Lloegyr-Magic

Those Who Have Gone Before Us Magic =Spellcasting= Those Who Have Gone Before Us uses a customized system based on Gutter Magic, as presented in Witchfinders. However, due to the differences, all rules are presented below.

Learning Magical Spells
True magic is entirely the work of the old gods, and primarily used in Lloegyr by the worshippers of the Dunmar-Gog. As such, to be able to learn magic, one needs to be “touched” by the Aelic gods. To be “touched” requires Aelic blood of some sort, as well as a mystical connection to one of the Dunmar-Gog. Virtually all full-blooded Aels have some sort of arcane connection to their land and faith, even the ones who are apostate. They are able to sense strange spirits and monsters in their midsts, even if they cannot identify or understand them. Further, a number of Aels have the ability to work magic if properly trained, and this trait might somehow be in the blood: if one’s mother was a priestess or father a wizard, there is a good chance that child will be able to work magic in the same way. In game terms, one must possess the merit Unseen Sense, which all Aels gain for free, and the Wahla can purchase at a discounted price. While other characters may buy it, they need to have Aelic ancestry of some sort to justify the purchase. Further, while players buy the merit Status (Religion - Dunmar-Gog) 1 for their characters, this is less of a status gained in character than an IC recognition that the character has been touched by one of the gods… which is, of course, a prerequisite for priesthood. Having Unseen Sense and Status (Religion - Dunmar-Gog) 1 means the character can purchase spells. There are two common ways of gaining spells. The first is to purchase them with experience points. The cost is 4 experience points per dot of the spell in a character’s moon (the god with whom the priestess or wizard is associated) and 6 experience points per dot for any other spell. Alternatively, characters may forego a Mastery granted by their dots in Fate to learn a spell.

Casting Spells
All spells are rituals, which require gestures and incantations. It is not possible to cast a spell unless they are able to speak and move freely, and with a few exceptions, they are immediately noticeable to all who can hear them. Spell-casting for the Aels is a religious act, and generally not something to be concealed. All spells have five descriptors. Cost indicates whether or not the spell requires an expenditure of Willpower (which, if required, must be spent each time a draw is made for extended tests). Action, Duration, and Range are normal descriptors for the MET system. Finally, the Dice Pool consists of an Attribute plus Occult (with the Attribute remaining the same for all spells of a given god). Unlike other supernatural powers, there is no third Advantage added to the dice pool. Instead, every priest and wizard uses only their Attribute plus Occult. Additionally, they may add one (and only one) of the following modifiers:
 * If their moon is currently in power, they add their Fate to all spell-casting draws.
 * If they make a blood sacrifice (i.e. draw either their own or another’s blood and inflict at least one lethal damage), they may add +3 to their draw. They may cut themselves reflexively, but letting another’s blood is an instant action.
 * If they can name their target, they may add +2 to their draw.

=Magic of the Dunmar Gog=

Danna
The magic of Danna is that of prophecy and vision: they are renown for their powers of fortune-telling and second sight. They use these gifts not only to guide their own decisions, but to subtly influence those around them, so that their prophecies come true.

The World Sight (•)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Composure + Occult The priestess gains supernatural senses, seeing not only the mundane world but auras and magical effects. She gains a +2 to all Perception checks, and may pierce illusions if the successes on her draw exceeded the successes of the illusion. She can determine the general emotional state of an individual with this spell, but cannot do things like determine lies or half-truths.

The Glimpse (••)
Cost: None Action: Reflexive Duration: Turn Range: Self Dice Pool: Composure + Occult The priestess gains a glimpse of the future, immediately before it happens. She gains a +5 to initiative, alternately, she gains a +2 to any Wits + Composure draw.

Sight of Danna (•••)
Cost: Willpower Action: Extended Duration: Scene Range: Sympathetic Dice Pool: Composure + Occult If the priestess has some sort of link to the subject (a meaningful item, a lock of hair), she can view the subject from afar. After accumulating enough successes, she can hear and see the target through a translucent window in the air. While only the priestess can see this window, the target can sense they are being watched if they succeed in a Wits + Composure - the priestess’ Fate draw. Each draw takes 5 minutes; the priestess requires ten successes.

