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Unofficial Spell Book

1st Draft
Created by /u/thehuntedsnark

Mage Spells
Novice Spells
Mixed Element Llygaid Nos
STA cost: 5 Elgan’s Etching
Effect: Llygaid Nos channels a small STA cost: 5
Stranger’s Bearing
amount of energy from each element, Effect: Elgan’s Etching allows you to
STA cost: 5
granting you supernatural senses. This carve any design, message or symbol
Effect: Stranger’s bearing lets you
spell allows you to ‘see’ sound, heat and desired in into a stone or metal object
assume the appearance of someone else.
vibrations in a small area around you, instantly. This spell can affect a 2m by 2m
This effect is only illusory and touching
enabling you to function normally in area and can carve anything the caster
you will immediately reveal the
complete darkness. Anything outside this chooses. Alternatively, this spell can be
insubstantial nature of the effect. You
area remains obscured to you, but if you targeted at an item of equipment to cause
can assume any humanoid shape within
touch a thin barrier or medium (e.g. a 1d6 ablation damage to it.
roughly a 0.5m of your actual eight and
wooden wall, window or anything on a Range: 8m
within roughly 25kg of your actual
small body of water) you can get a rough Duration: Immediate
weight. If impersonating a real
impression of what’s on or beyond it. The Defence: Resist Magic, Magical Defences
individual, then your Spellcasting check
senses granted to you by this spell are
acts as a Disguise check.
very crude, making fine detail impossible.
Range: Self
Range: 3m radius Air
Duration: 1d6/2 hours
Duration: Active (2 STA)
Defence: None
Defence: Resist Magic, Magical Defences Silenced Echo
STA cost: 2
Moment’s Loss Effect: Silenced Echo muffles the sound
STA cost: 5 Earth in a small area around you. Anyone in a
Effect: This spell removes a memory 2m radius can hear normally but no
from the target’s mind. This spell grants Dal Gafael sound will penetrate the perimeter, in
no insight into the target’s mind, so the STA cost: 4 either direction.
memory must be one that you know Effect: Dal Gafael bind the target with Range: Self
exists or be of an event personally shackles made of earth and stone. This Duration: Active (2 STA)
witnessed by you. If the target is grapples the target, using your Defence: None
presented with something contradictory Spellcasting total instead of Brawling. If
to the missing memory they can make a maintained, this spell can then be used to Merthyr
Deduction check to notice something pin the target, providing they don’t STA cost: 4
wrong, with a bonus based on the succeed on their opposed Brawling Effect: Merthyr causes the air around
severity (GM’s discretion). The spell check. you to shimmer and blur, making you
removes a short memory, only a few Range: 2m slightly harder to spot. This inflicts a -2
minutes’ worth; which is regained after a Duration: 1d6 rounds/Active (2 STA) penalty on Awareness and Ranged attack
few hours. Defence: Dodge or Magical Defence checks against anyone in a 2m radius
Range: 1m cantered on the caster.
Duration: 1d6 hours Range: Self
Defence: Resist Magic, Magical
Symud Pridd
STA cost: 3 Duration: Active (2 STA)
Defences, Deduction (see above) Defence: None
Effect: Symud Pridd shifts and softens
the earth on the ground in a small area.
This creates a 2m radius of difficult
terrain, causing a -2 to Dodge/Escape and
Athletics checks. Anyone who happens to
fall prone in this area must take a full
action to stand up, rather than just a
movement.
Range: 10m
Duration: 2d10 rounds
Defence: Athletics
Misplaced Murmur Scatter Blast Water
STA cost: 2 STA cost: 3
Effect: Misplaced Murmur creates Effect: This spell causes a sudden blast Dowsing
illusory noises at distance. You can of sparks, smoke and hot air around
STA cost: 2
produce any sound you wish emanating you. Scatter Blast causes 2d6 damage,
Effect: Dowsing allows you to locate a
from a point within range. This sound has a 25% to set targets on fire and
