Lore Of Death
Table of Contents
Lore of Death
The Lore of Death draws upon the wind of Shyish, the purple wind of time and the passing of things- of death. Devotees of the Lore of Death are not wicked or evil despite the grim nature of their power; instead, devotion to the Lore of Death involves appreciation of the natural order of things and acceptance of death's place in the greater scheme of reality. The other side of this is a respect for life, for the devotees of Death understand its precious impermanence.
Empire Wizards who study the Lore of Death are known as Amethyst Wizards.
Tier 1
Death's Messenger
Name | Death's Messenger |
---|---|
Phase | Passive |
Modifier | N/A |
Targets | Self |
Range | Self |
Effect | |
The essence of Shyish swirls around you, giving you the Fear trait. |
Deathsight
Name | Deathsight |
---|---|
Phase | Passive |
Modifier | N/A |
Targets | Self |
Range | Self |
Effect | |
You can see spirits and souls that are normally invisible. You can converse with these souls, as well as the souls of the recently departed (24 hours or less). |
Limbwither
Name | Limbwither |
---|---|
Phase | Ranged |
Modifier | +1 |
Targets | 1 Enemy |
Range | 10m |
Effect | |
This is a Direct spell, ignoring Armour, that deadens a limb of one enemy in range. The target suffers either the effects of a lost arm or a lost leg (your choice of which, inc. which arm) for a number of turns equal to the Spell Dice spent to cast the spell. |
Tide of Years
Name | Tide of Years |
---|---|
Phase | Melee |
Modifier | +2 |
Targets | 1 Object |
Range | Touch |
Effect | |
You cause one non-magical item weighing less than 50kg to decay. The item turns to dust, unless they are of Superior craftsmanship, in which case they become common. Enemies may resist this spell by passing an Agility test. |
Tier 2
Acceptance of Fate
Name | Acceptance of Fate |
---|---|
Phase | Utility |
Modifier | +0 |
Targets | Allies in range |
Range | 10m |
Effect | |
All allies in range become Fearless for a number of turns equal to the Spell Dice spent. |
Death's Release
Name | Death's Release |
---|---|
Phase | Ranged |
Modifier | +0 |
Targets | 1 Ethereal Enemy |
Range | 20m |
Effect | |
This is a Direct spell that targets an enemy that is both Ethereal and Undead. The target takes a -1 penalty to all tests and suffers a single wound. It suffers these effects at the start of each turn- including the wound- for a number of turns equal to Spell Dice, to a max of 3. |
Reaping Scythe
Name | Reaping Scythe |
---|---|
Phase | Utility |
Modifier | +0 |
Targets | Self |
Range | Self |
Effect | |
You materialise a magical scythe of Shyish energy in a free hand. This scythe counts as a magical, Superior axe with the Swift (2) Quality. You take a +1 bonus to hit with it. It lasts for a number of turns equal to the Spell Dice spent on casting it. |
Ward against Abomination
Name | Ward against Abomination |
---|---|
Phase | Utility |
Modifier | +0 |
Targets | Self |
Range | 5m |
Effect | |
You create a warded area around yourself, covering the full range (ie. Every square within 5m). Undead Henchmen are unable to enter this area. Undead Heroes must pass an Opposed Willpower test against you to pass. This spell lasts for a number of turns equal to the Spell Dice spent on casting it. However, it immediately ends if you make any Movement phase actions except turn around or go/rise from prone. |
Tier 3
Death's Door
Name | Death's Door |
---|---|
Phase | Utility |
Modifier | -2 |
Targets | All Allies in Range |
Range | 2m per Spell Dice |
Effect | |
This spell affects all allies in range (including yourself). So long as it is in play, any affected character who is incapacitated may remain in play for another turn (remvoing the Stunned or Knocked Down effects as well). |
Steal Life
Name | Steal Life |
---|---|
Phase | Ranged |
Modifier | -1 |
Targets | 1 Living Enemy |
Range | 20m |
Effect | |
This is a Direct attack spell, hitting the chosen enemy and dealing 1 Strength 4 hit per Spell Dice to a max of 3 hits. For every unsaved wound, you regain one lost wound. If you are at max wounds, you may instead regain a Spell Dice, but you may never regain more than one Spell Dice. |
The Animus Imprisoned
Name | The Animus Imprisoned |
---|---|
Phase | Melee |
Modifier | -3 |
Targets | 1 Enemy (must have a soul) |
Range | Touch |
Effect | |
This is a Melee-Cast attack spell with a strength of 6, ignoring Armour. Enemies who suffer an unsaved wound do not take a wound; instead, you rip the soul from their body and seal it within a container, such as a bottle or a box. The target's body becomes completely inert, only managing the most basic survival actions such as breathing or pumping blood. They are unable to feed themselves. You may restore the soul to the body at will by opening the bottle near the body. If the bottle is destroyed or opened by someone besides a Priest of Morr or another Caster who knows this spell, then the soul is lost and will become a ghost. The body is then worthless. This spell is powerful enough that all Casters within 10km are aware of its presence. Frivolous use of this spell is frowned upon by the Amethyst College. |
Wind of Death
Name | Wind of Death |
---|---|
Phase | Ranged |
Modifier | -3 |
Targets | Wind |
Range | 10m |
Effect | |
This is a Wind attack spell with a width of 1m. All within its path suffer 1 Strength 3 hit per Spell Dice, no Defense tests allowed. This spell is powerful enough that all Casters within 10km are aware of its presence. Frivolous use of this spell is frowned upon by the Amethyst College. |
Arcane Marks
Name | Effect | Prerequisite | Cost |
---|---|---|---|
Haunting | You are haunted by wispy spectres and the snatch of ethereal whispering. You no longer have to memorise the Death's Messenger and Deathsight spells, but you take a -1 penalty to tests to spot details, perceive sounds or unusual sights, etc., because of the distraction. | Death's Messenger, Deathsight | 1 XP |
Grim Visage | Your body begins to take on a macabre appearance; your skin becomes pale, your eyes become as a dead man's and your frame becomes lean as it learns to channel Shyish more efficiently. All Lore of Death spells are treated as though you had channelled one more Spell Dice than you really did. However, you reduce your Toughness by 1 and take a -1 penalty to Fellowship tests with strangers. | Acceptance of Fate, Death's Release, Ward Against Abomination | 1 XP |
Mark of Shyish | You manifest the rune of the wind Shyish on your body, giving you a +1 bonus to casting Lore of Death spells. | Any Tier 3 Lore of Death spell | 2 XP |
page revision: 0, last edited: 31 Oct 2017 04:50