Turn Monsters: Difference between revisions
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==Turn Monsters== | |||
== | The beasts that lurk in both night and day are very difficult to control and face, especially in vulnerable times. The mages from the School of Restoration have crafted a spell that could cause fear and rattle amongst any threat surrounding them, whether beast or foe. They would turn away from the slightest rattle, and retreat as the vulnerable warriors appear to take shape of illusioned shadows they had never seen before. Beasts will scream. Monsters will hide. However, illusions and feelings run out in time, depending on the power of the caster, and as such, the spell would require speed and accuracy as well. | ||
==Use== | ==Use== | ||
Hero makes a [[Mind]] [[Skill Check]] for every 1 success a monster will run away, to determine what monster start with the lowest Hit Pontss first. | |||
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[[Category:Core Rule]] | [[Category:Core Rule]] | ||
[[Category: | [[Category:Restoration]] |
Latest revision as of 02:34, 21 March 2022
Dicey Dangers, Core Rule | Game by Joel Hills |
Turn Monsters
The beasts that lurk in both night and day are very difficult to control and face, especially in vulnerable times. The mages from the School of Restoration have crafted a spell that could cause fear and rattle amongst any threat surrounding them, whether beast or foe. They would turn away from the slightest rattle, and retreat as the vulnerable warriors appear to take shape of illusioned shadows they had never seen before. Beasts will scream. Monsters will hide. However, illusions and feelings run out in time, depending on the power of the caster, and as such, the spell would require speed and accuracy as well.
Use
Hero makes a Mind Skill Check for every 1 success a monster will run away, to determine what monster start with the lowest Hit Pontss first.