specific liquid within earshot. This spell
can follow a natural pattern if left at the knocks the targets down.
makes a defined liquid (blood, wine,
duration (e.g. footsteps, dog’s barking) Range: 2m radius
whiskey, spirits, specific potions)
or can be controlled to produce Duration: Immediate
produce a jingling chime that only you
complex noises if maintained (such as Defence: Dodge, Block (shield) or
can hear; this enables you to gradually
speech). Magical Defence
pinpoint the source and locate it.
Range: 10m
Range: Self
Duration: 2d10 rounds/Active (2 STA)
Defence: None Anwedd Trwm Duration: Active (1 STA)
STA cost: 5 Defence: None
Defence: Dodge, Block or Magical
Defence Effect: Anwedd Trwm causes an
existing fire to dim and belch out an Pêl Grym
Fire unnatural volume of thick, black
STA cost: 4
smoke. This spell targets either an
Effect: Pêl Grym forms a spinning ball
Blackened Wind existing fire or a creature with the fire
of water and hurls it at a target. This
STA cost: 4 condition. In either case it causes thick
spell causes 4d6 non-lethal damage and
Effect: Blackened Wind vents a torrent obscuring smoke to billow forth into a
knocks the target prone. The target
of ashy smoke forward in a cone. This 10m radius area, inflicting a -3 penalty
must also make a DC: 15 Athletics
smoke causes targets in the cone that to attacks and Awareness checks in the
check or drop any held items as the
fail their defence check to start area. If targeting a creature on fire, it
water rushes into them.
coughing and retching, staggering causes them to suffer from nausea, but
Range: 12m
them for 1d6 rounds and causing extinguishes the flames.
Duration: Immediate
nausea. The hot vapours also knock Range: 10m
Defence: Dodge, Block or Magical
targets back 2m. Duration: 1d10 rounds
Defence
Range: 3m cone Defence: None
Duration: Immediate
Dwr Du
STA cost: 4
Effect: You incant this spell then spit,
turning the saliva into a viscous poison.
Dwr Du turns mundane saliva into a
sticky poison. If this is ingested or is
coated onto a weapon that wounds a
target, they become poisoned. The
fluid will evaporate when the spell
ends, but the poisoned condition
remains as normal.
Range: Self
Duration: 1d10 rounds
Defence: Endurance
Journeyman Spells
Mixed Element Veddah’s Charge Elgan’s Riposte
STA cost: 8 STA cost: 15
Effect: Veddah’s Charge opens a Effect: Another spell by the talented
Foreign Memory
channel, drawing energy from the Elgan of Verden, Elgan’s Riposte sends
STA cost: 10
Primal Chaos and injecting more power a magnetic wave outwards from you,
Effect: Like Moment’s Loss, Edit
into a spell that’s already in effect. This pushing back any metal objects within
Memory allows you to add a short
spell can only be used on an existing the area affected. All targets within the
memory to the mind of a target.
spell. If the target spell was cast by a radius can make a Weapon skill test
Particularly outlandish memories allow
different mage then it’s resisted by their against your Spellcasting or become
the target to make a Deduction check
Spellcasting check. Veddah’s Charge disarmed. Weapons and unattended
in addition to the Resist Magic defence,
causes the target spell to re-roll its metal objects disarmed in this way are
with a bonus based on exactly how
duration and add it on to its remaining thrown backwards 3d6 meters and any
unlikely these memories are. Memories
time. Power Flow may be cast when targets wearing mostly metal armour,
added this way can be no longer than
another spell is being maintained and if or those that have succeeded their
roughly 5 minutes long but can have
a spell targeted by Veddah’s Charge has Weapon Skill check are pushed
‘occurred’ any length of time in the
a duration of Active, then it lasts 1d6 backwards 5m. Weapons flung this way
past. With time, the subject may
rounds on its own. A spell can only be may do damage if striking targets, at
eventually notice these false memories,
affected by Veddah’s Charge once. the GMs discretion. If a target pushed
