Description :
A charging bull made from bronze with eyes of amber, one and a half feet in length and one feet in height and weighing around 35lbs.. The horns may or may not be missing (Depending on the GM's mood) and have to be replaced in order to attach a thread to the statue.
Astral inspection reveals a shimmering and wavering aura and therefore a very strong connection to the element of fire.
Inspired by the movie "The last unicorn" which I saw when I was a kid and which hasn't left my memory (yet).
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No. of Threads : 4
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Spell Defense : 18
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Rank 1
Legend Points: 200
Key Knowledge: As always know the name of the item (Cor Hantor - the raging bull)
Deed: (if applicable) Replace the horns (any horn material will-do), this incredibly dangerous and menacing deed is worth 200 Legend Points.
Effect: Fire Friend, while the statue is within 5 times Thread Rank in feet of someone who has woven a thread to it, he or she gains a +2 bonus to his Spell Defense vs. fire spells / effects / power and provides an additional 2 points of armor against all fire-based attacks.
Rank 2
Legend Points: 300
Effect: Flamecaster: For 1 Point of Strain each the wielder of the statue may cast the spells (using perception if he/she does not possess ,
a) Flame Flash requiring no threads (Thread: 0; Range: 75feet; Dur: 1rd; Effect: Willforce+4) by pointing the mouth of the bull in the direction of the target, or
b) Flameweapon requiring no threads (Thread: 0; Range: Touch; Dur: 10+Thread Rank rnds.; Effect: flame die (1d4) on damage) by rubbing the weapon against the statues belly.
Rank 3
Legend Points: 800
Key Knowledge: The number of elemental fire kernels used in the construction of this artifact (seven times seven, the magic number)
Effect: Fiery Veins, Everyone who has woven a thread to Cor Hantor may use fireblood at a Rank equal to his Thread Rank to Cor Hantor by touching the statue and expending an action (in combat of course).
The Bonus to the Spell Defense and Armor is increased to plus four each.
Rank 4 (It will get complicated now)
Legend Points: 2,100
Key Knowledge: What material was originally used in the construction of Cor Hantor's Horns? (Horn tissue from Magma Beasts)
Deed: Guess what? (Tip: Read Deed at Rank 1, use the right material, please) This deed is worth 1,300 Legend Points.
Effect: The Burning Portal:
By placing the figurine on the ground and uttering (loud please, shout!!) the words "Cor Hantor Ce'Rata" (Cor Hantor arise) the wielder may open a one-way gateway to the elemental plane of fire and force Cor Hantor to appear.
The process takes step 5 rounds (rolled by the GM) and those who have woven a thread to the item may reduce the time with the use of blood magic or elemental fire (kernels). Each three points of damage (Strain) or kernel of elemental fire reduces the time by one round.
For dramatic purposes here are the steps until the bull is completely materialized.
Steps:
4+ Rounds |
Statue glows red hot, providing the same illumination as a lit torch. The statue quickly reaches a temperature of approx. 1000 degrees Celsius (1832F) and thus touching the statue is not a particularly bright idea and will do step 12 damage, if this damage is enough to cause a wound the hand(s) is (are) seriously injured and unusable for the next few days (This incudes the wielders). |
3 Rounds |
Steam pours from the statues nostrils and slightly obscures vision. Long range attacks into and from a 10 yard radius circle suffer a 2 Step penalty unless strong winds are present. |
2 Rounds |
Cor Hantors eyes begin to glow in an bright, yellow light, providing illumination as a large light quartz and dispelling magical darkness with an 80% chance. |
Final Round |
A circular 10 feet diameter circle of yellow-white flames erupts centered on the figurine, all flammable objects in the circle (characters, trees, etc...) burst into flames doing step 15 damage. Those with a thread rank towards the statue suffer no damage from the statues flames, but may be harmed by secondary fire damage, e.g. if the statue is used in a wooden house... |
BINGO |
POP - In a few seconds you will know if it was an incredibly wise idea to summon a named elemental. |
Is there a way to stop this madness??
Sure, simply cast a dispel magic test against the statues spell defense rating, if anyone used blood magic on the statue you will need an excellent success level though...
Attributes
DEX: 12 |
STR: 18 |
TOU: 18 |
PER: 8 |
WIL: 10 |
CHA: 10 |
Initiative: 12 |
Physical Defense: 12 |
# of Attacks: 1 |
Spell Defense: 15 |
Attack: 15 |
Social Defense: 12 |
Damage: 24 (30 while charging) |
Armor: 16 (20/18/12/12) |
# of Spells: 1 |
Mystic Armor: 12 |
Spellcasting: 15 |
Knockdown: 22 |
Effect: see below |
Recovery Tests: 5 |
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Death Rating: 110 |
Combat Move: 45 |
Wound Threshold: 22 |
Full Move: 180 |
Unc. Rating: 95 |
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Karma Points: variable Maximum Karma: 30 Karma Step: 4
Powers: Impenetrable Hide 32 (Target number for an armor defeating hit); Fear 12; Firespear 15; Dragon Breath 20; Fiery Aura (see Commentary) 5.
Legend Points: 8,500
Equipment: None
Loot: Statue (see below)
Commentary
Cor Hantor is a manifest (and heavily modified) fire elemental. For a description of some powers, please consult the ED Magic (ED MoMS) sourcebook.
The power of Fiery Aura is new and is an automatic power, which means it costs no action and requires no spellcasting test to take effect. The immense heat coming from Cor Hantor causes (Fiery Aura) Step (5) damage each round an opponent comes very near (attacks), simply roll the damage. Armor (except from threaded items/fire resist spells) does not reduce damage, but the attacker may subtract his weapon's size factor. (which increases the distance between arm and elemental)
Cor Hantor will stay for 1d10+10 rounds, 2d10 minutes if Blood or Elemental magic was used in the call. The Summoner(s) has (have) only one service for free, to force Cor hantor to leave earlier requires a successful Contest of Will from the summoner. (e.g. if the 1st service ended after 3 rds. and Cor Hantor will remain for another 15 rds.) After Cor Hantor finishes its service it will try to destroy any burnable object in a 7x7x7 yard range. (excluding the summoners, these are in order of appearance: other PC's, NPC's, forests, libraries, houses, hamlets, towns, cities...)
To get additional services the summoners may either make Contests of Will (which he doesn't like) or Bargain with Summoned Creature, (which he does like) fire kernels are always well received.
After Cor Hantor leaves the statue will remain an be too hot to touch for at least one hour or so. Cooling the statue with liquid cuts this time in half, but has a 10% of shattering the statue, thereby destroying it permanently.
Weaponsmiths are entitled a Dex-based Half-Magic (8) test to avoid this.
Can you believe it, Rank no.4 is finished !!
Rank 5
Legend Points: 3,400
Effect:
The Bonus to the Spell Defense and Armor vs. fire is increased to plus six each.
The Summoners now get two services for free instead of only one, also the summoners may give Cor Hantor Karma Points by spending up to their Karma Ritual Talent Rank in Points, which uses an action on their behalf and requires that the Elemental is within Line of Sight.
Fire Mount: In addition to that the summoners may ride Cor Hantor (up to 3 man-sized persons) without taking damage from his flames, although the ride is a a rough one - Cor Hantor always takes the direct route.
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