Tales of the Wyrd (••••)
Cost: Willpower Action: Extended Duration: Lasting Range: Sympathetic Dice Pool: Composure + Occult Danna knows all men’s Wyrds, and the fates of those who went before. If a priestess can handle an object or touch a person, they might discover something of their past or future. If investigating the past, then the Priestess must determine how far back she wishes to look. She can only determine meaningful events (although that term is up to ST discretion), and has difficulty going back to a time before her birth: the further back, the more hazy the past becomes. However, she gains meaningful visions of the past, and enough to describe the important aspects of a person or object’s history. If looking into the future, she can divine one’s Wyrd. Such is the basic art of this spell, but the priestesses are adept at interpreting the visions, typically being able to provide clues as to what one’s fate means. Each draw takes 5 minutes; the priestess requires ten successes.

Danna’s Blessing (•••••)
Cost: Willpower Action: Extended Duration: Lasting Range: Touch Dice Pool: Composure + Occult No one can change their Wyrd, but the priestesses of Danna do know how to ease it’s coming. With a few words and visions, they can provide guidance for their followers, and aid in future endeavors. By having her people join hands in a circle, she may aid them, providing a bonus equal to her Fate on one subsequent draw. The draw must be made before the new moon, but the recipient can choose when to use it: essentially, they have a flash of insight at the last minute. Each draw takes 5 minutes; the priestess requires a number of successes equal to those who will receive the blessing

Geor
The beauty and valor of the Champion sway all mortals, and Geor’s magic is not one of battle, but of persuasion. His priestesses are known for their ability to bend men’s emotions in subtle yet potent ways. Unlike most spells, the magic of Geor is subtle. It takes a Wits + Occult draw to realize a spell is being cast, and the priestess can oppose this draw with a Manipulation + Subterfuge test.

The Champion’s Grace (•)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Persuasion + Occult The priestess gains a bonus to all mundane social draws for the rest of the scene equal to the successes gained on the test.

The Compulsion of the Wicked (••)
Cost: None Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Persuasion + Occult vs Composure + Fate The priestess appeals to an individuals deepest vice. If they are successful in a contested draw, the target must immediately seek to indulge their vice. The target will gain Willpower normally, but must satisfy their vice in some way.

The Call of Virtue (•••)
Cost: None Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Persuasion + Occult vs Composure + Fate In this case, the priestess calls upon a person to embrace the truer elements of themselves. If they are successful in a contested draw, the target must immediately fulfill their virtue. The target will gain Willpower normally, if they must endure some sort of risk to fulfill their virtue.

Geor’s Smile (••••)
Cost: Willpower Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Persuasion + Occult vs Composure + Fate None can resist the Champion’s smile. If the role is successful, the target treats the priestess as a trusted friend. Further, if the priestess makes a request, they must spend a Willpower to refuse, however, if they give in to the priestess’ demands, they gain Willpower as if fulfilling a vice.

Majesty of the Champion (•••••)
Cost: Willpower Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Persuasion + Occult vs Composure + Fate When this power is active, none may seek to harm the priestess. If she makes a single draw, while all those around her contest the draw. If they succeed, they may attack her normally, but if not, they may not take any hostile actions against her, or seek to affect her will. While a priestess may defend herself normally against attacks, she may not initiate any violent action while this spell is in effect.

Feytem
The Feytem hold an unusual place in the Dunmar-God… their powers are both celebratory and terribly dangerous. Their priestesses are master illusionists, and can make a man’s wits betray him. If a target has reason to disbelieve one of the Feytem’s spells, they gain a +2 to the Contested draw. If the priestess creates something difficult to believe, then she suffers a -2 penalty to the casting. All of the Feytem’s spells can potentially be cancelled by Danna’s World Sight

Dull the Senses (•)
Cost: None Action: Instant and Resisted Duration: Scene Range: Self Dice Pool: Intelligence + Occult - Resolve The target takes a penalty to initiative and Wits + Composure draws equal to the successes on the draw.

Compel Emotions (••)
Cost: None Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate The priestess compels a single emotion from the target, such as “anger” or “fear.” If they are successful in a contested draw, the target immediately feels the emotion described, and acts accordingly. While it does not force people to flee or attack, it does influence how they make decisions and their course of action.