but they otherwise last like any other
Range: 2m hits an obstacle, they take ramming
memory.
Duration: Immediate damage.
Range: 2m
Defence: None, Spellcasting (see Range: 2m radius
Duration: Immediate
above) Duration: Immediate
Defence: Resist Magic, Magical
Defence: Magical Defences, Weapon
Defences, Deduction (see above)
Skill (see description)
Earth
Cam Syth
STA cost: 10 Meddalu Air
Effect: Cam Syth instantly teleports a STA cost: 12
target to another place you can see, Effect: Meddalu softens stone and Hawyr Naid
provided the reference point is a solid earth, enabling it to be moulded, STA cost: 8
object (a target cannot be moved into shaped and moved out of the away if Effect: Hawyr Naid launches the target
empty air). Targeting the spell requires necessary. This spell affects an 3m upwards into the sky on a jet of wind,
finesse and can go quite horribly volume of stone or earth, including holding them aloft if maintained. You
wrong; this requires a Spellcasting dressed stone or artificial structures. can control this upwards movement to
check at DC: 16. If you fail this roll then The stone’s SP falls to 7 (the equivalent arc forwards (or to either side) a
the target’s destination is determined of a thatch roof) and can be pushed, number of meters equal to half the
by using the scatter rules in the combat pulled and moulded by hand without height. If maintained, a target will
chapter, with a -1 on the check for every difficulty. If maintained for 5 rounds, remain airborne and can slowly drift 1m
50m range. If this would result in the the stone affected will start to naturally a round in a direction of your choosing.
target appearing in a solid object such fall, as a thick fluid. This spell can also At the end of the spell you can choose
as a wall then it takes 1d6 damage per be used on metal arms and armour, to quickly but gently lower the target or
point of fumble, unresisted by armour; affecting everything carried by one to simply drop them, dealing ramming
if the target in this case is an object, it’s target and causes them to suffer 1d6 damage. The height that this spell can
destroyed. ablation on each strike received (or lift a target is equal to double the
A carried object is defended by its dealt in the case of weapons). number of points rolled above their
owner’s Resist Magic. Range: 2m Defence check (or 10 if you’re is
Range: 2m Duration: Active (4 STA) targeting yourself). This total is also the
Duration: Immediate Defence: None, Magical Defences number of BODY points the spell can
Defence: Resist Magic (targeting a creature) lift if targeting another creature (you
can always lift yourself).
Range: 2m
Kraga’s Carapace Duration: Immediate, Active (4 STA)
STA cost: 9 Defence: Dodge or Magical Defences
Effect: A spell favoured by a
particularly blunt Skelliger mage, this
spell coats you in a roughly articulated
shell of solid stone. Kraga’s Carapace
grant you bonus SP equal to the
number of points rolled over the DC: 15
Spellcasting check. The unwieldy
nature of this armour means that the
caster has +3 EV for the duration and
halves his or her SPD.
Range: Self
Duration: 2d10 rounds
Defence: None
Daranu Fire Water
STA cost: 10
Effect: Daranu instantly destroys a Rhwystr Tân Rhwystr Iâ
small sphere of air, causing an STA cost: 15 STA cost: 15
incredibly loud thunder clap. Anyone Effect: This spell creates a 2m by 6m Effect: Rhwystr Iâ creates a 2m by 3m
in a 2m radius of the effect makes an wall of white-hot flames. Anything next wall of ice with 15 SP. Anyone touching
Endurance check against the casters to the wall takes 2d6 damage a round the wall is immediately overcome with
Spellcasting roll or becomes deafened with a 25% chance to be set on fire. frost, causing 25% to Freeze them. Any
and is knocked prone. Targets must Anything moving through the wall is target sharing the space of the wall
also make a Stun save at -1 per 5 points immediately set on fire and takes 5d6 when it’s created (and fails the Dodge
