�������
������ Brendan Davis, William Butler and Dan Orcutt
������� Brendan Davis, William Butler and Dan Orcutt.
�������� �������� ������������� ����� Jack Ja ckie ie Mu Must sto o (www.kayandp.com ), Ri Rich char ard d Io Iori rio o II, II, Jo John hn Ma Mart rtin in an and d Joh John n Wi Willi lliam am Wat ater erho hous usee
����� Michael Prescott
������ ��� ��� ��� ������ Richard Iorio II Published by ������� ����� Sertorius is copyright 2014 ������� ����� and Book of Archon is Sertorius is Archon is copyright 2015 All Rights Reserved. Printed in the �.�.�. For licensing agreement information contact ������� �����.
�������
������ Brendan Davis, William Butler and Dan Orcutt
������� Brendan Davis, William Butler and Dan Orcutt.
�������� �������� ������������� ����� Jack Ja ckie ie Mu Must sto o (www.kayandp.com ), Ri Rich char ard d Io Iori rio o II, II, Jo John hn Ma Mart rtin in an and d Joh John n Wi Willi lliam am Wat ater erho hous usee
����� Michael Prescott
������ ��� ��� ��� ������ Richard Iorio II Published by ������� ����� Sertorius is copyright 2014 ������� ����� and Book of Archon is Sertorius is Archon is copyright 2015 All Rights Reserved. Printed in the �.�.�. For licensing agreement information contact ������� �����.
Preface
5
Chapter One
7
Who is the Archon? Selection Spells
Chapter Two Spell Entry Format All Blessed Birth Feeding Frenzy The Fruit Of Asharun The Glorious Presence Of Eutropius Infuse The Masks Of Eutropius Prophecy Riskellion’s Ever-Present Facilitie Facilitiess Spirit Form Vystok’s Desperate Desperate Gambit Agape Aedra’ss Flaming Arrow Aedra’ Aedra’ss Mood Lighting Aedra’ Agathea’ss Animation Agathea’ Agathea’ss Impossible Hospitality Agathea’ Hospitality The Compassion Of Rom Daethrona’s Adorous Fragrance Eulogy The Flute Of Sarilla Floating Globes Form Of Innocence Glorious March Guardian Love Letter Malai’s Lullaby Patience Of The Banyan The Pestilent Smile Of Tiresias Radiant Harvest Regrets Taiboon’s Magic Emblems Words Of Of The Gods Deimos Awakened Awaken ed Death Back To The Grave Bloodhound Crawling Skin Circle Of Fearful Warding Curse Of Relentless Time Festering Doubt Flow Horrid Root Lucia’s Compelling Disquisition Messenger The Prudent Footsteps Of Taiboon Safe Passage Sarabbin’s Insidious Shift Sinister Designs Spirit Bind Vigilance Visage Of Sarilla Vivid Premonition Willful Possession Possession Penthos Arissa’ss Extensible Limbs Arissa’ Arissa’ss Mass Mastery Arissa’ Chrysalis Circle Of Pain Crawling Rash The Debilita Debilitating ting Tentacles Of Taiboon Double-Edge Effigy Entropy
7 7
9 9 9 9 10 10 11 11 12 13 13 15 15 16 16 16 17 17 18 18 19 19 20 20 20 21 21 21 21 22 23 23 23 24 25 25 25 26 26 26 27 27 28 28 29 29 30 30 30 31 31 32 32 33 33 33 33 34 34 35 35 35 36 36 36
The Explosive Laughter Of Saofan Frenzy Insidious Reversal Reshaping Of Ashan Rupture Of The Wasp Saofan’s Agonizin Agonizingg Touch Stolen Strength Tearful Moment Tempering Transformation Transf ormation Of Ashan The Unstoppable Words Of Eutropius Misos The Aperture Of Po Arrow Of Hate Baal-Shillek’s Baal-Shillek ’s Spinning Blade Blind Hatred The Breach Of Nathreen Burning Blood Of Baal-Shill Baal-Shillek ek The Clasp Of Baal-Shil Baal-Shillek lek Cry Of Havoc The Dance Of War Doom Hammer Drunken Rage Earth Bore Envy Explosive Rage Fissure Glaring Daggers Leaping Mount Of Hampiscora Provocation Orb Of Hate Volcanic Volcan ic Rage New Thauma Canvas Of The Heavens Deific Entourage Golden Touch Oasis
Chapter Three Eyes of the Hidden Rat Hammer of Yaum Nicodemus: The Marble Archon Terracotta Soldiers
Chapter Four Automatons Terracotta Soldiers
37 38 38 38 39 39 40 40 40 40 41 41 41 42 42 42 43 43 44 44 44 45 45 45 45 46 46 46 47 47 47 48 49 49 49 49 49
51 51 51 51 52
53 53 53
