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Hellsinger

The Hellsinger

Steeped in arcane knowledge and relentless in their pursuit of darkness, the Hellsinger is a vigilant sentinel against the forces of the occult. Armed with holy relics and ancient lore, they track and confront witches, warlocks, and creatures of the night with unwavering resolve. With each strike, they purge the world of malevolent magic, their righteousness a beacon of hope in the shadowy depths of the supernatural.

Commencement Package

One of the saint eyes spells. The OBP cost of this spell is already paid for them. Also they may not take any other saint eyes spell after this one.
+3 Bravery, +3 Mettle, +3 Willpower, +3 Sense Intent, -4 Charm, -5 Persuade

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Sense Magic
+1 Seal Tampering

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Bravery
+1 Mettle
+1 Willpower

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Acrobatics
+1 Reflex
+1 Knowledge of Culture

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Sense Magic
+1 Seal Tampering

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Bravery
+1 Mettle
+1 Willpower

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Acrobatics
+1 Reflex
+1 Knowledge of Culture

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Natural Senses
+1 Sense Magic
+1 Seal Tampering

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Bravery
+1 Mettle
+1 Willpower

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Acrobatics
+1 Reflex
+1 Knowledge of Culture

Spell List

Saint Eyes: Corona

Level 0 Brown, White Spell

Element: Ability, Light

Mechanics:The caster gains night vision, their attacks count as light in addition to their other types and they are immune to shadow damage, but they take double from light.(tags:Neg, imu).The caster can only cast this spell on themselves (Within).

Cost:0mp, 2OBP, 1PPU

Cast time:1MA

Modality: The caster’s irises become permanently white even when this spell isn’t active. When it is active the irises slightly glow.

Notes: While under this spell’s effects the caster may spend 2BA to make the caster’s attacks for the round deal Mhp damage as well if the target is bigger than the caster.

OBP: the caster undergoes a ritual that costs 10,000 gold and permanently puts 2 brown and white tower counters on them. This only has to be done once, and then the caster has infinite charges for this spell.


Saint Eyes: Artin

Level 0 Brown, White Spell

Element: Ability, Holy

Mechanics:The caster gains a 16-20 critical hit ratio vs occult creatures, their attacks count as holy in addition to their other types and they are immune to necrotic damage, but they take double from holy.(tags:Cri, imu).The caster can only cast this spell on themselves (Within).

Cost:0mp, 2OBP, 1PPU

Cast time:1MA

Modality: The caster’s irises become permanently yellow even when this spell isn’t active. When it is active the irises slightly glow.

Notes: While under this spell’s effects the caster may spend 2BA to heal a target a d4.

OBP: the caster undergoes a ritual that costs 10,000 gold and permanently puts 2 brown and white tower counters on them. This only has to be done once, and then the caster has infinite charges for this spell.


Saint Eyes: Bivhuti

Level 0 Brown, Red Spell

Element: Ability, Fire

Mechanics: the caster’s attacks count as hell fire in addition to their other types and they have fire immunity level 2, but they take double from water and holy..(tags:Igno, imu, imu).The caster can only cast this spell on themselves (Within).

Cost:0mp, 2OBP, 1PPU

Cast time:1MA

Modality: The caster’s irises become permanently red even when this spell isn’t active. When it is active the irises slightly glow.

Notes: While under this spell’s effects the caster may spend 2BA to add 1 round of linger onto the next fire spell the target casts, until the spell resolves the target has 2 red tower counters on them.

OBP: the caster undergoes a ritual that costs 10,000 gold and permanently puts 2 brown and white tower counters on them. This only has to be done once, and then the caster has infinite charges for this spell.


Saint Eyes: Reyna

Level 0 Brown, White Spell

Element: Ability, Protection

Mechanics: the caster resists 3 points of poison, disease, acid, and necrotic damage, but they take double from holy and when taking holy damage the enemy may roll twice and take the best result. (tags:Resi, Resi).The caster can only cast this spell on themselves (Within).

Cost:0mp, 2OBP, 1PPU

Cast time:1MA

Modality: The caster’s irises become permanently green even when this spell isn’t active. When it is active the irises slightly glow.

Notes: While under this spell’s effects the caster may spend 2BA to reduce a green tower potency on a target by 8.

