Wednesday, October 18, 2023

Lesser Magic


Version: 0.9 (2023-10-18)

Lesser Magic

MR1

Aethyric Armor

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A link of chainmail (+5)*

Range: Personal

Target: You

Duration: 1 minute

Description: You gain AP equal to MR on all locations (does not stack with other armor).

Magic Lock

MR: 1

CT: 1 minute

Difficulty: Simple (+10)

Components: A tiny gilded key (+5)

Range: Touch

Target: 1 lock or similar

Duration: 1 week

Description: The target cannot be picked or forced; only you can open it. The door or container can still be smashed or broken down, however.

Magic Weapon

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A dab of holy water (+5)*

Range: Personal

Target: 1 melee weapon or up to 5 missiles

Duration: 1 hour

Description: The target counts as a magic weapon.

MR2

Dispel

MR: 2

CT: Half

Difficulty: Average (+0), -10 per MR used to cast target spell

Components: A miniature silver hammer (+5)

Range: Short

Target: 1 active spell

Duration: Instantaneous

Description: The target spell ends if your casting test succeeds.

Magic Alarm

MR: 2

CT: Half

Difficulty: Average (+0)

Components: A little brass bell (+5)

Range: Touch

Target: Small AoE

Duration: Permanent until triggered

Description: Whenever a creature enters the AoE, you will be mentally alerted instantly, no matter how far away you are. This wakes you up if you are sleeping.

Magic alarm provides no details about the trespasser's identity, only that someone has triggered it.

You can only have one magic alarm active at a time.

Silence

MR: 2

CT: Half

Difficulty: Average (+0)

Components: A gag (+5)

Range: Short

Target: 1 creature

Duration: MR rounds

Description: The target can resist the spell with a successful WP test. Otherwise, he is Silenced and cannot make any sounds. Being Silenced increases the difficulty of spellcasting by two steps (anything beyond Impossible becomes literally impossible and cannot be attempted).

Skywalk

MR: 2

CT: Full or Reaction

Difficulty: Average (+0) or Challenging (-10) if cast as a reaction.

Components: An eagle’s feather (+10)*

Range: Personal

Target: You

Description: During the round of casting, you briefly walk on air, moving up to Mx3 and then returning to the ground. You can reach a height of up to 6 yards, allowing you to easily walk over ground obstacles. You can also use the spell to reduce falling distance by up to 6 yards as a reaction.

 


  

Petty Magic

 


Petty Magic

Arcane

Cleanse

MR: 1

CT: Full

Difficulty: Simple (+10)

Components: A clean rag (+5)*

Range: Touch

Target: 1 object with Enc up to 75

Duration: Instantaneous

Description: A piece of equipment is cleaned to spotlessness.

Compulsion

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A dab of butter (+5)*

Range: Close

Target: 1 creature

Duration: Instantaneous

Description: You compel the target to drop whatever he is holding. The target can resist with a successful WP test.

Illuminate

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A drop of lamp oil (+5)*

Range: Personal

Target: 1 object you’re holding

Duration: 1 hour

Description: You can cause any item in your grasp to glow like a lantern. If you drop the item, the spell ends.

Magic Dart

MR: 1

CT: Half

Difficulty: Average (+0)

Components: A small dart (+5)

Range: Close

Target: 1 creature

Duration: Instantaneous

Description: You throw a dart of magical force at the target. This is a magic missile that automatically hits for 1d010+WP bonus damage. Roll for hit location. Armor protects normally.

Sleep

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A piece of down  (+5)*

Range: Touch

Target: 1 creature

Duration: 1d10 rounds

Description: Target fall into a slumber unless a WP test is made. Sleeping characters are Prone and Unconscious 

Divine

Blessing of Courage

MR: 1

CT: Half

Difficulty: Simple (+10)

Components:  Tuft of dog hair (+5)*

Range: Close

Target: 1 creature that’s Frightened or Terrified

Duration: Instantaneous

Description: Your inspirational words put fire in the heart of an ally. Target immediately regains his composure and may once again act as normal.

