Forbidden Lands
Spells
There are a number of different schools of spells, gates behind specific ranks of Magic Talents.
- General Spells are unlocked by any Magic Talent.
- Healing Spells are unlocked by the Druid’s Path of Healing talent.
- Shapeshifting Spells are unlocked by the Druid’s Path of Shifting Shapes talent.
- Awareness Spells are unlocked by the Druid’s Path of Sight talent.
- Blood Magic Spells are unlocked by the Sorceror’s Path of Blood talent.
- Death Magic Spells are unlocked by the Sorceror’s Path of Death talent.
- Symbolism Spells are unlocked by the Sorceror’s Path of Signs talent.
- Stone Song Spells are unlocked by the Sorceror’s Path of Stone talent.
General Spells
The magic disciplines differ, but there are certain effects and spells that all sorcerers and druids can use if skilled enough. These are called general spells. They also come in ranks, but you can use any magic talent to cast them.
MAGICAL SEAL
- RANK 1
- RANGE: Arm’s Length
- DURATION: Quarter Day
-
INGREDIENT: Piece of chalk
Using this spell, you protect a person or a location (no bigger than a human) from magic. The Power Level of any spells cast against that person or place during the Quarter Day is decreased by the Power Level of the MAGICAL SEAL.
SENSE MAGIC
- RANK 1
- RANGE: Short
- DURATION: Immediate
-
INGREDIENT: Divining rod
As a sorcerer or druid, you automatically sense whenever someone uses magic within SHORT range or if an item you hold is charged with magical power. If you want to know more about what kind of magic is involved, you must cast the SENSE MAGIC spell. Using this spell is also required to detect OBSCURED magic (see below) – your Power Level must then be equal to or higher than the Power Level of the OBSCURE MAGIC spell.
DISPEL MAGIC
- RANK 2, POWER WORD
- RANGE: Short
- DURATION: Immediate
-
INGREDIENT: Iron filings
You can interfere with the spells cast by other magic users. This spell is reactive and breaks the initiative order of combat in the round. You decrease the Power Level of your opponent’s spell with the Power Level of your DISPEL. If the result is zero or less, your opponent’s spell has no effect at all. You must both roll for overcharge and mishaps, as with any other spell. You must decide how many WP you spend on your DISPEL before you both roll.
OBSCURE MAGIC
- RANK 2
- RANGE: Personal
- DURATION: Immediate
-
INGREDIENT: Piece of cloth
If you want to cast a spell unnoticed, you must OBSCURE your magic. This requires 1 extra Willpower Point that does not count toward the Power Level of the spell. OBSCURING magic does not count as an action in itself. To detect your OBSCURED spell, another magic user must actively survey the area by casting SENSE MAGIC.
BIND MAGIC
- RANK 3, RITUAL
- RANGE: Personal
- DURATION: Varies
-
INGREDIENT: Quill or chisel
Skilled Sorcerers and Druids can BIND spells to dead objects to create magical traps or powerful magical artifacts. You cast the spell like any other and choose how many Willpower Points to spend, but you must also spend extra WP to bind your spell to an object instead of unleashing its power immediately. Rituals cannot be BOUND.
Roll for any overcharge and mishap when the spell is BOUND. The extra WP do affect this roll, but don’t count toward the Power Level. If you spend one additional WP, the magic lingers for one day, or until the spell is triggered. If you spend two additional WP, the magic lingers forever, but dissipates when the spell is triggered. Spending five additional WP binds the spell to the object forever and it can be triggered once per day, at a cost in WP equal to the Power Level.
You can bind the spell in whatever manner you wish. You decide how the spell is triggered. Common methods include a certain phrase being uttered or that the object is opened, broken or thrown to the ground. Once the spell is triggered, it has the same effect as if it had been cast normally.
TRANSFER
- RANK 3
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: A drop of your blood
You can use this spell to steal Willpower Points from others or to give your WP to someone else. The base cost to cast the spell is one WP, and you can then take or give as many WP as you want. If your target opposes the TRANSFER, it is not so easy – in this case, you can transfer no more WP than the Power Level of the TRANSFER. The WP used to cast TRANSFER are spent and are not transferred.
