Disciplines of Black Magic (Earth)

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Jewel
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Disciplines of Black Magic (Earth)

Post by Jewel » Tue Apr 20, 2021 6:44 am

Ghul Creation

Control Undead
TN: 10
Range: 200’
Area of Effect: One target
Duration: 1 hour
Raises: Range (+10’), Area of Effect (+1 target per 2 raises), Duration (+1 hour)
Effect: With a small adjustment of Hakhim’s Seal and a barked order, the sahir takes control of a ghul’s mind. Some more intelligent ghuls, and those who have access to spells are able to resist this effect however, Ghul Lords and Smart Ghuls may make the Contested Willpower Roll. The ghul will do your bidding, within it’s own capabilities, for the duration of the spell, after which the spell must be cast again or the ghul will become self-controlled again. If two sahir are both attempting to control the same ghul, they must make a Contested Willpower Roll. Whoever wins retains control of the ghul, while the other’s spell ends.

Life to Lifeless
TN: 15
Range: 20’
Area of Effect: One target
Duration: Permanent
Raises: Special (1-4 for specialized ghuls)
Effect: A distillation of other methods used to create ghuls, this spell allows a sahir to create any ghul which they have studied for the period of one hour. After the hour of study, they may make a Spellcraft(Black Magic)/Intelligence roll at a variable TN based on the type of ghul to memorize the method to creating that ghul. This spell is a ritual that takes 3 hours to complete and a knife with which to excise the heart of the body. The spell will create a regular ghul unless raises are called to create a specialized ghul. The variations on ghuls are many however, and a master of this spell is able to make the perfect minion to do his bidding. Once this spell is completed the sahir gains control of the ghul he created for one day. If he casts Control Ghul on this ghul any time, the spell’s duration counts for a day rather than an hour.

Crack the Immortal Shell
TN: 20
Range: 100’
Area of Effect: One target
Duration: Instantaneous
Raises: Range (+10’)
Effect: This spell allows for a sahir to tear the essence of life out of a ghul. Upon a successful casting of this spell, the ghul and the sahir must make a contested roll, with the Sahir rolling School Rank/Earth and the Ghul rolling Insight Rank/Earth (Note, some types of ghuls do have insight ranks). If the caster succeeds in this roll the ghul is immediately destroyed. If the caster fails this roll the Ghul will take 4k4 damage from the destructive force of the spell. This spell cannot damage non-ghuls.


Life

Heal
TN: 10
Range: 20’
Area of Effect: One Target
Duration: Instantaneous
Raises: Range (+5 feet), Area of Effect (+1 target), Effect (+0k1 on heal check)
Effect: This spell allows for a sahir to heal any person through the manipulation of Hakhim’s Seal. Upon successfully casting this spell, you roll a number of dice equal to your Earth ring, keeping one die. If this spell targeted multiple people, they all gain back the same number of wounds.

Rejuvenate the Soul
TN: 15
Range: Touch
Area of Effect: One Target
Duration: Instantaneous
Raises: Effect (+1 Void per three raises)
Effect: This spell can, in moments, refresh a person’s spirit, or enliven them beyond their normal means. The target of this spell gains 2 Void points. If this would put them over their regular limit of Void they will lose all excess Void at the end of the scene. These excess Void points may not be used to make attempts to cast additional spells.

Uninhibited Body
TN: 15
Range: Touch
Area of Effect: One Target
Duration: One Hour
Raises: Effect (conditional effect per 2 raises), Area of Effect (+1 target), Duration (+10 minutes)
Special: Only available to members of the Qabal.
Effect: A lesser version of Enliven the Body, this spell allows the sahir to overcome bodily weaknesses temporarily, causing a state of slight euphoria similar to drunkenness but without the debilitating side effects. For the duration of the spell the target may ignore an amount of TN penalties derived from wounds to a maximum of 2 + School Rank. Additionally, the target may become immune to one of the following conditional effects for the duration of the Spell: Dazed, Fasting, Fatigued.

Enliven the Body
TN: 20
Range: 50’
Area of Effect: One Target
Duration: 5 rounds
Raises: Range (+10’), Duration (+1 round), Effect (+1 to chosen trait per three raises)
Effect: This spell allows for a sahir to bolster the strength of a target of their choice. This spell allows for the sahir to increase a chosen physical trait by one for the duration of this spell. If the increase of the chosen trait would increase the person’s ring, this does not change your effective Insight. If their Earth ring is raised in this way, once the effect ends, extra wounds they may have taken do not and a character may die upon the ending of this spell. This spell cannot affect more than one trait at a time and if the spell is cast upon the target again the oldest effect disappears. If Imbalance the Body is cast upon the target, Enliven the Body’s effect will end immediately.


Death

Injure
TN: 10
Range: 50’
Area of Effect: One Target
Duration: Instantaneous
Raises: Damage (+1k0), Range (+10’), Area of Effect (+1 target)
Effect: The sahir directs a savage word as they adjust the seal, shooting black bolts at their target. This spell deals 1k1 damage for each School Rank of the Sahir.

Whispers of the Dark
TN: 15
Range: 50’
Area of Effect: One Target
Duration: 10 minutes
Raises: Range (+10’), Duration (+1 minute)
Effect: This spell worm’s it’s way into the target’s mind and reminds them of one very real fact, that they will die, and that it may be right now. This is enough to cause a panic in some. The target of this spell must roll against Fear 3. If they fail this roll they suffer from the standard effects of Fear.

Imbalance the Body
TN: 20
Range: 50’
Area of Effect: One Target
Duration: 5 rounds
Raises: Range (+10’), Duration (+1 round), Effect (+1 to chosen trait per three raises)
Effect: This manipulation of Hakhim’s Seal allows a Sahir to weaken the strength of anyone they chose to target. This spells decreases one chosen physical trait of the target for the duration of the spell. If the increase of the chosen trait would decrease the person’s ring, this does not change their effective Insight. A target cannot have more than one trait affected by this spell at any time and this spell may not decrease a trait below 1. If a second spell of Imbalance the Body or Enliven the Body is cast on the target, the effects of the first spell will end immediately.
GM • City of Stories

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