OBP: the caster undergoes a ritual that costs 10,000 gold and permanently puts 2 brown and white tower counters on them. This only has to be done once, and then the caster has infinite charges for this spell.


Disrupt

Level 2 Purple Spell

Element: Silence

Mechanics: 6 space range. Can be cast on any turn.(interrupt) cancel the target’s spell but they still pay the mana cost. Furthermore they can no longer cast spells from that tower. (Potency 18 vs concentration/Accuracy). This spell has an 8 round cooldown.

Cost:6mp

Cast time:1AA,1MA

Modality: ^^^

Notes:The caster may spend 2BA to add 6 spaces to the range of this spell.


Bedim

Level 4 Brown Spell

Element: Ability

Mechanics:The caster uses magic to sharpen their muscle memory whenever magic draws near (increase agility mod by 4 vs magical attacks)(tags: Agi, Agi, vma, vma).The caster can only cast this spell on themselves (Within).

Cost:12mp, 1PPU

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp if an enemy spell was cast at them this round.


Sage Hammer

Level 2 Black Spell (3)

Element: Shadow

Mechanics: add your weapon’s damage again to target the enemies Mp as shadow damage.

Cost: 6mp

Cast time:1MA

Modality:^^^

Notes: The caster may spend 2BA to give this spell a ¼ chance deal and additional d6 to the target’s Hp and Mp as shadow damage.


Mage Hammer

Level 2 Black Spell (2)

Element: Shadow

Mechanics: add the target’s intelligence mod to the damage of the caster’s next attack. The caster has 3 black tower counters on them until this spell’s effects resolve. Within.

Cost: 6mp

Cast time:Addition Spell

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp.


Disenchant

Level 3 Purple, Black Spell

Element: Silence, Shadow

Mechanics: 6 space range adds d10 black purple counters.

Cost: 9mp

Cast time:1AA,1MA

Modality:^^^

Notes:The caster may spend 2BA to remove the mp cost of this spell and cast this spell as a curse. The target must be subdued to black or purple magic. silence the target forever as a curse.


Trial by Water

Level 3 Red, Black Spell

Element: Water, Shadow

Mechanics: curse a body of water so that none can emerge out of it until they clear a Bravery/Personality check of 20. Larger bodies of water such as the sea only are affected in a 120 by 120 foot area

Cost: 9mp, 2OBP

Cast time:1AA,1MA

Modality:^^^

Notes:The caster may spend 2BA to increase the potency of this spell by 4.

OBP: the caster must meditate for 1 hour to gain a charge on this spell.


Trial by Fire

Level 3 Red, Black Spell

Element: Fire, Shadow

Mechanics: target takes d2 black tower counters every round. Potency 24 vs Bravery/Personality. 6 space range.

Cost: 9mp

Cast time:1AA,1MA

Modality:^^^

Notes:The caster may spend 2BA to instantly destroy the target in a raging blaze of hell fire if they are subdued by Black counters. 6 space range.


Prayer Test

Level 1 Purple, Yellow Spell

Element: Silence, Physic

Mechanics: The target cannot read or recall memorized passages or codes until they clear the check. Only works on humanoids. Potency 24 vs Bravery/Personality. 9 space range.

Cost: 3mp

Cast time:1AA

Modality:^^^

Notes:The caster may spend 2BA to give this spell a level 2 ring.


Touch Test

Level 1 Purple, Yellow Spell

Element: Silence, Physic

Mechanics: The caster can remove any seal, curse or enchantment if they cast this spell on the target while the perpetrator of the curse seal or enchantment is touching the target. 6 space range. (Covert level 2: the spell is invisible until it’s effects go off. This spell is dodged using intelligence instead of agility. Because it can’t be seen but carries a heavy magical presence that can be sensed. Check to see is a 18 vs search/accuracy)

Cost: 3mp

Cast time:1AA

Modality:^^^

Notes:The caster may spend 2BA add 3 accuracy to this spell if it is cast outside of combat.


Pricking Test

Level 2 Black, Brown Spell (6)

Element: Shadow, Physical

Mechanics:The caster summons a shroud of very small black needles that follow the target and prick them. The target takes a d2 pierce/shadow damage, and d2 black counters each round. Potency 18 vs willpower/toughness. 6 space range.