Healing Spells
The true calling of the Druid is to further nature’s cause and to heal its wounds wherever they appear. Thus, the Healing discipline is the most common among Druids, and druids focused on this discipline are often popular among adventurers.
CLEANSE SPIRIT
- RANK 1
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: Burning candle
You can focus the forces of nature to enlighten dark souls. You immediately heal a number of Wits or Empathy points equal to the Power Level of your spell. You cannot heal yourself.
HEALING HANDS
- RANK 1
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: Clay
You can heal damage to Strength or Agility by laying your hands on the wounded. You immediately heal a number of points equal to the Power Level. This spell does not affect critical injuries. You cannot heal yourself.
NATURE’S CURE
- RANK 1
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: Healing herbs
You heal a sickness or cure the effects of poison in yourself or someone else. The Power Level of your spell must be equal to or higher than the Virulence or Potency rating divided by 3. Round down.
BANISH DEMON
- RANK 2
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: Holy symbol
Demonic creatures from other worlds have been released into the Forbidden Lands and are defiling it. You know the art of driving these abominations back to where they belong. This spell inflicts damage to Strength equal to the Power Level on a demonic target. This includes demons that do not suffer damage from physical weapons. The spell has no effect on demon-tainted creatures, only on true demons. Read more about demons in the Gamemaster’s Guide.
MEND WOUNDS
- RANK 2
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: White moss
You can use magic to heal broken bones and bleeding wounds. This spell immediately heals a critical injury. A lethal injury requires Power Level 2. Lost limbs cannot be regrown, however.
PURGE UNDEAD
- RANK 2
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: Holy symbol
Dead rising from their graves is a violation of the order of nature and they must be stopped. This spell inflicts damage to Strength equal to the Power Level on one undead target.
RESURRECTION
- RANK 3
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: Item owned by the target
You can channel nature’s forces to resurrect a dead person – not as undead, but truly alive. The more time that has passed since the target died, the more difficult it is. Within the same Quarter Day requires Power Level 1, within a full day requires Power Level 2, and within a week requires Power Level 3. If over a week has passed, the body is too decomposed to be RESURRECTED. A person brought back to life loses one point of Empathy permanently, as having seen the world beyond the veil will change their outlook on life forever.
SERENITY
- RANK 3
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: Amulet
You spread harmony and serenity around you with this spell, which helps you in social conflicts. The victim of the spell will do what you want, without a roll to MANIPULATE them and without you having to give them something in return. All other restrictions for social conflicts apply – for example, the victim will not act directly against his own interests. The spell can only be used against living humanoids.
WEATHERMASTER
- RANK 3
- RANGE: Distant
- DURATION: Quarter Day
-
INGREDIENT: Feather
You are so in tune with the forces of nature that you can summon a drastic weather shift in the map hexagon where you are. A smaller shift, from cloudy to rain or from dead calm to a light breeze, requires Power Level 1. Unusual weather phenomena that still stay within what is apt for the season – a snowstorm in winter, blazing heat in the summer, or hard winds and lashing rains in the fall – require Power Level 2. To summon completely unnatural weather, such as a snowstorm in the summer or a heatwave in the middle of winter, requires Power Level 3.
Shapeshifting Spells
Druids are closely connected to nature, and the shapeshifters are even more so in their aspiration to be one with nature. Shapeshifting means taking the form of an animal. While there are Druids who have truly mastered this art, there is a broad spectrum of spells in the Shapeshifting discipline that all relate to animals and their aspects in different ways.
ANIMAL SPEECH
- RANK 1
- RANGE: Near
- DURATION: One turn (15 minutes)
-
INGREDIENT: Claw or tooth
This spell allows you to speak with a mammal. You can ask a number of questions equal to the Power Level of the spell. The animal can tell you what it has seen, heard, or smelled – but they do not perceive the world as humanoids do, so their answers are often hard to interpret. The main advantage is that they never lie.