Preface It has been two hundred and ninety six years since Alexandros Promestus established our order. order. He was the first Archon, and I, Nicodemus, am the 24th. In all that time, not one of his successors thought to organize a catalog of spells. Perhaps they were too busy with other matters; those early years were filled with bloodshed and fear after all. Now that Rona† knows some measure of peace, it falls on me to organize a record of known Sertori powers. From this moment until our order is no more, every Archon must produce a volume of rolls containing containing descriptions of all the spells he has wi��essed firsthand. The Fellowship cannot afford to slip into ignorance on this matter. We are no mere guild or association, some sorcerous social club whose only purpose is to give its members ample space for gambling and telling jokes. No, we are pledged to protect the people of Rona, to advance the interests of our great church and the glory of our god, Ramos. We are bound by the laws of Promestus, and these make us the enemies of those rogue sorcerers who would bring harm to our king or his people. This we cannot do if we understand only our own abilities and not the powers that exist out there in the world beyond us. For this reason, I also decree that every Archon must go on a pilgrimage prior to assuming office (provided the transition of powers is a smooth one of course) in search of Sertori with spells rare or unknown. I myself have returned from such a journey and can attest to its benefit. In an expedition that brought me beyond the peaks of the Padee Mountains and past the sweltering desert of Hashar, I encountered Sertori with remarkable gifts, some I would not have believed without seeing myself. We have an elusive essence,
Sertori, and our true nature is a mystery to all but the gods. Some of our kind have lost sight of this, they forget they are an incomprehensible riddle, instead thinking they’ve found the answer. But the solution seems to change, to bend and distort over time and distance. We must not grow so complacent; we must prepare ourselves to be surprised by the unexpected. The following spells are all powers I have wi��essed first-hand. On my journey I found greater variety than expected. Some abilities I wi��essed, I would not previously have thought Sertori capable of. But not all were so powerful; some were far less potent than the weakest sorcerer in our order. I invite my successors to study these and follow my example. Nicodemus 24th Archon of the Fellowship of Promestus, the year 786 Post Angustiam †
Rona is an ancient power that predates Ronia
Chapter One Introduction and selecting spells This is a collection of new spells for use with Serto��������� ������ rius. All the contents of this book are optional and subject to �� approval. These are more than just new With �� permission the players may simply select spells. While many of the entries in Book of the their spells in the normal manner, however Book of Archon can be included in a normal Sertorius cam- the Archon I is designed with random spell selection paign, to add greater depth and richness, these were in mind. Players should roll randomly on the ������ designed for a different purpose than those in the ����� ����� � below four times (one for each rank of core book. The spells of the core book are compara- emotion). Take your result and roll it on the relevant tively balanced. The spells in Book of the Archon vary ������ ������ ����� to find your spell. Balanced greatly in power levels. Some spells are quite weak, casters may roll additional times for their extra spells. while others are enormously powerful. Put simply, If you wish to combine the spells from this book with some spells are better than others. This is why Book the spells of the ��������� rulebook, then roll on of the Archon works best when used with the random ������ ����� ����� �� instead. spell selection method described in ���� ����: ������ Multiple books of the archon are planned. To see if ������ of ������� ��� of the ��������� rulebook. additional Books of the Archon are available, and to see In addition to new spells and Thauma, Book of the a combined random spell generation table, please visit Archon contains objects of power and one Monster not the ������� ����� website (Bedrockgames.net). included in the Sertorius rulebook. These are entirely RANDOM SPELL CHART I optional and available at the discretion of the ��. New �ROLL ONCE FOR EACH RANK OF EMOTION� objects of power can be found in ������� ����� and D10 Result new monsters can be found in ������� ����.