Cost:6mp

Cast time:1AA,1MA

Modality: ^^^

Notes: The caster may spend 2BA to add a level 2 cone to this spell.


Witches Bane

Level 1 Purple Spell (4)

Element: Silence

Mechanics:The caster whispers an incantation on the wind (6 space range) and red glowing symbols appear down the neck and arms of the target preventing them from casting any spells that require out of battle prep. (Potency 22 vs shout/toughness)

Cost:3mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 3mp and increase the potency by 2 if the target has a higher intelligence mod than you.


Magus Break

Level 3 Black Spell  (6)

Element: Shadow

Mechanics: The caster flings (6 space range) a dark energy into the target.The target feels depressed as an internal voice braids and discourages them. If they attempt to cast magic the voice tears into their will to live. Every time the target casts a spell, they take shadow damage equal to their intelligence mod. (Potency 16 vs Bravery/Personality)The target may only attempt to clear this potency when they cast a spell.

Cost:9mp

Cast time:1AA

Modality: ^^^

Notes: the caster may spend 2BA to increase this spell’s potency by 6 vs foes with a lower personality mod than you.


Consume Curse

Level 5 Gray, White Spell (8)

Element: Manipulation, Holy

Mechanics: The magic of a target potency siphons into the caster's open jaws reducing the target spell potency by 10 for the round. If the potency is cleared that round then the caster recovers a d12hp.

Cost:15mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if cast on a humanoid.


Doom Brand

Level 4 Gray, Black Spell (7)

Element: Necrotic, Manipulation

Mechanics: The caster firmly grips the target searing a magical symbol into them. The target takes an extra 2 damage from all attacks and dies in 5 rounds plus their toughness mod if they don’t clear the check. (potency 20 vs toughness/willpower)

Cost:12mp

Cast time:1AA

Modality: ^^^

Notes: The caster may spend 2BA to cast this spell as a curse on a target subdued to black or gray tower magic. Cast this way the caster may set any date or time for the demise of the target.


Devil’s Mark

Level 1 White Spell (1)

Element: Holy

Mechanics: The caster touches the target and a symbol shows up on them, then the target’s hidden forms are revealed to all. Such as werewolves, possession, fabricated youth, vampire, etc. even if the normal conditions aren’t met, such as a full moon, smell of blood, etc.

Cost:3mp

Cast time:addition spell

Modality: ^^^

Notes: The caster may spend 2BA give the target d4 white tower counters.


Chaos Glaive

Level 6 Orange Spell (6)

Element: Summoning, Chaos

Mechanics: The caster conjures and throws (6 space range) a magical glaive that deals a d6 of a random damage type. The glaive ricochets to any targets nearby. (link level 2)

Cost:6mp

Cast time:1AA,1MA

Modality: ^^^

Notes: the caster may spend 2BA to give this spell a ¼ chance to cast 2 additional times for free.


Hush Blade

Level 3 Purple, Blue Spell (6)

Element: Silence, Enchant

Mechanics:The target imbues their weapon with a purple energy. The next attack with the weapon will apply silence potency 18 vs shout/toughness) whoever holds the weapon has 6 purple tower counters on them until the spell resolves.

Cost:9mp

Cast time: 1AA

Modality: ^^^

Notes:The caster may spend 2BA to reduce this spells cost by 9mp if you haven’t taken damage this round.


Spectral Sight

Level 2 Purple Spell (3)

Element: Space

Mechanics:For the round, the caster can see through physical non magic barriers within 6 spaces.They can also see invisible foes.

Cost:6mp

Cast time: 1MA

Modality: ^^^

Notes:The caster may spend 2BA to remove this spell’s cost and increase its range by 3 spaces if cast outside of battle.


Shattered Soul

Level 2 Black Spell (2)

Element: Shadow

Mechanics: ¼ chance upon a finishing blow, to summon the killed unit on your team at full health, only it is a phantom in addition to its other types. The phantom only lasts for the battle and dissipates if the body is revived.

Cost:6mp (1SS if the phantom procs)

Cast time:addition spell

Modality:^^^

Notes: the caster may spend 2BA to reduce this spell’s cost by 6mp.


Soul Blossom

Level 2 Black, Green Spell (2)

Element: Shadow, Flora

Mechanics:upon a finishing blow a 5 foot phantom flower grows from the corpse rendering it unable to be revived. Two rounds later it blooms, healing the caster’s allies a d10 in a level 1 ring around the corpse.

