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Apprentice of Death School; Spells

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1Apprentice of Death School; Spells Empty Apprentice of Death School; Spells Wed Dec 03, 2014 12:20 am

Aqutanama

Aqutanama

Apprentice of Death


Animate Shadows (Death ••)

As with Shadow Sculpting, above, but the mage can now cause the darkness to move, even causing it to travel from its naturally occurring place to somewhere darkness could not possibly exist, such as beneath the direct glare of a lamp.

Corpse Mask (Death ••)
The mage alters the appearance of death by adding or subtracting features from a corpse.
They can add or subtract one feature per success. A feature represents a single wound or disease condition, such as a laceration caused by a knife, burns caused by exposure to a conflagration, or a cancerous tumor in the target’s liver.


Decay (Death ••)
The mage can cause a material object to corrode, rust or become rotten. It cannot instantly destroy an object, however this is possible on consecutive uses of the spell. Furthermore the weakened object this spell was used on can break when used. (the GM decides if this happens or not)

Ectoplasm (Death ••)
The mage can create ectoplasm from one of his orifices (usually his mouth or nostrils) or the orifice of a corpse. This opaque, white, slick material can be molded to form whatever shape the mage desires, although it cannot be disguised to look like some other substance (unless the mage is an apprentice of Matter, but still needs to use more power to do so). The mage could use it as a mirror to allow anyone (even Sleepers) to see ghosts or objects that are present in Twilight. The ectoplasms quality decides what features the entity possessing it will have (more time and power used yields better results)

Entropic Guard (Death ••)
By stealing vigor from incoming attacks, a mage guards himself against harm. Effectively, the mage’s shield attacks the vitality of an incoming assault, eroding its forcefulness with a primal decay.
In other words this shield weakens the power (force) of incoming attacks. The shield lasts for about a day (will need to decide number of posts). Can be layered but it loses effectiveness the more layers it has.


Ghost Summons (Death ••)
The mage calls a specific ghost or sends out a general call to the nearest ghost within sensory range. He may either call one or more ghosts personally known to him, or he may specify any type of ghost of his choosing (male ghosts or child ghosts, for example), or even send out a general summons to all
restless shades within his sensory range (in which case, the closest one to him responds).
The ghost comes to the caster with as much speed as it can muster, although it cannot be made to go farther than the maximum distance it is allowed to travel from its anchor.
The ghosts may resist the call and have to stay for the duration of the spell unless allowed to leave.


Grant the Grim Sight (Death ••)
The mage can give another supernatural being Mage Sight. This is as the Death “Grim Sight” spell, except that the mage casts it upon another mage or even a supernatural being such as a ghost or werewolf.

Soul Jar (Death ••)
This spell creates a receptacle in which one may seal a soul in. Any object that can be used to
seal liquid can serve as a soul jar, whether it’s a wine bottle, a preserve jar or even Tupperware. Success on the spellcasting enchants the receptacle so that a soul placed within the jar cannot escape.
The jar’s lid is usually held fast by a metal bar or is coated with wax. The soul is protected from attack by the object. If the jar is opened or broken, the soul can flee. Note: spell has a duration but a death rank 3 mage can attempt a permanent seal)


Suppress Aura (Death ••)
The mage suppresses his own or another’s personal aura. Effectively, he causes the aura to lapse into slumber, smoothing the telltale ripples it creates in the Tapestry and rendering it more difficult (or virtually impossible) to detect, save by the most puissant of sensory abilities.
Note: This is not a hide spell, so it doesn’t turn the user invisible.


Touch of the Grave (Death••)
Through the casting of this spell, the mage gains the power to physically interact with ghosts and ghostly things in Twilight state. (“Ghostly things” are usually parts of a spectre’s anchors, which often exhibit ephemeral existence even after their material counterparts have crumbled to dust).

One could, for example, pull a ghostly hammer out of a Twilight room in order to pound a nail into a wall, or take the spectral reflection of a key out of the lock in which it was broken, pull it through into materiality, and use it to open the material lock barring her from entering a room she wishes to access.
Note: the ghostly object one uses has to be there in the first place. Furthermore these objects tend to crumble easily. Some Twilight objects are made by magic; see “Ghostly Object”.(Death 3)

One can also touch ghosts and be touched (or attacked) in return by any nearby shade. The caster cannot damage ghosts, or affect non-dead spirits or mental projections.

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