��� �� ��� ������� The Archon is the head of the Fellowship of Promestus, an order of Sertori based in Ronia. The current Archon is named Loukas, but there have been many. Each one maintains a series of scrolls that describes spells the Archon has seen cast firsthand. The aim is to gain knowledge of magic in all its forms.
1-4
Roll relevant Emotion Spells Random Table Column I
5-8
Roll on relevant Emotion Spells Random Table Column II
9
Roll on relevant Emotion Spells Random Table Column III
10
Re-roll or pick one spell (if get 10 twice in a row gain one additional spell of choice)
RANDOM SPELL CHART II �ROLL ONCE FOR EACH RANK OF EMOTION� D10
Result
1-3
Roll relevant Emotion Spells Random Table Column I
4-6
Roll on relevant Emotion Spells Random Table Column II
7-8
Roll on Random Spell Chart in ������� ��� of the ��������� rulebook
9
Roll on relevant Emotion Spells Random Table Column III
10
Re-roll or pick one spell (if get 10 twice in a row gain one additional spell of choice)
AGAPE SPELLS RANDOM TABLE D10
AGAPE I
AGAPE II
AGAPE III
1
Agathea’s Impossible Hospitality Daethrona’s Adorous Fragrance
The Glorious Presence of Eutropius
2
The Pestilent Smile of Tiresias
Radiant Harvest
Blessed Birth
3
Malai’s Lullaby
Words of the Gods
The Fruit of Asharun
4
The Compassion of Rom
Agathea’s Animation
Vystok’s Desperate Gambit
5
Form of Innocence
Floating Globes
Feeding Frenzy
6
Taiboon’s Magic Emblems
Aedra’s Mood Lighting
Riskellion’s Ever-present Facilities
7
Patience of the Banyan
Love Letter
Infuse
8
Guardian
Glorious March
Spirit Form
9
Eulogy
The Flute of Sarilla
Prophecy
10
Aedra’s Flaming Arrow
Regrets
The Masks of Eutropius
DEIMOS SPELLS RANDOM TABLE D10
DEIMOS I
DEIMOS II
DEIMOS III
1
Spirit Bind
Safe Passage
The Glorious Presence of Eutropius
2
Vivid Premonition
Flow
Blessed Birth
3
Sarabbin’s Insidious Shift
Back to the Grave
The Fruit of Asharun
4
Curse of Relentless Time
Circle of Fearful Warding
Vystok’s Desperate Gambit
5
The Prudent Footsteps of Taiboon
Visage of Sarilla
Feeding Frenzy
6
Vigilance
Sinister Designs
Riskellion’s Ever-present Facilities
7
Festering Doubt
Bloodhound
Infuse
8
Messenger
Willful Possession
Spirit Form
9
Crawling Skin
Horrid Root
Prophecy
10
Lucia’s Compelling Disquisition
Awakened Death
The Masks of Eutropius
PENTHOS SPELLS RANDOM TABLE D10
PENTHOS I
PENTHOS II Entropy
PENTHOS III
1
The Reshaping of Ashan
The Glorious Presence of Eutropius
2
The Debilitating Tentacles of Taiboon Transformation of Ashan
Blessed Birth
3
Arissa’s Mass Mastery
The Unstoppable Words of Eutropius
The Fruit of Asharun
4
Crawling Rash
Arissa’s Extensible Limbs
Vystok’s Desperate Gambit
5
Rupture of the Wasp
Double-Edge
Feeding Frenzy
6
Saofan’s Agonizing Touch
Chrysalis
Riskellion’s Ever-present Facilities
7
Circle of Pain
The Explosive Laughter of Saofan
Infuse
8
Effigy
Tearful Moment
Spirit Form
9
Tempering
Insidious Reversal
Prophecy
10
Frenzy
Stolen Strength
The Masks of Eutropius
MISOS SPELLS RANDOM TABLE D10
Misos I
Misos II
Misos III
1
Provocation
The Breach of Nathreen
The Glorious Presence of Eutropius
2
Cry of Havoc
The Aperture of Po
Blessed Birth
3
Leaping Mount of Hampiscora
Volcanic Rage
The Fruit of Asharun
4
Orb of Hate
Earth Bore
Vystok’s Desperate Gambit
5
Arrow of Hate
Fissure
Feeding Frenzy
6
Baal-Shillek’s Spinning Blade
The Clasp of Baal-Shillek
Riskellion’s Ever-present Facilities
7
Explosive Rage
Envy
Infuse
8
Drunken Rage
Glaring Daggers
Spirit Form
9
Burning Blood Baal-Shillek
Blind Hatred
Prophecy
10
Doom Hammer
The Dance of War
The Masks of Eutropius
Chapter Two spells
This is a complete listing of new spells for use with ���������. The spells are organized according to the emotion categories ( All, Agape, Deimos, Penthos and Misos). For information on how to cast spells see ������� �����: ������ ��� ������ in the ��������� ��������.