CAT’S PAW
- RANK 1
- RANGE: Personal
- DURATION: Immediate
-
INGREDIENT: Cat’s claw
You can meld your mind with the spirit of the cat, and move without a sound. You can cast this spell instead of rolling SNEAK, and you will succeed automatically. Each Power Level counts as one success. HAWK’S EYE * RANK 1 * RANGE: Distant * DURATION: One turn (15 minutes) * INGREDIENT: Bird’s claw You can meld your mind with that of a hawk and gain its inhuman sight. You can see the details of anything within DISTANT range, everything from horizon to horizon. You see all details and can identify specific people.
BEASTMASTER
- RANK 2
- RANGE: Near
- DURATION: One turn (15 minutes)
-
INGREDIENT: Claw or tooth
You can bend animals, both wild and tame, to your will. The animal can, for example, break off an attack, track down an enemy, run to where you want it to and deliver a message, allow you to ride on it, or even attack your opponents. You cannot control an animal with a Strength higher than twice the Power Level. The Power Level must be one step higher if the animal is agitated, scared or in combat. If you force an animal to act in a way that is outside its normal behavior – like make it perform tricks, for example – the Power Level needs to be one step higher. You can only control one animal at a time. This spell cannot be used against monsters.
BEAR’S CLAW
- RANK 2
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: Bear’s claw
You can strike your enemy with the force of a great bear. You hit automatically and cause damage equal to the Power Level. The attack cannot be PARRIED or DODGED, but armor has normal effect.
DEER’S DASH
- RANK 2
- RANGE: Personal
- DURATION: Immediate
-
INGREDIENT: Horn of a Deer
You can run with the speed of a deer for a short distance. This spell allows you to RUN (one action) with a Movement Rate equal to the Power Level plus one. Casting this spell does not count as an action in itself. Roll for overcharge/mishap right before you actually move.
ANIMAL FORM
- RANK 3
- RANGE: Personal
- DURATION: Immediate
-
INGREDIENT: Claw or tooth
You can shapeshift completely, and take the form of an animal. Choose an animal from the table on page 124 in the Gamemaster’s Guide. You cannot choose an animal with a Strength higher than twice the Power Level. You get the Strength and Agility of the animal while you are in animal form. The downside is that you lose your ability to speak and a part of your mental capacity, with the consequence that your Wits and Empathy drop to 1 each while in animal form. You also get access to the animal’s natural attacks. Shifting back to your normal form requires that you cast the spell again.
PRIMAL SOUL
- RANK 3
- RANGE: Long
- DURATION: One turn (15 minutes)
-
INGREDIENT: Claw or tooth
You can awaken primal emotions in the minds of others. The Power Level must be equal to or higher than the victim’s current Wits score. For example, you can bring out the rage of a boar, the laziness of a cat or the timidity of a sparrow. Exactly how the victim reacts is up to the GM. If you want to affect the mood of a crowd in a more general way, a small crowd requires a Power Level of 2, a big crowd requires 3, and a whole village 4.
Awareness Spells
Druids who practice Awareness can see what others cannot see, hear what others cannot hear. They can see what has happened in the past and sense what will happen in the future.
LIGHTBRINGER
- RANK 1
- RANGE: Near
- DURATION: One turn per Power Level
-
INGREDIENT: Wand (can be reused)
You summon a bright light that dispels all shadows within NEAR range, i.e., in the same Zone as you.
TRUE SIGHT
- RANK 1
- RANGE: Distant
- DURATION: One round
-
INGREDIENT: Magnifying glass
You can enhance your vision to be unnaturally sharp, and see details at DISTANT range as if you stood right next to the object in question. TRUE SIGHT also lets you see in darkness, through smoke and fog, and automatically see through any kind of disguise or shapeshift. You must have a clear line of sight to whatever you want to look at.
WORDS ON THE WIND
- RANK 1
- RANGE: Distant
- DURATION: One turn per Power Level
-
INGREDIENT: Funnel or sea shell
You can enhance your hearing magically and hear specific sounds up to DISTANT range as clearly as if you stood right where they emanate from. You must see the place to which you direct your hearing.