Blessing of Fortitude

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A piece of a turtle shell (+5)*

Range: Touch

Target: 1 creature

Duration: 1 minute (6 rounds)

Description: Target gains +5 T and WP.

Blessing of Healing

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A sprig of holly (+5)*

Range: Touch

Target: 1 creature that is Lightly injured

Duration: Instantaneous

Description: Target recovers 1 Wound. That character cannot be magically healed again until it suffers additional wounds. The target also gains a +10 bonus to T to avoid Festering Wounds and similar effects.

Blessing of Might

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: An iron nail (+5)*

Range: Touch

Duration: 1 minute (6 rounds)

Duration: 1 minute (6 rounds)

Description: Target gains +5 WS and S.

Blessing of Protection

MR: 1

CT: Full

Difficulty: Average (+10)

Components: Holy symbol (+5)

Range: Personal

Target: You

Duration: 1 minute (6 rounds)

Description: You receive the protection of your patron deity. Anyone who tries to attack (or otherwise harm) you must make a successful Simple (+10) WP test. Those that fail must pick another target or take a different action.

Blessing of Speed

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: Holy symbol (+5)

Range: Touch

Target: 1 creature

Duration: 1 minute (6 rounds)

Description: Target gains +1 M and +5 Ag.

 

Hedge

Hex (Ill Fortune)

MR: 1

CT: Full + Half

Difficulty: Simple (+10)

Components: A crude doll of the victim (+5)

Range: Touch

Target: 1 object

Duration: 1 day

Description: You enchant an item so its bearer is cursed with bad luck. You must be able to touch the thing to cast the spell (if the item is on someone’s person, the rules for touch spells apply).

For the next 24 hours, the bearer of the cursed item suffers a -10 penalty to all test. The bearer will be highly reluctant to part with the object but is allowed a WP test to break the spell’s effect if the curse is pointed out to him.

Ghost Step

MR: 1

CT: Full + Half

Difficulty: Simple (+10)

Components: A pinch of sand (+5)*

Range: Self

Target: You

Duration: 1 hour

Description: You leave no visible tracks, no matter what type of terrain you are walking through. Anyone trying to Track you suffers a –30 penalty.

Marsh Lights

MR: 1

CT: Full

Difficulty: Simple (+10)

Components: A firefly (+5)*

Range: Long

Target: Small AoE

Duration: 10 minutes

Description: You create a brace of distant lights that suggest torches or lanterns. After creation, you can send them off in any direction. They naturally follow corridors or paths and do not need to be controlled or overseen. You can control them more closely if desired, but only as long as they remain in line of sight. You can’t perform any other actions while directly controlling the lights.

Shock

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A small pin (+5)

Range: Touch

Target: 1 creature

Duration: Instantaneous

Description: The target gains MR stunned conditions unless it makes a successful WP test.

 


 

Lore of Heaven (Updated)

 


Version: 0.9 (2023-10-18)

Lore of Heaven (Celestial)

The Lore of the Heavens is the magic of the sky and stars, of portents, fate, and the movement of heavenly bodies. More commonly known as Astromancy, it is based on manipulating Azyr, the Blue Wind of Magic.

Magisters of this lore are known as Celestial Wizards, famed oracles, diviners, and masters of the skies and stars.

Lore Skill: Academic Knowledge (Astronomy)

MR1

Aethyric Whispers (Omen)

MR: 1

CT: 1 minute

Difficulty: Normal (+0), Simple (+10) if you can see the stars

Components: An arcane almanac (+5) or the liver of a small animal (+10)*

Range: Self

Target: You

Duration: Instantaneous

Description: Consider a course of action.

If the spell is successfully cast, the GM will make a hidden Int test. If successful, the GM will truthfully—but vaguely—reply if the course of action is favorable or not.