����� ����� ������ Every spell follows a simple entry format, with an information block followed by descriptive text and then the cathartic effect. Here is an explanation of the format:
Name: This is the name of the spell. Type: The relevant emotion: All, Agape, Deimos, Penthos, and Misos. Skill: This is the skill used to cast the spell. You use the exact skill (and sub-skill when required) to cast the spell. If you don’t have the Skill you make your roll at 0d10 (roll 2d10 and take the single lowest result). Casting time: This is how long a spell takes to cast. For example: instant, action, 2 rounds, 10 minutes or more. You can cast as many instant spells as you like in a round, though they are usually cathartic and therefore come with some risk. Duration: This is how long a spell lasts for once cast. Duration begins the round of casting. Area: This is the area of effect and/or the number of targets a spell allows. Effect: This is a brief note (explained more in the spell entry itsel�) about the effect of your emotion rating when casting the spell. For example: d10 wounds, number of targets per rank, etc.
Description: This explains what the spell does and how to use it. Cathartic: This is the full release of magical potential in a spell, usually causing the Sertori to take Grim Points. Unless otherwise noted, a Cathartically cast spell gets the same benefits from a Total Success as a normal casting.
���
������� ����� Type: All Skill: Medicine �� 9 (−1 per rank of Emotion) Total Success: Special Casting time: 10 Minutes Duration: Permanent Area: 1 target Effect: Reduces �� The caster has the power to bless or curse a newly born child with a special talent or hideous flaw. To cast Blessed Birth the Sertori must be present within a few hours of the child being born, and place his hand on its head. This causes energy to flow into the child and alter its mind or body. For each gift or curse, the �� determines which emotion is most appropriate. Make a Medicine Skill roll against �� 9 (−1 per rank of relevant Emotion). On a Success the caster imparts a “gift” of either a mundane blessing or mundane curse on the child. This can be anything non-magical, such as the gift of good looks, charm, strength, etc. On a Total Success the caster can select two gifts. On a Failure there is no effect. The gift the caster gives can be as simple as the child
growing up to have high ranks in a skill (as many as their racial cap allows) or as nuanced and complex as the caster desires. The only limitation is it must not be magical. You could impose a ��� ���� powerful fear of crossing water, but could not make the ������ ����� child transform into a toad in You were affected by the Blessed the presence of moonlight. Birth spell when you were born. The specifics are up to you and the �� but use the Cathartic entry of the Blessed Birth spell as guidance. This gives 2-3 Skill Points at character creation, depending on the specific nature of it.
Cathartic: On a Cathartic casting the nature of the blessing or curse is magical in nature and more specific. For example, the caster could curse the child to turn into a Korvar at night, or bestow a blessing that gives the child the power to predict future events. The duration of this effect is tied to the caster, and is severed upon the Sertori’s death.
������� ������ Type: All Skill: Talent (Cooking) �� 6 Total Success: Double Duration Casting time: 30 Minutes Duration: Special Area: Enough food and drink for 10 people per rank in relevant emotion Effect: Special The caster prepares a lavish meal and empowers the food and drink with magic. To cast Feeding Frenzy the Sertori must make a Talent (Cooking) Skill roll against �� 6. On a Success the meal is enchanted with one of the following effects (provided the caster has at least one rank in the relevant emotion). The food lasts until it is consumed and the duration of its effect varies from each entry in the list below. On a Total Success the duration is doubled. On a Failure the food is stale and offers no benefit. Agape: The food and drink smell and look inviting, and are difficult to resist. The taste is delicious. On a Cathartic casting the meal is extremely nourishing, proving two full days of nutrition per rank of Agape.