FARSIGHT
- RANK 2
- RANGE: Varies
- DURATION: One turn (15 minutes)
-
INGREDIENT: Map
You can let your inner eye wander across vast distances, over oceans and land, mountains, and valleys, and see what is happening there right now. FARSIGHT does not help you find a place – you must know where it is located to be able to see it. Power Level 1 lets you view a place at LONG range. Power Level 2 reaches across the same map hex where you are. Further away requires Power Level 3. Viewing a location that you haven’t been to before increases the required Power Level by 2. Your visions are often fragmented and cryptic – the GM decides exactly what you can see.
TRUE PATH
- RANK 2
- RANGE: Personal
- DURATION: Immediate
-
INGREDIENT: Scales (can be reused)
This spell can guide you to the right path when you face a difficult decision. Once you have cast the spell, the GM must tell you which decision or choice she believes is the wisest.
VISIONS OF THE PAST
- RANK 2
- RANGE: Short
- DURATION: One turn (15 minutes)
-
INGREDIENT: Item from the time
You can see events that have transpired in the past at the location where you are, even if those events are no longer remembered by any living being. Power Level 1 lets you see one day back in time, Power Level 2 one year into the past, and Power Level 3 lets you see hundreds of years back. Your visions are often fragmented and cryptic – the GM decides exactly what you can see.
DIVINATION
- RANK 3, RITUAL
- RANGE: Near
- DURATION: One turn (15 minutes)
-
INGREDIENT: Crystal ball or fish guts
If you perform a seance, you can see visions of the future. You ask the GM questions about yourself or someone else present at the seance. The GM answers as best she can. The answer must be brief, and is often ambiguous and cryptic. The answer can also come in the form of a sign of happiness, or a foreboding sign of ill fortune.
INTUITION
- RANK 3
- RANGE: Personal
- DURATION: Immediate
-
INGREDIENT: Related item
You can ask a short “yes” or “no” question about anything in the world. The GM must answer “yes,” “no,” or “maybe.” She cannot lie. The GM can choose “maybe” even if she knows the answer, but believes that the true answer may disrupt the game. Note that true or false is not an objective fact, but is defined by who is asking the question. This person’s morals and beliefs can make something that is true for her false for someone else.
TELEPATHY
- RANK 3
- RANGE: Near
- DURATION: One turn (15 minutes)
-
INGREDIENT: Item belonging to the victim
You can read the surface thoughts of another person for a few minutes. Digging deeper for memories is harder, and requires Power Level 2 or even more, depending on how fresh the memory is.
You can also use this spell to send your own thoughts to another person. In that case, the range of the spell is LONG if you know the target well. By sending thoughts of pain and suffering, you can inflict damage to Wits or Empathy equal to the Power Level. No effect on monsters.
Symbolism Spells
The discipline of Symbolism uses runes, esoteric signs and symbols that reflect the underlying patterns of the world. It takes advantage of the forces unleashed by a broad spectrum of laws that are stretched, broken or twisted by the influence of these symbols. The signs of Symbolism can be carved, drawn, or simply formed in the air by the hands of a sorcerer. In any case, the Sorcerer needs at least one free hand.
- DRAW OR CARVE: Symbolism requires no ingredients apart from the symbols themselves. If they are carved or drawn in any way, they count as ingredients from a rule standpoint, meaning that the Power Level is increased by one. Drawing a symbol takes a few minutes and cannot be done in the heat of battle. Carving a symbol into stone takes one Quarter Day or more. The Sorcerer decides when the symbol is activated. Even a drawn or carved symbol only works once.
ENTICE
- RANK 1
- RANGE: Short
-
DURATION: Immediate
The symbol lures the victim, who must make an INSIGHT roll with a negative modification equal to the Power Level. If the roll fails, the victim must RUN to within ARM’S LENGTH of the symbol, spending all their normal actions to do so (bonus actions from talents can still be used normally). When the victim reaches the symbol, or if the symbol is moved, the effect is broken. No effect on monsters.
HORRIFY
- RANK 1
- RANGE: Short
-
DURATION: Immediate
The symbol awakens a deep fear in the victim, who suffers damage to Wits equal to the Power Level. No effect on monsters.