The difficulty of the Int test is Normal (+0) if the action is straightforward and to be taken in the immediate future. More convoluted and distant actions have higher difficulties.

Clear Skies

MR: 1

CT: Full

Difficulty: Simple (+10)

Components: Eagle’s feather (+5)*

Range: Sight

Target: Clouds

Duration: Instantaneous

Description: Clear the sky of clouds in a diameter of MRx100 yards. Depending on the wind and cloud cover, this could provide clear skies for a while or just a fleeting moment. The spell will also (temporarily) stop precipitation in the affected area.

First Portent of Amul

MR: 1

CT: Half

Difficulty: Normal (+0). Every subsequent time you cast this spell without taking a Long rest (a good night’s sleep) first, the difficulty is cumulatively increased by 1.

Components: A piece of glass (+5)*

Range: Self

Target: You

Duration: Instantaneous

Description: You gain 1 Fortune point that must be spent during the next round. After that, you cannot spend Fortune points until you take a Short rest.

MR2

Lightning Bolt

MR: 2

CT: Half

Difficulty: Normal (+0) at Close/Short, Challenging (-10) at Medium

Components: A silver tuning fork (+5) or a piece of wood struck by lightning (+10)*

Range: Medium

Target: 1 creature

Duration: Instantaneous

Description: Conjure a magic missile that does MRx2+3 damage and has AP 4 vs. metal armor (typically medium and heavy armor). On a critical success, the target gains Stunned 1.

Second Portent of Amul

MR: 2

CT: Full

Difficulty: Challenging (-10). This spell cannot be cast again without taking a Long rest first.

Components: A piece of stained glass (+10)*

Range: Self

Target: You

Duration: Instantaneous

Description: You gain 2 Fortune points that must be spent within the next hour or before daybreak, whatever comes first.

After that, you cannot spend Fortune points until you take a Long rest.

Wind Blast

MR: 2

CT: Half

Difficulty: Normal (+0) at Close-Medium, Challenging (-10) at Long

Components: An animal bladder (+10)*

Range: Long

Target: Large AoE

Duration: MR rounds

Description: Anyone in the AoE is knocked down and gains the Prone condition unless they make a Successful Ag test. Large targets and targets with more than 2 legs gain a bonus, and fliers get a penalty (and could be knocked out of the sky if they are flying very low).

Movement in the affected area is halved, and missile attacks out of/through the area suffer a -20 penalty.

MR3

Curse of the Heavens

MR: 3

CT: Half

Difficulty: Challenging (-10)

Components: Pieces of a broken mirror (+10)*

Range: Close

Target: 1 creature

Duration: MR hours

Description: Target suffers a -10 penalty on all tests, and all attacks against it do +1 damage.

The spell does not stack.

Third Portent of Amul

MR: 3

CT: Full + Half

Difficulty: Challenging (-10)

Components: A perfectly ground crystal (+10)*

Range: Self

Target: You

Duration: 1 minute (6 rounds)

Description: You may reroll the next Critical Hit you score; you may choose either result.

Wings of Heaven

MR: 3

CT: Full

Difficulty: Challenging (-10)

Components: A stone figurine of a flying creature (+5) or pair of dove’s wings (+10)*

Range: Self

Target: You

Duration: MR minutes

Description: You are carried by heavenly winds and can fly at Speed 8 (about as fast as a horse) for MR minutes.

Flying in this manner requires concentration, and you must land if you wish to attack, cast spells, or do anything other than move.

If you attack as you land, this counts as a charge attack (+10 WS).

MR4

Astral Projection

MR: 4

CT: 2 Full

Difficulty: Difficult (-20)

Components: An object from another dimension (+10) or a drop of divine blood (+15)*

Range: Self

Target: You

Duration: MR hours

Description: Your spirit slips free from your body. While in spirit form, you are invisible but can see and hear normally.