10
Deimos: The food is bland but healthful. On a cathartic casting, consumption of the meal is followed by a gnawing doubt, causing the target to second guess any decisions in the past day or so. This effect lasts 1 day per rank of Deimos. Penthos: The food is tasty but causes the target to suffer a minor bout of food poison for 10 minutes per rank of Penthos. The target suffers a −1d10 Penalty to skill rolls and damage rolls. On a Cathartic Casting the person suffers these effects plus he takes 2d10 damage per rank of Penthos. Misos: The food is intensely flavorful, and meant for more adventurous palettes. Consuming the food bestows a kind of agitated energy, similar to consuming coffee or tea. On a Cathartic casting, the food fills anyone who eats it with violent rage for 10 minutes per rank of Misos. They must pass a resolve test (1d10 per rank of Misos against target’s Resolve) or attack the nearest person or creature. Cathartic: The cathartic effects are described in the individual entries above.
��� ����� �� ������� Type: All Skill: Ritual �� 6 Total Success: Increases Duration Casting time: 2 Hours Duration: 1 Hour per rank Area: One fruit tree Effect: Duration The caster nourishes a fruit-bearing tree with his blood, and fruit from this tree gains divine power. To cast The Fruit of Asharun , the caster must draw out his own blood and sprinkle it on the intended tree’s roots. Make a Ritual Skill roll against �� 6. On a Success you may imbue some of the fruit with a spell that you possess. Two fruits are empowered per rank in the relevant Emotion. Their potency remains for one hour per rank of relevant emotion (this does not affect duration of the spell it is empowered with, just how long the fruit retains its empowerment). Total success increases the duration by an hour. Failure causes the fruit to become poisonous (use the Standard Poison entry from ������� ����: ����� of the ��������� ��������).
Consuming a piece of fruit takes thirty seconds to a speech, the performance can be mimed if desired. minute and subjects the person who eats it to the The spell requires an emotional focus from one of spell that the caster has imbued it with. On a non-ca- the four emotional categories. Not only does the thartic casting of Fruit of Asharun, the spell must also actor cause onlookers to believe in his performance, be non-cathartic. The user must also cast the spell in he moves them as well. This does not produce any order to imbue it, and lose that spell temporarily until tangible benefit, though it could be useful and imthe fruit’s potency expires. So a person who eats a portant indirectly. fruit imbued with Bolt of Fury, is harmed by its blast Cathartic: When used cathartically, the spell becomes as if the spell had been cast on him normally (caster much more potent. The impact of the performance rolls for damage against Hardiness). But the caster is far greater than before, causing the viewers to see cannot use Bolt of Fury again until all the affected the caster as the person he is playing permanently. fruit loses its potency. If the spell normally requires Anytime they meet the caster after his performance, an attack roll, there is no need. A person eating fruit they will be unable to separate him from the role he imbued with the Splintering of Yaum would splinter assumed during casting. In addition the emotional as per the spell description. effect is greatly enhanced, becoming a suggestion Cathartic: When cast cathartically the spells duration that can alter the behavior of the viewers. This can’t becomes days instead of hours. On a Cathartic casting, be anything specific, like a command, however. you can imbue the fruit with a Cathartic spell effect Rather it produces a general but strong sentiment (but must also cast the spell to do so). or feeling that lingers. For example, he may trigger anger toward the local government or plant feelings ��� �������� �������� �� ��������� of adoration and respect for an important political or historical figure. Type: All Skill: Deception against Wits ������ Total Success: Duration increased Type: All Casting time: 1 Minute Skill: Magic (relevant emotion) �� 6 Duration: 1 hour per rank of emotion Total Success: Special Area: Anyone who can see or hear clearly Casting time: 1 Skill Action Effect: Duration Duration: 1 minute rank of emotion/1 hour per You blend the power of magic and stage presence to rank on Cathartic assume the role of another, living or dead. To the eyes Area: One weapon of onlookers you transform into that person. Effect: Duration To cast The Glorious Presence of Eutropius, you must make a Deception Skill roll against the Wits of every- The caster imparts a specialized effect into a weapon, one who can see and hear you. On a Success, you granting it a luminous aura. appear and sound (to them) like the person you are To cast this spell, the caster picks which weapon effect trying to imitate. This can be a real person, a fiction- to create, and rolls the appropriate Magic skill of that al figure of legend or someone who died long ago. type of emotion (�� 6). This determines what type The effect lasts up to one hour per rank of relevant of aura suffuses the weapon. On a Success, the infuemotion (see below). On a Total Success the duration sion occurs as described per the appropriate Emotion increases to two hours per rank of relevant emotion. below. On a Total Success, the weapon is infused for On a failure, nothing happens. double the normal duration and may have additionEutropius was a famous actor and Sertori from Ronia al effects (see below). On a Failure, nothing happens. who lived about three hundred years ago. The Presence of Eutropius requires the caster act out a role as if on stage, striving for emotional impact and as authentic a portrayal as possible. It does not require
The effect applies any time the weapon hits the target whether or not at least 1 wound of damage is dealt.