Cost:6mp

Cast time:Addition spell

Modality: ^^^

Notes: The caster may spend 2BA to add 3 more levels of ring to this spell. If cast outside of structures.


Ward

Level 2 Purple Spell (6)

Element: Silence

Mechanics:causes the next spell cast on the target to miss. 6 space range. If the target is an ally they have 6 purple towers counters on them until the spell resolves.

Cost:6mp

Cast time: 1AA, 1MA

Modality:^^^

Notes:The caster may cast this spell as a ritual over an area. Spells cannot be cast in the area of acceptance. Requires a use of level 1 Purple magus chalk for every ten feet.


Fan of Knives

Level 2 Brown Spell (3)

Element: physical

Mechanics: The caster throws a spiral of knives around them dealing attack damage in a level 1 ring. The daggers lightinly pin them to ground or nearby objects Lowering enemies agility by 2 potency 12 vs reflex/Agility)

Cost:6mp

Cast time:1MA

Modality:^^^

Notes:The caster may spend 2BA to increase the potency by 2 and lower the agility by 1 more.


Evasive Fire

Level 3 Brown Spell (3)

Element: Physical

Mechanics: adds a level 1 cone to attack damage, then the caster does a backflip disengaging with no free hits 1 space.

Cost:9mp

Cast time: addition spell

Modality: The caster enchants their projectile with an unpredictable magic.

Notes: The caster may spend 2BA to gain an additional move action if the attack hits.


Vault

Level 1 Brown Spell

Element: Ability

Mechanics:The caster jumps up to 12 spaces.

Cost:3mp

Cast time: 1AA

Modality: ^^^

Notes: The caster may spend 2BA to gain an attack action if they land in an enemies melee zone.


Smoke Screen

Level 6 Black Spell

Element: shadow

Mechanics: The caster creates a level 2 ring sized smoke cloud. That lingers for 3 rounds. Seeing through the cloud is a check of 18 vs natural senses/Accuracy.

Cost:18mp

Cast time: 1AA

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 12mp if outnumbered and alone.


Rapid Fire

Level 7 Brown Spell

Element: Physical

Mechanics:the caster’s attack gains split level 6 for the round. The caster gains 6FHS for the round.

Cost:21mp, 6FHS

Cast time: 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell's cost by 9mp if outnumbered.


Successive Shots

Level 2 Brown Spell

Element: Physical

Mechanics: add level 2 split to the caster’s attack for the round.

Cost:6mp 2FHS

Cast time:Addition spell

Modality: The caster fires off rapid shots at 3 different targets.

Notes: The caster may spend 2BA to add a level 1 split to this spell and give the caster 2FHS for the round.


Piercing Round

Level 3 Brown Spell

Element: Physical

Mechanics: Gives the caster attack phase, ignores armor, Beam.

Cost:9mp

Cast time:

Modality: The caster adds a magical propulsion to their attacks, making them shoot right through even armor.

Notes: The caster may spend 2BA to remove the cost of this spell if outnumbered.


Seeking Arrow

Level 1 Blue Spell (1)

Element: Animation

Mechanics: adds conducted to your next attack.

Cost:3mp

Cast time: Addition spell

Modality: ^^^

Notes: The caster may spend 2BA to increase the range of the attack by 6 spaces.


Silent Shell

Level 1 Purple Spell

Element: Silence

Mechanics: level 1 ring, silence potency 24, spells cannot hit anything inside the area of effect. Sense magic does not work regarding anything in the area of effect. This spell and it’s effects end if the upkeep cost is not paid. Also the effects of the silence end for any unit that moves outside of the area of effect.

Cost:0mp (upkeep cost 3mp)

Cast time:1AA, 1MA continuous channeling

Modality: The caster’s chants with their arms raised as a sphere of clear dark energy swirls around them. This “energy” is really the complete absence of energy and dissipates all magics within it.

Notes:The caster may spend 2BA to remove the upkeep cost of the spell for the round and cause the spell’s effects to follow the caster if moved.


