Full Spell Descriptions

This section contains the full description of all the spells for every spell list in alphabetical order. Some spells appear on several lists, so you should substitute the appropriate vocal for the source of the spell you are casting.

 

Ancestral Strike

Self Magical Enchant Effect
Vocals: Level 2 Effect
By the power of the Ancestors / the Dark Ancestors ‘I Enchant my weapon’
For 1 minute the caster gains the ability to strike for ‘Enchanted’ with any melee weapon in their primary hand or a large melee weapon held in both hands, unless the weapon is Silver or already does a damage type other than normal. The weapon does not count as enchanted in any way other than to strike for enchanted damage and you may swap weapons during the spell effect.

Ancestral weapon

Self Magical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors ‘allow me to Affect <X>’
For 10 minutes the caster gains the ability to strike for Affect <X> with any melee weapon in their primary hand or a large melee weapon held in both hands, unless the weapon already generates a damage effect. <X> must be chosen at the time of casting to Affect Daemon, Elemental, Unliving or Ancestral and then cannot be changed for the duration of this effect. The weapon does not count as enchanted in any way other than to strike for enchanted damage, and you may swap weapons during the spell effect.

 

Attract Unliving

Ranged Pattern Command Effect
Vocals: Level 1 Effect
By the power of Corruption ‘I Attract that Unliving’
For as long as the caster chants, the targeted unliving must move via direct route toward the caster. Holding on to an object or person will not prevent the target from being attracted, but any barriers that prevent their physical passage, such as walls, will stop them. They may defend themselves, but may only attack someone who is within their direct path to the caster. Once the effect has expired they can move freely again. This effect has no influence over Intelligent unliving but they will be aware of the effect being cast on them.

 

Aura of Defence

Self Magical Enchant Effect
Vocals: Level 2 Effect
By the power of the Ancestors / Life ‘I claim an Aura of Defence’
For 10 seconds, the caster and all equipment carried by the caster gain Immunity to all level 1 & 2 ranged effects and Immunity to Normal damage. This effect may only be used for defence, if the caster casts any offensive effect or strikes anyone, the effect will cease immediately.

Aura of Immunity

Self Magical Enchant Effect
Vocals: Level 3 Effect
By the power of ‘High’ Magic ‘I claim an Aura of Immunity’
For as long as the caster maintains the chant, the caster and their equipment are Immune to all Ranged and Mass effects. This effect cannot be countered by a Countermagic or High Countermagic.

Befriend

Ranged Mind Command Effect
Vocals: Level 1 Effect
By the power of the Ancestors / the Dark Ancestors ‘I befriend you!’
The target believes that the caster is an ally that must be defended for 10 seconds. The target may, if they feel they have significant reasons, struggle against the control. In this case, they cannot perform any other action (including defending themselves) for 10 seconds instead. If the caster attacks the target in any way then this effect immediately ends. This effect is a Charm.

 

Blast

Ranged Magical Damage Effect
Vocals: Level 2 Effect
By the power of Magic ‘I Blast your <location>’
The target takes an Enchanted hit to the named location.

 

Cause Disease

Self Magical enchant Effect
Vocals: Level 2 Effect
By the power of Corruption ‘I imbue my weapon to Cause Disease’
The caster’s next successful blow with the melee weapon held in their primary hand or a large melee weapon held in both hands will strike for the Disease damage effect, unless the weapon already generates another damage effect. If they do not strike someone within 1 min the effect will be lost, but they may swap weapons within this period without losing the effect. This effect does not change the damage type of the weapon and can be used with a weapon of any damage type.

 

Cause Fatal Wound

Self magical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of Corruption ‘I imbue my weapon to Cause Fatal Wound’
The caster’s next successful blow with the melee weapon held in their primary hand or a large melee weapon held in both hands will strike for the Fatal damage effect, unless the weapon already generates another damage effect. If they do not strike someone within 1 min the effect will be lost, but they may swap weapons within this period without losing the effect.