Delude (•••)
Cost: None Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate The priestess alters some element of perception, so that all in the area risk seeing or hearing some sort of false phenomenon. The priestess picks a single sense, and a single change. For example, they may make a pot of stew seem delicious, or a warrior look feeble, but they could not affect an entire feast or make that warrior look and sound as if he were old. All those who fail the contested draw perceive things as the priestess willed.

Falsehood (••••)
Cost: Willpower Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate Similar to the spell of delusion, this changes a single fact or truth within the subjects mind. It can only make true things false… or false things true. An individual might not be an oath-breaker, but the priestess could make those around him believe him to be one. She could not, however, make people believe he is another, specific person: that is too precise for this power. All those who fail the contested draw believe the priestess‘ lie.

Illusion (•••••)
Cost: Willpower Action: Extended and Contested Duration: Scene Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate A priestess must make an extended draw, with her target number of successes being her targets’ Willpower. She can affect multiple people, and may keep casting until she affects all her targets, but if a target’s successes ever exceed her own, they are immune to the illusion. Once successful, she can alter nearly any element of the scene: creating very real illusions that are indistinguishable from reality. However, should anyone be harmed during the course of the illusion (or perceive they would be), then that person immediately breaks free of the effects of this spell.

Valka
Valka is a warrior, but also a leader, and leaders have the power to command men’s will. The priestesses of Valka have similar powers, but theres is not a subtle art. The power to control another’s mind is considered a great responsibility, and one the Valka take quite seriously.

The Mind Dance (•)
Cost: None Action: Instant and Contested Duration: Turn Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate The basic power of Valka is to know what others are thinking, and even communicate with them. With the use of this power, they may enter another’s mind, know their thoughts, and speak to them silently. If successful, they may speak to them without words, and learn what they are actively thinking. However, most individuals will guard their thoughts when they feel another in their head, and the priestess can only learn what they wish to tell her.

Yielding Will (••)
Cost: None Action: Instant and Contested Duration: Scene or Turn Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate The priestess meets another’s eyes and issues a command… a simple, short sentence that can be immediately carried out. If she is successful, the target will carry out the activity… unless it would violate his Honor or go against his Wyrd. In such a case, the target is stunned for one turn, losing the ability to take an Instant or Extended action.

The Fog of Memory(•••)
Cost: None Action: Extended and Contested Duration: Lasting Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate A priestess must make an extended draw, with her target number of successes being her targets’ Willpower. Each draw takes approximately ten minutes, so generally, the target must be unconscious or restrained. If successful, she may alter up to a day of memories the target possesses. Likewise, she can restore memories altered in this way.

Valka’s Scream (••••)
Cost: Willpower Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate Just as she could command a single individual with her gaze, Valka can command all men with her scream. This functions as Yielding Will, only it affects all those in earshot.

The Walk of Dreams (•••••)
Cost: Willpower Action: Extended and Contested Duration: Scene Range: Sympathetic Dice Pool: Intelligence + Occult vs Resolve + Fate A priestess must make an extended draw, with her target number of successes being her targets’ Willpower. If successful, she can enter that person’s dreams (if the person is awake, she will know when he sleeps next, and can enter them then). While in a dream, she can search for hidden knowledge (Intelligence + Occult - Resolve, with each success allowing her to ask one question per casting of the spell), and also to implant commands (as per Yielding Will) that might be activated at a later time.

Ultan
The Dragon Captain, the Master of the Seas, Ultan is another warrior god, but also revered by sailors. His fury and wrath are inherent to his priestess’ command of weather and the elements.

Dominion (•)
Cost: None Action: Extended Duration: Lasting Range: Sensory Dice Pool: Presence + Occult The priestesses of Ultan have dominion over weather, and as such, the elements cannot stand against them. With this spell, they can calm harsh winds, end storms, and banish snow or rain. This requires an extended test (5 successes, each test takes 5 minutes), at the end of which they can end any or all elements of harsh weather.

