You are on page 1of 64

How To Be A Vampire

https://fiction.live/stories/How-To-Be-A-Vampire/FQzwiQAFdWK6u2Ztc/Magic-Spell-List-
Bullshit-That-You-Do/S9A8Nuh6RxtREJ82g

active Unrated Medium reader input 7 day read

Magic Spell List: Bullshit That You Do

Magic Spell List:

Cryomancy:

Cryomancy Skill: 107

"Better bring some warm clothes for this."

Ice Lance
Base Effect: Conjure and shoot a lance made of ice at an enemy, dealing 2d10
damage.

Chant Freeze water and shoot it at my enemy!

Shorten
(400/400) Chant is now: Freeze Water and shoot it!
Chant

Shorten
(800/800) Chant is now: Freeze and shoot!
Chant+

Minimize
(134/1200)
Chant

Autohit Automatically succeeds in hitting any target that


(600/600)
Target cannot react or seek sufficient cover

Increase
(300/300) Damage is now 2d10+4
Damage

Increase
(600/600) Damage is now 4d10+4
Damage +

Maximize
(900/900) Damage is now 6d10+6
Damage

Fire a single projectile that deals 6d10+6 kinetic piercing


Current
damage; requires extraordinary means to be dodged or avoided
Effect
and hits unerringly otherwise

Lower Temperature

Base Effect: Lower the temperature of a targeted location. May lead to


hypothermia in living beings if they stay there for extended periods of time
unless they wear protective equipment.

Chant Make the world a colder place!

Shorten
(400/400) Chant is now: A colder place!
Chant

Minimize
(???/???)
Chant

Make It
(300/300) Now about as cold as a freezing winter night
Colder

Make It Now reduces the temperature to just above zero


(600/600)
Colder + degrees unless already lower

Make It (???/???)
Coldest

Increase
Area of Can now affect several average rooms of space at
(300/300)
Effect once
(AoE)

Increase
Area of Can now reliably affect most decently sized
(600/600)
Effect buildings in one cast
(AoE) +

Enlarge
Area of Can now reliably affect a handful of buildings'
(900/900)
Effect worth of space in one cast
(AoE)

Enlarge
Area of Can reliably affect approximately half an
(1200/1200)
Effect American city's city block in one cast
(AoE) +

Enhance
Area of Can reliably affect approximately an American
(1500/1500)
Effect city's city block in one cast
(AoE)

Enhance
Area of
(917/1800)
Effect
(AoE) +

Reduces the temperature of an area about the size of several


Current buildings to just above zero degrees unless already lower; may
Effect lead to increased effects of other Cryomancy spells and cause
health issues such as hypothermia in unprotected organisms

Chill

Base Effect: Chill an animate living being, potentially giving it frostbite and
modifying all physical rolls by -20

Chant Feel the bite of winter in your bones!

Shorten
(400/400) Chant is Now: Feel the bite of winter!
Chant

Shorten
(???/???)
Chant +

Make it (300/300) Now modifying rolls by -25


Colder
Make It
(600/600) Now modifying rolls by -30
Colder +

Chill
(900/900) Now modifying rolls by -35
Harder

Chill
(???/???)
Harder +

Immobilize
(300/300) Affected enemies are slightly slowed
Slightly

Immobilize Affected enemies are slowed by a moderate


(600/600)
Moderately amount

Immobilize
(900/900) Affected enemies are slowed considerably
Immensely

Immobilize
(???/???)
Completely

Deterring
(???/???)
Chill

Supernaturally cools down a targeted living being, reducing its


Currect physical rolls by -35 and seriously slowing it down for a
Effect lengthy span of time during which it is at risk of health
complications due to the cold

Freeze

Base Effect: Freeze an inanimate object. Useful for keeping doors shut or
guns from firing.

Chant Freeze this thing so it may not move!

Shorten
(400/400) Chant is now: Freeze this thing!
Chant

Shorten
(800/800) Chant is now: Freeze!
Chant +

Freeze Frozen objects are now cold enough to be actively


(400/400)
Harder hazardous to bare skin

Frozen objects are now liable to be severely


Freeze
(800/800) hazardous to living beings not adapted to cold
Harder +
climates

Maximize (???/???)
Freeze +

Spread Changed temperature now spreads from target,


(600/600)
Cold prioritizing similar materials

Changed temperature now radiates out from the


Spread
(1200/1200) target, spreading to encompass all objects
Cold +
touching it

Immediately lowers the temperature of a given object of


medium size (or an equivalent part of larger objects) to sub-zero
Current and spreads this effect from its original target, starting with any
Effect objects touching it and prioritizing the same physical materials
as already affected by the initial use of this spell from there on
out

Coat

Base Effect: Coats a surface in a thin layer of ice. May be used to make areas
slippery, obstruct certain actions or complement other spells.

Chant Let the grasp of winter coat all before me in its icy breath!

Shorten Chant is now: Let the grasp of winter coat all


(400/400)
Chant before me!

Shorten
(???/???)
Chant +

Wider Can now affect even wide rooms and spread along
(300/300)
Area several surfaces, such as walls and ceilings

Wider Can now reliably spread throughout entire


(600/600)
Area + building sections

Maximized
(???/???)
Area

Thicker
(300/300) Now applies a DC 70 or trip
Coat

Thicker Now applies a DC 75 and can be used on targets to


(600/600)
Coat + immobilize at the same DC to break free

Thickened
(104/900)
Coat

Current Creates a coating of ice across a chosen surface that can spread
Effect throughout several rooms inside a building or cover a medium
to large flat area. Creatures that traverse or stand on this
surface have to beat a DC 75 based on agility/dexterity or, if
they were directly targeted by the spell, a DC 75 based on
strength to break free of the ice covering them

Ice Lance Barrage

Base Effect: Fire off several ice lances at once, based on the Ice Lance spell

Freeze water manyfold and shoot it at my enemy in a glorious


Chant
barrage!

Shorten Chant is now: Freeze water and shoot at my


(500/500)
Chant enemy in a glorious barrage!

Shorten Chant is now: Freeze and shoot water in a


(800/800)
Chant + glorious barrage!

Reduce Chant is now: Freeze and shoot a glorious


(1200/1200)
Chant barrage!

Minimize
(1600/1600) Chant is now: Shoot a barrage!
Chant

Improve Now receives +20 when shooting a barrage to hit


(400/400)
Aiming where you want to with each projectile

Improve
(800/800) Now recieves +40 to targeted shots
Aiming +

Autohit Now automatically hits any targets not capable of


(1200/1200)
Target advanced evasive measures

Increase
(400/400) Damage is now 2d10+4 per lance
Damage

Increase
(800/800) Damage is now 4d10+4 per lance
Damage +

Maximize
(1200/1200) Damage is now 6d10+6 per lance
Damage

Increase
Projectile (500/500) Can now launch up to eight projectiles per cast
Number

Increase
Projectile
(1000/1000) Can now launch up to nine projectiles per cast
Number
+

Enlarge (1500/1500) Can now launch up to ten projectiles per cast


Projectile
Number

Enlarge
Projectile
(2000/2000) Can now launch up to eleven projectiles per cast
Number
+

Maximize
Projectile (2500/2500) Can now launch up to twelve projectiles per cast
Number

Creates up to twelve (12) ice lances that are launched at a given


Current target with enough speed and accuracy to be impossible to
Effect avoid unless through extraordinary means; each of them deals
6d10+6 damage on hit

Ice Beam

Base Effect: Shoots a beam of ice dealing, at base, 1d10 cold energy damage
every round it is consecutively hitting a single target, adding one damage
dice every turn.

Cold and frost, gather unto my hand and become a beam to


Chant
strike mine enemies evermore!

Shorten Chant is now: Cold and frost, gather unto my hand


(400/400)
Chant and become a beam!

Shorten
(187/800)
Chant +

Improved Gains +20 for targeting and countering evasive


(400/400)
Aiming maneuvers

Improved Gains +40 for targeting and countering evasive


(800/800)
Aiming maneuvers

Enhanced
(???/???)
Aiming

Increase
(500/500) Each damage die is increased from 1d10 to 1d15
Intensity

Increase
Intensity (???/???)
+

Ecalate
(400/400) Can now stack up to five damage die at once
Further

Escalate (???/???)
Further +

Escalate
(600/600) Now adds two damage dice per turn instead of one
Faster

Escalate
(???/???)
Faster +

Escalate Now begins with two damage dice applied at base


(400/400)
Harder instead of one

Escalate
(???/???)
Harder +

Bigger
(???/???)
Beam

Fires a sustained beam attack with an attack bonus


of +40 that deals 2d15 cold damage, dealing another
Current Effect
additional 1d15 damage for every turn it hits a
target up to 5d15 damage per turn

Ice Wall

Base Effect: Erects a solid wall of ice up to your eye level from any surface in
your sight; may be used creatively in a variety of ways.

Raise a wall of ice and frost, that none may pass


Chant
beyond this place!

Shorten Chant is now: Raise a wall of ice and frost so none


(400/400)
Chant may pass!

Shorten
(???/???)
Chant +

Rise Allows vertical surfaces to be designated as the


(400/400)
Sideways point of origin of ice walls

Rise
Upside (???/???)
Down

Improvise Uneven and bent surfaces can now be designated as


(400/400)
Surface the point of origin of ice walls

Improvise
(???/???)
Surface +

Increase Ice walls can now be raised to up to twice own eye


(400/400)
Height level
Increase (???/???)
Height +

Increase
(400/400) Maximum ice wall thickness now at 50cm
Thickness

Increase
Thickness (???/???)
+

Allows rough changes to be made to ice wall'


Define
(400/400) exteriors upon creation, such as making them
Wall
smooth and slippy or adding handholds to one side

Allows further simple changes to be made such as


Define
(800/800) the addition of short spikes or geometric shapes
Wall +
along ice walls

Refine
(???/???)
Wall

Creates a wall of ice growing off of a targeted


surface with up to 50cm thickness and a height of
Current Effect up to twice your own eye level, with a wide range of
possible minor changes to be made to the walls'
surfaces

Ice Flower

Base Effect: Grow a flower of ice out of a target, dealing 4d10 undodgeable
ice damage.