 

Cause Paralysis

Self Magical Enchant Effect
Vocals: Level 2 Effect
By the power of Corruption ‘I imbue my weapon to inflict Paralysis’
The caster’s next successful blow with the melee weapon held in their primary hand or a large melee weapon held in both hands will strike for the Paralysis damage effect, unless the weapon already generates another damage effect. If they do not strike someone within 1 min the effect will be lost, but they may swap weapons within this period without losing the effect. This effect does not change the damage type of the weapon and can be used with a weapon of any damage type.

 

Confusion

Ranged Mind Command Effect
Vocals: Level 1 Effect
By the power of the Ancestors / the Dark Ancestors ‘I confuse you’
For 10 seconds, or until they are struck, the target will be dazed. They can do nothing apart from stand still and look around. The target can parry or block with their weapon or shield, but cannot attack or cast spells until the effect expires or they have been struck (whichever is sooner). This effect breaks Concentration.

 

Control <target group> <rank>

Ranged Pattern Command Effect
Vocals: Level 1 Effect
By the power of the Ancestors ‘I Control <target group> rank <X>’
This spell can be part of a Wedge. <X> is equal to the total number of spell cards used in casting. The caster may use up to 2 Spell cards when casting this effect. If the target is <Target Group> and has a Control level equal to or lower than the rank <X> of Control cast, then they are Controlled by the caster. If Controlled, the target who is a member of the <target group> ill do anything commanded of them by the Controller, but this will not affect memories. No counter or Immunity can stop a Control unless it says so explicitly. The duration of the effect will vary depending on the Dismiss rank of the creature Controlled.

 

Countermagic

Ranged Magical Counter Effect
Vocals: Level 1 Effect
By the power of the Ancestors / the Dark ancestors/ Magic / Life ‘I counter that spell’
This stops a single level 1 or 2 ranged effect occurring, except for Dismiss or Control. Countermagic must be started within 3 seconds of the completion of the casting of the effect to be countered, and cannot counter Mass effects. You can still cast this spell even if the effect that you are countering would prevent you from doing so.

 

Courage

Touch Mind Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors ‘I grant you Courage’
Until Dawn, the target is Immune to all Fear effects. The caster must give the target an appropriate High Magic Sigil with the target’s name, the time of casting and the effect noted on it. The target must retain this Sigil for the effect to work.

 

Cure Wound

Touch Physical Cure Effect
Vocals: Level 1 Effect
By the power of the Ancestors ‘I Cure this Wound’
Restores 1 body hit to the target location. This will only be effective on a being with a Living Pattern and will not be effective on a character under on a location suffering from a Fatal Wound, the effects Disease or Decay.

 

Detect Magic

Mass Magical Detect Effect
Vocals: Level 1 Effect
By the power of Magic ‘I Detect Magic’
Detects any character within 10ft (3m) of the caster that has a magical or magically active item or effect on them. Any character within range of the caster that has a magical or magically active item or effect on them must say “Ping” in a loud clear voice. In character, this effect causes this noise, so everyone around the Detected character is aware of the effect. If you are unsure, whether you should ‘Ping’ to this effect check with a Referee, Marshal or Game Control. This effect only works on items that have a power rating of 1 or above.

 

Detect Unliving

Mass Pattern Detect Effect
Vocals: Level 1 Effect
By the power of the Ancestors / the Dark Ancestors / Magic / Corruption ‘I Detect Unliving’
Detects any unliving within 10ft (3m) of the caster. Any character within range of the caster that is Unliving or Detects as Unliving, must say “Ping” in a loud clear voice. In character, this effect causes this noise, so everyone around the Detected character is aware of the effect. If you are unsure check with a Referee, Marshal or Game Control.

 

Dismiss <level>

Ranged Magical Special Effect
Vocals: Level 1 Effect
By the power of the Ancestors ‘I Dismiss you level <X>’
This spell may be part of a Wedge. <X> is equal to the total number of spell cards used in casting. The caster may use up to 2 Spell cards when casting this effect. If the target has a Dismiss rank equal to or lower than the level of Dismiss cast, then they are dismissed, with any repercussions that this may entail. A Countermagic, High Countermagic, Iron Will or Aura of Immunity cannot stop a Dismiss. No Immunity will stop a Dismiss unless it says so explicitly.