rolled over their Defence. damage. check) is trapped within it and takes
Range: 10m Range: 20m 2d6 damage to their STA a round; they
Duration: Immediate Duration: 3d10 rounds are also Frozen and immobilized until
Defence: Endurance, Magical Defences Defence: Dodge, Magical Defences they succeed on a Physique check
against your Spellcasting roll.
Miasma Corff Cartref Range: 20m
STA cost: 12 Duration: Until it melts or is destroyed
STA cost: 15
Effect: Corff Cartref causes the target’s Defence: Dodge, Magical Defences
Effect: This spell creates a noxious
cloud of yellow-green vapours in the skin to assume the dull glow of heated
target area. Anyone caught in a 10m metal, rendering them and their Mind’s Eye Ichor
radius must make an Endurance check equipment immune to flames. This STA cost: 15
against your Spellcasting roll or suffer spell not only grants an immunity to Effect: Developed by a renowned
from nausea. These vapours are also fire, but also has a 50% chance to set alchemist, this spell snaking oily
flammable and any open flames in the anything touching the target (except rainbow fluid at a target. This mist
area will cause the whole cloud to for their own equipment) on fire. If causes sudden and dramatic
explode, dealing 3d6 damage with a targeted by a fire spell or invocation, Hallucinations in the target as well as
25% to light the targets on fire. the hostile magic must beat your causing them to become Intoxicated
Range: 10m Spellcasting roll to have any effect. when it contacts the skin.
Duration: Immediate Range: 10m Range: 10m
Defence: Endurance, Magical Defences Duration: 2d10 rounds Duration: 1d10 rounds
Defence: Resist Magic, Magical Defence: Dodge, Magical Defences
Defences
Glaw Troellog
Thola’s Blinding Beacon STA cost: 13
STA cost: 13 Effect: Glaw Troellog creates a
Effect: Developed by an enterprising hovering 2m radius sphere of water that
elven mage, this spell causes an envelopes targets within it. This sphere
incredibly bright cone of light to can be directed to move a number of
violently flash from your outstretched meters equal to your Spellcasting skill
hand. Anyone facing the light must value per turn but will collapse if
make an Endurance check against your moved beyond the range of the spell.
Spellcasting roll or be rendered blind Any targets caught within the sphere
for the duration. This beam can be are considered Pinned and are carried
maintained and ‘swept’ around, along with it. Each turn they must
targeting multiple creatures. Anyone in make an Athletics check to escape the
the cone for more than 1 round has a orb (against your Spellcasting roll) or
25% chance to be set on fire, this suffer from Suffocation. The sphere
increases by 25% for each round they can hold roughly 5 human-sized targets
spend in the cone. at once. The sphere can be rammed
Range: 10m cone against a surface, destroying it and
Duration: Active (4 STA) causing ramming damage to the
Defence: Dodge, Magical Defences target’s STA that are trapped within at
the point of impact.
Range: 10m radius
Duration: Active (4 STA)
Defence: Dodge, Magical Defences
Master Spells
Mixed Element Air Water
Don Feddwl Amser Eira Haemorrhage
STA cost: 20 STA cost: 25 STA cost: 22
Effect: Don Feddwl allows you to Effect: Amser Eira calls forth a Effect: This terrifying spell exerts a
hear all the surface thoughts and sudden and terrible blizzard. This tidal pull of blood from the bodies
emotions of those around you as weather phenomena causes almost of enemies around you. All targets
gentle whispers and colours. white out conditions within you designate in the area must
Emotions are simpler, and you can minutes, causing a -3 penalty to make an Endurance check against
easily discern between individuals Awareness, Attack and Defence your Spellcasting total or
and what they’re feeling. Multiple checks in the area. This storm also immediately start to Bleed. If you
thoughts can overwhelm you, creates a supernatural level of cold, maintain this spell, you can pull the
