Vearis' SpellBook

TODO: pretty formatting. Any finalizing mechanics cleanup, etc.

Siphon Essence:

Level: 6

School: Necromancy

Casting Time: 10 minutes

Using this dark magic, one can literally suck the vital essence from a subject.

The ritual casting involves smearing a specially prepared quartz gem with a single necromantic rune on it with blood from all the subjects vital points; the base of the skull, the inside of the thigh, the palms of the hands etc. The droplets of blood from each location are absorbed into the gem while the caster makes the appropriate incantations. Obviously the subject must be willing or firmly restrained.

At the end of the casting, the caster may steal up to Spell SI in years of life from the subject. This vital energy is stored in the gem for use in other spells.

The aging takes place immediately. If the subject is already old or in poor health they make have to make shock rolls (GM discretion). Casting this on a child is almost always fatal however, as the child’s body will attempt to grow as they age. Since the body doesn’t have the energy available they will literally consume themselves.

If the subject is not willing, they receive a Willx6 check to negate the effect, making casting the spell an exercise in frustration for the caster unless he can find subjects willing to agree, or has spells or alchemies capable of eroding their will to resist prior to the casting.

Enhancements:

School SI 80: The caster can steal Spell SI + 3 years

Spell SI 80: The will save is now only Willx5

Essence Burst:

Level: 6

School: Necromancy

Casting Time: 1 round

Range: Touch

The caster, using his own life force or stored life essence like from a Siphon Essence spell, can transfer an incredible burst of pure life essence to the target.

For each year worth of essence expended, one injury level of damage can be instantly cured. For example a Grievous wound would take 5 years of essence. When injuries are healed in this fashion, the recipient also immediately loses all fatigue. He also ignores any remaining injury penalties for the next Spell SI / rounds.

If the caster uses his own essence to power the spell, the aging takes effect immediately.

Note that the essence is only spent if the caster succeeds in casting the spell.

Enhancements:

School SI 90: At the casters option, he can simply graft the essence on to the recipient increasing their max age by one year…note this doesn’t make them any younger, just not dead from natural causes for another year.

Spell SI 70: Injuries only take would level -1 years to heal

Purge:

Level: 2

School: Necromancy

Casting Time: 1 round

Range: Touch

This spell causes the body to violently attack toxins or diseases in the system over the next hour after casting. While invariably successful at curing the patient, sometimes the cure is worse than the disease.

The recipient takes wounds depending on the ferociousness of the foreign substance. This is largely GM discretion, but for example a common cold would be a minor wound, but the plague would be multiple serious or grievous wounds. Similarly with toxins, the severity determines the wounds suffered.

Only toxins or diseases the patient could theoretically fight off are effected by this spell. Things like magical illnesses cannot be purged.

Enhancements:

School SI 90: Effects caused by magic (such as a toxic fireball) can be healed, though not afflictions that are themselves magical suck as mummy rot. Minor magics like alchemies may be affected at GM discreation.

Spell SI 90: Injuries caused by the purge are less sever

Shadow Guardian:

Level: 3

School: Necromancy

Casting Time: 1 round

Range: Self

Duration: 10 minutes/ Spell SI

When this spell is cast the casters shadow becomes more defined and detaches slightly from his body. I also now appears upon close inspection to be wielding a broadsword and shield. While wispy and indistinct, it is clearly visible.

The Shadow Guardian will automatically defend the caster with the shield from any attack. This takes the place of the casters normal defensive action. The guardian makes no use of any defender tactical advantage gained, however will defend even if the caster would otherwise be unable to do so or is performing an action such as resting.

The caster can as his offensive action for the round, use gestures and minor incantations to have the Shadow Guardian attack using the broadsword. If the caster chooses to do this, he may also choose whether to have the guardian defend or us another defensive action in the event of an attack.

The guardian uses the casters spell ML as the skill for his shield and weapon.

The item quality for the sword and shield are average and the items themselves are solid and can theoretically take damage, though any damage is healed at the beginning of each round as the shadows reform.

The shadow itself can be destroyed is targeted by holy, sunlight or other shadow plane destroying effects by doing at least 5 total wound levels to it (1 grievous wound or 5 minors for example). Wounds give the shadow normal penalties.

Note that due to the long duration the caster cannot recover 3 fatigue while the spell is active.

Enhancements:

School SI 80: The Shadow Guardians broadsword is considered a +2 magical weapon with +2 quality.

Spell SI 70: The Shadow Guardian has 5 extra wounds in the case of damage.

