Duration of the spell. The skill is determined by the caster but must be related directly to the cult in some way. For instance, an Earth Cult might grant a bonus to Craft (Masonry) but a War Cult could grant the bonus to all weapon skills. It is up to the Games Master to decide if a skill is appropriate and to make suggestions if it is not.
Amulet: allows +3 casting of 'evil' spells
Amulet of mind control (allows free casting of Dominate (all) on one target up to willpower divided by 10.) |