however, and a Deduction check causing Snow & Ice conditions (pg viscera out your opponents faster,
may be necessary to pinpoint 165) and reduces STA by half in causing them to bleed for 5 points
specific thoughts in a crowd. creatures without a source of heat. of damage a round instead of 2 and
Range: 20m radius You may designate a number of forcing them to become Staggered.
Duration: Active (6 STA) targets immune to these effects Range: 10m radius
Defence: Resist Magic, Magical equal to half of your Spellcasting Duration: Active (6 STA)
Defences skill total. Defence: Endurance, Magical
Range: 30m radius Defences
Duration: Active (6 STA)
Earth Defence: Endurance, Magical
Defences
Obelisk
STA cost: 25
Effect: This spell pulls a Fire
tremendous pillar of stone from the
ground around you. This giant Dal yr Haul
structure can be up to 50m high STA cost: 22
and 200m across, with caverns and Effect: This strange spell draws
tunnels throughout as you direct. light from a wide area and absorbs
Anyone caught in this process will it into your focus, causing an area of
be knocked prone and pummelled complete darkness. Dal yr Haul
by falling debris and shifting earth, causes darkness in a 40m radius
dealing 5d6 damage. Depending on around you, capturing all the light.
the design of the Obelisk they may At any point after casting this spell
also fall a significant distance, you can stop maintaining to release
taking ramming damage as a concentrated blast of light and
appropriate. This spell is likely to heat, dealing 5d6 points of damage
destroy almost any structure it’s with a 50% chance to blind the
cast in. targets and set them on fire. This
Range: Self (see above) spell is less effective in areas of dim
Duration: Permanent light, halving the damage and
Defence: Dodge, Magical Defences chances of status effects; it does not
work at all in areas without light to
absorb.
Range: 6m cone
Duration: Active (6 STA)
Defence: Endurance, Magical
Defences
Priest Invocations
Novice Druid Invocations
Mind of the Beast Wooden Teeth
STA cost: 3 STA cost: 2
Effect: Mind of the Beast lets you see, hear, touch and Effect: Wooden Teeth causes long, sharp thorns to sprout
smell through the senses of a beast that you target. While from a wooden staff or club, or the shaft of a spear, arrow
active you can use Will + Wilderness Survival checks to or bolt. The item affected by this invocation deals +2
gently ‘nudge’ a creature towards a certain action (move in damage and has a 25% chance to cause Bleed. On a
a certain direction, flee etc,), but you have no fine control. fumble using the weapon, it has a 25% chance to cause
Your body is completely blind, deaf and numb while using Bleed to the wielder instead.
this spell. Range: 2m
Range: 5m Duration: Until damaged
Duration: Active (1 STA) Defence: None
Defence: Resist Magic, Magical Defences
Traceless Trail
Call the Dead Branch STA cost: Variable
STA cost: 3 Effect: Traceless Trail restores the soil and plants around
Effect: This invocation awakens dead wood back into life. the steps of the targets; this invocation also removes the
Any small wooden object, part of a weapon or small scent of each target for the duration. Wilderness Survival
structural element (door frame or window brackets, for checks to track anyone affected by Traceless Trail suffer a -
example) you target begins to rapidly twist, sprout and 6 penalty and they also gain +2 to Stealth checks in
grow. Weapons warped this way take 1d6 ablation damage planted terrain. Creatures that have the Scent Tracking
and suffer a -2 on attacks using them until they’re ability are also unable to use it on targets affected by this
repaired. Objects and structural parts are misshaped and invocation. Traceless Trail costs 1 stamina point for each
either rendered useless or damaged, at the GMs discretion. person in the radius targeted.
Range: 5m Range: 2m radius
Duration: Immediate Duration: 1d6 hours
Defence: Resist Magic, Magical Defences Defence: None