While you can go anywhere you like, you are still limited by the laws of the mortal world. Thus, you cannot fly or move through walls or doors, and you cannot manipulate solid objects because you are bodiless. You can will yourself to move through openings that you could ordinarily slip through, such as an open window or slipping in behind a guard when he opens a door, for example.

Before the spell ends, you must re-enter your body. If you are somehow prevented from doing so, your consciousness returns to your body, but you gain 1 Insanity Point. You may not cast this spell on others.

Chain Lighting

MR: 4

CT: Full

Difficulty: Difficult (-20)

Components: A silver tuning fork (+5) or a piece of wood struck by lightning (+10)*

Range: Long

Target: Up to MR creatures within the Large AOE

Duration: Instantaneous

Effect: As the Lightning Bolt spell, but you may strike up to MR targets, all of whom must be within the area of the Large AoE template.

Starshine

MR: 4

CT: Full + Half

Difficulty: Difficult (-20)

Components: A star chart (+10)

Range: Long

Target: Large AoE

Duration: MR minutes

Description: You call down the light of the stars. The starlight reveals all that is hidden. Darkness (both magical and mundane) is banished, the invisible is made visible, hidden or disguised characters are exposed, and secret areas (doors, chambers, etc.) are revealed.

MR5

Fate of Doom

MR: 5

CT: 1 minute

Difficulty: Hard (-40) if you have a drop of blood from the target, Impossible (-100) if you do not.

Components: The noose of a hanged man (+15)*

Range: Sight

Target: 1 creature

Duration: 1 day

Description: You reveal the character’s Dooming, and twist the strands of fate in such a way as to expedite the character’s demise.

Unless the target succeeds at Hard (-40) WP test, the world will conspire to kill him before his time. How this plays out is entirely up to the GM.

While affected by this spell, the target cannot make any rerolls (not from any sources, talents, fortune, whatever).

The spell ends if the target is still alive at the end of 24 hours, and the target can never again be the target of this spell.

If cast on a creature with Fate Points, that creature may choose to burn 1 Fate to avoid the spell's effect.

Lightning Storm

MR: 5

CT: Full

Difficulty: Hard (-40)

Components: A silver tuning fork (+5) or a piece of wood struck by lightning (+10)*

Range: Long

Target: Large AoE

Duration: Instantaneous

Description: You summon an Aethyric lightning storm from the Realm of Chaos. It may appear anywhere, from the deepest sewer to the wildest heath.

It works like the Chain Lightning spell, but there is no limit to the number of targets that can be hit.

 


 

Lore of Light (Updated)

 


Version: 0.9 (2023-10-18)

Lore of Light (Light)

The Lore of Light is the magic of physical and mental illumination. Based on manipulation of Hysh, the White Wind of Magic, this lore is about truth, wisdom, radiant power, and life-giving energy.

Magisters of this lore are known as Hierophants or Light Wizards, and they are wise philosophers, potent healers, and fearless Daemonbanishers.

Lore Skill: Heal

MR 1

Clarity of Mind

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A clear glass bead (+5)*

Range: Touch

Target: 1 creature

Duration: MR hours

Description: Reduce the penalty (such as from high difficulty, fatigue, or whatever) applied to the target’s Int, WP, or Fel tests.

Each creature can only be affected once by this spell; if cast again, choose the same or another characteristic.

Dazzling Brightness

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A small mirror (+5)

Range: Medium

Target: Small AoE

Duration: Instantaneous

Description: Targets within the AoE gain Blinded 1.

Multiple castings do not stack.

MR 2

Healing of Hysh

MR: 2+

CT: Full

Difficulty: Normal (+0), Difficult (-20) if the target is Heavily injured, Hard (-40) if Critically injured

Components: A vial of purified and sanctified water (+10)*

Range: Touch

Target: 1 injured living creature

Duration: Instantaneous

Description: Touch an injured target (including yourself) to heal MRx3 Wounds.

You cannot heal the same target repeatedly unless it suffers additional Wounds.