From all that exists a flower blooms, enveloping and tearing,


Chant
proclaiming that all must find an end!

Chant is now: From all that exists a flower


Shorten
(400/400) blooms, enveloping and tearing, proclaiming all
Chant
must end!

Shorten Chant is now: From all a flower blooms,


(800/800)
Chant + enveloping and tearing, proclaiming the end!

Reduce
(???/???)
Chant

Increase
(400/400) Undodgeable core damage is increased to 6d10
Damage

Increase
(800/800) Undodgeable core damage is increased to 8d10
Damage +
Enhance (1200/1200) Undodgeable core damage is increased to 10d10
Damage

Enhance
(542/1600)
Damage +

Sharpen Additionally deals 2d10 slashing damage to


(400/400)
Petals objects and creatures adjacent to the target

Sharpen Additionally deals 3d10 slashing damage to


(800/800)
Petals + objects and creatures adjacent to the target

Hone
(???/???)
Petals

Created ice is now clear and shiny, allowing the


Improve
(300/300) target to be viewed from several angles at once
Aesthetics
thanks to the petals

Improve Petals are now always optimally arranged to be


Aesthetics (600/600) aesthetically pleasing no matter the space
+ limitations involved

Creates a large ice construct made of sharp petals


from inside the traget, dealing 10d10
Current Effect undodgeable damage by shredding through it and
3d10 secondary slashing damage to all adjacent
objects and creatures

Ice Meteor

Base Effect: Conjure a meteor of ice in the sky that is then accelerated by
gravity to impact in the target area. Cannot be dodged, unless the enemy is
fast enough to escape the impact zone. Takes two (2) turns to hit, meaning the
spell is cast in one turn and the effect takes place in the next. Deals 8d10
damage to all creatures in the area of effect and double damage to objects.
Cooldown of five (5) turns.

Upon the sky I inflict my cold will in ice to form a meteor that
Chant crushes all that may oppose it with overwhelming force, to
flatten the earth and show all upon it its place!

Chant is now: I inflict my cold will in ice to


Shorten form a meteor that crushes all that may oppose
(400/400)
Chant it with overwhelming force, to flatten the earth
with its power!

Chant is now: I inflict my will in ice to crush all


Shorten
(800/800) that may oppose it with overwhelming force, to
Chant +
flatten the earth under its weight!

Reduce (???/???)
Chant

Increase Damage is increased to 12d10 and double to


(500/500)
Damage objects

Increas Damage is increased to 15d10 and double to


(1000/1000)
Damage + objects

Enhance
(???/???)
Damage

Increase
Direct Impact Zone is now approximately one
Impact (400/400)
thousand square meters
Zone

Increase
Direct impact zone is now approximately two
Impact (800/800)
thousand square meters
Zone +

Enhance
Impact (???/???)
Zone

Shockwave
(???/???)
Propagation

Freezing
(???/???)
Shockwave

Small changes to the ice meteor's structure,


Shape such as structuring it to be more likely to
(300/300)
Meteor shatter on impact or else stay in one piece, are
possible

Overt changes to the meteor's structure, such


Shape as sharpening it to pierce deeper into the
(600/600)
Meteor + ground or flattening it to mildly increase direct
impact zone, are possible

Higher
(???/???)
Drop

Creates an ice meteor in the sky that plummets towards the


ground, dealing 15d10 damage to all creatures in an impact
Current
zone of two thousand square meters after two turns of
Effect
combat; the meteor can overtly be changed in shape and this
spell has a cooldown of five (5) turns

Ice Ripple
Base Effect: Sends forth a ripple of self-perpetuating ice that forms into sharp
spikes piercing into all directions as it travels to its destination; starts reliant
on moving through the ground and deals 2d10 damage to all enemies caught
in a line.

Chant Pierce all before me with a single ripple!

Shorten
(???/???)
Chant

Increase
(???/???)
Damage

Increase
(???/???)
Reach

Exploding
(???/???)
Ice

Creates a self-perpetuating chunk of ice that moves through the


Current
ground in a straight line towards a destination, dealing 2d10
Effect
piercing damage to all creatures and objects it passes

Spells to be learned:

Necromancy:

Necromancy Skill: 133

"So will it be with the resurrection of the dead.

The body that is sown is perishable, it is raised imperishable;

it is sown in dishonor, it is raised in glory;

it is sown in weakness, it is raised in power;

and it is sown a natural body, it is raised a spiritual body.

If there is a natural body, there is also a spiritual body."

Raise Zombie

Base Effect: Turn a fleshy corpse into an undead servant.

Chant Rise, my fleshly servant, and go forth to fulfill my will!


Shorten (400/400) Chant is now: Rise, my fleshly servant, and
Chant fulfill my will!

Shorten
(800/800) Chant is now: Rise, my fleshly servant!
Chant +

Minimize
(???/???)
Chant

Increase
(600/600) Zombie Control Capacity rises from 5 to 10
Capacity

Increase
(700/700) Control Capacity rises to 15
Capacity +

Elevate
(800/800) Control Capacity rises to 20
Capacity

Elevate
(900/900) Control Capacity rises to 25
Capacity +

Enhance
(1000/1000) Control Capacity rises to 30
Capacity

Enhance
(1200/1200) Control Capacity rises to 35
Capacity +

Heighten
(1400/1400) Control Capacity rises to 40
Capacity

Heighten
(1600/1600) Control Capacity rises to 45
Capacity +

Enlarge
(???/???)
Capacity

Makes your zombies more physically more


Increase
(300/300) powerful through supernatural means,
Power
increasing physical rolls by +20

Inherent physical zombie strength bonus rises


Increase to +30, also noticeably increases the size of
(600/600)
Power + zombies that can be raised without falling apart
under their own weight

Elevate
(900/900) Inherent zombie strength bonus rises to +40
Power

Elevate
(1200/1200) Inherent zombie strength bonus rises to +50
Power +

Raise (1500/1500) Inherent zombie strength bonus rises to +60


Power

Raise
(???/???)
Power +

Increase Reduces inherent zombie malus to speed to -10


(400/400)
Speed instead of -20

Increase
(800/800) Zombies receive no more penalty to speed
Speed +

Elevate Zombies now receive a bonus of +10 to speed


(1200/1200)
Speed and related activities

Elevate
(???/???)
Speed +

Allows zombies to interpret basic,


Increase
(500/500) straightforward orders by themselves instead of
Intelligence
requiring precise instructions

Increase Automatic interpretation of orders is expanded


Intelligence (1000/1000) so as to allow more flexible understanding of
+ what to do to achieve a goal

Raised undead can now understand mildly


Raise
(1500/1500) complicated tasks they should perform
Intelligence
involving several sequential steps

Raised undead can now intuit simple


Raise
instructions and work towards concrete goals
Intelligence (2000/2000)
they were instructed to attain without being
+
told how to do so step by step

Raised undead can now understand


Elevate complicated or abstract instructions and
Intelligence (2500/2500) generally cooperate with one another to fulfill
+ them, gaining low-level semi-telepathy for this
purpose

Raised undead can now actively and


Elevate
autonomously cooperate to fulfill complicated
Intelligence (3000/3000)
tasks containing several distinctive steps,
+
sharing information as required

Raised undead may now learn simple concepts


Empower
(3500/3500) and ideas on their own, applying and sharing
Intelligence
them between one another

Empower
Intelligence (???/???)
+
Sense (500/500) Allows the caster to replace the sensory input of
Connection their own body with that of the undead they
control from afar

Mental
(500/500) Allows the telepathic commanding of undead
Connection

Allows the caster to grant raised undead up to


Share Skills (1000/1000)
three of their own skills, perks included

Share Skills Allows the caster to grant raised undead all of


(2000/2000)
+ their own skills, perks included

Denote
(???/???)
Controller

Animates a corpse that is composed of a significant amount of


flesh as opposed to purely bones or similar, accumulating up
to 45 of them at once. These undead gain +60 to physical
Current
strength and +10 to speed. They can cooperate with each other
Effect
and complete complex tasks without further input, their
senses can be accessed by the caster and they receive a copy of
all skills and perks the caster possesses.

Raise Skeleton

Base Effect: Turn a fleshless corpse into an undead servant.

Chant Rise, my fleshless servant, and go forth to fulfill my will!

Shorten Chant is now: Rise, my fleshless servant, and


(400/400)
Chant fulfill my will!

Shorten
(???/???)
Chant +

Increase
(600/600) Skeleton Control Capacity rises from 5 to 10
Capacity

Increase
(700/700) Control Capacity rises to 15
Capacity

Elevate
(800/800) Control Capacity rises to 20
Capacity

Elevate
(900/900) Control Capacity rises to 25
Capacity +

Enhance
(561/1000)
Capacity
Increase (400/400) Makes your skeletons physically more powerful,
Power increasing their physical rolls by +10

Increase
(???/???)
Power +

Increase Makes your skeletons physically faster,


(300/300)
Speed increasing related rolls by +10

Increase
(600/600) Skeleton speed bonus increased to +20
Speed +

Elevate
(???/???)
Speed

Allows skeletons to interpret basic,


Increase
(500/500) straightforward orders by themselves instead of
Intelligence
requiring precise instructions

Increase Automatic interpretation of orders is expanded


Intelligence (1000/1000) so as to allow more flexible understanding of
+ what to do to achieve a goal

Raise
(???/???)
Intelligence

Animates a corpse that is composed of of bones or comparable


material as opposed to softer, fleshier matter, accumulating
Current
up to 25 of them at once. These undead gain +10 to physical
Effect
strength and +20 to speed. They can flexibly understand and
interpret mildly complicated or indirect orders on their own.

Twist Corpse

Base Effect: Modify and change corpses. Starts out as a way to repair them
and avoid raising substandard undead by reconnecting bones, adding meat
from other corpses etc.

Chant Change and twist, morph and mutate, let my will be done!

Shorten Chant is now: Change and twist, morph and


(400/400)
Chant mutate!