Shadow Weapons:

Level: 3

School: Necromancy

Casting Time: 1 round

Range: 10’

Duration: 10 minutes/ Spell SI

This spell takes normal weaponry and temporarily sheaths it in elemental shadow.

The caster may target 1 weapon per two Spell SI within 10’ of himself at the time of casting. The weapon is coated with an inky, dripping darkness. Ammunition can also be coated; one quiver counts as a weapon.

The weapons now pass completely through physical objects, including armor. Because of this they cannot be blocked either, only dodged; though they also cannot be used for blocking.

Note that due to the long duration the caster cannot recover 3 fatigue while the spell is active.

Enhancements:

School SI 90: The weapons also gain a +2 enchantment for the duration

Spell SI 70: Renewal: When the duration expires, it can be renewed at the cost of 5 magical fatigue. Only weapons within 50’ at the time of renewal are effected.

Shatter Bindings:

Level: 5

School: Necromancy

Casting Time: 1 round

Range: 10’ / Spell SI

Area: 3’ Radius / Spell SI on impact

This spell, for Brelish commanders fortunate enough to have battle mages capable of casting it, was touted as the answer to other nations use of warforged and undead as shock troops. While pretty gruesome, it was eventually discarded as impractical since magi who could cast it quickly became top targets for enemy assassins and snipers.

The caster emits a tiny ball of black energy that when it reaches its target explodes in an angry crackling mass. Creatures this spell touches that are animated by magic, such as undead, warforged and other golems, simulacra etc have the bindings that animate their forms violently severed.

Such creatures caught in the blast must make a Willx4 vs the casters spell roll. Non-sentient creatures do not get to roll.

Creatures that fail the roll take a 25 impact hit. Creatures that pass take only a 15 impact hit. This damage is spiritual in nature, so regular armor does not apply.

Note that as this damage is spiritual, it only effects beings powered by some sort of life force. Purely magically animates objects such as a telekinetically animated table are not affected.

Enhancements:

School SI 90: The will save is x3

Spell SI 90: The impacts are 30 and 20.

Spirit Shackle:

Level: 2

School: Necromancy

Casting Time: 1 round

Range: Touch

Duration: 1 hour / Spell SI

This spell is designed to keep people clinging to life until they can reach a healer or some magical assistance can be provided. When cast, the caster literally shackles the subjects spirit to their flesh, preventing death regardless of injury. The person cannot technically die while under this spell, however they make healing rolls as normal. If those rolls or additional injuries would normally result in death the subject enters a catatonic state.

The spell can actually be cast shortly after death as well (1 minutes per Spell SI).

In the case where the spell was cast after death or the subject died from healing rolls made while under its effects the body does begin to decompose. Healing at this point must be magical, at least to heal the killing injury. Also for each day spent in this state before the healing is received the subject loses a point of stamina and comeliness permanently as a result of his rotting tissues unless the healing magic includes an effect like Restoration.

The spell can be recast before the duration expires to prolong the effect.

Enhancements:

School SI 90: Any healing rolls made are at +15%

Spell SI 70: For better or worse, the subject makes double the number of healing rolls as normal, following the normal rules for accelerated healing (mass loss etc).

Iyellesid’s Last Stand:

Level: 3

School: Necromancy

Casting Time: 1 round

Range: Self

Duration: Concentration

Area: 1’ Radius / Spell SI

This spell, made famous by the battle mages Iyellesid’s defense of a high ranking diplomats family, is designed as a last ditch defense for a small number of people.

When the spell is cast, the caster pushes a sphere of his own energies out in a circle. The sphere cannot be broken unless all impact has been removed from it (see below).

This spell created a barrier against any and all forms of attack from those inside, though people inside also cannot effect things outside. The barrier starts out with 2 points of impact per Spell SI. Attacks directed during a round automatically hit, but have their impact reduced by that amount. At the end of the round, the shields strength is reduce by the highest total impact leveled against it. Also at the end of the round, the caster can spend any number of additional magical fatigue to add 5 points of impact back to the shield.

If the shield ever runs out of impact the spell is broken.

Obviously since the caster will run out of fatigue and fall unconscious before too long if facing strong opponents, the people inside the circle can only hope that rescue is nearby, or that the short respite is enough.

The barrier is made from elemental shadow given form by the casters life force, and as such takes double damage from holy, sunlight etc.

Enhancements:

School SI 90: The barrier reduces all impacts by 5 before applying them against the shield

Spell SI 80: The barrier automatically adds back 5 impact a round up to the original rating.

