Autonomous
This spell permits the caster to temporarily place a portion of his life energy into a physical vessel. He may place one Hit Point per 10% of the sorcerer’s Sorcery (Grimoire) skill
into the vessel. At any time, the caster may dismiss the spell, regaining the missing Hit Points. The restored Hit Points can be applied to any Hit Location on the caster’s body.
If the caster suffered a major wound or even death, this spell may return him to life, as long as the Hit Points placed in the physical vessel are sufficient to take the caster’s head, chest and abdomen locations above the Major Wound threshold (location has lost twice its starting Hit Points).
If the vessel is destroyed, or the spell is not dismissed before its Duration expires, the Hit Points placed in the vessel are lost permanently.
Invisibility
Concentration, Resist (Persistence)
The caster becomes invisible to those targeted by this spell. They are unable to see him, although their other senses are unaffected. The caster can attack while invisible, assuming he can keep concentrating.
Nightmare
Special Range (Kilometers), Resist (Persistence), Magical Link This spell affects the target when he next sleeps. Instead of a restful night, he is plunged into a night of horrific nightmares. The effect of the spell is determined by the caster’s Sorcery (Grimoire) skill, this means that the target does not recover any Fatigue levels from resting. Each extra 10% of the character’s Sorcery skill gives the target an extra level of fatigue when he awakens. If the caster’s Sorcery score is 70% the effect of the spell is 7 or more, the target also takes one point of damage to his Head and Chest for every 10% above 60%.
Revelation
Magical Link
When Revelation is cast, the caster has a brief psychic glimpse of the target of the magical link. This vision can be a visual hallucination (‘I see him… he’s in an inn’), a flash of the target’s emotional state (‘he’s very angry’), a bizarre image or riddle (‘I
have the sudden impression that ravens are really important to this whole situation but I don’t know how’).
Shatter
Resist (Evade)
This spell destroys physical objects. For every 10% of the sorcerer’s Sorcery (Grimoire) skill, the spell creates a shatter effect of +1d6. The total shatter effect must equal or exceed the object’s current HP plus AP to destroy the object (effectively, the shatter effect works just like damage but it is all or nothing – either the object is totally destroyed, or totally unaffected by the spell).
If the object is being carried or worn by a character, he may make an Evade test to dodge the spell.
If the caster has at least six rounds to examine the target, finding weaknesses and stress, before casting the spell, then the spell’s effect is maximised (shatter effect of 6 per 10% of the sorcerer’s Sorcery (Grimoire) skill).
Summon (Entity)
Resist (Persistence)
This spell calls up a supernatural entity, such as an ancient spirit, an angel or demon from Hell. The creature is not bound in any way when called, so a wise caster will take precautions like Spirit Block or Protective Ward before casting the spell. There are many different forms of this spell, each keyed to a different creature. Vital to any such summoning spell is the true name of the desired entity – using the wrong name lets something else into this world.
If the entity does not wish to be summoned, it can try to resist with a Persistence test. Most entities, especially demons, are eager to be called forth.
The spell can call up an entity of POW equal to or less than the spell’s Magnitude x 3. When the spell’s Duration runs out, the entity returns to whence it came unless it has anchored itself into this world somehow. To anchor itself, the entity must either invest a point of POW in a physical item, or else possess a creature. The anchor is lost if the entity is exorcised from the creature or if the anchor object is destroyed. The anchor object must be placed in the summoning circle. The entity must remain within close range of the anchor most of the time. It can spend at most a number of minutes equal to its POW away from the anchor before being forced to return.
Telekinesis
Concentration
This spell allows the caster to move objects with the power of his mind. The spell’s telekinetic effect is treated like an invisible, immaterial creature. The spell’s effective STR and DEX are based on the Caster’s STR and DEX.
For every 20% of the sorcerer’s Sorcery (Grimoire) skill, he gains one multiplier which can be applied to either characteristic. With a x1 Multiplier (Sorcery 20% or less), then its STR is equal to half the caster’s STR and its DEX is equal to half the caster’s DEX, as the Multiplier is divided between them. At a x2 Multiplier, both of the spell’s Characteristics are equal to those of the caster; at higher Multipliers, the caster can choose to apply the extra Magnitudes to the characteristics in any way, as long as both have at least x1. So, a x5 Telekinesis could have
STR x 4, DEX x1; STR x 3, DEX x 2; STR x 2, DEX x 3; or STR x 1, DEX x 4.
The number of targets determines how many telekinetic effects the caster may produce at once. Each telekinetic effect can be used to:
Hold an already grappled target. The target must make an opposed test against the spell’s Brawn skill to effect. Lift an already grappled target.
Grapple a target (requires a Combat Action and an Unarmed test, using the spell’s STR and DEX).
Telekinetically punch a target (requires a Combat Action and an Unarmed test, using the spell’s STR and DEX. The telekinetic punch deals 1d6 plus the spell’s Damage Bonus.
Wield a weapon (as per telekinetic punch. The effect can also hurl small objects as ranged weapons).
Parry an attack (requires a Combat Action and an Unarmed test, using the spell’s STR and DEX. The spell is treated as a Medium weapon for the purposes of parrying and can parry melee weapons).
Manipulate an object, such as lifting a heavy weight, closing a door, knocking over a candle and so on.
Each telekinetic effect can only be used on a single object.
Horrors
Horrors are supernatural ‘overspill’. If there is too much supernatural power in one area, it manifests in eerie and horrific ways. The natural world becomes corrupted and twisted by the Horror.
Horrors are divided into groups. The GM should reuse the same groups for recurring foes. For example, if the characters encounter a necromantic cult, then the GM might use the Horror of Blood group for that cult. Later, in another adventure when the players are investigating another mystery, they encounter Horror of Blood effects again – implying that the same cult is involved in this new mystery. Use Horrors as occult foreshadowing and to build atmosphere.
The supernatural entity or cult who generate the Horrors may not necessarily be in control of them; they are effectively occult side effects. Cults trying to remain hidden do not want Horrors but they still manifest as the cult’s power grows. A Horror has a level, ranging from 1 to 3. Level 3 Horrors are the most potent and dangerous. If a cult has multiple Horrors, it must have as many level 1 Horrors as it does level 2 and as many level 2 Horrors as it does level 3s. So, a cult with five Horrors could have Levels 1, 2 and 3 from one Group and level 1 and 2 from another, or three level 1s, one level 2 and one level 3 from one Group, or any similar combination. The area affected by a Horror depends on the potency of the magical effect that created the Horror in the first place. Level
131 1 Horrors cover a much greater area than level 2 Horrors and
level 3s only affect the heart of the supernatural manifestation. For example, a Level 1 Horror might cover an entire valley, the associated level 2 Horror affects only the woods where the cult meets and the Level 3 Horror affects only the summoning circle.