The spell cannot heal the effects of Critical injuries, only Wounds.

Inspiration

MR: 2

CT: 1 minute

Difficulty: Normal (+0)

Components: A page torn from a book related to the subject (+10)*

Range: Self

Target: You

Duration: Instantaneous

Description: Your next Knowledge test gains a +30 bonus.

Radiant Gaze

MR: 2

CT: Full

Difficulty: Normal (+0)

Components: A glass lens (+5)

Range: Close

Target: 1 creature

Duration: Instantaneous

Description: Conjure a magic missile that does MRx2+6 damage.

Shimmering Cloak

MR: 2

CT: Half

Difficulty: Normal (+0)

Components: A candle (+5)*

Range: Self

Target: You

Duration: MR minutes

Description: All non-magical ranged attackshave their base damage reduced by 4 to a minimum of 0.

MR 3

Banish Fiend

MR: 3

CT: Full

Difficulty: Challenging (-10)

Components: A holy artifact (+10) or a sliver of bone from a saint (+15)*

Range: Medium

Target: 1 otherworldly creature

Duration: Instantaneous

Description: That target is banished back to its home realm unless it makes a successful WP test.

Despite the spell’s name, it can banish any otherworldly creature, such as elemental spirits and incorporeal undead (but not corporeal undead), not just daemons of Chaos.

Blinding Light

MR: 3

CT: Full

Difficulty: Challenging (-10)

Components: A polished gromnil disk (+10) or a feather from an angel’s wing (+15)*

Range: Long

Target: Large AoE

Duration: Instantaneous

Description: Targets gain Blinded 4 unless they make a successful Agility test, in which case they only gain Blinded 2.

Multiple castings do not stack.

Healing Circle

MR: 3

CT: Full

Difficulty: Normal (+0), Difficult (-20) if the target is Heavily injured, Hard (-40) if Critically injured

Components: A vial of purified and sanctified water (+10)*

Range: Self

Target: Small AoE

Duration: Instantaneous

Description: As Healing of Hysh, but instead of healing the caster MRX3 Wounds, it restores MR Wounds to the caster and all allies at Close range. All other restrictions apply.

MR 4

Eyes of Truth

MR: 4

CT: Full

Difficulty: Difficult (-20)

Components: A perfect glass sphere coated in gold leaf (+15)*

Range: Self

Target: You

Duration: MR rounds

Description: Everything is revealed. Ignores all forms of illusions, invisibility, darkness, disguises, and stealth (both magical or mundane).

Greater Healing

MR: 4

CT: 2 Full

Difficulty: Difficult (-20)

Components: A vial of purified and sanctified water (+10)*

Range: Touch

Target: 1 injured living creature

Duration: Instantaneous

Description: As Healing of Hysh, but the difficulty is not impacted by the target’s injuries, and it also removes the following conditions from the target: Bleeding, Blinded, Deafened, Stunned, and Unconscious (you obviously can’t cast a spell on yourself while Stunned, but you can cast it on others). Note that the spell does NOT affect Fatigue or Prone conditions.

The spell prevents Festering Wounds and reduces the severity of Broken Bones and Torn Muscles (major becomes minor, minor are ignored). The spell CANNOT restore amputated body parts or conditions incurred by losing body parts.

MR 5

Daemonbane

MR: 5

CT: Full + Half

Difficulty: Hard (-40)

Components: A holy artifact (+10) or a sliver of bone from a saint (+15)*

Range: Long

Target: Large AoE

Duration: Instantaneous

Description: You cast a group of Daemons back to whence they came. Affected Daemons must make a successful WP test or be banished to the Realm of Chaos.

Pillar of Radiance

MR: 5

CT: Full

Difficulty: Hard (-40)

Components: Diamond worth at least 100GC (+10)*

Range: Long

Target: Large AoE

Duration: Instantaneous

Description: You focus and concentrate the energy of Hysh into a deadly column of burning light that harm

Targets within the AoE suffer the effects of both the Radiant Gaze and Blinding Light spells. Daemons take double damage and gain Blindness 8 unless they make an Ag test (in which case they gain Blindness 4).