Calling Down the Storm (••)
Cost: None Action: Extended Duration: Scene Range: Sensory Dice Pool: Presence + Occult With an extended test (5 successes, each test takes 5 minutes), the priestess can now call weather, such as storms, rain, or even just a strong favorable breeze for ships. This weather lasts for about a scene, although a priestess may continue to cast the spell to maintain the weather. The weather may not be unseasonal (i.e. no snow during Ultan).

The Skin of Stone (•••)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Presence + Occult Ultan is the master of the elements as well as the weather, and this spell internalizes the strength of stone and rock to protect the priestess. Each success gives the priestess one point of armor against all attacks, both mundane and magical.

Creature of the Sea (••••)
Cost: Willpower Action: Instant Duration: Scene Range: Touch Dice Pool: Presence + Occult This spell grants the powers of the seaborne to an individual. Those so enchanted can breath underwater, and gain a bonus equal to the successes on the spell to their Athletics tests to swim.

The Cloak of Storms (•••••)
Cost: Willpower Action: Instant Duration: Scene Range: Sensory Dice Pool: Presence + Occult With this fearsome power, the priestess wraps herself in a cloak of wind and lighting. It is enough to lift her from the ground, allowing her to fly (at a Speed equal to her normal speed plus successes). She can also hurl lighting as a weapon (make a Dexterity + Athletics test with a bonus equal to the successes on the spell, resisted by defense (but not armor), damage is lethal).

Dratem
The seven wyrms are known to be the ancient destroyers of old, but servants to the Wyrd above all else. Feared and powerful, their priestesses have the ability, it seems, to command fate itself.

Luck of the Aels (•)
Cost: None Action: Extended Duration: Lasting Range: Touch Dice Pool: Wits + Occult A priestess of Dratem can grant luck to another. This is an extended test that takes five minutes. Each success offers a +1 bonus to any one test the individual makes until the next sunrise. The individual must chose whether or not to use the bonus before the test, and can stack the bonuses (up to a +5) on any given test, or spread them out on multiple tests. There is a price, however: the Priestess suffers a -1 penalty to all draws until the next sunrise (this penalty is cumulative with each casting of the spell).

The Dragon’s Tax (••)
Cost: None Action: Instant and Resisted Duration: Scene Range: Sensory Dice Pool: Wits + Occult - Resolve The Priestess bestows a minor curse, and the target’s next action receives a penalty equal to their successes.

The Dragon’s Eye (•••)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Wits + Occult - Resolve Called the Evil Eye by the Heorots, this spell disrupts the tapestry of the wyrd, doing bashing damage equal to the the number of successes. If the priestess spends a Willpower, this damage is lethal.

The Dragon’s Fate (••••)
Cost: Willpower Action: Instant Duration: Scene Range: Touch Dice Pool: Wits + Occult The Priestess names an action the target wishes to accomplish, and for the rest of the scene, that action becomes a rote action for the target (draw twice, and take the better result). There is a price, however: until sunrise, all Occult draws by the Priestess become chance draws (successful only on a draw of 10).

The Curse of Dratem (•••••)
Cost: Willpower Action: Instant and Contested Duration: Lasting Range: Sensory Dice Pool: Wits + Occult vs Resolve + Fate The Priestess names an action, which the target must then accomplish. This can be a cruel or fickle fate, but there must be some way to accomplish it, and it cannot go against the target’s Wyrd. Until that action is accomplished, the target is cursed… the effects vary, but almost any effect is possible with this spell, as long as it still allows the user to accomplish the action. The storyteller has final authority over what can and can’t be accomplished with a Curse of Dratem.

Arda
After the violence of summer, the healing priestesses of Arda are always welcome. Their abilities are legendary throughout the North, and even in Arimite nations, they are almost always welcome.

Relief (•)
Cost: None Action: Extended Duration: Lasting Range: Touch Dice Pool: Resolve + Occult With an extended test that takes five minutes, the priestess can heal bashing damage (one point per success). She can also alleviate wound penalties for a scene due to lethal damage.

The Soothing Touch (••)
Cost: None Action: Extended Duration: Lasting Range: Touch Dice Pool: Resolve + Occult With an extended test that takes fifteen minutes, the priestess can purge an individual of non-lethal diseases, or any toxin (rating 4 or less). However, to do so, the priestess must transfer the disease to another living creature of the same size or larger (often, the priestess will take it upon herself).