Shorten
(???/???)
Chant +

Transplant Parts of one corpse may now be transplanted


(400/400)
Parts onto another

Transplant (800/800) Parts of one corpse may now be connected to


Parts + existing nerve systems; more complicated
transplants are viable

Connect
(???/???)
Parts

Small adjustments may be made through


Modify
(500/500) magically warping corpses or animated undead
Corpse
without causing damage

Modify Can now make adjustments to corpses and


(1000/1000)
Corpse + animated undead with less restraints

Can now magically warp most dead biological


material through extended use, such as turning
Mold organs into muscle fibers. More significant
(1500/1500)
Corpse material changes require more time. May imbue
up to one minor magical effect that activates
upon animation.

May change out organic matter with greater


Mold
(2000/2000) ease and fluidity and imbue up to two minor
Corpse +
effects OR one weak effect

May now turn any common dead biological


Shift material into any other common biological
(2500/2500)
Corpse material and imbue up to two weak and two
minor effects

Shift May now imbue up to three minor and weak


(3000/3000)
Corpse + effects OR one basic effect

Imbue May now imbue up to three minor, three weak


(3500/3500)
Corpse and one basic effect OR two basic effects

May now imbue up to three minor, three weak


Imbue
(4000/4000) and two basic effects OR one minor, one weak,
Corpse +
one basic and one strong effect

May now imbue up to three minor, three weak,


Empower
(4500/4500) three basic and one strong effect OR two strong
Corpse
effects

May now imbue up to three minor, three weak,


Empower
(5000/5000) three basic and two strong effects OR one strong
Corpse +
and one major effect

May now imbue up to three minor, three weak,


Warp
(5500/5500) three basic, three strong and one major effect OR
Corpse
two major effects

Warp May now imbue up to three minor, three weak,


(6000/6000)
Corpse + three basic, three strong and two major effects
Twisted (6500/6500) May now three minor, three weak, three basic,
Corpse three strong and three major effects

May flexibly turn most dead organic material in reach into


other kinds and rearrange, connect or split apart dead bodies.
Current
On doing so, may impart up to three minor, weak, basic, strong
Effect
and major magical effects that activate upon reanimation of thi
affected material as a complete undead.

Collect Soul Fragment

Base Effect: Lets you collect fragments of souls released upon death.
Fragments linger when especially brutal or atypical deaths happen.

Chant Take all that is left behind of the departed and make it mine!

Shorten Chant is now: Take all that is left of the


(400/400)
Chant departed!

Shorten
(800/800) Chant is now: Take all that is left!
Chant +

Minimize
(???/???)
Chant

Sense Soul fragments may be passively sensed and


(600/600)
Fragments identified

Sense
Radius of passive sensing and collection of soul
Fragments (1200/1200)
fragments are massively increased
+

All soul fragments within collection range may


Fragment
(1800/1800) be collected through a single cast (provided
Extraction
enough storage capacity)

Soul fragment collection radius is increased to


line of sight where applicable and living subjects
Fragment
may be targeted upon casting in order to extract
Extraction (2400/2400)
fragments of their souls directly (note, repeated
+
use may cause damage to mind and soul of a
given subject)

Increase
(500/500) May now store up to 25 soul fragments at once
Storage

Increase
(1000/1000) May now store up to 30 soul fragments at once
Storage +

Enlarge
(1500/1500) May now store up to 35 soul fragments at once
Storage
Enlarge (2000/2000) May now store up to 40 soul fragments at once
torage +

Expand
(???/???)
Storage

Combine May combine five Soul Fragments to create a


(600/600)
Fragments single tier 2 fragment (Deep Fragments)

Combine
May combine five Deep Fragments to create a
Fragments (900/900)
single tier 3 fragment (Soul Shards)
+

Meld May combine five Soul Shards to create a single


(1200/1200)
Fragments tier 4 fragment (Deep Shards)

Fracture May divide a given soul fragment currently


(1500/1500)
Fragments stored into five fragments of a lower tier

Meld
May combine five Deep Shards to create a single
Fragments (1800/1800)
tier 5 fragment (Souls/Proto-Souls)
+

Any single soul fragment may be imbued into a


Imbue
(400/400) given undead for various effects depending on
Fragments
the fragment and the undead in question

Imbue
Any two soul fragments may be imbued into a
Fragments (800/800)
given undead
+

Infuse Any three soul fragments may be imbued into a


(1200/1200)
Fragments given undead

Infuse
Fragments (???/???)
+

Empower Upon using soul fragments in any way, their


(1000/1000)
Fragments effects may be intensified by a factor of two

Empower
The factor of effect intensification is increased to
Fragments (2000/2000)
three
+

Strengthen
(???/???)
Fragments

Upon crafting items, soul fragments may be


Fragment
(1000/1000) infused into them at a massively decreased
Crafting
intensity compared to other uses
Fragment (2000/2000) Base intensity of fragments infused into items is
Crafting + increased to 10% (one tenth)

May collect and store up to 40 soul fragments, pieces of souls


shed upon particular traumatic, intensive or brutal deaths.
They may be fused into higher tiers at a rate of five to one or
split up to perform the same change in the other direction at
Current
the same cost. Up to three fragments may be imbued into
Effect
undead to grant them supernatural powers, the details of
which are dependant on the type of fragment and the type of
undead. May also use a single fragment to infuse any object
being crafted at one tenth of the normal effect intensity.

Construct Spirit

Base Effect: Lets you assemble Soul Fragments and/or souls into spectral
undead.

Take what I have gathered and assemble it into a spectral


Chant
servant, to rise and go forth to do my will!

Shorten Chant is now: Take what I have gathered and


(400/400)
Chant raise from it a spectral servant!

Shorten Chant is now: Raise a spectral servants from


(800/800)
Chant + what I have gathered!

Reduce
(???/???)
Chant

Increase Control capacity for spectral undead


(600/600)
Capacity increased to 10

Increase Control capacity for spectral undead


(800/800)
Capacity + increased to 15

Elevate Control capacity for spectral undead


(1000/1000)
Capacity increased to 20

Elevate Control capacity for spectral undead


(1300/1300)
Capacity + increased to 25

Enhance Control capacity for spectral undead


(1600/1600)
Capacity increased to 30

Enhance Control capacity for spectral undead


(1900/1900)
Capacity + increased to 35

Heighten Control capacity for spectral undead


(2200/2200)
Capacity increased to 40
Heighten (???/???)
Capacity +

Spectral undead may now be constructed out


Increase
(400/400) of a total of four components (soul fragments
Malleability
and/or one soul)

Increase
Spectral undead may now be constructed out
Malleability (800/800)
of a total of five components
+

Spectral undead are now reasonably


Increase intelligent and capable of both following
(400/400)
Intelligence moderately complicated orders and
communicate in some way

Increase Spectral undead are now at base about as


(800/800)
Intelligence + smart as an adult human baseline

Retain
Intelligence Spectral undead created using an intelligent
(800/800) soul in place of one soul fragment may now
(Necromancy retain their intelligence and skills
+ Soul Palace

Creates a spectral undead made out of three to five


components consisting of soul fragments and/or up to one
intelligent captured soul, directly controlling up to 15 at a
Current
time. These undead have abilities and charateristic largely
Effect
reliant upon their components, though very common
standard abilities include intangibility, invisibility and some
level of minor clairvoyance.

Bind Undead

Base Effect: Bind an undead under your control to a location or person,


removing it from your direct control and freeing up your own capacity. Note,
most people and locations have a capacity of one (1), and you have to train to
unlock more complicated orders you wish to impart on your minions

All that I control, all that I have taken, be bound to (this


Chant
place/this person) forevermore, that you may serve my will!

Shorten
(???/???)
Chant

Imbue
(???/???)
Order

Confer (500/500) An intelligent being an undead is bound to may


Authority command said undead verbally, issued commands
will be completed to the best of its ability
Confer
Authority (???/???)
+

Binds a directly controlled undead to a place or person,


removing them from the caster's direct control and freeing up
Current
their control capacity. Undead will attempt to protect the place
Effect
or person they are bound to and follow verbal orders by
intelligent hosts to the best of their abilities.

Miasma

Base Effect: Conjures a black-ish mist that does not impede vision to cover an
area equivalent to a small building, dealing 2d2 necrotic damage to any
living beings that breathe it in. Any dead bodies within its area of effect are
possessed by the miasma and rise as undead, aggressively attacking nearby
living beings. Lasts for one hour or until dispelled by the caster.

Breath of the dead, grudge of the departed, taint this land and
Chant
this air, fill them with my wrath!

Shorten Chant is now: Breath of the dead, grudge of the


(400/400)
Chant departed, taint this land and this air!

Shorten
(???/???)
Chant +

Widen May now affect an area roughly equivalent to a


(400/400)
Effect large building

Widen May now affect an average modern city street's


(800/800)
Effect + worth of area

Enlarge May now affect an average city block's surface


(1200/1200)
Effect worth of area

Enlarge
(???/???)
Effect +

Lengthen Miasma lasts for up to two hours from cast or


(500/500)
Effect until dismissed

Lengthen Miasma lasts for up to two and a half hours


(1000/1000)
Effect + from cast or until dismissed

Prolong
(???/???)
Effect

Stronger
(400/400) Miasma causes 2d3 damage per turn
Necrosis
Stronger (800/800) Miasma causes 2d4 damage per turn
Necrosis +

Empowered
(???/???)
Necrosis

Reanimated shamblers may be directed to


Control
(400/400) move into a general area while attacking living
Shamblers
beings blindly

Control
Shamblers (???/???)
+

Strengthen Temporarily reanimated bodies are physically


(400/400)
Shamblers stronger than in life

Temporarily reanimated bodies retain some


Strengthen
skills they had in life in a degraded capacity
Shamblers (800/800)
and are at peak theoretical strength for their
+
bodies, may damage themselves by exerting it

Conjures an off-black mist that does not obscure vision over a


surface area roughly equivalent to a city block for up to two
and a half hours. Living beings within this mist take 2d4
necrotic damage upon breathing it or extensive skin contact.
Dead bodies within the mist are reanimated as Shamblers
Current
that may be directed to move into a general direction, blindly
Effect
attacking living beings wherever found. They retain some
skills from life and possess maximum theoretical physical
strength for their bodies. May only ever activate a single
instance of this spell and Shamblers de-animate as soon a
their origin Miasma ceases activity.