Lore of Death (NEW)

 

Version: 0.9 (2023-10-18)

Lore of Death (Amethyst)

The Lore of Death is the magic of mortality, endings, and the passage of time. The lore also has some applications against the undead. The Lore of Death uses Shyish, the Purple Wind of Magic. Magisters of this lore are known as Amethyst wizards and are rightly feared.

Amethyst wizards are easily confused with Necromancers, but they are a distinct group and will take offense at being lumped together with those vile practitioners of forbidden powers. They are also sometimes confused with priests of Morr on account of the whole gaunt and grim mien, the battle scythes, and the billowing robes.

Lore Skill: Intimidate

MR1

Death’s Messenger

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A sharp knife (+5)

Range: Self

Target: You

Duration: MR minutes

Description: You gain a +10 bonus on Intimidate tests.

Deathsight

MR: 1

CT: Full

Difficulty: Simple (+10)

Components: A handful of dirt from a grave (+5)*

Range: Self

Target: You

Duration: 1 hour

Description: You can see spirits (including Daemons, incorporeal undead, and more) normally invisible to the naked eye. When living beings die, you can see their souls leaving their bodies.

Swift Passing

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: Two brass pennies (+5)

Range: Touch

Target: 1 critically injured creature

Duration: Instantaneous

Description: The spell instantly kills any character with 0 Wounds who has already taken a Critical Hit.

Souls dispatched in this way are immune to spells that affect the dead, but the physical body is not so protected and can be animated by a necromancer, for example.

If cast on any Undead, this spell instead forces the target to make a WP Test or be destroyed. Mindless undead have no WP and are automatically destroyed (but must still be hit with a touch attack).

Tide of Years

MR: 1

CT: Half

Difficulty: Simple (+10)

Components: A small hourglass (+5)

Range: Touch

Target: 1 object of Enc 75 or less

Duration: Instantaneous

Description: You cause one non-magical item to age and decay. Items of Poor or Common Quality turn to dust. Items of Good Quality become Poor, and those of Best craftsmanship become Common.

MR2

Final Words

MR: 2

CT: Full

Difficulty: Variable

Components: A piece of vellum (+10)*

Range: Close

Target: 1 corpse

Duration: Instantaneous

Description: You may ask MR questions of the departed soul of a corpse within Close range. The soul is not compelled to answer truthfully (or at all, for that matter), but you’re allowed to try to persuade, trick, or threaten the deceased.

The spell's difficulty depends on how long the body has been dead. Standard (+0) for the recently deceased, Challenging (-10) if 1 hour, Difficult (-20) if one day, Hard (-40) for one week, Very Hard (-60) for a month, and Impossible (-100) for an entire year.  

The spell can be cast only once on any corpse and cannot be cast on creatures without souls, like Daemons and the Undead.

Reaping Scythe

MR: 2

CT: Half

Difficulty: Normal (+0)

Components: A walking stick, branch, staff, or similar (+10)

Range: Self

Target: You

Duration: MR minutes

Description: A scythe of Amethyst energy materializes in your grasp.

The scythe is a magic weapon that does 1d10+8 damage, regardless of Strength, provides WS +10, and has the Fast Quality. The scythe cannot be disarmed or harmed in any way (but it can be dispelled).

Smite Undead

MR: 2

CT: Half

Difficulty: Normal (+0)

Components: A piece of flesh or sliver of bone taken from an undead creature (+10)*

Range: Medium

Target: 1 undead creature

Duration: Instantaneous

Description: You strike an undead creature with a magic missile that automatically hits for 1d10+MR+WP bonus damage. T and AP apply normally.