PARALYZE
- RANK 1
- RANGE: Short
-
DURATION: Immediate
The hypnotizing power of the symbol mesmerizes your opponent. At Power Level 1, the victim loses their fast action in the round, or in the next round if they have already used it. At Power Level 2, they lose their slow action. At Power Level 3, they lose both actions, and at Power Level 4, they also lose any bonus actions from talents. The spell has no effect on monsters.
BLIND
- RANK 2
- RANGE: Short
-
DURATION: Quarter Day
The victim must make an INSIGHT roll with a negative modification equal to the Power Level. If the roll fails, the symbol blinds the victim. The effect of this blindness is the same as for being in total darkness (see page 112). On victims without Wits, such as animals, the effect is automatic, but the spell has no effect on monsters.
ILLUSION
- RANK 2
- RANGE: Short
-
DURATION: One turn (15 minutes)
You make the victim see or hear something that isn’t there, or hide something that otherwise would be seen. A small item requires a Power Level of 1, while an object of humanoid size requires Power Level 2, and an illusion the size of a house requires Power Level 3. Only one person is affected. The victim can see through the illusion with an INSIGHT roll, but gets a penalty equal to the Power Level. This spell has no effect on monsters.
MIND TRICK
- RANK 2, POWER WORD
- RANGE: Short
-
DURATION: One round
You can force an NPC to refrain from an action they would otherwise have performed. It must be a minor action, something you can forget by being absent-minded. An example could be that a guard lets a PC pass without confirming who they are or that someone leaves their keys on a table. The spell cannot be used in combat.
PUPPETEER
- RANK 3
- RANGE: Near
-
DURATION: One round
You can take complete control of your victim’s actions. The victim must make an INSIGHT roll with a negative modification equal to the Power Level. If the roll fails, the victim becomes a puppet without control of their own body. This control only lasts until the victim’s next ordinary turn in the initiative order, and covers one fast and one slow action. The victim cannot perform reactive actions or bonus actions from talents before the PUPPETEER’S actions are performed. The spell has no effect on monsters.
POWER RUNE
- RANK 3, RITUAL
- RANGE: Arm’s Length
-
DURATION: Immediate
You can charge a symbol with power. The symbol must be drawn on or carved into an object, which is then charged with a number of Willpower Points equal to the Power Level. You can use the symbol later to cast spells, emptying its stored Willpower Points. You don’t need to BIND magic to use this spell. Other spellbinders skilled in the art of runes can use your POWER RUNES if they can access them, so keep them to yourself!
PORTAL
- RANK 3, Ritual
- RANGE: Near
-
DURATION: Quarter Day per Power Level
This powerful ritual tears a hole in the veil between worlds and opens a path between them. This is a very risky undertaking, since you run the risk of running into all sorts of demons and other malevolent creatures on the other side – perhaps you can use them for your own purposes, but it is just as likely they will attempt to use you for their own. Or perhaps devour you. The spell BIND DEMON (see blood magic) is very useful here. The details are up to the GM.
Another use for this spell is creating a new PORTAL on the other side, which can lead you anywhere you want in the Forbidden Lands.
Stone Song Spells
Stone singing originated among the dwarves, and helps them shape the bedrock of the world according to the mission from their god Huge. The discipline has spread from the dwarves to the elves and humans, who have also found good use for this form of magic.
DUST FROM THE DEEP
- RANK 1
- RANGE: Near
- DURATION: One round
-
INGREDIENT: A fistful of sand
The spell blows a thick cloud of rock dust from the ground to cover the Zone you are in. The dust blocks sight through the Zone and lets you flee combat (see page 89) without rolling for MOVE. This spell can only be used in the MOUNTAIN terrain type or inside a CAVE.
STUN
- RANK 1
- RANGE: Short
- DURATION: Immediate
-
INGREDIENT: Horn
Your mighty voice is so strong that people around you are stunned. Your song causes 1 point of damage to Agility per Power Level. You can distribute the damage across as many opponents as you want. The targets may attempt to resist the effect by rolling for INSIGHT – each success rolled negates 1 point of damage. No effect against monsters.