Undead Mage

Base Effect: Allows you to imbue an undead you have created with a single
spell to use you have learned yourself on touch. A general cooldown of 5
minutes is applied to them, unless the spell itself has a higher cooldown
already. Some spells may not be imbued in this way, such as including, but
not limited to: Raise Zombie, Raise Skeleton, Twist Corpse, Construct Spirit,
Bind Undead

Chant Take a measure of my power and retain it!

Shorten
(???/???)
Chant

Apply Up to half of currently completed trainings may


(500/500)
Trainings be used by undead

Apply (1000/1000) All completed trainings may be applied to spells


Trainings cast by undead through this spell
+

Reduce
(???/???)
Cooldown

Increase
(1000/1000) May imbue up to two separate spells
Spells

May imbue an undead under direct control with up to two spells


known to the caster (exceptions may apply) and let them use it
Current
with all completed training enabled and a minimum of 5 minute
Effect
cooldown before it can be used again (unless the spell already
has a longer one, in which case the spell's conditions apply)

Summon Undead

Base Effect: Allows you to summon one given undead within the same
dimension as yourself under your direct control to your location, with a
cooldown of one hour

That which I have brought to unlife, heed my call, feel your


Chant
chains, and come to your master, for a task awaits!

Shorten
(???/???)
Chant

Reduce
(???/???)
Cooldown

Summon
(???/???)
More

May summon a single undead across


Targeted dimensional barriers in exchange for an
(600/600)
Summoning increased cooldown timer magnified by a
factor of five

May summon up to two undead across


Targeted
dimensional barriers in exchange for an
Summoning (1200/1200)
increased cooldown timer magnified by a
+
factor of five

Urgent
(???/???)
Summoning

Current Summons a single undead under the caster's control to their


Effect physical location, requiring a cooldown of one hour before
this spell can be used again, or summon a single undead that
would be under the caster's control in another dimension to
their current location in their current dimension with a
cooldown of five hours
Call Soul

Base Effect: Allows you to summon a soul of your choosing to your physical
location, where it will immaterially linger for several minutes before
returning to whatever afterlife it was taken from. Cannot affect souls
somehow protected or sealed away, such as those inside an afterlife overseen
by a deity of some kind, and does not work for souls that have already ceased
existing in some fashion.

I call upon thee, *soul name*, to come dwell in this place for a
Chant
little while, so come and arrive here to this place of invocation!

Chant is now: I call upon thee, *soul name*, to


Shorten
(400/400) dwell in this place for a while, so come and
Chant
arrive!

Shorten
(???/???)
Chant +

Increase Souls may linger in place for about twenty


(500/500)
Duration minutes

Increase
(???/???)
Duration +

Materialize Souls may touch living beings while affected by


(500/500)
Soul this spell

Souls may be fully materialized while affected


Materialize
(1000/1000) by this spell, interacting with both creatures and
Soul +
objects as though they existed normally

Souls may be bound to an object of sentimental


Bind Soul (600/600) value to themselves, remaining in its vicinity
unless it i damaged or destroyed

Souls may also be bound to people of


Bind Soul + (1200/1200)
sentimental value to themselves

Souls may be stored inside nontainers and used


Store Soul (1000/1000)
as ingredients for various fields of magic

Store Soul
(???/???)
+

Current Summons the soul of a deceased person from whatever


Effect afterlife they are in, provided they still exist and their afterlife
is not protected against such infractions. Souls linger for up to
twenty minutes per cast and are capable of touching both
living beings and unliving objects as though they existed like a
normal being. Using this spell, they may also be bound to an
object or person of sufficient sentimental value they held in
life, lingering near them indefinitely until their destruction, or
be stored within containers that can be closed for other uses.

Suppress Life

Base Effect: Allows you forcefully suppress the metaphysical lifeforce of a


victim, reducing all rolls of living beings affected by a certain amount; starts
as a single-target -20 to all rolls.

Chant Suppress all life before me!

Shorten
(???/???)
Chant

Increase
(???/???)
Suppression

Stagger
(???/???)
Targets

Increase
(???/???)
Target Area

Current Decreases all rolls of a living target by -20 and may cause
Effect serious health effects in small insects

Spells to be learned:

Desecrate Ground: Desecrates a designated location. All corpses on it are


raised once more as undead, seeking to end any living beings they
encounter. Every time a living being dies on it, the desecration spreads a
little more. Sustained spell; cannot keep more than one active. Chant:
Behold this place I stand upon, to profane and desecrate all upon it; none
shall escape the cold hand of death! (561/3000)

Deny Death: Cast upon a living being, this spell turns it into a quasi-undead,
giving it +20 maximum HP and increasing physical abilities until dispelled.
This can be used to resurrect the recently deceased, potentially healing
them through other means so they stay alive even without the additional
HP. (266/1000)

Curse Magic (Malomancy):

Curse Skill: 29
"I hate you I hate you I hate you! ... No, seriously, this is just part of the
preparations."

Curse Person

Base Effect: Cause a malicious effect to be inflicted onto a person of your


choice, limited by the need to see the person in question with your own two
eyes and defined entirely by the wording you use when casting it

A person may be cursed without being


targeted line of sight as long as a picture of
Remote
(400/400) their face and a personal item and biomatter
Targeting
originating from their body are in the caster's
possession

A person may be cursed without being


targeted line of sight as long as a picture of
Remote
(800/800) their face and a personal item OR biomatter
Targeting +
originating from their body are in the caster's
possession

Advanced
(???/???)
Targeting

Potential curse potency becomes stronger,


turning from light influences and nuisances at
Magnify
(400/400) most into proper, sometimes noticeable
Effect
effects that can impact a person regularly and
consistently

Curses can consistently change reality to suit


their purpose, such as driving the victim into
a rage under certain circumstances and
Magnify
(800/800) making it impossible to perform certain
Effect +
minor actions, guaranteeing a stubbed toe
every time the pain is forgotten to general bad
luck

Curses become consistent and noticeable in


effect, the only way a victim may escape them
Enhance is to avoid triggering them in some way. They
(1200/1200)
Effect also go beyond probability manipulation,
gaining a propensity for causing things to line
up as required for them to function.

Enhance
(???/???=
Effect +

Strengthened (400/400) Curses may be empowered by specifying a


Chant tradeoff of some kind in the chant you choose,
enhancing negative effects in exchange for
adding arguably positive ones (grows stronger
with more irony)

Strengthened
(???/???)
Chant +

Longer Chants may last for up to seven words instead


(400/400)
Chant of five

Longer
(800/800) Chants may last for up to eight words
Chant +

Prolonged
(???/???)
Chant

Concentrated The same target may be affected by up to two


(400/400)
Curses separate curses

Concentrated
(???/???)
Curses +

Curses may be specified to trigger under


Conditional
(400/400) specific circumstances (target saying a certain
Curse
word, a day of the week, etc.)

Conditional
(???/???)
Curse +

Casts a malicious curse at a person (defined as a living being)


whose wording may last for up to eight words and inflict
negative effects that may affect them directly or else
manipulate the world around them. Doing so requires
directly perceiving the victim or, alternatively, holding a
picture of their face and either a personal object they
Current
consider owned by themselves or a piece of their body
Effect
(strand of hair, blood sample etc.).

Up to two curses may be cast at the same target and they


may be worded to trigger under specific circumstances,
include an arguably positive effect in exchange for an even
worse negative one or both.

Any food eaten has a high chance to be disgusting, target


bumps their head against objects or keeps on stumbling over
Curse nothing, a certain trigger causes the target to become
Examples unreasonably enraged, terrified etc., personal relationships
are strained and self-sabotaged unwillingly, unreasonable
dislike by others is directed towards the target…

Curse Object
Base Effect: Cause a malevolent effect to be applied to or by an object of your
choice, limited by the need to physically touch it and defined entirely by the
wording you use when casting it

Remote
(???/???)
Targeting

Potential curse potency becomes stronger,


turning from light influences and nuisances at
Magnify most into proper, sometimes noticeable
(400/400)
Effect effects that can impact a tool's use or an
object's surroundings regularly and
consistently

Curses can consistently change reality to suit


their purpose, such as directly affecting the
Magnify
(800/800) targeted object or, increasing the chances of
Effect +
causing a specific effect every time it i
interacted with, etc.

Curses become consistent and noticeable in


effect, turning cursed objects into potent
Enhance carriers and subjects of curses. They also go
(1200/1200)
Effect beyond probability manipulation, gaining a
propensity for causing things to line up as
required for them to function.

Enhance
(???/???)
Effect +

Curses may be empowered by specifying a


tradeoff of some kind in the chant you choose,
Strenghtened
(400/400) enhancing negative effects in exchange for
Chant
adding arguably positive ones (grows stronger
with more irony)

Strengthened
(???/???)
Chant +

Longer Chants may last for up to seven words instead


(900/900)
Chant of five

Longer
(???/???)
Chant +

Concentrated The same target may be affected by up to two


(500/500)
Curses separate curses

Concentrated
(???/???)
Curses +

Conditional (500/500) Curses may be specified to trigger under


Curse specific circumstances (object is used a certain
way, a day of the week, etc.)

Conditional
(???/???)
Curse +

Casts a malicious curse at an object (defined as an item that


is not alive and can be considered a single continuous object
in form or function) whose wording may last for up to seven
words and inflict negative effects that may affect them
directly or else manipulate the world around them. Doing so
Current
requires directly touching it.
Effect
Up to two curses may be cast at the same target and they
may be worded to trigger under specific circumstances,
include an arguably positive effect in exchange for an even
worse negative one or both.

Disproportionally low rolls on a dice, weapons that have a


high chance to backfire or accidentally injure the owner,
Example random failures in various tools or devices, stumbling blocks
Curses that just happen to be overlooked by anyone walking near it,
clothes that become uncomfortable or semi-spontaneously
ignite at the slightest provocation etc.