 

Distract

Ranged Mind Command Effect
Vocals: Level 1 Effect
By the power of Magic ‘I Distract you’
For 10 seconds (or until struck), the target’s full attention is concentrated on what is directly behind them. This effect breaks concentration. This effect is a Charm.

Embody Unliving

Self Pattern Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of Corruption ‘I Embody Unliving’
The caster corrupts their own pattern into that similar to an Unliving, lasts until Dawn. They gain Immunity to the Ritual of Peace, as well as Immunity to the effects Fatal, Paralysis, Decay and Disease. They gain an Unliving Dismiss level of 10 and Detect as Unliving. They have no Unliving type and cannot be Controlled. The caster does not count as Unliving in any other way. This effect will not work on any creature that already has a Dismiss level. The caster must obtain an appropriate High Magic Sigil with their name, the time of casting and the effect noted on it. They must retain this card for the effect to work. If you are Dismissed, the effect will immediately terminate and you will take a Fatal effect to the torso.

 

Endurance

Touch Physical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of Magic / Life ‘I grant you Endurance’
Until Dawn, the target’s body locations’ maximum hits are increased by 1 (+1 LHV). (See Body Locations, page 11 and Appendix 4, Gaining and Losing Hits, page 59). The caster must give the target an appropriate High Magic Sigil with the target’s name, the time of casting and the effect noted on it. The target must retain this Sigil for the effect to work.

 

Enthral

Ranged Mind Command Effect
Vocals: Level 2 Effect
By the power of Magic ‘I Enthral you’
For as long as the caster continues to talk in meaningful sentences (as per a chant), the target will follow them anywhere. Whilst under this effect the target cannot cast any spells or perform any action other than to follow the caster. This effect will be broken if the target takes a wound (not armour damage) or if the caster ceases to speak meaningfully. This effect is a Charm and breaks concentration.

Updated: Rules Clarifications

 

Fear

Ranged Mind Command Effect
Vocals: Level 1 Effect
By the power of the Ancestors / the Dark Ancestors / Corruption ‘I command you Fear me’
For 10 seconds, the target Fears the caster. For 10 seconds, the target will attempt to remain at least 10ft (3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. The target must do everything within their power to flee the caster including using weapons, abilities and/or casting magic. However, they will not attack the caster by any means for the duration of the effect. Fear breaks Concentration. Neither holding on to an object or person nor being held onto will protect you from this effect.

 

Forbidding

Mass Physical Force Effect
Vocals: Level 3 Effect
By the ‘High’ power of Magic ‘I claim Forbidding’
For as long as the caster chants, the caster may create the effect Innate Mass Repel at will. The caster can nominate up to two other people at time of casting to be Immune to the caster’s Mass Repel until the Forbidding effect ends. Whilst chanting this effect the caster cannot move faster than a slow walk. Forbidding may not be used on large groups or in mass combat without consulting a Referee or Marshal for safety reasons. Neither holding on to an object or person, nor being held onto, will protect you from the Repel effect.

 

Fortify Body

Touch Physical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors / Magic ‘I Fortify your Body’
For 10 minutes the target and their armour become Immune to the Through and Crush effects.

 

Free Mind

Touch Mind Cure Effect
Vocals: Level 2 Effect
By the power of Life ‘I Free your Mind’
Removes all mind effects except Beguile that are currently affecting the target. This effect is only effective upon a character with a living pattern.

 

Freeze

Ranged Magical immobilisation Effect
Vocals: Level 3 Effect
By the ‘High’ power of Magic ‘I Freeze you’
For 1 minute, the target is rendered Immobile.

 

Full Cure

Touch Physical Cure Effect
Vocals: Level 2 Effect
By the power of the Ancestors ‘I Fully Cure your <location>’
Restores all body hits to the target location. This will only be effective on a being with a Living Pattern, and will not be effective on a location suffering from a Fatal Wound, or on a character under the effects Disease or Decay.