Shadow Form:

Level: 4

School: Necromancy

Casting Time: 1 round

Range: Self

Duration: 10 minutes / Spell SI

Using this spell that caster phases partially into the realm of shadow, becoming indistinct and semi-ethereal.

While the caster is in this state he cannot interact with the physical world directly. He can pass through flimsy objects like tent canvas, but anything over 2” thick like a standard door is impenetrable.

The caster can speak, however the sound is faint and whispery.

He glides over the ground, suffering no movements penalties for terrain.

His indistinct form gives him a +20% on stealth rolls in daylight and 50% at night.

Perhaps most importantly, normal weapons usually pass right through the caster and even magical weapons don’t find full purchase. Non-magical weapons have a 50% miss chance. Magic weapons reduce the miss chance by 10% per +1.

Note that due to the long duration the caster cannot recover 4 fatigue while the spell is active.

Enhancements:

School SI 90: The caster can, with concentration, move physical items no heavier than 5 pounds

Spell SI 90: The miss chance is + 10%

Drain Life:

Level: 3

School: Necromancy

Casting Time: 1 round

Range: 5’ / Spell SI

Duration: 1 round / 3 Spell SI or until used

The caster emanates long, lazily moving tentacle of negative energy which attempts to strike one target within range. Roll Spell vs Dodge or Necromancy and consult the chart below for results.

The base damage is 1d4+2 / 3 Spell SI. The damage type is spiritual / negative energy.

If the caster inflicts a wound with the spell, he may heal wounds of the same value; for example if he deals an S2 wound he can heal an S2, or two M1s or reduce a Kill4 by 2 to an S2.

If the target dodges or counters with Necromancy the tentacle stays in existence for up to the duration listed, though attacking with it takes the casters offensive action. If the target is struck, even if no damage is dealt, the tentacle dissipates. Attacker Critical Success Success Failure Critical Failure Defender Critical Success 1/2 All Numerical Effects* No Result No Result Spell Backfire* Success Full Effect 1/2 All Numerical Effects No Result No Result Failure Full Effect Full Effect No Result No Result Critical Failure Add 50% to All Numerical Results* Full Effect No Result No Result

Numeric means damage in this case
*When a spell backfires the caster can either roll a hit on himself with an impact equal to the spell level *2,
or spend spell level * rounds doing nothing but defending themselves and trying to control the energies they were about to unleash.
If they take action other than defense they take a wound with an impact of spell level - number of rounds spent in containment *2

Enhancements:

School SI 90: The tentacle may be used twice before it dissipates

Spell SI 90: The damage is 1d4 +3 / 3 Spell SI

Gift of the Flesh:

Level: 6

School: Necromancy

Casting Time: 10 minutes – 1 hour

Range: Touch

Using this horrid magic the caster can literally harvest a part of one person and use their parts as replacement for another. The ritual casting time varies depending on how intricate the part in question is; limbs are fairly straight forward, the spine is very complex.

While the magic makes it possible for both parties to survive such a procedure, the subjects will both take injuries, again depending on the extent of the harvest and replacements. A hand might only be an S1, a spine or other internal organs will almost certainly be grievous. Often spot healing and the use of spells like spirit shackle are required to keep one (or both if that is the intention) subjects alive, however it is often the only option for people stricken with blindness or other infirmities to regain full use of their bodies…if they can find someone willing to take the burden for them or are unscrupulous enough to kill for it.

This spell can also be used to extend life in some cases; for example if you are largely healthy except for a failing liver, a transplant could extend your life considerably.

The parts do not change condition or size, so harvesting a large male arm for a small body will be somewhat obvious. Likewise crippled limbs will still be crippled if transferred to someone else.

The pain of the procedures is excruciating, so even willing subjects must be restrained and / or sedated. Obviously this means the caster cannot use the spell on himself unless he has some means of ignoring pain while remaining alter for the duration of the casting.

This powerful spell also can be dangerous because of the residue it leaves; the replacement flesh and injuries taken (while not healed) radiate residual necromantic energy. While it cannot be dispelled, it can be a signal to more morally stringent groups that something unsavory has occurred.

Enhancements:

School SI 90: The caster has learned to minimize the damage of extraction; wounds are now less severe

Spell SI 90: The caster can use the flesh of the dead so long as it has been dead for less than 1 hour before the start of the casting.

Vearis' SpellBook

Sheltering Storm proemial