Journeyman Druid Invocations


Silent Howl Roiling Swarm
STA cost: Variable STA cost: Variable
Effect: This invocation summons specific beasts to you. Effect: Roiling Swarm calls forth a swarm of biting or
The cost of Silent Howl is dependent on the highest WILL stinging bugs that attack the targets in a 2m radius in
amongst the creatures you’d like to summon, and the range. If you spend 4 points of stamina on this invocation
number called this way depends on the animal- solitary the creatures are distracting and painful, but otherwise
creatures will appear alone whereas social creatures will harmless, causing the targets in the area to become
appear in a group (you may choose to always call an Staggered. If you instead spend 6 points of stamina more
individual). Silent Howl reaches out a number of miles dangerous bugs are summoned causing a mass of nasty
equal to double your Spellcasting skill value and the welts and stings, inflicting Nausea on targets in the area.
creatures will move as fast as they can towards you, taking In either case, Roiling Swarm also causes 2 damage a
anywhere between several minutes to a few hours to reach round (ignoring armour). At any point in the spells
you, depending on the target creature and environment. duration you may pay its Active cost once a turn to
Creatures summoned this way will not be hostile towards reposition the swarm within range.
you but are under no compulsion to follow your Range: 8m
instructions. Duration: 2d10 rounds, Active (3 STA)
Range: Special (see above) Defence: Dodge
Duration: Immediate
Defence: Creatures WILLx3
Red Thoughts Seed to Sky
STA cost: 4 STA cost: 6
Effect: Red Thoughts lets you feel the thoughts and Effect: Seed to Sky imbues a seed with primal energy,
emotions from animals within the radius. The sensations granting it the ability to come to maturity in a matter of
picked up by this spell are far cruder than human seconds. You can trigger this power at any time in the
thoughts, so will require some interpretation. Red invocation’s duration by spending a movement action and
Thoughts also works on monsters, but you suffer a -2 the Active cost in stamina. If used to grow a tree, its roots
penalty to your casting roll if they’re not native to this grow over and pin any targets within 3m of where it lands
plane. as long as they fail to beat your Spellcasting roll with their
Range: 20m Dodge/Escape checks. A tree has 30 SP, but the roots are
Duration: Active (4 STA) softer (7 SP) and will break if they take more than 15 points
Defence: Resist Magic (monsters), Willx3 (beasts) of damage. If this invocation is used against a structure or
indoors, it’s likely to cause significant damage.
Range: BODY x3m (if thrown)
Duration: 1d6 hours, Active (3 STA, see above)
Defence: Dodge/Escape

Master Druid Invocations


Beserker’s Skin
STA cost: 12
Effect: Berserker’s Skin transforms a number of people up
to half your Spellcasting skill level into bears or wolves.
The minds of the targets are also transformed by this spell,
reducing their mental statistics to those of the beasts’, but
they still carry a rough memory of their recent actions and
self-identity. You may use this invocation on yourself, in
which case the duration permanent until you recast the
invocation and is no longer maintained. Any possessions
that the targets carry are also transformed by this spell.
Range: 5m
Duration: Until re-cast, Active (4 STA)
Defence: Resist Magic, Magical Defences

