Death
Foci
A Ritually prepared piece of Remains, traditionally of an ancestor or a creature important to the character. Graveyard soil, death shrouds, a death mask, heart plate, nails or wood from a coffin, all of which must have been used.
Incantation
Fear
Incantation: “Timor.”
Range: Touch, Spell ball
Level Effect: Minutes target must remain out of battle
Description: This spell causes the target opponent struck to flee at least to the edge of the battlefield for 1 minute per level of this spell.
Dark Bolt
Incantation: “Tenebris.”
Range: Touch, Spell ball
Level Effect: Damage done to Target
Description: This spell causes a bolt of darkness that strikes target opponent in the chest for damage equal to the level of this spell.
Goad
Incantation: “Irrito.”
Range: Touch, Spell ball
Level Effect: 10 count per level target will only attack caster
Description: This spell incited a target to attack only the caster. They will ignore all other combatants until the caster is killed or the spell wears off. Target should count down out loud the time. If attacked by any other than the caster, the target may defend themselves.
Wither
Incantation: “Siccabitur.”
Range: Touch
Level Effect: Number of Resilience that the target loses.
Description: This spell causes the target to lose Resilience Rating equal to levels of this spell until the end of combat.
Detect Trap
Incantation:“Revelare mortemdentes”
Range: 10’
Level Effect: Level of trap detected
Description: This incantation reveals mundane traps as long as they are not hidden by magical means.
Dark Blade
Incantation: “Tenebra Ensis”
Range: Touch
Level Effect: Increase Melee damage by Rank
Description: Coat your weapon in darkness
Dark Arrow
Incantation: “Tenebra Sagitta”
Range: Touch
Level Effect: Increase damage by 2 per rank for one projectile
Description: Charge your next projectile with darkness
Potions
Speak with Dead
Ingredients: 2 Bones, blackened in a fire, 1 black mushroom
Level Effect: Minutes that the dead can speak
Description: The caster may go to any corpse and pour this potion into their mouth. The dead can now converse with the living for minutes equal to this spell. He has no power over the character and cannot force them to talk. The corpse may not do anything to end this spell, only the caster can decide to stop conversing. This spell cannot be cast with any weapons in hand.
Curse
Ingredients: 2 Fangs, 1 Bone
Level Effect: Amount of Damage
Description: Target will take magical damage equal to the levels in this spell every 10 minutes unless dispelled until they die.
Reform
Ingredients: Entrails from 2 different creatures, 1 bone from a third creature
Level Effect: Health Points Restored
Description: Spell Reform can restore a body to perfection, as long as a piece remains (Incinerate destroys a body completely.) Each draught of potion restores Health Points equal to levels in this spell. The character begins to count to their full health pool. If interrupted (attacked during the count,) they may attempt to reform again, even if the mystic is not there to perform the spell again by spending a Core Point or accept how much Health they recovered. This will not Restore the Soul to the body however. To do so, the Soul must still pass through the Death Quest.
Paralyze/Release
Ingredients: 1 vial of Venom, 1 herb
Level Effect: see below
Description: This potion can be made to paralyze or release a paralyses. Paralyses will last for 10 seconds per level and the Release will shorten a paralyses by 10 seconds per level.
Ritual
Portable Graveyard
Incantation: “Cum hoc tam gravi, ut hoc terra sancti.”
Ingredients: A Grave marker, Bone or Ashes of a Sentient creature, preferably a relative of the caster. A Long black ribbon or banner, Food or drink to be offerings for the dead, small stones equal to the spell rating.
Circle: 10’
Level Effect: Number of Dead that can be Return to life through this porthole.
Description: By placing this sanctified grave marker with a black cloth beckoning the dead and placing offerings at it within a Ritual Circle, the Caster creates a Graveyard for the dead to pass back into the world of the living through, rather than the dead having to travel all the way back to the Graveyard Arch in town. Every one of the Dead who pass back through to the living takes a stone, until there are no more, at which point, The Portable Graveyard will no longer work, until it is re cast. This Ritual does not destroy the Grave Marker, Remains or Banner in its casting, and they may therefore be reused but must be repowered.
Fake Death
Incantation: “Hoc mors erit mendacium.”
Ingredients: 3 Bones, Entrails from 2 different animals, a black Mirror
Range: 1 Target
Circle: 10’
Level Effect: Hours that fake death lasts
Description: The caster can pretend to be dead or create a fake death upon a target. To all senses the target is dead. The target assumes the dead position. They are not dead and can see and hear normally but cannot move. Any hit to the target will injure/kill them as normal. The spell lasts for hours equal to levels in this spell. At any point after the spell has been cast, the Caster may decide to awaken the target. To do so, they must start a 100 count, after which the target is again alive and can move around freely.
False Life
Incantation: “A chordis pupa”
Ingredients: 1 Mushroom, 1 Heart, 1 Vial of Venom, Dead body or false body + personal item
Range: 1 Target
Circle: 10’
Level Effect: Hours the False Life is animated.
Description: This ritual animates a corpse, or likeness of a being in a semblance of what its living counterpart would be. When examined, it seems to be the living being to all appearances, however the False Life can only know what the caster knew. Therefor secrets and abilities unique to the Life are not known to the False Life. This charade can be revealed with Clear Sight levels higher than the levels in False Life cast.
Blood Tracker
Incantation: "Visibilis Trahentium Sanguinem"
Ingredients: Item(s) from person(s), blood, compass, and 2 bones of local wildlife.
Circle: 10'
Level Effect: Effective distance 1 km per level
Description: Track a person(s) through a ritual involving a personal belonging of theirs. The Caster encircles themselves with the knowledgeable bones of the local wildlife, the bleeds (provides blood) on the item with the compass.
Permanent Enchantment
Incantation: “Hoc Obiectum erit perpetua.”
Ingredients: Chalk, Bone, Fang, 10 Gold coins
Circle: 10’
Level Effect: Centuries that Item will be enchanted
Description: This Ritual binds a spell to an object effectively permanently. First, the casters must cast Permanent Enchantment on an object or area markers. At least one of the Casters of this ritual must know the effect spell that is being bound into the item. They invoke the Permanent Enchantment incantation and then cast the effect spell onto the Object that they wish to bind together. They may place a condition that will trigger the spell to be active, or an activation phrase. All spells used in the enchantment must be of the same school. The Enchantment will last centuries equal to Rank in Enchanted Item Spell + Ardor Spent Multiplied by ranks in Permanent Enchantment Ritual. Area effect spells can be bound to a room, perimeter markers, or similar, those are called a Ward.