Curse Location

Base Effect: Cause a malevolent effect to be applied to or by a location of your


choice, limited by the need to be physically present in it and defined entirely
by your wording when casting it

Curses may be cast on a location by touching a


replica of it that retains at least 95% accuracy
Remote
(400/400) or an object that belongs to your target
Targeting
location (piece of a wall, old furniture) and an
up-to-date picture of its insides

Curses may be cast on a location by touching a


Remote replica of static elements of it that retains at
(800/800)
Targeting + least 80% accuracy or an object or person that
has been in it within the last three hours

Advanced
(???/???)
Targeting

Curses are simply stronger, turning from light


influences and nuisances at most into proper,
Magnify
(400/400) sometimes noticeable effects that can impact
Effect
events and, objects and creatures within the
targeted location regularly and consistently

Magnify (800/800) Curses may consistently change reality in


Effect + ways that work to their purpose, such as
creating a particular atmosphere, reliably
influencing thoughts of sapient beings at their
location, increasing reproduction rates of
vermin or just causing bad luck to everyone
within their area of influence

Curses become consistent and noticeable in


effect, turning cursed locations into potent
carriers and subjects of curses that may
Enhance readily affect any people in their vicinity.
(1200/1200)
Effect They also go beyond probability
manipulation, gaining a propensity for
causing things to line up as required for them
to function.

Enhance
(???/???)
Effect +

Curses may be empowered by specifying a


tradeoff of some kind in the chant you choose,
Strengthened
(400/400) enhancing negative effects in exchange for
Chant
adding arguably positive ones (grows stronger
with more irony)

Strengthened
(???/???)
Chant +

Longer Chants may last for up to seven words instead


(500/500)
Chant of five

Longer
(1000/1000) Chants may last for up to eight words
Chant +

Prolonged
(???/???)
Chant

Concentrated The same target may be affected by up to two


(500/500)
Curses separate curses

Concentrated
(???/???)
Curses +

Curses may be specified to trigger under


Conditional
(500/500) specific circumstances (location is
Curse
entered/exited, a day of the week, etc.)

Conditional
(???/???)
Curse +

Current Casts a malicious curse at a location (defined as a place that


Effect is large enough to be entered/exited by baseline humans)
whose wording may last for up to eight words and inflict
negative effects that may affect them directly or else
manipulate the world around them. Doing so requires being
within the target location, touching a replica of all of its
static structures with at least 80% accuracy or a person or
object that has spent several hours within it recently within
three hours of them leaving.

Up to two curses may be cast at the same target and they


may be worded to trigger under specific circumstances,
include an arguably positive effect in exchange for an even
worse negative one or both.

Make something break at random intervals, cause


appliances, electricity and plumbing to malfunction, make
Example
doors and windows slam closed or open at random, cause
Curses
instinctive fear and unease in living beings, make lethal
accidents more likely etc.

Spells to be learned:

Store Curse: Allows you to 'store' a curse you may cast as per your Curse
Person/Object/Location spells, then apply it conditionally and repeatedly,
for example using it on a sword that casts the curse every time it strikes an
enemy. Note, a limited number of uses applies before the spell needs to be
recast.

Umbramancy:

Umbramancy Skill: 41

"If you see anything move in the shadows, don't just chalk it up to your
imagination, run."

Manifest Shadow

Base Effect: Allows you to force a shadow to become manifest as a physical


thing for a moment, the inanimate shadowmatter somewhat fragile, but
useful for a variety of things.

Chant Rise and become shadow manifest!

Shorten
(400/400) Chant is now: Rise and become manifest!
Chant

Shorten
(???/???)
Chant +

Lengthen (400/400) Shadow constructs may independently last for up to


Duration two minutes
Lengthen
Shadow constructs may independently last for up to
Duration (800/800)
five minutes
+

Increase
(???/???)
Duration

Shadow constructs are as heavy as the object whose


shadow they have been taken out of, relative to the
Affirm
(400/400) amount used based on volume (use half a person's
Density
shadow to manifest a wall before them, it weighs
half as much as they do)

Contructs may also have a base density based on


Affirm
(800/800) their size (the larger they are, the denser and
Density +
heavier they become)

Enhance
(???/???)
Density

Shadow constructs may slowly be moved into a


Control (400/400) given direction independently of other forces
affecting them

Shadow constructs may be steadily moved into any


Control + (800/800) given direction, their movement's direction being
changed at will

Enforce
(???/???)
Control

Shadow constructs are about a quarter as durable


Enforce
(400/400) (tough, flexible) a the objects whose shadows they
Durability
are made of

Enforce
Shadow constructs are almost as durable as the
Durability (800/800)
objects whose shadow they are made of
+

Enhance
(???/???)
Durability

Current Turns a nearby shadow into a shadow construct of choice, its


Effect physical properties determined by the source shadow and what
it is cast by. Their weight is determined by the weight of the
source object, with additional density added based on the total
volume of the resulting construct. They may also be almost as
durable as the source object(s) in question.

Shadow constructs may remain indefinitely in direct contact


with the caster or else for up to five minutes independently.
They may also be moved at a steady pace under the spell's own
power, their momentum redirected at will.

Shadowstep

Base Effect: Allows you to travel through any shadow you are physically in
contact with through the realm of shadows, emerging from any other nearby
shadow

Chant Step through the dark into the light!

Shorten
(400/400) Chant is now: Step through the dark!
Chant

Shorten
(800/800) Chant is now: Step!
Chant +

Increase May emerge from any qualified shadow within


(300/300)
Range three hundred (300) meters

Increase May emerge from any qualified shadow within


(600/600)
Range + five hundred (500) meters

Raise May emerge from any qualified shadow within


(900/900)
Range one (1) kilometer

Raise May emerge from any qualified shadow within


(1200/1200)
Range + two (2) kilometers

Enhance
(???/???)
Range

May travel through a shadow by touching it with


Increased
(400/400) any given body part instead of physically
Speed
stepping through it

May travel through a shadow without requiring


Increase
(800/800) direct touch, turning into a swirl of darkness
Speed +
that is sucked through on cast

Enhance
(1200/1200) May travel through a shadow even from afar
Speed

Enhance
(???/???)
Speed +

May catch glimpses of surroundings while in


Increase
(500/500) transit, peering through nearby shadows on the
Perception
way
Shadow Storage

Base Effect: Allows you to store your own body mass in items inside your
shadow, physically pulling them out of it. As your shadow is a magical
definition, any shadow you throw may be treated as your shadow, regardless
of the time and place you are throwing it. Note that casting is only required
to deposit items inside, the spell technically persists until you withdraw your
stored object and needs not be recast until you wish to deposit them again.

Chant To the shadows we give, from the shadows we take!

Shorten
(???/???)
Chant

Increase May now store up to twice the caster's body mass


(400/400)
Capacity inside their shadow

Increase
May now store up to thrice the caster's body mass
Capacity (800/800)
inside their shadow
+

Enlarge May now store up to four times the caster's body


(1200/1200)
Capacity mass inside their shadow

Enlarge
May now store up to six times the caster's body
Capacity (1600/1600)
mass inside their shadow
+

Enhance May now store up to eight times the caster's body


(2000/2000)
Capacity mass inside their shadow

Enhance
May now store up to ten times the caster's body
Capacity (2400/2400)
mass inside their shadow
+

Raie May now store up to twelve times the caster's body


(2800/2800)
Capacity mass inside their shadow

Raise
Capacity (???/???)
+

May casually reach into the caster's shadow to


Ease
(400/400) retrieve objects instead of rummaging through it
Retrieval
for the right one

Ease
Retrieval (???/???)
+

Trick May retrieve objects from pockets or with one's


(400/400)
Retrieval feet, though practical limitations still apply
Trick (???/???)
Retrieval
+

On cast, allows the caster to deposit objects inside of their


shadow, with up to a maximum of twelve times their own body
mass in weight at any one time inside of it. They may be
Current retrieved at any time by reaching into the same shadow,
Effect automatically finding the correct ones. Small tricks may be
performed to do so more swiftly and easily, such as using any
given body parts to reach inside or treating one's pockets as part
of one's shadow.

Summon Shadowlings

Base Effect: A handy spell to conjure living shadows in various shapes.


Stronger in the dark and weakened by bright lights, these minions are
temporary, but may be summoned with no restrictions as to their numbers
and can be directed in broad ways with complete certainty.

Chant Denizens of the shadows and the dark, rise at my command!

Shorten
(???/???)
Chant

Strengthen Shadowlings become tougher, stronger and


(400/400)
Shadowlings less easily dispelled by bright lights

Strengthen Shadowlings become physically stronger and


Shadowlings (800/800) tougher, their base form growing about a
+ strong as a baseline human

Shadowlings become strong enough to bend


Enhance iron poles with their bare hands in their base
(1200/1200)
hadowlings form, also growing noticeably more resistant
to bright light

Enhance
Shadowlings (???/???)
+

Shadowlings may be created with a variety of


minor powers based on their forms, such as
Grant Power (500/500)
superspeed, merging with other shadows for
stealth, short-ranged teleportation etc.

Grant Power
(???/???)
+

Merge (400/400) Summoned Shadowlings may be merged into


Shadowlings human-sized creature on being summoned,
halving in number in exchange
Merge
Shadowlings (???/???)
+

More
(500/500) Summons a total of twenty base Shadowlings
Shadowlings

More
Summons a total of twenty-five base
Shadowlings (1000/1000)
Shadowlings
+

Shadowling
(???/???)
Numbers

Summons around twenty-five minor shadowlings the size of


a large dog on cast; they are strong enough to bend iron with
their bare limbs and possess minor shadow powers, taking
some damage in bright light, dissipating in direct sunlight
Current after a short time
Effect
Additionally, Shadowlings may be merged on being
summoned, halving their numbers but in exchange growing
to be as big as grown humans with a commensurate increase
in power

Spells to be learned:

Shadow Doppelgänger: Animates a creature's shadow to attack it.


Doppelgängers are mindless except for the purpose of defeating their
originator in direct combat and copy any physical features and abilities
they possess.

Demonology:

Demonology Skill: 22

"It shouldn't surprise anyone at this point if I literally summon demons from
hell."

Summon Demon

Base Effect: Allows you to summon a demon from a given area of hell to
bargain or deal with, using rituals as required to do so. May target a general
type of demon or call upon a particular one as long as you know its name.
Beginning demon types to be summoned are limited to Imps and Hellhounds.