 

Full Cure <target group>

Touch Physical Cure Effect
Vocals: Level 2 Effect
By the power of Daemonology / the Ancestors / Elementalism ‘I Fully Cure this <target group>’s <location>
Restores all body hits to the target location on creature belonging to the <target group>. This will not be effective on a location suffering from a Fatal Wound, or on a character under the effects Disease or Decay.

 

Full Repair Unliving

Touch Physical Cure Effect
Vocals: Level 2 Effect
By the power of Necromancy ‘I Fully Repair this Unliving’s <location>’
Restores all body hits to the target location on an unliving. This will not be effective on a character under the effects Disease, Decay or on a location suffering from a Fatal Wound.

 

Fumble

Ranged Physical Force Effect
Vocals: Level 1 Effect
By the power of Magic ‘I force you to Fumble that <item>’
The specified item is forced from the target’s grasp. The target holding it must then release the targeted item and allow it to fall to the floor. If the item cannot be dropped for any legitimate reason, then the item may not be used for 3 seconds. You may not just swap the item from one hand to the other or catch it as it falls. Once the item has fallen as far as it possibly can, you may attempt to pick it up again. In special cases, such as when allowing an item to fall could harm the item or someone nearby, you may place the item carefully on the ground rather than dropping it. If the item is attached to your wrist/hand (in addition to being held) then it must be released and allowed to fall from your grasp and hang loosely for 3 seconds before being recovered. Any items that are attached to your wrist/hand must be fastened in a safe, non-constricting and easy to remove manner.

 

Halt

Ranged Physical Immobilisation Effect
Vocals: Level 2 Effect
By the power of the Ancestors / the Dark Ancestors ‘I Halt you’
For 10 seconds the target is Immobilised.

 

Halt Unliving

Ranged Pattern Immobilisation Effect
Vocals: Level 2 Effect
By the power of Magic / Corruption ‘I Halt that Unliving’
For 10 seconds the target Unliving is Immobilised.

 

Harm

Self Magical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Dark Ancestors ‘I imbue my weapon to do great Harm’
The caster’s next successful blow with the melee weapon held in their primary hand or a large melee weapon held in both hands will strike for the Harm damage effect, unless the weapon already generates another damage effect. If you do not strike someone within 1 min the effect will be lost, but you may swap weapon within this period without losing the effect.

 

Heal Fatal Wound, Chant of

Touch Pattern Cure Effect
Vocals: Level 2 Effect
By the power of Life ‘I Heal this Fatal Wound’
By chanting this spell for 10 seconds, the caster can remove a Fatal effect from the indicated location. This does not heal any damage on the location, including the damage done by the Fatal. Heal Fatal Wound must be cast on a location to remove the Fatal effects before that location can be healed.

Heal Wound, Chant of

Touch Pattern Cure Effect
Vocals: Level 1 Effect
By the power of Life ‘I Heal this wound’
This effect restores 1 point of damage to the location, for every full 10 seconds of contact during which the caster chants the vocals. Heal does not stop any special effects, such as poisons, from continuing to act on the target, but will restore any damage already caused by such an effect. There is no limit to the number of hits that can be restored to a location, but you cannot restore a location to more than its maximum value. If the chant is interrupted then this will stop the effect, but any healing already done will remain. This effect cannot be used to restore damage caused by the Fatal, Disease or Decay effects until these effects have been removed.

 

High Control <target group> <rank>

Ranged Pattern Command Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Dark Ancestors / Magic / Daemonology / the Ancestors / Elementalism ‘I Control <target group> rank <X>’
This spell can be part of a Wedge. <X> is equal to the total number of spell cards used in casting. The caster may use up to 4 Spell cards when casting this effect. If the target is of the target group and has a Control level equal to or lower than the rank <X> of Control cast, then they are Controlled by the caster. When Controlled, the target creature will do anything commanded of them by the Controller, but this will not affect memories. No counter or Immunity can stop a Control unless it says so explicitly. The duration of the effect will vary depending on the control rank of the target character.