VOICE OF THE MOUNTAIN
- RANK 1, RITUAL
- RANGE: Varies
- DURATION: Quarter Day
-
INGREDIENT: Flute
You can speak to the mountain and listen to its words. The mountain can answer simple questions about what has happened at the location before (events over the last day require Power Level 1, events one year back in time require Power Level 2 and events even further back in time require Power Level 3) or what is happening in the area right now (SHORT range requires Power Level 1, LONG range Power Level 2, anything within the map hex Power Level 3). Unfortunately, the mountain speaks very slowly and therefore this spell works like a ritual. This spell can only be used in the MOUNTAIN terrain type or inside a CAVE.
STONESMITH
- RANK 2, RITUAL
- RANGE: Varies
- DURATION: Immediate
-
INGREDIENT: Lyre
Your song can shape stone according to your will. This spell lets you create a wall, build a bridge, or raise a staircase from the ground. You can only create crude constructions. Power Level 1 will summon a construction in the same Zone as you. Every Power Level beyond that allows you to create something that stretches into one more neighboring Zone. For example, Power Level 4 lets you summon a construction reaching across four Zones.
STONE STORM
- RANK 2
- RANGE: Short
- DURATION: Immediate
-
INGREDIENT: Pebbles
Your song can move rocks so fast that you can hurl stones and rocks at an enemy in combat. The damage (to Strength) from your attack is equal to the Power Level. Armor works normally. This spell can only be used where there are loose stones for you to throw.
WITHER
- RANK 2
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: Harp
Your song can wither stone, allowing you to break down walls and fortifications within NEAR range. The thickness of the barrier determines the Power Level required – every half-meter requires one Power Level.
EARTHQUAKE
- RANK 3
- RANGE: Short
- DURATION: Immediate
-
INGREDIENT: Drum
Your song is charged with so much power that you make the very ground shake and tear. You can use the spell to tear down a wall or fortifications or inflict damage on a victim. The damage caused (to Strength) is equal to the Power Level.
IRON SONG
- RANK 3, RITUAL
- RANGE: Varies
- DURATION: Immediate
-
INGREDIENT: Hammer
Your voice doesn’t only affect stone, but also metals that have been mined from the mountain. This ritual allows you to create weapons and other items of metal, but also, for example, to bend prison bars and open shackles.
You can create all metal weapons from the weapons tables with a Gear Bonus equal to the Power Level, up to a maximum of +3. The weapon’s other stats are according to the weapons table.
When you use IRON SONG, you must have access to the right raw materials, as if you are using CRAFTING to create an object.
SUMMON GOLEM
- RANK 3
- RANGE: Near
- DURATION: Quarter Day
-
INGREDIENT: Stone figurine
Your song can summon servant creatures from the very rock. This golem obeys your orders during the present Quarter Day, then it turns into an inanimate statue. The golem can only perform basic tasks and it must remain within your view.
The stats of the golem depend on the Power Level. Power Level 1 creates a small creature with Strength 2, Agility 1, and stone skin with an Armor Rating of 3. Every increase in Power Level increases both Strength and Armor Rating by 1.
You can also use the Power Level to create more golems at the same time – every increase in Power Level creates an additional golem. For example, Power Level 4 allows you to create three golems with a Strength of 3 and Armor Rating 4. This spell can only be used in the terrain type MOUNTAIN or in a CAVE.
Blood Magic Spells
Blood magic derives its power from life itself and its liquid essence – blood. Through the power of blood, the Sorcerer can both benefit and bleed the target of his spells.
FIREWALKER
- RANK 1
- RANGE: Personal
- DURATION: Quarter Day
-
INGREDIENT: Drop of blood
You can make yourself completely immune to heat and cold. You take no damage from fire.
STIR THE BLOOD
- RANK 1
- RANGE: Short
- DURATION: One turn (15 minutes)
-
INGREDIENT: Chalice of wine
Using this spell, you stir your victim’s blood and bring out strong emotions such as lust, fear or rage. The victim must give in to these emotions in some way – exactly how depends on the individual and the situation. The GM determines the details. The spell has no effect in combat and cannot be used against monsters.
