Second Level Incantations.
Aura of Defence
Type: Physical
Vocals: By the power of the Ancestors I claim an aura of defence!
Actions: Tear a level two spell card. Touch your forehead with your
casting hand.
Range: Self
Effects: The caster and all equipment carried by the caster at the time
of casting, gains ten seconds of immunity to all spells and incantations
of the first and second level and immunity to normal weapons. This incantation
can only be used for defence; the caster's weapons must be sheathed
when the incantation is cast and if the protected character initiates
any form of attack, the incantation will cease working. This incantation
offers no protection against channelling powers.
Chant of Protection
Type: Physical
Vocals: By the power of the Ancestors I grant you protection! (Repeat)
Actions: Tear a level two spell card. Stand behind the recipient and
place a hand on each of their shoulders.
Range: Touch.
Effects: The recipient gains a bonus armour value of one point per body
location. The bonus is lost if the caster breaks contact with the recipient,
ceases chanting or is struck. The first blow of any type (including
through damage) to a location reduces the bonus armour protection on
that location to zero hits. Blows stopped by this bonus armour value
do not make contact with the person protected and any special effect
(such as ghoul paralysis, fatal wounds etc.) will not affect the protected
person.
Once the protection on a location is used it cannot be repaired; the
spell must be cast again to regain the protection. Each location gains
one hit and these will remain until damaged or the until the incantation
is stopped. This bonus armour is affected by any attack even if the
person being protected would not normally be harmed by such an attack.
Reaction: You have one extra armour point to each body location
while the incantor is holding your shoulders and chanting.
Cure Disease
Type: Physical
Vocals: By the power of the Ancestors I cure this diseased body!
Actions: Tear a level two spell card. Touch the recipient.
Range: Touch.
Effects: Cures most natural diseases and some unliving diseases. This
incantation does not cure or heal any damage that a disease has already
caused.
Dismiss Unliving 2
Type: Special
Vocals: By the power of the Ancestors I dismiss you! Rank 2(unless part
of a wedge)
Actions: As an individual incantor or as the head of an incantor wedge,
point at the target unliving, possession or ancestral spirit. Tear a level
two spell card, or tear all cards contributed by incantors in the wedge.
As part of an incantor wedge maintain contact with the incantor in front
of you by holding onto their shoulders. All participants in a wedge must
pass their card for the dismiss forward to the head of the wedge so that
the total dismiss rank can be calculated.
Range: 30 feet.
Effects: Dismisses a single unliving of unliving rank 2. Several incantors
can each cast a dismiss unliving (first or second level) within an incantor
wedge, focussing the power towards the one incantor at the front (head)
of the wedge. This means that the head would be casting a dismiss unliving
equal to the sum of all the dismiss unliving incantations cast within
the wedge. When casting this spell as part of a wedge the head of the
wedge must substitute the rank number in the verbal with the total number
of dismiss incantor cards used by the wedge.
The head of the wedge can break away from the wedge to cast the dismiss
unliving but cannot move more than ten feet forward from the rest of the
wedge and must complete the casting within ten seconds of breaking away.
If the head of the wedge is struck before the incantation is complete
the spell will fail as the focus is disrupted.
A countermagic or iron will cannot stop a dismiss unliving. Also due to
the dismiss focus of all the wedge members to the head of the wedge this
person cannot be affected by any mind affecting spells or powers during
the ten seconds in which they must complete the casting of the dismiss.
Reaction: If you are an unliving, possession, or ancestral spirit of a
level equal to or below the level of the dismiss being cast, you should
fall to the ground. You are dismissed.
Halt
Type: Mind
Vocals: By the power of the Ancestors I halt you!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet.
Effects: The target is rendered immobile for ten seconds.
Reaction: You cannot move for a slow count of ten. You cannot speak, although
you can hear and see. You cannot move if struck.
Iron Will
Type: Special
Vocals: By my power I give you iron will!
Actions: Tear a level two spell card and touch the recipient's head. Give
the recipient one of your level one spell cards.
Range: Touch
Effects: The recipient may perform one countermagic against a spell or
incantation cast at him, her or it. To do this you must give the recipient
a level 1 spell card. The countermagic cannot be used to protect items
or other people. If the countermagic is not used by dawn (6 a.m.) of the
day after it is given to the recipient, it is lost. A single recipient
may have any number of iron will spells cast on them as long as they all
cast by the same spellcaster.
Reaction: When a spell or incantation of level 1 or 2 is
cast at you, you can tear the card in half and say, "With my iron
will, I resist that spell (incantation)." You can then ignore the
effects of that spell or incantation. Treat this spell as a countermagic.
Sanctuary
Type: Special
Vocals: By the power of the Ancestors I grant you sanctuary! (Repeat)
Actions: Tear a level two spell card. Touch the recipient and maintain
contact.
Range: Touch.
Effects: By touching a recipient who is dying (in their grace period,
poisoned, etc.) and chanting the vocal repeatedly, you can suspend the
death process for as long as you maintain contact with the recipient and
continue to chant. Sanctuary holds the recipient's pattern within their
body; death normally only occurs when the pattern leaves. You can do nothing
else while chanting this incantation but others can administer potions
to the recipient or cast spells, incantations or healing on him. The sanctuary
does not stop the ten minute grace period, which will count down its ten
minutes as normal. The sanctuary holds the grace period at its final second
for as long as the physical contact and the chant are maintained. Several
sanctuaries can be maintained on a person at the same time, so that as
long as at least one is working the person is protected from death. Should
a body under a sanctuary suffer further damage up to and including all
locations being reduced to _1 the pattern will be held in the body and
all such wounds can be healed as normal. Should a person under a sanctuary
be suffering from any unhealed effect that would kill them immediately
(all locations to _1, lethal poisons that have run their duration etc),
then they will die as soon as the sanctuary is broken. A sanctuary can
be used to sustain a person suffering from some pattern corrupting effects,
such as a fatal wound. The sanctuary will prevent the person dying but
does not stop the life pattern unravelling. Should a person suffering
from a fatal wound be held with a sanctuary for more than a few hours
they have a good chance of becoming unliving on the spot. A sanctuary
works differently when used on a person who is suffering from a petrify.
See the description of this effect under the special calls section later
in the rules.
Speak to the Dead
Type: Special
Vocals: By the power of the Ancestors I speak to the dead!
Actions: Tear a level two spell card. Point at or touch the deceased.
Range: 30 feet.
Effects: For one minute you can ask separate questions of a recently deceased
body and receive single word, truthful, known answers. The pattern remains
close to the body for up to 24 hours after death has occurred; within
this time, there is no limit to the number of times this incantation may
be cast on a dead pattern. The pattern of a recently deceased or corrected
unliving will give no reply. Only under the most unusual circumstances
will the pattern refuse to answer the questions. It is impossible to string
questions together to obtain more than one-word answers (for example,
'what was your killers first name?' and then 'what was your attackers
second name?').
Reaction: For a slow count of sixty you will answer all
questions put to you by the caster. You can only give one word answers.
Your answers must be as truthful as possible, based on what your character
knows and the way in which the question was asked. If you do not know
the answer to a question, say "unknown".
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