 

High Countermagic

Ranged Magical Counter Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors / the Dark Ancestors / Magic ‘I Counter that spell’
This stops a single level 1, 2 or 3 ranged effect occurring, except for Dismiss or Control. High Countermagic must be started within 3 seconds of the completion of the casting of the effect to be countered, and cannot counter Mass effects. You can still cast this spell even if the effect that you are countering would prevent you from doing so.

 

High Dismiss <rank>

Ranged Magical Special Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors ‘I Dismiss you rank <X>’
This spell may be part of a Wedge. <X> is equal to the total number of spell cards used in casting. The caster may add up to 4 Spell cards to the level of the Dismiss. If the target has a Dismiss rank equal to or lower than the rank of Dismiss cast, then they are Dismissed. A Countermagic, High Countermagic, Iron Will or Aura of Immunity cannot stop a Dismiss. No Immunity will stop a Dismiss unless it says so explicitly.

 

Infuse Shield

Touch Magical Enchant Effect
Vocals: Level 2 Effect
By the power of Magic ‘I Infuse your Shield with magic’
For 1 minute, any shield the target uses will be Immune to the effects Shatter, Normal Crush and Enchanted Crush.

 

Iron Will

Touch Magical Enchant Effect
Vocals: Level 2 Effect
By the power of the Ancestors / the Dark Ancestors / Magic ‘I grant you Iron Will’
The caster hands the target a one of the two cards used to cast the spell, with the target’s name, the time of casting and the effect noted on it. The target may use this spell card as a Countermagic spell with the vocals “By my Iron Will, I Counter that spell”. A character may have multiple Iron Wills. This acts in precisely the same manner as a Countermagic effect, except that the target may utilise this power even if they are wearing armour (of any description) and/or their casting hand is not available. Any Iron Wills not used by Dawn will be lost.

 

Mage Armour

Touch Magical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of Magic ‘I grant you Mage Armour’
Until Dawn, if the target is a Mage, they gain magical armour with an AV of 2 on all locations. A Mage bolt will end the Mage Armour effect, but will not damage the target. If all locations reach 0 AV then this effect ends. The caster must give the target an appropriate High Magic Sigil with the target’s name, the time of casting and the effect noted on it. The target must retain this Sigil for the effect to work. If this armour becomes damaged then any character with Spellcasting can repair it using a single Spell Card, to restore fully the protection value of the armour on a single location by touching it, and speaking the vocals “By my power I replenish this armour”. The Mage Armour effect may be recast but the new instance will replace the previous one. The Mage armour does not interfere with spell casting but will not prevent any effect that would normally go through armour except for Mage Bolt, which has the above affect.

Update: Rules Clarifications… Mage Armour is limited to a max AV of 4 via any appropriate Armour boosting methods.

Mage Bolt

Ranged Magical Damage Effect
Vocals: Level 3 Effect
By the ‘High’ power of Magic ‘I strike your <location> Mage Bolt’
The target location is Destroyed (ignoring a Ritual of Peace), unless the target is Immune to either Mage Bolt or Enchanted damage. This effect treats the location as if it had an AV of 0 and inflicts Enchanted damage. Any armour on the location will not be damaged and this effect cannot be stopped by Immunity to the Through effect. Mage Bolt will not damage a target protected by Mage Armour, but will destroy the Mage Armour.

 

Mass Fear

Mass Mind Command Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors / the Dark Ancestors / Magic / Corruption ‘I cause Mass Fear’
Generates a Mass Fear effect within 10ft (9m) of the caster, or for 10ft (9m) directly in front of the caster in an arc indicated by the casters arms at the time of casting. For 10 seconds, the target will attempt to remain at least 10ft (3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. Mass Fear may not be used on large groups or in mass combat without consulting a Referee or Marshal for safety reasons. The target must do everything within their power to flee the caster including using weapons, abilities and/or casting magic. Neither holding on to an object or person nor being held onto will protect you from this effect.