Chant Dependant on the summoning, variable


Summon (500/500) May summon weak demons such as Arch-Imps,
Deeper Tormentors or Corrupted

Summon May summon lesser humanoid demons of


(1000/1000)
Deeper + various types you may specify

May summon demons such as Demon Brutes,


Call Deeper (1500/1500) Greater Fiends, Devils and beings on a similar
scale

Call Deeper
(???/???)
+

May ignore summoning prerequisites (not


Address ritual requirements) as long as a demon has,
(500/500)
Summon directly or indirectly, conveyed its name to the
caster

Address Caster may ignore summoning prerequisites as


(1000/1000)
Summon + long as they know the name of a demon

May summon up to ten roughly equivalent


Mass
(400/400) demons at once by scaling up rituals and their
Summoning
requirements

Mass
Summoning (???/???)
+

Simplify May simplify, circumvent or omit some ritual


(500/500)
Ritual requirements when summoning weak demons

May ignore ritual requirements for weak


Simplify
(1000/1000) demons and cut down on ones required for
Ritual +
many others

Trivialize
(???/???)
Summoning

May sacrifice living beings to summon stronger


Sacrifical
(400/400) demons than normally possible and bargain
Summoning
with their souls directly

Sacrifical
Summoning (???/???)
+

May bargain with a single demon at a time to


Contract exchange services or goods, preventing bith the
(500/500)
Demon caster and the summoned demons from
disregarding any agreements made
Contract (???/???)
Demon +

Allows the summoning of demons, given the rrequisite


summoning requirements and ritual requirements are met.

Summoning Requirements: Conditions for being able to


summon a demon. Caster may summon anything up to
Demon Brutes, Greater Fiends, Devils and beings on a similar
scale freely. Summoning requirements may be ignored when
in possession of a demon's true name, though ritual
requirements still apply.

Ritual Requirements: Conditions for the active summoning of


demons. Examples include, but are not limited to, circles and
Current
runes drawn on the ground with various materials, ritual
Effect
components corresponding to the demon(s) meant to be
summoned, ominous chanting, naked abs being present in the
room and more. May ignore ritual requirements for the
purposes of summoning very weak demons and simplify
them for some medium-strength ones.

Summoned demons may be compelled to follow agreements


they made, though the caster must equally obey the terms of
such agreements. Up to ten demons of any kind may be
summoned simultaneously when summoning them in
general, as opposed to summining a particular one, by
increasing the ritual's scale.

Extract Essence

Base Effect: Allows you to extract the essence of a demon, to be used for
various purposes. The demon's consciousness is retained within its essence
and can act in a limited capacity in this form, though it returns to hell as it
would in case of death unless used for something relatively quickly.

Several seconds of concentration while within the presence


Requirements
of a demon whose essence can be extracted

Extract May extract the essence of weak demons


(500/500)
Harder without needing to weaken them beforehand

Extract
(???/???)
Harder +

The essence of an unwilling demon may be


Preserve
(400/400) preserved for up to one continuous day
Essence
before they slip back to hell

Preserve
(???/???)
Essence +

Infuse (400/400) The essence of a willing demon may be


Essence infused into a given object to give it certain
properties depending on the demon used

Essences may be infused into both objects


and mindless bodies (for example undead), as
Infuse
(800/800) well as adjusted with small changes to the
Essence +
way it interacts with its new container and
the properties consequently granted to it

Simple choices between several options to


influence the outcome of doing so may be
made when imbuing notable essences into a
Empower
(1200/1200) given container, as well as implementing a
Essence
considerable increase the overall effect
strength applied based on the strength of the
essence used

The outcome of an infusion may me


moderately affected by choosing one (or
more) aspects of it to receive a boost,
Empower
(1600/1600) alternatively removing characteristics that
Essence +
would otherwise have been added to the
subject and boosting the desired outcome
instead at this cost

It is posible to remove unwanted aspects of a


demon essence infusion and, in exchange,
Apply increase preferred effects considerably based
(2000/2000)
Essence on the power of the essence used;
additionally, all effects are increased in
strength proportionally to the same

Unwanted effects may be ignored and


wanted ones significantly strengthened for
Apply free, adding a general magical boost to all
(2400/2400)
Essence + characteristics of the subject based on the
power of the essenceused in addition to
particular effects caused

Several essences of similar demons may be


Combine
(500/500) combined to create a greater one with similar
Essence
properties

Combine
(778/1000)
Essence +

The consciousness of a demon within an


Refine
(500/500) essence may be removed before use to enable
Essence
easier use and handling of the result

Refine
(???/???)
Essence +
Current Effect May extract the concentrated 'essence' of a demon, an
analogue to a soul, and use it in various ways. The demon
must consent, be rendered incapable of resistance or be
exceedingly weak for this to happen and an unwilling
essence may be preserved for up to one full day before
dissipating back into hell. The consciousness of the demon
within continues existing, but may be suppressed for the
sake of ease of usage and several essences of similar enough
individuals may be fused into a singular, stronger one.

Essences may be infused into objects or mindless bodies


with a maximum of one essence per, allowing supernatural
effects to activate and changes to be made to the subject.
The magnitude and type of these is largely dependent on
the nature and personality of the demon essence in
question while unwanted or disadvantageous effects may
be removed and all others enhanced freely upon infusion.

Hellfire Blast

Base Effect: Allows you to call upon the fires of hell to consume whatever you
point them at, burning smokelessly and destroying most materials over time.
Deals 2d10 damage in the initial blast.

Chant Fires of hell, I call upon you to ruin all within my path!

Shorten
(???/???)
Chant

Greater
(400/400) Damage increases to 4d10
Flame

Greater
(???/???)
Flame +

More Every cast creates additional fire, filling up a medium


(500/500)
Flame (average room) area of effect

Control
(???/???)
Flame

Creates a directed blast of intense fire that fills up to a medium


Current
area in front of the caster (average room's worth of space) and
Effect
deals 4d10 fire damage to everything within it

Spells To Be Learned:

Illusion Magic:

Illusion Magic Skill: 18


"You thought it was real, but it was I, an illusionist!"

"That doesn't even make sense."

Cause Sensation

Base Effect: Allows you to cause a small sensation in any being capable of
feeling such. Examples include tinting someone's view in a different color,
making them see something that isn't there for the fraction of a second, short
sounds, phantom touches, strange tastes etc.

Chant You *see/hear/feel/smell/taste* what I want!

Shorten Chant is now: *See/Hear/Feel/Smell/Taste* what I


(400/400)
Chant want!

Shorten
(???/???)
Chant +

Enhances the sensations that may be caused, such


Increase
(300/300) as a sharp pinch, pungent smells or disorienting
Sensation
lights

Increase
Sensation (???/???)
+

Extend
(???/???)
Sensation

Current Causes a momentary sensation in the target, up to mild, but


Effect shocking pain, noticeable sights or sounds etc.

Create Illusion

Base Effect: Creates a simple, stationary illusion covering the small space it is
cast onto, incapable of fooling senses other than sight but still holding up to
casual inspection. Trying to touch it reveals it doesn't exist.

Chant What is not here now exists, what exists does not matter!

Shorten Chant is now: What is here now exists, not what


(400/400)
Chant isn't!

Shorten
(800/800) What exists and what doesn't!
Chant +

Reduce
(237/1200)
Chant
Refine (400/400) Illusions may incorporate small moving parts to
Illusions imitate wind movement etc.

Refine Illusions may produce simple, monotonous


(800/800)
Illusion + sounds in their vicinity

Advance Illusions may create complex preset sounds and


(1200/1200)
Illusion move in reaction to being 'touched'

Advance
(???/???)
Illusion +

Widen Illusions may be the approximate size of half an


(500/500)
Illusion average room

Widen Illusions may be the approximate size of an


Illusion + average room

Enlarge
(???/???)
Illusion

Improve Illusions have no obvious flaws they were not


(500/500)
Illusion envisioned with by the caster

Improve
(???/???)
Illusion +

Lengthen Illusions may last for up to 24 hours or until


(500/500)
Illusion dispelled

Lengthen
(???/???)
Illusion +

Creates an illusion based on the caster's imagination that may


cover an average room's wprth of space (medium area of effect)
and last for up to 24 hours or until being dispelled, which may
be caused as a free action by the caster.
Current
Effect
Illusions have no obvious flaws unless created as such and,
while visual only at base, may create sound and 'react' to objects
or creatures nearby based on preset settings the caster has to
specify upon casting.

Theme Song

Base Effect: Lets you play a song of your choice from thin air, anyone nearby
being able to hear it. The sound is physically present, just magically created.

Chant Play me a song!

Shorten (400/400) Chant is now: Play!


Chant

Increase Music may be played at about 60 decibel, the volume


(400/400)
Volume of normal speech, for all within reach

Increase
Music may be played at up to 80 decibel, the volume
Volume (800/800)
of close traffic, for all within reach
+

Enhance
(???/???)
Volume

The caster may set a trigger to activate the spell's


Trigger
(400/400) effects with delay upon casting based upon their own
Song
actions (hand sign, speaking a word or phrase etc.)

The caster's predetermined triggers may be


Trigger environmental (other creatures' actions, strike of
(800/800)
Song + lightning, etc.), though they are still required to be
relatively close to them

Repeat
(400/400) Music may be repeated for up to ten minutes per cast
Song

Repeat Music may be repeated for up to fifteen minutes per


(800/800)
Song + cast

Loop
(???/???)
Song

Magically creates the sound of a song or other music the caster


knows in an area around them, playing at a maximum of 80
Current decibel (close street traffic) and repeating for up to fifteen
Effect minutes. The caster may also choose to delay activation on cast,
instead choosing a trigger to activate the spell's effect. This
trigger may be an action of their own or an event in their vicinity.

Spells To Be Learned:

Mind Magic:

Mind Magic Skill: 34

"The mind is a delicate and complicated thing and to make any changes, no
matter how slight, runs the risk of causing nigh irreparable damage. That is
why we practice on the expendable subjects first."