Entangling Shot

Level 5 Balck, Blue Spell

Element: Shadow, Enchant

Mechanics: The caster’s ink covered weapon emits a dark energy when it hits, shadowy tendrils grow from the ground and tie the target up. (Pinned: the target can’t use move action to move. The target can’t dodge. Potency 20 vs Willpower/Strength.)

Cost:15mp, 2OBP

Cast time: 1AA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is alone.

OBP: The caster must take their weapon and paint it in ink (50 gold) , write a few symbols then chant for 30 minutes to seal it darkness in.


Mark of the Witch Finder

Level 0 Purple, Blue Spell

Element: Space, Enchant

Mechanics: The caster can detect units up to 30 feet away (6 spaces) with intelligence as their highest stat.

Cost:0mp, 1OBP

Cast time:addition spell

Modality: ^^^

Notes: The caster may spend 2BA recover a d4 Mp.

OBP: the caster must have a ritual tattoo that costs 5,000 gold.


Raven Scout

Level 1 Green Spell (5)

Element: Fauna

Mechanics: The caster summons a raven with 3hp and agility mod of 3. The caster shares senses with the raven. The raven can fly and takes double damage from wind attacks. it deals a d4 pierce damage 18-20 critical hit ratio.

Cost:3mp, 1SS

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster may spend 2BA while the raven is summoned to increase its hp and max hp by d2. This can be cast at any range.


Heresy Hound

Level 3 Green, Purple, Orange Spell (9)

Element: Fauna, Silence, Summoning

Mechanics: summons a level 2 Heresy Hound.

Cost:9mp, 6hp, 1SS

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to remove the hp cost of this spell.


Holy Grenade

Level 3 White, Blue Spell (7)

Element: Holy, Enchant

Mechanics: 2 rounds delay after igniting. The jar explodes (d12 holy damage, level 3 ring, destruction level 2.)

Cost:9mp, 2OBP

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp outnumbered

OBP: requires a bottle or jar of water and ½ of a level 1 scroll paper. Assembling requires 15 minutes.


Detain

Level 5 Orange, Blue Spell (9)

Element: Summoning, Mechanical

Mechanics: within 30 feet (6 space range), the caster summons large metal handcuffs that clasps around the target's arms and legs holding them in place. (Daze potency 18 vs Strength/Lifting) As soon as the target is attacked or otherwise targeted the cuffs dissipate.

Cost:15mp

Cast time: 1AA, 1MA

Modality:^^^

Notes: The caster can spend the 2BA to reduce this spell’s cost by 9mp if the target moved this round.


Gatling

Level 5 Brown Spell (6)

Element:Physical

Mechanics: deals your attack damage in a level 1 cone. Roll 9 d4s for every one that turns up as a 4 deals a d6 of your weapon’s damage in that same level 1 cone.

Cost:15mp, 8 round cooldown.

Cast time:1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if out numbered.


Sky Waltz

Level 4 Brown Spell (5)

Element: Ability

Mechanics:The caster can bound from house to house, tree top to tree top as if on the wind itself. (jump equal to movement, plus 6 movement for the round.)

Cost:12mp

Cast time: 1MA

Modality:^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp outside of structures.


Blast Trap

Level 2 Red, Blue Spell (10)

Element: Fire, Enchant

Mechanics: The caster puts a symbol of the ground. Stepping within 5 feet of the rune causes the spell to cast. Producing a massive inferno. D20 fire damage in a level 3 ring, destruction level 1.

Cost:6mp, 4OBP

Cast time: 2AA, 2MA (takes 60 minutes if cast outside of battle.)

Modality: ^^^

Notes: The caster may spend 2BA to make the dodging of this check to be 4 difficult.

OBP: requires a 100 gold worth of black pounder, and 1 use of level 1 red magus chalk.


HellFire Strike

Level 5 Red, Black Spell (9)

Element: Fire, Shadow

Mechanics: The cast chants and summons hellfire on to their weapon until it’s next attack. (adds a d4 fire damage, ignores level 1 fire immunity. Potency 24 vs Bravery/Personality.) The caster has 9 red black counters on them until the spell resolves.

Cost:15mp

Cast time: 1AA, 1MA

Modality: ^^^

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if they have taken 6 or more damage.