BIND DEMON
- RANK 2
- RANGE: Short
- DURATION: Quarter Day
-
INGREDIENT: Pentagram
This spell allows you to bend demonic creatures from other worlds to your will. The demon can resist the spell with a successful INSIGHT roll with a negative modification equal to the Power Level. Keep in mind that demons rarely react well to magicians’ attempts to BIND them, so be ready for any consequences.
BLOOD BOND
- RANK 2
-
RANGE: Arm’s Length
DURATION: Immediate -
INGREDIENT: Your own or the target’s blood
You can transfer blood, and the inherent energy of it, to or from another being of the same kin as yourself. You can transfer a number of attribute points (of any attribute) equal to the Power Level to or from the target. The starting attribute rating cannot be surpassed. Attribute points lost in this way can be recovered normally. An unwilling victim can make an INSIGHT roll, with a negative modification equal to the Power Level, to resist the spell. The spell can be used to get a Broken person up on their feet, but it has no effect on critical injuries.
IMMOLATE
- RANK 2
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: Torch or open fire
You can heat up your victim’s blood to the point where they literally burst into flames. The spell inflicts damage to Strength equal to the Power Level and keeps inflicting one point of damage per round until the victim puts the fire out with a successful MOVE roll (slow action). Armor does not protect against this spell.
BLOOD CHANNELING
- RANK 3
- RANGE: Personal
- DURATION: One round
-
INGREDIENT: Living victim
This spell concentrates the energy of the sorcerer’s own blood. You gain a number of Willpower Points equal to twice the Power Level. The effect is temporary, however. Your newly won Willpower Points must be used in the next round, or they are lost. If you use a living sacrifice as an ingredient for your spell, it must be sacrificed before you cast the spell. A small animal is enough.
BLOOD CURSE
- RANK 3, RITUAL
- RANGE: Unlimited
- DURATION: Quarter Day per Power Level
-
INGREDIENT: Hair from or part of the victim’s body
You place a blood curse on your victim, who must be a living humanoid. You must know your victim’s name and know where they are, at least approximately. The victim suffers damage to an attribute of your choice. The amount of damage equals the Power Level and the victim takes one point of damage per Quarter Day until the full effect is reached.
BIND SOUL
- RANK 3, RITUAL
- RANGE: Arm’s Length
- DURATION: Varies
-
INGREDIENT: Sacrificial knife
Through this ritual, you can extract a victim’s soul from his blood and capture it in a vessel of some kind (such as a mirror, a jewel, or a weapon). Your victim must make an INSIGHT roll with a negative modification equal to the Power Level. If the roll fails, the victim is bound to the vessel for a Quarter Day. Making the effect last one full day requires Power Level 2 or higher, and if you want the victim to remain in the vessel forever – or up to a time of your choosing – it requires Power Level 3. You can specify a condition that must be filled to free the soul. The victim can be freed by a DISPEL MAGIC. While the soul is bound, the body is unconscious and can be killed with a COUP DE GRACE or possessed by another restless spirit.
Death Magic Spells
Death magic draws its power from dead or dying beings, from rot and decay. Practitioners of death magic, known as necromancers, can also steal power from living things by twisting and tainting them, which is the reason for much of the hate and fear these black arts stir up. The necromancers see themselves as seekers of truth, as pioneers and explorers of the true nature of life and death.
BEFOUL
- RANK 1
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: Rotten food
You can let death and decay seep into food. You can BEFOUL a unit of FOOD per Power Level making it unfit for consumption. The FOOD turns into a poison with a Potency equal to the Power Level multiplied by 3.
CHILL OF THE GRAVE
- RANK 1
- RANGE: Arm’s Length
- DURATION: One round per Power Level
-
INGREDIENT: A piece of crystal
You let the unrelenting cold of death seep into your victim. The victim becomes COLD, immediately suffering 1 point of damage to both Strength and Wits as a result. The victim continues to suffer 1 point of damage to these attributes each round, until the total amount of damage (to each attribute) equals the Power Level. The spell has no effect on monsters.
CONTAMINATE
- RANK 1
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: Sick animal
You can create horrid contagions with which to torment your enemies. Your victim, who must be a living humanoid, contracts a disease with a Virulence equal to the Power Level multiplied by 3. Feel free to describe the nature of the contagion in detail.