11
����� The wielder may choose to deal no damage to the target of any kind, but the target believes he has been grievously wounded. Roll damage as normal and double all Wounds that would have been inflicted; the victim behaves as if they have that amount of actual damage even though they are entirely unharmed. This includes taking any applicable Wound penalties to actions, and even becoming Incapacitated when they take enough. After 2 rounds/rank in Agape of being incapacitated, or if they take a Wound from any source, the victim realizes they are not, in fact, dead and may behave normally if they are really still conscious. On a Total Success, the victim still believes they are dead even when taking additional Wounds.
Cathartic: The pain penalty effect happens automatically on a hit, or the caster may choose to roll for instant incapacitation as above at an additional +1d10/ rank in Penthos damage (max is still 6d10). Additionally, the target may make the target take damage as normal if desired as well. Casting time becomes instant, and the spell’s duration is doubled.
�����
Cathartic: Add two automatic Wounds to the perceived damage on any successful attack (after doubling), and double spell duration and Incapacitation length. Casting time becomes instant.
The caster infuses his weapon with a crackling energy and flickering shadow. When it strikes a foe, it releases a burst of electricity, making an additional damage roll of 1d10 per rank of Misos (on top of the normal damage roll for the attack).
������
Cathartic: The spell casting time becomes instant and the extra damage is open.
The wielder may choose to attempt to deal no damage to the target of any kind, but to fill them with a terrible dread. Roll damage as normal, then roll 1d10/ rank in Deimos + 1d10 per wound that would have been inflicted against the target’s Resolve. On a Success, the target takes no damage, but is filled with dread and is at a −1d10/rank in Deimos penalty to all actions due to fear for one hour. On a Total Success for the attack roll, the target takes no damage, but is completely overcome with dread and does everything possible to avoid the caster and his allies for 1 day/ rank in Deimos. Cathartic: The fear effect happens automatically on a successful hit. The caster may choose between the penalty or the avoidance result, and may make the target take damage as normal if desired as well. Casting time becomes instant, and the spell’s duration is doubled.
������� The wielder may choose to attempt to deal no damage to the target of any kind, but to fill them with a terrible agony. Roll damage as normal, then roll 1d10/ rank in Penthos + 1d10 per wound that would have been inflicted against the target’s Resolve. On a 12
Success, the target takes no damage, but is filled with hurt and is at a −1d10/rank in Penthos penalty to all actions due to pain for one hour. On a Total Success on attack, the target takes no damage, but is completely overcome with agony and collapses writhing on the ground for 1 round/rank in Penthos.
��� ����� �� ��������� Type: All Skill: Trade (relevant material) �� 6 Total Success: Special Casting time: 2 Hours Duration: Permanent Area: One mask Effect: Special The caster constructs a mask and imbues it with a powerful personality. Anyone who wears the mask becomes a slave to the character infused by the caster. To cast The Masks of Eutropius, the Sertori must make a pantomime mask using available materials and making a Trade Skill roll (�� 6) with the relevant sub-skill (glass for a glass mask, wood for a wooden mask). On a Success he imbues the mask with a character and personality of his choosing. Anyone who wears the mask assumes its persona and acquires a fondness for wearing the mask. Removing the mask requires a Muscle Roll �� 6+1 per rank of relevant emotion. On a Total Success the difficulty of removing the mask raises to �� 10.