Mental Scan
Base Effect: Allows the caster to analyze and read the minds of others from
close range, though they are still thinking at your own normal speed and so
can only take in a limited amount of information based on how much time
they take. Chant: Your thoughts, your memories, your mind, reveal them all
to me!

Your thoughts, your memories, your mind, reveal them all to


Chant
me!

Shorten Chant is now: Reveal your thoughts, your


(400/400)
Chant memories, your mind!

Shorten
(???/???)
Chant +

Allows the caster to instantaneously search out


Memory
(400/400) specific memories they know exist within the
Search
target's mind

Allows the caster to search for specific kinds of


Memory memories and play through them at higher speed,
(800/800)
Search + reducing the time required to find specific
thoughts and memories

Allows the caster to follow chains of thought and


Memory memory structure to other parts of the target's
(1200/1200)
Analysis mind, learning how they form likes and dislikes,
inform decisions and structure thoughts

Memory
Analysis (???/???)
+

The caster may use a basic mental interface to


orientate themself while digging into minds,
Analysis
(500/500) increasing their speed when analyzing and
Interface
searching for various subjects by a significant
amount

The mental interface is improved to let it be


connected to other spell aspects, giving it a search
Analysis
bar, categorizing mental components, tagging
Interface (1000/1000)
thoughts and memories automatically and similar
+
conveniences; also allows some customization
options for the interface itself

Advanced
(???/???)
Interface

The caster may gain an accurate reading of the


Emotion
(400/400) target's emotional state and connect various
Analysis
emotions to specific experiences and memories
Emotion (800/800) The target's emotions and memories are
Analysis automatically connected to any emotions they
+ cause, both presently and retroactively if
viewable, and long-lasting emotional connections
may be identified between all of these

Mental Scan may be used over longer distances,


Increase
(400/400) going from arm's length to the distances between
Reach
any two points inside an average room

Increase
(800/800) Mental Scan may be used through line of sight
Reach +

Enhance
(???/???)
Reach

Allows the caster to systematically analyze the mind of the


target creature (or object, if applicable), creating a mental
interface through which to do so. It is possible to efficiently
Current search, categorize and view memories, emotions, thought
Effect patterns etc. and their connections between each other through
doing so, down to childhood memories and their effects on the
target at the current time. Analyze Mind may be cast on any
target within line of sight.

Psychic Surgery

Base Effect: Allows you to modify the structure of a mind to various ends,
everything from changing thought patterns or behaviour to changing or
suppressing memories.

Chant The mind as the body, all can be made mutable and changed!

Shorten Chant is now: The mind and body, all can be


(400/400)
Chant changed!

Shorten
(???/???)
Chant +

Extract Memories may be surgically removed from the


(400/400)
Memory target

Memories may be surgically removed from the


Extract
(800/800) target, viewed by the caster, mildly modified
Memory +
and/or reimplanted on demand

The caster may insert false memories lasting no


Fabricate
(500/500) longer than several subjective minutes inside
Memory
the target's mind

Fabricate (???/???)
Memory +
A significant aversion and reluctance towards
Install performing a given action or anything related to
(400/400)
prohibition a certain topic may be implanted inside the
target's mind

Install
Prohibition (???/???)
+

A singular, basic part of the subject's personality


Modify
(500/500) may be changed (general honesty, sense of
Personality
loyalty etc.)

Fundamental parts of the subject's personality


Modify may be modified, such as views on others or
Personality (1000/1000) specific groups of people, enthusiasm for and
+ interest in certain subjects, attitudes regarding
common parts of the subject's daily life etc.

Allows the caster to make changes to a mind, automatically


combining with other spells that may interface or modify
minds and mental landscapes. May extract, modify and
implant memories lasting no longer than several subjective
minutes at a time, implant aversion and reluctance towards
Current
given subjects and modify the subject's personality to varying
Effect
degrees.

It is important to note that any significant changes to a


creature's (or object's, as applicable) mind may have
unintended consequences and side effects. Caution is advised.

Create Mind

Base Effect: A spell to create a mind inside an empty vessel for it to inhabit;
notably, this spell requires a mindless body capable of actually having one to
function. Initially, these minds will be relatively slow and limited, but
capable of growing by themselves given the right stimuli.

Chant I give you now a mind, to think and learn for yourself!

Shorten Chant is now: I give you a mind to think and


(400/400)
Chant learn!

Shorten
(???/???)
Chant +

Minds may be created with the intelligence of a


Expand
(500/500) young child and capable of learning at an average
Mind
(human baseline) pace

Expand (1000/1000) Minds may be created with the intelligence of a


Mind + teenager and learn at a slightly accelerated pace

Minds may be created at above average human


Enhance
(1500/1500) adult intelligence and learn at a notably
Mind
accelerated pace

Minds may be create in the upper fifth percentile


Enhance
(2000/2000) of human intellect and absorb information at a
Mind +
greatly accelerated pace

Empower
(???/???)
Mind

Implant Memories may be copied from the caster to the


(400/400)
memories spell's subject

Implant Memories may be created (not necessarily be


Memories (800/800) real) and linked onto other aspects of minds
+ created with this spell

Emotions and base opinions may be implanted


Implant
(1200/1200) into newly created minds, linking them with
Emotions
memories or leaving them as they are

Implant
Emotions (???/???)
+

The caster may implant a single skill they possess


Implant
(400/400) into new minds they create (partial loss during
Skills
translation between minds may be likely)

The caster may implant a single skill and related


Implant perks they possess into new minds they create
(800/800)
Skills + (mental damage may occur due to direct
information overload)

The caster may implant up to two skills and


Insert
(1200/1200) related perks they possess into new minds they
Skills
create

The caster may implant up to three skills and


related perks they possess into new minds they
Insert
(1600/1600) create; the added information and skills may be
Skills +
applied over a delayed, drawn-out time frame to
reduce chances of mental damage

Aspects of Create Mind may be applied when


Edit Mind (500/500)
casting Psychic Surgery

Edit Mind All aspects of Create Mind may be applied


(1000/1000)
+ through Psychic Surgery and vice versa
Spells To Be Learned:

Divination:

Divination Skill: 51

"I know."

Find

Base Effect: Allows you to find a location, object or person depending on


what you are looking for. If they do not exist or else are otherwise
unreachable, you get a result on how and why this is the case.

Chant Find me *insert target here*!

Shorten
(???/???)
Chant

More
(???/???)
Information

The direct line drawn towards the target specified


takes walls and obstacles into account as
Basic
(500/500) required; can b switched on and off and only
Guidance
grants the mot direct line if no other path is
available

Basic
(???/???)
Guidance +

The caster gains an understanding of a target's location as


Current specified inside the chant relative to their own, taking the
Effect form of a direct, straight line towards it or a self-navigating
path around obstacles in the way.

Glimpse

Base Effect: Allows you to gain information on the recent past or close future
of a single object or person, learning general things before all else. Chant:
Reveal the past, reveal the future!

Chant Reveal the past, reveal the future!

Shorten
(400/400) Chant is now: Reveal past and future!
Chant

Shorten
(800/800) Chant is now: Glimpse this! or Reveal this!
Chant +
Minimize (???/???)
Chant

More Grants more information over a wider breadth


(400/400)
Information of subjects related to the target

More
Grants mostly any information relating to the
Information (800/800)
target
+

Grants any information somehow connected to


Enhanced the target, such as events happening inside a
(1200/1200)
Information room the target was present inside of for, but
did not directly take part of

Enhanced
Information (???/???)
+

The caster may target some kind of event, time


Specific period or similar upon casting Glimpse, being
(400/400)
Information granted information surrounding it in
particular

The caster may determine a type of


Specific
information, such as what a tool or weapon has
Information (800/800)
been used for, what a person has eaten or
+
talked about, to gain information on

Targeted
(???/???)
Information

The caster may receive information over the


Timed
(500/500) span of up to a week into the future or a month
Information
into the past

Timed The caster may receive information over the


Information (1000/1000) span of up to two weeks into the future or three
+ months into the past

Information
(???/???)
Time

The caster may personally experience


information if they wish, particularly useful to
Recollection (500/500) increase the amount of information gained at
the cost of being unable to perceive their usual
self for the duration of the events lived through

Recollection (1500/1500) The caster may gain additional perk options


+ and possibly gain skill experience through
reliving another's usage of skills and perks,
such as by casting Glimpse on a sword and
reliving its practical use

Upon casting, the caster gains information on an object or


creature they are touching, from general information such as
its make, what it did or was used for to specific knowledge on
its past. The exact type information gained may be
determined on cast, though limits do apply.

Information may be gained of anything up to two weeks into


Current
the target's future or three months into it past, be anything
Effect
somehow relating to it up to and including events the target
was merely tanentially present for in some way. Additionally,
the caster may choose to personally live through specific
events, gaining more and more precise information that may
even allow additional skill experience gain and perk choices
at the cost of being temporarily disabled for the duration of
the events they chose to experience.

Cosmic Guidance

Base Effect: Once per week, you may ask a single question whose answer will
be as accurate and detailed as a single, short sentence can be. The answer
provided will always be truthful, though not necessarily complete, and can
pertain to both the past and the future as required.

Chant *The question you wish to ask*

Answers may be medium-length sentences


Longer Answer (400/400) that have the space to include more
comprehensive answers

Longer Answer Answers may be anything up to a long


(800/800)
+ sentence

Expanded Answers may be up to two sentences of


(1200/1200)
Answer variable length

Expanded Answers may be up to two very long


(1600/1600)
Answer + sentences each

Lengthy
(???/???)
Answer

Elaborate Answers may be more thorough and direct


(400/400)
Answer in the information they reveal

Elaborate Answers may explain exact details in


(800/800)
Answer + response to queries given

Comprehensive (400/400) Answers received may include information


Answer relevant to, but not immediately asked for
Answers received may include relevant
Comprehensive
(800/800) information surrounding your query or
Answer +
related to it in some way

Answers received may include information


Thorough that is not directly related to the query, but
(1200/1200)
Answer relevant in actions surrounding the answer
itself

Answers received may include information


Thorough
(1600/1600) that is in some way distantly relevant to the
Answer +
query given

Answers may be context-sensitive, taking


Contextual
(500/500) into account personal circumstances and
Answer
granting information based on them

Answers will directly conform to personal


Contextual
(1000/1000) needs and desires, reflecting necessary
Answer +
information accurately

Reduced Cosmic Guidance may now be cast every six


(1000/1000)
Cooldown days instead of seven

Once every six days (invoking a cooldown of this length),


you may ask a single question whose answer will be
revealed to you through magical means. The answer given
may be the length of a long sentence and grant you the
Current Effect
information you ask about as detailed as required, where
possible also specifying in some way related or relevant
information and take into account personal needs and
desires of the caster

Interlude Vision

Base Effect: Through meditative concentration, you may submerge your


consciousness in the perspectives of other beings, letting you experience an
'interlude' to your own story through another's eyes.