GHOULISH GLARE
- RANK 1
- RANGE: Short
- DURATION: Immediate
-
INGREDIENT: Hood
Your murky appearance instills unease and fear in your victim. They suffer damage to Empathy equal to the Power Level. This spell can only be used against living humanoids.
HAND OF DOOM
- RANK 2
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: Severed hand
You can claw your way to your victim’s heart magically and squeeze the life from him. This spell inflicts damage to Strength equal to the Power Level. You can extend the range to SHORT if you spend an extra Willpower Point (this does not count towards the Power Level). This spell can only be used against living humanoids.
RAISE THE DEAD
- RANK 2, RITUAL
- RANGE: Near
- DURATION: Quarter Day
-
INGREDIENT: Item belonging to the dead
The main task of Death Magic is awakening the dead. In its simplest form, this ritual is used to reanimate one dead humanoid or animal, which will become a rank 1 undead.
For each Power Level beyond the first, you can reanimate one more undead, or increase the rank of all undead raised by the spell by one. A ritual with Power Level 2 can raise two undead of rank 1, Power Level 3 can raise two undead of rank 2, and so on.
A rank 1 undead has little to no mental capacity, but will obey simple commands and can use weapons and simple tools. The undead has the same Strength it did in life, Agility is decreased by one (no lower than 1), and it has no Wits or Empathy. Skills based on Strength and Agility are retained.
A rank 2 undead can be enhanced in one of the following ways:
- STRONGER. The Strength score increases by 1. This effect can be chosen several times for undead of higher ranks.
- SMARTER. The undead regains some of its lost mental capacity, in the form of both Wits and Empathy and skills associated with these attributes. All the scores are lowered by one (no lower than 1). The undead can answer questions about its life both before and after death, but it often has an unclear sense of time and can be very forgetful. It obeys its maker and can perform slightly more advanced tasks.
- DURABLE. The Duration of the spell is doubled. This effect can be chosen several times for undead of higher levels.
A rank 3 undead gets two of the effects above. A rank 4 undead gets three effects, a rank 5 gets four effects, and so on. Note that the Strong and Durable effects can be chosen several times over.
- RAISE THE DEAD can also be used to take control of “restless dead,” beings that have died but are still walking about, unaware of the fact that they are dead. Read more about these in the Gamemaster’s Guide.
SPEAK TO THE DEAD
- RANK 2
- RANGE: Near
- DURATION: One turn (15 minutes)
-
INGREDIENT: Body part from a dead person
You can speak with the dead. You must be within NEAR range of where the victim died or lies buried. You must know the victim’s name. You can speak with the dead for a few minutes and ask a few simple questions. The GM decides what the dead can and will answer – the dead aren’t always cooperative!
If the victim’s remains are reasonably intact you can speak directly with the corpse, otherwise you hear the dead as a disembodied ghost voice in your head. This spell cannot be used against undead.
STEAL LIFE
- RANK 3, RITUAL
- RANGE: Near
- DURATION: Immediate
-
INGREDIENT: A living animal
You can suck the life from living plants and animals around you. You gain a number of Willpower Points equal to twice the Power Level. The ritual can only be used in an environment where there is vegetation and so cannot be used indoors or on a rocky mountain side. When you perform the ritual all animals and plants within NEAR range – in the same Zone as you – die. This also applies to humans and other kin.
TERROR
- RANK 3
- RANGE: Short
- DURATION: Immediate
-
INGREDIENT: Skull
You can instill a horrible, unbearable fear in your victim, whose mind is flooded by images of their own aging and death. The victim suffers damage to both Wits and Empathy equal to the Power Level. This spell only works on living humanoids.
WEIGHT OF AGES
- RANK 3
- RANGE: Arm’s Length
- DURATION: Immediate
-
INGREDIENT: Scalp with white hair
You can speed up the aging process of a living being. The victim immediately ages 10 years per Power Level. If the victim as a result of this changes their age category (see page 31), they permanently lose one point in an attribute of their choice. If the victim ages past twice the maximum age for an Adult (for example, 100 years for a human), they wither and die. This spell has no effect on elves or monsters.