The Fire That Binds (•••)
Cost: None Action: Extended Duration: Lasting Range: Touch Dice Pool: Resolve + Occult With an extended test that takes thirty minutes, the priestess can heal lethal damage (one point per success). She can only do this once for any given set of wounds, and the processes is excruciating (it feels as if one is being burned alive).

The Fate Denied (••••)
Cost: Willpower Action: Extended Duration: Lasting Range: Touch Dice Pool: Resolve + Occult With an extended test that takes an hour, the priestess can banish fatal diseases and poisons, curing even the plague. However, to do so requires a living vessel, not only of the same size as the target, but of some significant emotional connection. The target, the priestess, and the vessel (if sentient) must all be willing to enact the transfer.

The Call to Life (•••••)
Cost: Willpower Action: Extended Duration: Lasting Range: Touch Dice Pool: Resolve + Occult An eye for an eye, a hand for a hand, a life for a life. With an extended test that takes at least a day and potentially a full moon, the priestess can regrow lost limbs, heal the deaf or blind, even, some say, raise the dead. To do so requires a sacrifice: it is rare for the Aels to sacrifice a human, but not unheard of, and it is almost always in conjunction with this ritual. The ritual is rare when used to heal the living, and has not been used to raise the dead in over a century… but it is possible.

Okni
The thief is the master of the unseen, as are his priestesses. Their skills lead them to be less trusted more independent than most other priestesses, but such is the way of the trickster. Unlike most spells, the magic of Okni is subtle. It takes a Wits + Occult draw to realize a spell is being cast, and the priestess can oppose this draw with a Manipulation + Subterfuge test.

The Secrets of the Shadows (•)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Manipulation + Occult First friends of every trickster are secrets… through them, all things are possible. This allows priestesses of Okni to be quite cunning: knowing a secret gives the priestess an edge. A brief communion with the Trickster allows the priestess to gain an insight into a given situation that she has no way of knowing. Mechanically, it allows her to ask the ST an open-ended question (for example, “is there any secret way inside the castle?” or “What is the Queen hiding?”) Generally, Okni doesn’t reveal earth-shattering secrets… only a big enough one to give his priestess a slight advantage.

Hidden Hands (••)
Cost: None Action: Instant and Resisted Duration: Scene Range: Touch Dice Pool: Manipulation + Occult - Composure The priestess can make something that she is touching invisible, as long as it is size 2 or smaller. She endures a penalty equal to the highest Composure of anyone witnessing her, as well as a penalty based on the number of witnesses: 1 Witness: no penalty 2 - 4 Witnesses: -1 5 - 9 Witnesses: -2 10 - 24 Witnesses: -3 25 or more Witnesses: -4 This spell can potentially be countered by Danna’s World Sight

The Face of Okni (•••)
Cost: None Action: Instant and Resisted Duration: Scene Range: Sensory Dice Pool: Manipulation + Occult - Composure The priestess takes a false face, hiding herself as someone else. Her total successes determine how much she can change: her draw is reduced by the Composure of whoever is viewing her, so different individuals will be fooled to different degrees. Each success allows her to change a bit more: 1 Success: She can make minor changes, so that she is not easily recognizable, but still identifiable with careful study. 2 Successes: She is no longer identifiable, being able to change complexion, facial features, and coloration. 3 Successes: She can now change age, build, and stature 4 Successes: Major changes, such as appearing as a different gender, can be achieved. 5 Successes: The priestess can no impersonate specific people. This spell can potentially be countered by Danna’s World Sight

The Shadow Shroud (••••)
Cost: Willpower Action: Instant and Resisted Duration: Scene Range: Touch Dice Pool: Manipulation + Occult - Composure The priestess can now turn herself invisible, and remain so until she takes some sort of hostile action. She endures a penalty equal to the highest Composure of anyone witnessing her, as well as a penalty based on the number of witnesses: 1 Witness: no penalty 2 - 4 Witnesses: -1 5 - 9 Witnesses: -2 10 - 24 Witnesses: -3 25 or more Witnesses: -4 This spell can potentially be countered by Danna’s World Sight

The Shadow Walk (•••••)
Cost: Willpower Action: Instant Duration: Turn Range: Sensory Dice Pool: Manipulation + Occult The priestess can step from shadow to shadow. Each time she casts this spell, she may enter one shadow, and exit from another within her line of sight. These shadows must be distinct and larger than her (typically Size 6).