 

Melee Immunity, Chant of

Touch Physical Enchant Effect
Vocals: Level 2 Effect
By the power of Magic ‘I grant you Immunity to Melee Weapons’
The caster must place both their hands on the target’s shoulders (with their permission) and continue to chant the vocals. Whilst the caster maintains contact with the target, the target (not the caster) is Immune to Normal damage delivered by melee weapons. If the caster breaks concentration or contact with the target, or the chant is terminated then this effect ends. You may target yourself by touching your chest with your primary hand during the initial casting. After the initial cast, you may take any action, including fighting, that does not require concentration.

 

Mend

Touch Physical Cure Effect
Vocals: Level 1 Effect
By the power of Magic ‘I Mend this <item>’
Fully repairs the targeted item that has been Shattered.

 

Mend Armour

Touch Physical Cure Effect
Vocals: Level 1 Effect
By the power of Magic ‘I Repair this Armour’
The location’s AV is fully restored.

 

Missile Immunity, Chant of

Touch Physical Enchant effect
Vocals: Level 2 Effect
By the power of Magic ‘I grant you Immunity to Missiles’
The caster must place both their hands on the target’s shoulders (with their permission) and continue to chant the vocals. Whilst the caster maintains contact with the target, the target (not the caster) is Immune to Normal damage delivered by projectiles and thrown weapons. If the caster breaks concentration or contact with the target, or the chant is terminated then this effect ends. You may target yourself by touching your chest with your primary hand during the initial casting. After the initial cast, you may take any action, including fighting, that does not require concentration.

 

Mute

Ranged Physical Force Effect
Vocals: Level 2 Effect
By the power of Magic ‘I strike you Mute’
For 1 minute, the target cannot speak or make any other kind of sound vocally. This prevents the target from using any form of IC vocal. Any Chant effects, spells or Rites the target is casting will be interrupted.

 

Paladin’s Armour

Touch Magical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors / the Dark Ancestors ‘I grant you Paladins Armour’
Until Dawn, if the target is an Incantor, they gain magical armour with an AV of 2 on all locations. A Fatal effect will destroy the armour completely, ending the Paladin’s Armour effect, but will not affect the target. If all locations reach 0 AV then this effect ends. The caster must give the target an appropriate High Magic Sigil with the target’s name, the time of casting and the effect noted on it. The target must retain this Sigil for the effect to work. If this armour becomes damaged then any character with Incantation can repair it using a single Spell Card to restore fully the protection value of the armour on a single location, by touching it and using the vocals “by the power of the ancestors I replenish this armour”. The Paladin’s Armour effect may be recast, but the new instance will replace the previous one. The Paladins Armour does not interfere with spell casting but will not prevent any effect that would normally go through armour. Except for Fatal, this has the above affect.

Update: Rules Clarifications… Paladin’s Armour is limited to a max AV of 4 via any appropriate Armour boosting methods.

 

Protection, Chant of

Touch Physical Enchant Effect
Vocals: Level 2 Effect
By the power of the Ancestors / the Dark Ancestors ‘I grant you Protection’
The caster must place both their hands on the target’s shoulders (with their permission) and continue to chant the vocals. Whilst the caster maintains concentration and contact with the target, the target can ignore the first blow to strike each of their locations as if it were parried. This includes ignoring all of its effects. You may target yourself by touching your chest with your primary hand during the initial casting. After the initial cast, you may take any action, including fighting, that does not require concentration.

 

Protection from Paralysis

Touch Pattern Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors / the Dark Ancestors ‘I grant you Protection from Paralysis’
Until Dawn, the target is Immune to the Paralysis effect. The caster must give the target an appropriate High Magic Sigil with the target’s name, the time of casting and the effect noted on it. The target must retain this Sigil for the effect to work.

 

Purge All Poisons

Touch Physical Cure Effect
Vocals: Level 2 Effect
By the power of Life ‘I Purge All Poisons’
Removes any alchemical venom, weapon oil, ingestive or vapour poisons that the target is currently under the effects of. Any active effects of the poison are removed instantly, but this does not restore any damage already inflicted by the poison.