When designing a mask, the caster also invents its persona. The persona must have a defining feature based around one of the four emotions, and all other personality traits must align with the emotion as well. This must be based on the emotion used to cast the spell. So a character bent on vengeance would be appropriate to Misos, while a character who lives in terror of crocodiles would be based on Deimos.
lion’s throat will gurgle with venom”. The amount of time the caster can reach into the future for a prophecy is governed by ranks in the relevant emotion:
Anyone wearing the mask likes the new persona and has no desire to remove it for 1 day per rank of the relevant emotion.
The Sertori can shape the nature of his inquiry based on the emotion used to cast the spell:
When cast non-cathartically, only one mask may be empowered at a time. Cathartic: The caster can make an unlimited number of masks when he casts the spell cathartically, though the caster must physically fashion each mask within the 2 hour casting time. Each mask must have the same persona.
�������� Type: All Skill: Divination �� (10-1/rank of emotion used) Total Success: Special Casting time: 30 Minutes Duration: Special Area: Special Effect: Reduces �� The caster focuses his mind and body on a particular divination technique, gaining in depth knowledge of a future event, hearing esoteric verses with hidden meaning to describe the future.
Emotion Rank
Distance in Time
1
Hours
2
Days
3
Months
Agape: Knowledge of something new, that is just beginning, the birth of a new city or person for example.
Deimos: Knowledge of a terrible transition calamity, such as the spread of a plague or dark idea. Penthos: Knowledge of a great and painful loss such as the death of a beloved leader or family member. Misos: Knowledge of destruction or war. Cathartic: When cast Cathartically the spell can see much further into the future based on the caster’s rank in the relevant emotion: Emotion Rank
Distance in Time
1
Years
2
Decades
3
Centuries
����������’� ����-������� ���������� Type: All Skill: Trade (Wood) �� 6 Total Success: Special Casting time: 30 Minutes Duration: 4 hours per rank of emotion Area: Special Effect: Duration
To cast Prophecy the Sertori must use a divination technique for thirty minutes (�� 10-1/rank of emotion used). He can choose to focus on a particular person, place or concept (however the nature of what he can learn is based on emotion). On a Success he hears several coded verses in his head, indicating what wil l occur in the future. On a Total Success he can ask a question and receive another verse in response. On a Failure he hears a babbling in his mind that drives him to distraction.
The caster builds a door in an opening of some kind, such as an existing door frame. This leads into a magically created pocket realm, a facility for use of the caster that is beyond the normal limits of size and space. At the time of construction, the caster can select between one of several options for the type of facility accessed (see below).
What the character hears is not obvious but once understood addresses the divination very precisely. So a typical verse may sound something like “When the golden hammer falls upon the stone of Yodh, the
To cast Riskellion’s Ever-Present Facilities, the Sertori makes a Trade (Wood) Skill roll against �� 6. On a Success, when the door is opened, it opens into a small but well-stocked and state-of-the-art facility 13
that is perfect for performing skills that require access to specialized equipment. On a Total Success, any tools are of the finest quality, giving a +1d10 bonus to rolls made using objects taken from the tidy closet. On a Failure, nothing happens. When casting the spell, the Sertori can choose from the following list of effects provided he has ranks in the relevant emotion. Other types of Ever-Present Facilities may be available at �� discretion.
Riskellion’s Ever-present Laboratory: Contains specialized gear for any one advanced Trade skill such as Talent (Poison), Trade (Alchemy), Ritual, or Divination (specified at time of casting). Contains enough reagents and substances for 1 dose/ritual/divination per rank in Deimos. Rare or unusual ingredients, such as Ogreroot or sacrificial victims, are not available unless the �� decides otherwise. Items created using raw materials provided by this spell persist after the spell’s duration has expired. Riskellion’s Ever-present Dungeon: Facilities to hold one man-sized creature per rank in Deimos securely. Manacles and prison gruel for a day are included for 1 person per rank in Deimos. The door cannot be opened by anyone other than the caster and people she chooses. For this version of the spell, the duration increases to 1 week per rank of Deimos. Riskellion’s Ever-present Torture Chamber: Same as above for one person per rank in Penthos, but no food is provided and the door can be opened from within freely. Various cruel instruments are scattered throughout the room. Whether or not any actual harm is inflicted, any Command or Persuade rolls to question a prisoner in this room are made at +1d10/+1 per rank in Penthos. Riskellion’s Ever-present Workshop: Tools for any one Trade skill such as Stone, Wood, Faabric, etc (chosen at time of casting) are present. Raw material of a value equal to 100 silver pieces per rank in Agape is available for use. Items created with this raw material persist after the expiration of the spell’s duration.