Remote Spike Trap

Level 1 Blue, Gray Spell (5)

Element: Mechanical, Manipulation, Gravity

Mechanics: The caster takes a full turn to lay down and set the trap on a panel. Then takes an attack action whenever they wish to remotely set off the trap. Releasing the condensed metal fragments at high speeds rending all in the area. (Level 2 ring 3 d6 pierce damage.)

Cost:3mp, 3OBP

Cast time:(set:1AA.1MA) (set off 1AA)

Modality: ^^^

Notes: The caster may spend 2BA to reduce the cost of spells being cast from the mask by 6mp.

OBP:1 hour using magic to condense a pile of metal and junk worth 50 gold or more.


Static Trap

Level 3 Red, Blue Spell (6)

Element: Lightning, Mechanical

Mechanics: Puts a small metal device on the target. Then whenever the caster wishes they can set off the trap dealing a d12 lightning damage in a level 2 link and dazeing the targets. (Daze potency 12 vs Concentration/toughness)

Cost:9mp, 3OBP

Cast time:(set:1AA) (set off:1AA,1MA)

Modality: ^^^.

Notes: The caster may spend 2BA when setting the trap to increase the daze potency by 4.

OBP: the caster makes a small x shaped metal gear. Requires 50 gold worth of metal and a 22 use device check. Failure destroys the metal use.


Sentry

Level 4 Blue Spell (8)

Element: Mechanical

Mechanics: The caster sets up a mechanical device on a stand. The device fires bolts at any unit in front of it in a level 3 cone.The bolts deal 1d4 pierce damage. (2 bolts per target in the area of effect each round until they leave the area of effect.) (Ward level 2, the sentry has 5hp and can be killed by a direct attack action to it. It is immune to lighting,and shadow damage, takes double from water damage and is a 5 to hit.)

Cost:12mp, 4OBP

Cast time:1AA,1MA

Modality: ^^^.

Notes: The caster may spend 2BA to reduce this spell’s cost by 12mp if outnumbered and if the caster hasn’t taken damage this battle.

OBP:requires 1,250 gold worth of mechanical parts with a one time construction check of 17 smithing, and another check of 17 use devices. If either check fails you lose the mechanical parts. If the sentry dies in battle the caster must spend 2 hours and 100 gold repairing it.


Witch Cake

Purple Ritual

Element: Space

Mechanics: the caster eats a small foul cake and scrys seeing the current location of the person who cast the curse or spell. They can also hear and smell things in the scrying area. The scrying effect lasts as long as the upkeep cost is paid. This cake can be fed to a summoned unit or familiar giving it the magic ability to talk and forcing it to tell the current location of it’s master.

Cost: 3OBP

Cast time:(Upkeep cost of 1AA)

Modality: ^^^

Notes:

OBP:requires a sample of the victim’s of the spell or curses’s DNA, this is mixed with rye-meal and ashes then baked into a cake. The process takes 1 hour.


Cruentation

Level 1 Black, Purple Spell (1)

Element: Necrotic, Space

Mechanics: the caster channels a magic thread that leads from the victim to the murderer. Only 45 feet of the thread is visible at a time. Check is a 0 vs concentration/intelligence. The check increases by 2 for every 30 minutes the victim has been dead.

Cost: (Upkeep cost 3mp)

Cast time:(Upkeep cost of 1AA)

Modality: ^^^

Notes:the caster may spend 2BA to put a d4 black counters on a melee target.


Tether Travel

Level 3 Purple Spell (3)

Element: Space, Silence

Mechanics:when the caster clears a black tower potency (on themselves or others using seal tamper), they may instantly teleport to the owner of that potency no matter the distance, object, or magical barriers in between. Also the potancies owner is silenced with a potency of 8 vs shout/Toughness.

Cost:9mp

Cast time:Addition spell.

Modality:The caster is able to use the burst of energy from a broken curse to travel to its owner as the tether retracts.

Notes:The caster may spend 2BA to increase the silence potency of this spell by the caster’s accuracy mod.


Stake

Level 2 White, Brown Spell (3)

Element: Holy, Physical

Mechanics:deals a d24 light/pierce damage to vampires.

Cost:6mp, 1OBP

Cast time:Addition spell.

Modality:The caster takes a wooden stake and blesses it.

Notes:The caster may spend 2BA to give this spell 6 space range and ignore Bd feats.

OBP: requires 30 minutes carving a wooden stake to put 1 charge on this spell.

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