 

Purge Poison

Touch Physical Cure Effect
Vocals: Level 1 Effect
By the power of Magic / Life ‘I Purge poisons’
Removes any alchemical venom or weapon oil that the target is currently under the effects of. Any active effects of the poison are removed instantly, but this does not restore any damage already inflicted by the poison.

 

Rally, Chant of

Mass Mind Cure Effect
Vocals: Level 3 Effect
By the ‘High’ power of Life ‘Rally to me!’
For as long as the caster continues to chant the vocals this effect will make all characters, including the caster, within 10ft (3m) of the caster Immune to Fear effects.

 

Remove Decay

Touch Pattern Cure Effect
Vocals: Level 2 Effect
By the power of the Ancestors / Life ‘I Remove Decay from this body’
Removes any Decay effect from which the target may be suffering. This effect will not heal any damage, but will allow the target to now be healed in the normal way.

 

Remove Disease

Touch Pattern Cure Effect
Vocals: Level 1 Effect
By the power of the Ancestors / Life ‘I Remove Disease from this body’
Removes any Disease effect from which the target may be suffering. This effect will not heal any damage, but will allow the target to now be healed in the normal way.

 

Remove Fear

Touch Mind Enchant Effect
Vocals: Level 1 Effect
By the power of the Ancestors / Life ‘I Remove Fear from your mind’
For 10 seconds, the target is Immune to all Fear effects.

 

Remove Paralysis

Touch Pattern Cure Effect
Vocals: Level 1 Effect
By the power of Life ‘I Remove Paralysis from this body’
Removes any Paralysis effect from which the target may be suffering. This effect will not heal any damage.

 

Repair Unliving

Touch Pattern Cure Effect
Vocals: Level 1 Effect
By the power of the Dark Ancestors / Corruption ‘I Repair this Unliving’
This effect restores 1 point of damage to the indicated location on the target Unliving, for every full 10 seconds of contact during which the caster chants the vocals. Repair Unliving does not stop any special effects, such as poisons, from continuing to act on the target, but will restore any damage already caused by such an effect. There is no limit to the number of hits that can be restored to a location, but you cannot restore a location to more than its maximum value. If the chant is interrupted then this will stop the effect, but any repair already done will remain.

 

Repel

Ranged Physical Force Effect
Vocals: Level 1 Effect
By the power of Magic ‘I Repel you’
For 10 seconds, the target must remain at least 10ft (3m) away from the caster. If closer than this when the effect takes place then they must move away as quickly as it is OOC safe to do so. Neither holding on to an object or person nor being held onto will protect you from this effect. Once the duration of the effect is complete, you may move freely again. This has no effect on unconscious characters.

 

Retribution, Chant of

Self Magical Enchant Effect
Vocals: Level 1 Effect
By the power of the Ancestors / the Dark Ancestors ‘I claim Retribution’
For as long as the caster Chants, any character that strikes the caster takes a point of Artefact Through damage directly to the same body location as the body location they struck on the caster. The caster must take a wound, not armour damage, to trigger this effect. This call only has an effect if the target has struck the caster with a melee weapon. The caster indicates this by saying “Retribution <Location>”. Total Body hit monsters cannot have Retribution cast on them.

 

Sanctuary, Chant of

Touch Pattern Enchant Effect
Vocals: Level 2 Effect
By the power of the Ancestors ‘I grant you Sanctuary’
By touching a target with a Living Pattern, the caster may prevent the target from dying, so long as the caster continues to chant and maintain contact with the target with at least one hand. This effect does not interfere with the passing of the target’s Grace Period, which will continue as normal. You may not take any other action whilst maintaining this chant, but others may still perform actions towards you or the target. Several sanctuaries may be maintained on a single target simultaneously. While active, Chant of Sanctuary may prevent a character from dying, even if all their locations have been reduced to –1 LHV, their grace period ends or they are affected by a Lethal poison. Should a person under a Sanctuary be suffering from any unresolved effect that would kill them immediately, then they will die as soon as the Sanctuary is broken. Sanctuary has no effect on Petrify.