Skaytem
The Ancient Dead are a diverse collection of individuals, worshipped by the Aels collectively, but often told in tales individually. While there is supposedly 40,000, there’s no exact count, and presumably no individual who can name them all. But they all have one thing in common: they now exist in the Hall of the Exalted, and as such, have a special connection with all things magical. Many of the Skaytem’s spells happen quickly, and in response to other magical effects. If such is the case, the act of spellcasting is usually intuitive, and amounts to the muttering of a single word.

The Sense of the Arcane (•)
Cost: None Action: Reflexive Duration: Turn Range: Sensory Dice Pool: Intelligence + Occult Whenever a spell is cast within eyeshot of a Priestess who knows this spell, she becomes instantly aware of it if she succeeds on her draw. She can also identify the spell (although it does not allow her to pierce illusions, only know that one is in effect).

Shield of the Exalted (••)
Cost: None Action: Reflexive Duration: Turn Range: Self Dice Pool: Intelligence + Occult Whenever the priestess would be affected by a contested or resisted spell, she may replace either her Composure or Resolve with her Intelligence + Occult.

Counterspell (•••)
Cost: None Action: Reflexive Duration: Turn Range: Sensory Dice Pool: Intelligence + Occult The Priestess can counter another spell as it is being cast. Doing so is reflexive, but she loses her next instant action, and cannot use Shield of the Exalted against the targeted spell. Each success on her test reduces her opponent’s successes on their spellcasting test.

Unravel (••••)
Cost: Willpower Action: Extended Duration: Lasting Range: Sensory Dice Pool: Intelligence + Occult With an extended test (each draw taking one turn when unraveling spells cast with an Instant action, or 5 minutes when casts as an Extended action), a priestess can undo an existing spell effect. To do so, she requires a number of successes equal to the successes used to create the spell effect.

The Ancient Pact (•••••)
Cost: Willpower Action: Reflexive and Contested Duration: Turn Range: Sensory Dice Pool: Intelligence + Occult vs Resolve + Fate A priestess who knows this spell can deny any spellcaster the ability to use their magic. To cast a spell within eyeshot of the priested requires the target to succeed on the contested draw. Failure indicates that the spell fails, as if the caster did not succeed on their draw.

Wraun
The Lord of the Dead is feared by all men, and his priestesses are known for their necromancy. Power over the dead is both a gift and a curse, as even in Aelic lands, the priestesses of Wraun are not so much revered as respected.

Death Sight (•)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Intelligence + Occult Ghosts do walk the lands of Lloegyr, but are generally unseen and unable to communicate. The priestesses of Wraun, by virtue of this spell, can both see and talk to ghosts, even when they do not manifest their presence.

Dire Calling (••)
Cost: None Action: Extended and Contested Duration: Scene Range: Sympathetic Dice Pool: Intelligence + Occult vs Power + Finesse With this spell, the priestess can do more than just see the dead; she can call them back and force them to the land of the living. If she succeeds, she may summon a ghost she knows by name to appear before her, although this gives her no particular power over the dead. This is an extended test, each attempt taking 10 minutes, and requiring a number of successes equal to the ghost’s Force.

Command the Departed (•••)
Cost: None Action: Extended and Contested Duration: Scene Range: Sensory Dice Pool: Intelligence + Occult vs Power + Finesse With this spell, a priestess can bind a ghost to her will. This is an extended test, each attempt taking 10 minutes, and requiring a number of successes equal to the ghost’s Force.

Flay the Soul (••••)
Cost: Willpower Action: Instant and Resisted Duration: Lasting Range: Sensory Dice Pool: Intelligence + Occult - Resolve + Fate (or Force) By invoking ancient words, a necromancer can attack the very soul of her enemies. While this is most effective against ghosts, it also functions against mortals. Each success does one point of aggravated damage.