Novice Preacher Invocations


Blessing of Courage Ward of Peace
STA cost: 2 STA cost: 2
Effect: Blessing of Courage gives the target a +3 bonus to Effect: Ward of Peace protects a target from hostility. Any
Courage checks and Resist Coercion checks against creature must succeed on a Resist Magic check against
intimidation attempts. your Spellcasting check to take hostile action against
Range: 5m them, if they fail they may still make their attack against a
Duration: 1d6 hours different target. If a target affected by this invocation takes
Defence: None hostile action against another creature, it ends
immediately.
Blessing of Protection Range: 5m
STA cost: 3 Duration: Active (2 STA)
Effect: Blessing of Protection gives the target a +2 bonus Defence: Resist Magic (above), Magical Defences
to Resist Magic checks for the duration of the invocation.
Range: 5m Litany of Condemnation
Duration: 1d10 rounds STA cost: 2
Defence: None Effect: You intone this invocation to condemn a target as
an enemy of your faith, any attacks against it are at +1 and
damage dealt to it is increased by 1. In addition, critical
rolls it may suffer are also at +1. This invocation has no
effect on those that honestly, and actively serve your
religion.
Range: 8m
Duration: Active (2 STA)
Defence: Resist Magic, Magical Defences
Journeyman Preacher Invocations
Burst of Dawn
STA cost: 6 Valourous Fervour
Effect: This invocation creates a bright flash of light from STA cost: 6
your focus or symbol of faith, dazzling your opponents. Effect: This invocation bolsters the will of your allies,
The light from Burst of Dawn also affects monsters as if it granting all of them in the area affected (including you) an
were daylight, as long they fail their Resist Magic against adrenaline die. This last until spent but multiple
your Spellcasting check. This invocation causes Blindness adrenaline die cannot be granted this way.
for 1d6 rounds and has a 25% chance to set targets on Fire. Range: 5m radius
Range: 10m cone Duration: Immediate
Duration: Immediate Defence: None
Defence: Dodge, Resist Magic (monsters), Magical
Defences Welcomed to the Fold
STA cost: 6
Crimson Call Effect: This invocation fills those who meet you with awe,
STA cost: 5 making them treat you as if your reputation were positive
Effect: The Crimson Call invocation demands blood from (if it isn’t already) and 1 level higher than it is. This
your enemies. Any hostile targets in the area of this invocation has no effect on those that have already met
invocation add +4 to all critical rolls against them and take you.
double damage from Bleeding effects. Range: Self
Range: 5m radius Duration: 1d6 hours
Duration: Active (3 STA) Defence: Resist Magic, Magical Defences
Defence: Resist Magic, Magical Defences

Master Preacher Invocations


Blood for Blood
STA cost: 15
12
Effect: This invocation links the fates of two targets, half
the damage dealt to one appears as wounds to the other.
Each time this effect triggers, the target can make a fresh
Resist Magic defence against it.
Range: 2m
Duration: 1d10 rounds
Active (4 STA)
Defence: Resist Magic

Arch Priest Invocations


Web of Life
STA cost: 16
Effect: Summoning the power inherent in all life, you
grant yourself an instinctual knowledge of every living
thing in the area. You can feel the emotions (if
appropriate), know the rough direction and number of any
living things in a wide area equal to ten times your
Spellcasting skill level. If you spend time to make a
Deduction check, you can get more detail about a specific
target in this area, picking up rough thoughts and a vague
idea of its state of health.
Range: Self
Duration: 1 hour
Defence: None
Rituals
Novice Rituals
Astral Projection
STA cost: 6
Effect: Astral projection renders you unconscious while your mind is free to wander. While projecting this way your mind is
intangible and invisible to others while you can perceive normally, though the world takes on an odd greyish blur. Your
projected form can fly freely and travels with a SPD equal to your WILL x3; moving through any non-magical obstacles in your
path. Movement though Magical Barriers, Consecrated ground or living things is impossible (making thick hedges and trees an
effective barrier), as is moving within 10m of any dimeritium larger than a coin. You can move one hundred times your Ritual
Casting skill value in meters from your body. Your body is utterly helpless in this state and if someone kills you, you become
trapped in this projecting state indefinitely until insanity sets in. If someone attaches dimeritium to your body while you’re
projecting, you are trapped in the projecting state until it’s removed.
Preparation Time: 10 rounds
Difficulty Check: 15
Duration: Active (2 STA)
Components: A place to sleep, Fifth Essence (x3), Infused Dust (x1)