 

Shatter <Item>

Ranged Physical Force Effect
Vocals: Level 2 Effect
By the power of Magic ‘I Shatter that <Item>
Destroys the targeted weapon or shield. The item can no longer be used for anything (including parrying). This spell will have no effect on magical items (including Enchanted and Artefact weapons). Shatter does not break an item into pieces; it merely renders the item unusable. Shatter will not work upon armour.

 

Shield from Corruption

Touch Pattern Enchant effect
Vocals: Level 3 Effect
By the ‘High’ power of the Ancestors / the Dark Ancestors / Life ‘I Shield you from Corruption’
For 10 minutes, the target is Immune to the effects Fatal, Decay and Disease.

 

Sleep

Ranged Mind Command Effect
Vocals: Level 2 Effect
By the power of Magic ‘I command you Sleep’
For 10 seconds the target falls over and drops into a deep magical sleep. The target cannot be woken by any means. OOC you should stay aware of your surroundings and be prepared to move to a safer location if necessary. You may not use this safety move for IC advantage.

 

Speak with Dead

Touch Pattern Command Effect
Vocals: Level 2 Effect
By the power of the Ancestors / the Dark Ancestors ‘I Speak with the Dead’
For 1 minute, the caster may ask the target deceased character questions and they will respond with truthful one-word answers to the best of their IC knowledge. Answers are restricted to “Yes”, “no”, “Unknown” or “Maybe”. This effect only works until the Dawn after the character’s death and requires the dead character’s body, but may be cast multiple times within those parameters. This effect will not work if the body has been raised as Unliving, or already been subject to a first or second tier effect (most Rites that affect corpses).

 

Strikedown

Ranged Physical Force Effect
Vocals: Level 1 Effect
By the power of Magic ‘I Strike you Down
The target must fall, such that their torso makes contact with the ground. Alternately, you may crouch such that one knee and one fist touch the ground for ten seconds. Holding onto an object or person, or having them hold onto you, will not prevent you from falling. Once the fall is complete, you may get back up again. Before falling, ensure that it is safe to fall in your current location.

Total Heal

Touch Pattern Cure Effect
Vocals: Level 3 Effect
By the ‘High’ power of Life ‘I Total Heal this body’
After chanting for 10 seconds whilst touching the target, this effect will remove any alchemical poison, the effects Paralysis, Fatal, Decay, and Disease and restore all locations on the target to full body hits (LHV), in this order.

 

Wasting, Chant of

Touch Pattern Enchant Effect
Vocals: Level 2 Effect
By the power of the Dark Ancestors / Magic / Corruption ‘I Waste this Pattern’
For each full minute that the caster touches the target (target must have a Living pattern and be in their Grace Period), and chants the vocal of this effect, the maximum duration of the target’s current Grace Period is reduced by 1 minute. For example, after the first minute of combined Grace Period and Wasting, the remainder of the target’s Grace Period is brought forward to 8 minutes. Termination of the Chant of Wasting does not cause the lost time to be regained. Multiple Wasting effects have no additional affect. If the target dies while under a Chant of Wasting effect, then their pattern is sent to the Plane of Unlife. This is a first tier corpse effect.

 

Weapon of cold

Self Magical Enchant Effect
Vocals: Level 2 Effect
By the power of Magic ‘I create a Weapon of Cold’
For 1 minute the caster gains the ability to strike for ‘Cold’ with any melee weapon in their primary hand or a large melee weapon held in both hands, unless the weapon is Silver or already does a damage type other than normal. The weapon does not count as enchanted in any way other than to strike for enchanted damage and you may swap weapons during the spell effect.

 

Weapon of Flame

Self Magical Enchant Effect
Vocals: Level 3 Effect
By the ‘High’ power of Magic ‘I create a Weapon of Flame’
For 10 minutes the caster gains the ability to strike for ‘Flame’ with any melee weapon in their primary hand or a large melee weapon held in both hands, unless the weapon is Silver or already does a damage type other than normal. The weapon does not count as enchanted in any way other than to strike for enchanted damage and you may swap weapons during the spell effect.


Continue Reading… Rites