Wraun’s Journey (•••••)
Cost: Willpower Action: Extended Duration: Lasting Range: Touch Dice Pool: Intelligence + Occult With a ritual that takes five minutes per attempt, and requires five successes per individual, the priestess can send herself or those willing to undergo the journey to the Underworld. In the Underworld, they exist as ghosts themselves, while their bodies remain on the brink of life and death. They may also travel the world of the living, bound by the same restrictions as the ghosts of the dead, existing only in Twilight.

Wraun
The Lord of the Dead is feared by all men, and his priestesses are known for their necromancy. Power over the dead is both a gift and a curse, as even in Aelic lands, the priestesses of Wraun are not so much revered as respected.

Death Sight (•)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Intelligence + Occult Ghosts do walk the lands of Lloegyr, but are generally unseen and unable to communicate. The priestesses of Wraun, by virtue of this spell, can both see and talk to ghosts, even when they do not manifest their presence.

Dire Calling (••)
Cost: None Action: Extended and Contested Duration: Scene Range: Sympathetic Dice Pool: Intelligence + Occult vs Power + Finesse With this spell, the priestess can do more than just see the dead; she can call them back and force them to the land of the living. If she succeeds, she may summon a ghost she knows by name to appear before her, although this gives her no particular power over the dead. This is an extended test, each attempt taking 10 minutes, and requiring a number of successes equal to the ghost’s Force.

Command the Departed (•••)
Cost: None Action: Extended and Contested Duration: Scene Range: Sensory Dice Pool: Intelligence + Occult vs Power + Finesse With this spell, a priestess can bind a ghost to her will. This is an extended test, each attempt taking 10 minutes, and requiring a number of successes equal to the ghost’s Force.

Flay the Soul (••••)
Cost: Willpower Action: Instant and Resisted Duration: Lasting Range: Sensory Dice Pool: Intelligence + Occult - Resolve + Fate (or Force) By invoking ancient words, a necromancer can attack the very soul of her enemies. While this is most effective against ghosts, it also functions against mortals. Each success does one point of aggravated damage.

Wraun’s Journey (•••••)
Cost: Willpower Action: Extended Duration: Lasting Range: Touch Dice Pool: Intelligence + Occult With a ritual that takes five minutes per attempt, and requires five successes per individual, the priestess can send herself or those willing to undergo the journey to the Underworld. In the Underworld, they exist as ghosts themselves, while their bodies remain on the brink of life and death. They may also travel the world of the living, bound by the same restrictions as the ghosts of the dead, existing only in Twilight.

Parza
All beasts follow the she-wolf, and her priests have powers over animals as well. Theirs is a primal magic, not only commanding beasts, but imitating them as well.

Beast’s Tongue (•)
Cost: None Action: Instant Duration: Scene Range: Self Dice Pool: Presence + Occult With this spell, a priestess can communicate with a specific sort of beast. Each time she casts the spell, she may choose a different sort of creature with which to communicate, but cannot communicate with more than one beast at any given time.

Call of the Wild (••)
Cost: None Action: Extended Duration: Scene Range: Self Dice Pool: Presence + Occult The priestess names a sort of animal, and then begins casting this spell. Every attempt takes 10 minutes. Each success will summon one of the particular type of animal, assuming any are within the surrounding area. Animals that show are under no compulsion to obey the priestess, but she may cast additional spells to enforce her will.

Eyes of the Beast (•••)
Cost: None Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Presence + Occult vs Composure The priestess may possess an animal, transferring her consciousness to it. She must sleep while she does, and for the duration of the spell her body is comatose.

Master of Nature (••••)
Cost: Willpower Action: Instant and Contested Duration: Scene Range: Sensory Dice Pool: Presence + Occult vs Composure When she casts this spell, the priestess gains control over all animals of a particular type in her presence. Any beast that fails their contested draw must obey the priestess’ will, to the best of its comprehension.

Change the Flesh (•••••)
Cost: Willpower Action: Instant Duration: Scene Range: Self Dice Pool: Presence + Occult After casting this spell, the priestess can shift into the form of any natural mammal or bird she can envision. She may shift reflexively from one form to the next (shifting a number of time equal to her successes). She retains her intellect, but can cast no spells while in this form (although she can communicate with any animal who shares her current form. Return to the Main Page