MR3

Acceptance of Fate

MR: 3

CT: Full + Half

Difficulty: Challenging (-10)

Components: A nail taken from a buried coffin (+10)*

Range: Self

Target: Large AoE

Duration: MR minutes

Description: This spell causes your allies to temporarily put aside their fear of death.

You and all your allies within the AoE count as having the Fearless talent for the spell's duration.

Corpse Flesh

MR: 3

CT: Full

Difficulty: Challenging (-10)

Components: A bandage taken from a patient who died of his injuries (+10)*

Range: Self

Target: You

Duration: 1 minute

Description: Your skin takes on the toughness of mortified flesh. Any Critical Hits against you are reduced by a number of levels equal to your MR.

Any Fel test you take is halved for the duration of the spell as you look and sound more dead than alive.

Steal Life

MR: 3

CT: Half

Difficulty: Challenging (-10)

Components: A vial of blood from the same race as the target (+10)*

Range: Close

Target: 1 living creature

Duration: Instantaneous

Description: You suck the life essence of a target within Close range and use it to heal yourself.

Unless a successful WP Test is made, the target loses 1d10 Wounds, regardless of Toughness Bonus or armor. 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 does not affect Daemons, the Undead, or other non-living targets.

Ward Against Abomination

MR: 3

CT: Full

Difficulty: Challenging (-10)

Components: A piece of a cemetery fence (+10)*

Range: Self

Target: Small AoE

Duration: Concentration

Description: As long as you concentrate (Attack action) and do not move faster than a slow walk, undead creatures must make a WP test to cross the boundary of the Large template. Mindless undead have no WP and will automatically fail this test.

If you force an undead into a position where it must cross the boundary, such as by walking toward it, it automatically passes the test (even if it has no WP).

MR4

Death’s Door

MR: 4

CT: Full

Difficulty: Difficult (-20)

Components: Vial of embalming fluid (+10)*

Range: Self

Target: Large AoE

Duration: MR minutes

Description: Your power over death is such that you can briefly delay the inevitable.

If slain during the spell’s duration, those affected can take a half action (such as attacking) on their normal Initiative before dying. As soon as the action is resolved, death beckons.

If cast by someone with MR 5, the affected get a full round before dying.

The Icy Grip of Death

MR: 4

CT: Full

Difficulty: Difficult (-20)

Components: A thorny rose stem (+10)*

Range: Long

Target: Large AoE

Duration: Indefinite

Description: Targets must make a WP test or be Stunned for 1 round. Stunned targets must make a new test on their next turn, or they will remain stunned for another round.

This spell only works on targets that can be Stunned, so don’t use it on undead, daemons, or huge creatures.

Youth’s Bane

MR: 4

CT: Full

Difficulty: Difficult (-20)

Components: Ivy taken from the grave of a priest (+10)*

Range: Close

Target: 1 living creature

Duration: Instantaneous

Description: You cause the target to age years in a matter of seconds. The target must make a successful WP test or permanently lose 1d10 from S and T.

Whilst it affects animals, youth’s bane has no effect on Daemons and the Undead. Similarly, it does not affect items and natural materials such as food, plants, leather, etc.

MR5

Banish the Undead Horde

MR: 5

CT: Full

Difficulty: Hard (-40)

Components: A vial of pure Shyish, blessed by a High Priest (+15)*

Range: Medium

Target: Large AoE

Duration: Instantaneous

Description: All undead within the AoE are instantly destroyed unless they make a successful WP test. Undead that are not destroyed take 1d10+5 Wounds instead, ignoring T and AP. Note that mindless undead have no WP and are automatically destroyed.

Black Wind of Death

MR: 5

CT: Full

Difficulty: Hard (-40)

Components: An egg-sized amethyst taken from the tomb of an undead lord (+15)*

Range: Long

Target: Large AoE

Duration: Instantaneous

Description: All living creatures in the AoE suffer 1d10+5 Wounds, regardless of AP and T. The lost Wounds cannot be healed by magic, and a character brought to 0 Wounds by this spell immediately dies.