Chapter VII: Magic
d eaThsIghT Casting Number: 5 Casting Time: Full action Ingredient: A handful of dirt from a grave (+1) Description: For 1 hour you can see spirits and souls that are normally invisible to the naked eye. When living beings die, you can see their souls leaving their bodies. s wIfT p assIng Casting Number: 7 Casting Time: Half action Ingredient: Two brass pennies (+1) Description: With a touch of your fingers, you can dispatch a critically wounded character. Swift passing kills any character with 0 Wounds who has already taken a Critical Hit. This is a touch spell. This spell works on monsters, animals or even PCs. Souls dispatched in this way are immune to spells such as final words but still remain at risk of Necromantic resurrection. r eapIng s CyThe Casting Number: 8 Casting Time: Half action Ingredient: A miniature iron scythe (+1) Description: A scythe of Amethyst energy materializes in your grasp. It counts as a magic weapon with the Fast Quality and Damage 5 and you gain a +10% bonus to your Weapon Skill when wielding it. The spell remains in effect for a number of rounds equal to your Magic Characteristic. You can retain it with a successful Will Power Test each round thereafter. T Ide of y ears Casting Number: 11 Casting Time: Half action Ingredient: A small hourglass (+2) Description: You cause one non-magical item with an Encumbrance of 75 or less to age and decay. Items of Poor or Common Quality turn to dust. Items of Good Quality become Poor and those of Best Craftmenship become Common. See Chapter 5: Equipment for the Encumbrance of common items and details on Craftsmanship. This is a touch spell. a CCepTanCe of f aTe Casting Number: 14 Casting Time: 1 full action and 1 half action Ingredient: A coffin nail (+2) Description: This spell causes your allies to temporarily put aside their fear of death. For 1 minute (6 rounds), you and all your allies within 12 yards (6 squares) count as having the Fearless talent. s Teal l Ife Casting Number: 16 Casting Time: Half action Ingredient: A vial of blood (+2) Description: You suck the life essence of a foe within 12 yards (6 squares) of you and use it to heal yourself. The target loses 1d10 Wounds, regardless of Toughness Bonus or armour, unless a successful Will Power Test is made. You are healed of as many Wounds as you inflict. If you already have your full amount of Wounds, you don’t gain any more (though the target is still damaged). Steal life has no effect on Daemons and the Undead.
f Inal w ords Casting Number: 18 Casting Time: Full action Ingredient: A piece of vellum (+2) Description: You can ask one question of the departing soul of a slain character within 12 yards (6 squares) of you. This must be done within 1 minute (6 rounds) of the character’s death or the soul will have already passed on to the realm of Morr. The soul is not compelled to answer truthfully (or at all, for that matter). Final words cannot be cast on creatures without souls, like Daemons and the Undead. d eaTh ’ s d oor Casting Number: 20 Casting Time: Full action Ingredient: A vial of embalming fluid (+2) Description: Your power over death is such that you can briefly delay the inevitable. Death’s door lasts a number of minutes equal to your Magic Characteristic and affects you and all your allies within 24 yards (12 squares). Those affected, if slain during the spell’s duration, can take a half action on their normal Initiative before dying. As soon as the action is resolved, death beckons. y ouTh ’ s b ane Casting Number: 23 Casting Time: Full action Ingredient: A cutting of ivy from the grave of a Priest (+3) Description: You cause one character within 12 yards (6 squares) to age years in a matter of seconds. The target must make a successful Will Power Test or permanently lose 1d10% from his Strength and Toughness Characteristics. Whilst it affects animals, youth’s bane has no effect on Daemons and the Undead. Similarly, it has no effect on items and natural materials such as food, plants, leather etc. w Ind of d eaTh Casting Number: 27 Casting Time: Full action Ingredient: An amethyst worth at least 50 gc (+3) Description: You call down a lethal wind of Shyish anywhere within 48 yards (24 squares). Use the large template. Those affected lose 1d10 Wounds, regardless of Toughness Bonus or armour. Due to the cataclysmic nature of this conjuration, all Wizards within a 5-mile radius are aware of the disturbance in the Aethyr that this spell causes. The Lords of the Amethyst Order have many cruel and unusual punishments for those that tarry with this spell needlessly, or too often. T he l ore of f Ire The Lore of Fire, or Pyromancy as it is sometimes known, is the most aggressive school of magic. It is based on manipulation of Aqshy , the Red Wind of Magic. Magisters of this lore are known as Bright Wizards and are frequently found on the battlefield, since they command an array of impressively destructive spells. As they grow in power, Bright Wizards grow ever more quick tempered and hyperactive. Their hair and eyebrows turn to flaming red and flicker in an unseen breeze. They are quick to take offence, and quick to feel the cold. Bright Wizards often take on facial tattoos as they progress in ability. Lore Skill: Command
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