May define features of the target


person/persons, including mental ones such as
Simple
(400/400) goals or aspirations, and casting while in a
Targeting
place someone recently visited vastly increases
the chance of targeting them

May target a given person through touching a


part of their body (such as a strand of hair or a
Simple
(800/800) dismembered limb) or specifically target
Targeting +
anyone that has been in a location within the
last 24 hours
Reliable (1200/1200) May target a given person by combining
Targeting knowledge of their identity, their current
location and current actions

Reliable May target a given person or a given location,


(1600/1600)
Targeting + given the caster's presence within

May target a given person by holding objects in


Specific
(2000/2000) their possession at some point within the last 7
Targeting
days

Specific
(???/???)
Targeting +

Spell may be cast subtly, such that the caster


need not concentrate on it and can perform
Faster
(1000/1000) other actions during its casting time. This
Vision
period of time still takes targeting requirements
into account.

Spell may be cast without taking targeting


Faster requirements into account; as long as a location
(2000/2000)
Vision + is visited once or an object touched while
casting, requirements are considered fullfilled

Accelerated
(3000/3000) Spell may be cast instantaneously once per day
Vision

Accelerated
(???/???)
Vision +

Visions may be cast out to specifically include


certain details, such as a state of mind in the
Target
(400/400) target at the time their experiences are turned
Vision
into a vision or specific objects appearing in
their thought process or field of view

Target
(???/???)
Vision +

Upon experiencing a vision, this vision may


Shared
(400/400) directly be shared among up to 5 creatures in
Vision
close proximity to the caster

Shared
(???/???)
Vision +

Future May experience visions of the target's future up


(500/500)
Vision to 12 hours ahead of time

Future
(???/???)
Vision +
Past Vision (500/500) May experience visions from the target's past 24
hours

Past Vision
(???/???)
+

Over the course of 1 AP, the caster enters a trance and


experience the world through someone else's eyes; they do not
need to meditate during this time period, performing other
actions freely (targeting requirements need only be fulfilled
once during this time to be considered completed).
Alternatively, the spell may be cast instantaneously once per
day. The vision may be shared with up to five creatures in
close proximity to the caster.
Current
Effect This person may be generally defined while casting, though
parts of their body or casting the spell within a location they
were present in within the last 24 hours, knowledge of their
identity, location and current actions or possession of items
the target used to possess may guarantee results. The events
experienced may be directed to include specific, minor details
and may range from the last 24 hours experienced by the
target to 12 hours of the target's future. Note, the future may
change if actions are taken to directly interfere with it.

Prescience

Base Effect: Allows the caster to view several seconds into the future for five
minutes, changing depending on the caster's own actions. Grants +20 to any
combat rolls made while active.

Chant I see all that is and all that can be!

Shorten Chant (400/400) Chant is now: I see what is and will be!

Shorten Chant
(800/800) Chant is now: I see past and future!
+

Reduce Chant (???/???)

Allows the caster to analyze and understand


Emergent the many permutations of their actions and
(500/500)
Knowledge their direct consequences, increasing
bonuses to combat actions to +25

Enhances the caster's ability to understand


Emergent
(1000/1000) and probe through their prescience,
Knowledge +
increasing bonuses to combat actions to +30

Emergent (1500/1500) Prediction capabilities are increased and


Understanding gain a variable amount of additional
seconds per moment, allowing the caster to
glimpse further into the future and gain a
greater advantage, increasing bonuses to
combat rolls by +35

Emergent
Understanding (???/???)
+

Allows the caster to see further into the


future, foreseeing events several seconds
Advanced before they happen and allowing them to
(600/600)
Foreknowledge predict environmental factors (enemy
reinforcements, traps waiting to be sprung
etc)

Allows the caster to predict enemy actions


Advanced
and map them to their own actions,
Foreknowledge (1200/1200)
accurately gaining forekowledge of the
+
battle turn by turn

Precise
(???/???)
Foreknowledge

Longer Increases the duration of Prescience to


(500/500)
Knowledge seven minutes per cast

Longer
(???/???)
Knowledge +

For the duration of up to seven minutes, the caster gains


the ability to perceive their immediate future over up to
several seconds at any one time, dynamically
incorporating their own changing actions into this
prediction to choose the best way to perform certain
Current Effect
actions.

This grants them +35 to any combat rolls they make and
allows them to predict the actions of their opponents and
changes to their environment reliably and accurately.

Spells To Be Learned:

Soul Magic:

Soul Magic Skill: 10

"I will literally tear your soul out of you."

Store Soul
Base Effect: Creates a soul container capable of storing and protecting a
disembodied soul indefinitely, barring its destruction. May be filled with any
soul not currently inhabiting a body through close proximity or direct
contact, including ones expelled from a Soul Palace, called upon through
Necromancy or similar. Once contained, souls do not deteriorate and are
unable to leave of their own volition, experiencing time as a blur until they
are released.

Objects that were of sentimental value in life work best to contain a soul,
willingly or otherwise, though generic containers may be used as well. If
unwilling, the soul in question may roll resistance against capture based on a
contest of willpower against a DC 60.

Secure the dead, contain and protect them, storing them


Chant
forevermore!

Shorten Chant is now: Secure the dead, contain and store


(400/400)
Chant them!

Shorten
(800/800) Chant is now: Contain and store the dead!
Chant +

Reduce
(???/???)
Chant

Souls may be subjected to enchanted containers'


Increase
(400/400) effects through general vicinity, as long as it is
Pull
open

Increase
(???/???)
Pull +

Compel DC to resist capture if unwilling is increased to DC


(400/400)
Soul 70

Compel
(???/???)
Soul +

Storage Up to two souls may be stored within the same


(500/500)
Capacity container

Storage
Capacity (???/???)
+

The soul of a dying person may be subjected to this


spell's effects at the moment of death, presuming it
Capture
(1000/1000) would have affected them if they were a soul
Dying
(enchanted container or object within reach,
unwilling souls may roll to resist etc.)

Current Creates a soul container that automatically captures a


Effect disembodied soul on contact or vicinity if open, preserving them
for later use. Generic containers work, but objects of sentimental
value to the soul in question work better. If non-voluntary,
capture requires a DC 70 check against the soul's willpower. Souls
cannot act while stored and up to two souls may be stored within
the same object. Should a dying individual be in a position to be
affected by this spell, their soul will be subjected to these effects.

Imbue Soul

Base Effect: Allows a soul stored inside a container or similar to be imbued


into a new body, presupposing several conditions. The new vessel must be
capable of supporting thought, having an at least primitive mind, requires a
minimum level of physical integrity and cannot be currently occupied by a
soul already.

Chant A new life, a new form, a new self shall now be inhabited!

Shorten Chant is now: A new life, a new form, shall not be


(400/400)
Chant inhabited!

Shorten
(???/???)
Chant +

Souls may be (re)organized to a basic extent upon


being inserted into a new vessel, allowing for a
Organize
(500/500) maximum of two to be added at once and
Souls
manipulating their constitution so as to affect
behavioral tendencies over a long period

Organize
(???/???)
Souls +

Souls imbued into a new body they are not used to


Adjust will experience reduced rejection symptoms
(600/600)
Soul (changed gender, artificial bodies etc. have
become more viable)

Rejection symptoms of new and/or unused bodies


Adjust
(1200/1200) are minimized, keeping their appearance to a
Soul +
short-lived adjustment period

Current
See Base Effect
Effect

Spells To Be Learned:

Empower Soul: Infuses a soul with soul fragments to empower it for


various purposes (???/???)
Next: Back to main story →
Follow Add to Collection Write a Review Request Update

Just An Ordinary Japanese High School Student Quest


You're just an ordinary Japanese high school student living an ordinary
high school life. Nothing strange will happen to you, trust me.

Dungeon Renascence
A nameless being awakens within the forgotten dungeon of Drune, and
their explorations of it, and the world outside, will shape the future of all
three.

Ashardalon's Legacy
[Live during Tuesday & Thursday from roughly 9:00 AM to 5:00PM]You are
Meepo, a throwaway NPC that through author fiat and the power of Chat is
going places and experiencing things that he never would have in canon.
Good luck!
Genius of Konoha
The Nara who tried, the caged bird that broke free and the Senju who
should have been, one genius to stand atop the golden generation to shape
Konoha...

W.I.T.C.H.E.D. Away
Some people got an idea in my head, Continued in discussion, and ending
up with this.

Unnamed Self-Insert Quest


Hey, you! Come over here!

Volsung: Linnormr's Fall


Even the Gods never expected this.
The Tale of Gromazril, Ungor-Drakk, Ally of the Karaz Ankor (Warhammer
Fantasy)
The continuation of Gromazril's story, started in my quest ideas, Eldritch's
Amalgamation of Tales.  

Jonathan Lovecraft and a Study in Secrets


A young, fresh Auror gets thrown into the events of the Harry Potter
series.Typically runs 4:00PM Pacific / 11:00PM GMT on Mondays for about
16 hours or longer.

No good ending
In the story we tell ourself they are a few Common that being that the good
guy always win, the couple must get together and that they must be a happy
ending. However Reality is not as far as this fiction, so I ask of you my
fellow peers, to gauge nihilistic debauchery with me as we show the truth
of Reality that being that no good deed goes on punished and no active
charity goes  unresented. Or in in simpler terms:No good ending Ever
"Lewd Chat"
A place where horny anons and namefags can let out their frustrations on
each other. It's in quotation marks because I don't want to get in trouble.

You might also like