Journeyman Rituals
Lasting Ward
STA cost: 12+ (see description)
Effect: Lasting Ward creates a circle that repels hostile magic. This circle can by up to 10m in radius and any spell or magical
phenomena moving past the threshold has a chance to be dispelled or repelled by this ritual. This acts as the Dispel spell
against hostile magic that breaches the perimeter except that the stamina cost comes from a reserve that you invest into the
ritual when casting it. This reserve can be any amount, but your stamina total is also reduced by half this amount while the
ritual is active. The ritual replenishes its reserve once a day and if it’s ever depleted then the Lasting Ward is destroyed.
Preparation Time: 10 rounds
Difficulty Check: 18
Duration: Until destroyed or dispelled
Components: Fifth Essence (x5), Infused Dust (x2), Chalk (x4), Dimeritium (x1, ground to dust)

Master Rituals
Elemental Binding
STA cost: 15
Effect: Elemental Binding traps a lesser ifrit or d’ao (or maride) within a physical construct and forces it to serve the caster
until banished back to its home plane. This elemental will do anything that you ask it to, but it cannot think and can’t perform
finesse tasks that require fingers or grabbing small things. An elemental will execute the last order it was given. If it fails, it will
try again endlessly until it succeeds, or you order it to stop. If the order is ongoing (“fetch some water”) the elemental will
continue to perform that order until destroyed, or you order it to stop.
Preparation Time: 10 rounds
Difficulty Check: 22
Duration: Permanent
Components: Chalk (x2), Lunar Shards (x2, for Earth Elementals), Meteorite (x2, for Fire Elementals), Essence of Water (x5,
for Ice Elementals), Hardened Timber (x10), Stone (x10), Infused Dust (x5), Fifth Essence (x2)
Hexes
The Cornucopia of Ash
STA cost: 16
Effect: The Cornucopia of Ash tuns food to dust as it enters the subject’s mouth, starving them. Every day the hex persists, and
the victim is unable to feed, they must make an Endurance check at DC: 10, increasing by 2 each day. If they succeed this
check, they subtract 2 from their total Stamina points and Stun statistic. If they fail, they additionally lower their maximum HP
by 2 as well as taking a cumulative -1 to all stats (minimum 1). If their maximum Stamina is lowered to 0, they fall into a coma.
If their maximum HP falls to 0, they die from starvation.
Danger: High
Requirement to lift: The victim must prepare a five meals, with meat from a pig, cow, deer, rabbit and bones from a man
dead from hunger respectively and all must be garnished with a drop of the subject’s blood. The pork meal must be burned,
the beef meal must be thrown into a body of water, the venison meal must be flung from a great height, the rabbit meal must
be stolen from the victim and finally, the meal made from human bones must be fed to a stranger. All of this must occur under
a clear sky, and at night.

The Bonebreaker Hex


STA cost: 14
Effect: The Bonebreaker Hex dramatically weakens the victim’s bones, making them so fragile that even normal rigorous
activity has a chance to break them. Any time that the subject engages in strenuous activity they must make a DC: 15
Endurance check. If this check fails, roll a random location, this location takes a critical wounds as follows: Head- Cracked Jaw,
Torso- Broken Ribs, Legs- Fractured Leg, Arms- Fractured Leg. This critical wound can be stabilized but not treated until the
hex is lifted.
Danger: High
Requirement to lift: The victim must gather the bones of 7 different creatures to be burned. The ashes from these fires must
then be prepared in an alcoholic solution that the subject must drink under a full moon until they pass out. Once the morning
comes they will be free of the hex, and probably have a terrible hangover.

The Beggar’s Blessing


STA cost: 7
Effect: The Beggar’s Blessing causes the victim’s personal finances to suffer greatly. Business rolls suffer a -6 penalty, goods are
sold for half as much and items are twice as expensive. Merchants and peddlers seem to greatly distrust the victim, as if he has
a reputation as a con-man or thief that they cannot explain, and customers mistrust his goods or services, convinced they’re of
terrible quality.
Danger: Low
Requirement to lift: The subject must make a donation of 8 crowns each day for 8 days to 8 different honest causes, temples,
churches or shrines. On a day that the victim fails to donate to a different site, the requirement resets and they must try again.

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