Notes |
Raizel looks like a humanoid with spidery fangs and spinnerets, with the latter located at the small of its back. She retains bite attack, webs, and poison in this form, and can wield weapons and wear armour.
Before Combat Raizel has cast mage armor. If suspicious of intruders, Raizel retreats to the cover of the webs in area G3, and casts spectral hand and ghoul touch, holding the charge until targets come into sight.
During Combat Raizel uses other touch attacks through her spectral hand from her hiding place.
An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a humpbacked spider a little bigger than a human, and weighs about 150 pounds. The hump on its back houses the aranea’s brain. All araneas have a single alternate form as well—this alternate form is that of a Small or Medium humanoid. Although an aranea can assume a spider-hybrid variant of this form, it cannot use its change shape ability to assume multiple humanoid forms—this additional shape is locked into one unique appearance.
Araneas typically gather in small colonies of two to six individuals, making webbed nests high in trees. These colonies work together to research magic, and may change membership many times over as individuals leave to pursue their own studies and are replaced by newer members. A single aranea may take on humanoid form and live for years in a humanoid community, never revealing its true nature. Though araneas generally prefer to be left alone, they often prove quite knowledgeable about the ways of magic, and if approached peacefully may be willing to share their expertise for the right price (typically a magic item or some service).
Skilled spellcasters, araneas try to avoid physical combat and use their webs and spells when they can. Rather than kill their enemies, araneas often subdue opponents and hold them for ransom.
Web
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has the following ranges 5/10/20, and is effective against targets up to 1.5x the size larger than the web spinner. An entangled creature can escape with a successful opposed Brawn roll. This costs an action.
Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a opposed Perception roll vs conceal to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +1 shift bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the info under webbing.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Spells Known
2nd (5/day)—ghoul touch, spectral hand
1st (7/day)— chill touch, mage armour +4 AP (already cast), shocking grasp,touch of gracelessness
0th (at will)—daze, detect magic, ghost sound, message, mage hand, resistance
Aranea Venom:
Application: injected
Potency: as END of creature
Resistance: Endurance
Onset time: instant
Duration: 6 rounds (30 seconds)
Conditions: Victim loses 1d3 STR per round. These losses does not recover until the poison has been treated. They then return at rate of 1d3 per day.
Antidote/Cure: Can be cured with magic. Another cure is to take the venom from the Aranea and boil it to render it down. this is then drunk with a mixture of herbs. Each dose of the cure grants a new resistance roll vs the poison effects. The total amount of venom that can be harvested is equal to the aranea's endurance divided by 10. This does have the unfortunate side effect of making the drinker feel Nausea for 1d4 hours. Luckily this effect is not cumulative.
Daze
Range close POW in Metres
Target one humanoid creature
Cost: 1
Duration: 1 turn
Saving: Opposed Willpower negates
DESCRIPTION
This spell clouds the mind of a humanoid creature so that it takes no action. The creature is unable to act normally. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Resistance
Range touch
Target creature touched
Cost: 1
Duration 1 minute
Saving Throw Willpower negates
DESCRIPTION
Imbue the subject with magical energy that protects it from harm, granting it a +5 resistance bonus on saving rolls (brawn, Evade, Endurance and willpower).
Ghoul Touch
Range Touch
Cost: 1 MP +1 per intensity
Target one creature
Duration 1d6+2 rounds
Saving Throw END negates
DESCRIPTION
Imbuing you with negative energy, this spell allows you to paralyse a single living humanoid for the duration of the spell with a successful unarmed touch attack.
A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (-10 to all actions(Standard END negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Spectral Hand
Range 100' +10'/I
Cost: 1 MP +1 per intensity
Target one spectral hand
Duration 1 min./I
Saving Throw none
DESCRIPTION
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th rank or lower that you cast can be delivered by the spectral hand. The spell gives you a +10 bonus on your unarmed attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It can evade using the caster skill (this does not cost an action). The hand has 1 to 4 hit points, the same number that you lost in creating it.
Chill Touch
Range touch
Cost: 1 MP +1 per intensity
Target creature or creatures touched (up to one/I)
Duration instantaneous
Saving Throw See below
DESCRIPTION
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage (No armour applies only magical bonus). The touched creature also takes 1 point of STR damage/I unless it makes a successful opposed END saving throw vs the spell. You can use this touch attack up to one time per intensity.
An undead creature you touch takes no damage of either sort, but it must make a successful opposed WIL saving throw vs the spell or flee for 1d4 rounds + 1 round per Intensity.
Touch of Gracelessness
Range touch
Cost: 1 MP +1 per intensity
Target creature touched
Duration 1 round/I
Saving Throw See below
DESCRIPTION
With a single touch, you reduce a creature to a fumbling clown. The target takes a penalty to its DEX equal to 1d6+1 per Intensity. This penalty cannot drop the target’s Dexterity score below 1.
In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its Fly skill rolls are reduced by one step. A successful opposed END save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly manoeuvrabilities.
Message
cantrip
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a formidable Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper. |