14
Riskellion’s Ever-present Library: The walls of the room are lined with scrolls and there is a reading table in the center. Anyone who spends at least 2 hours reading the volumes of this area receives a bonus to a single specific knowledge roll equal to +1d10 per rank in Agape. This roll must be made while still in the room. Riskellion’s Ever-present Gymnasium: The room is full of weights, targets, practice swords, gymnastic equipment, pads, and the like. Anyone training in this room for at least 2 hours adds a +1d10/+1 per rank of Misos to a single roll of one of the following skills: Parry, Evade, Muscle, Athletics, Endurance, Speed, Stealth, or any one Combat skill. To use this bonus, you must announce that you wish to do so before the relevant roll is made, and the bonus must be used within 1 day per rank in Misos. When the spell expires or the door is destroyed, all items (unless otherwise specified) taken from the Ever-Present Facilities are sucked back into the door from wherever they are, even in completely impossible ways such as passing harmlessly through solid objects. Anything within the Ever-present Facility is similarly ejected at the door’s location. Cathartic: From the perspective of the outside world, no time passes at all while the caster is within the workshop with the door shut. Within the workshop, the spell appears to last for the normal duration.
������ ���� Type: All Skill: Endurance �� 6 Total Success: Special Casting time: 30 Minutes Duration: 1 Hour/ rank in emotion Area: Self Effect: Duration The caster runs as hard and as fast as he can for a full half hour, attaining a spiritual state through physical exertion, transforming into the vaporous likeness of an animal and gaining some of its abilities. To cast Spirit Form, the Sertori must make an Endurance Skill roll against �� 6. On a Success, as he runs, his features slowly blur until he transforms into a normal-sized but otherworldly and beautiful looking animal incarnation of one of the four major Emotions that drives all magic. On a Total Success, he can cast other spells normally while in his spirit state (each spell is subject to �� approval). On a failure, he becomes a warped Raven (see below). Unless a Total Success is scored, the caster cannot cast spells while transformed. The spell may be ended instantly at any time, unless in Raven form.
�����: ����� The caster has infinite Endurance, can travel across all terrain (including water) at full speed, can carry riders, and inspires other nearby horses to have same abilities.
������: ������ Become near-invisible in darkness or shadow. When using darkness to hide, gain +4 to Stealth Bonus on top of existing bonus to stealth for illumination (up to Stealth 10).
�����: ���� Gain the ability to move twice the normal distance when charging a foe, and do an automatic wound on any successful charge (instead of +1d10).
�������: ������
�������: ����� Gain the ability to fly and to see at tremendous distance. However, the caster is instilled with a sense of dread and doom. Though not well founded, the caster believes something terrible will soon occur and is compelled to crow noisily to alert others to the danger. Cathartic: With a Cathartic casting, the Sertori can continue to talk normally despite the transformation, and becomes somewhat insubstantial, gaining a +1 to Parry and Evade. Twice per casting, the caster may pass through an unmoving, unliving physical barrier no thicker than 10 feet as if it was not there.
������’� ��������� ������ Type: All Skill: Divination �� (9 – 1 per rank of emotion of attempted spell) Total Success: One reroll on chart Casting time: 1 Skill Action Duration: Special Area: Special Effect: Reduces �� The Sertori unleashes raw magical energy, trusting his innate luck and the good will of the gods to help him shape it into a spell he doesn’t know. The caster uses whatever means of testing fate he is most familiar with, casting bones or reading entrails to guide the powerful forces he channels. To cast Vytok’s Desperate Gambit , the caster makes a Divination Skill roll against �� (9 – 1 per rank of emotion of attempted spell), using whatever method is most familiar (this can increase casting time if the selected method takes longer) trying to cast a particular spell but at incredible risk. On a Success a random spell is cast, possibly even the spell he was trying to cast. Roll 2d10 on the Random Spell chart below and take the result. On a Total Success, roll 2d10, if you don’t like the result you can roll again, but only once. On a Failure, an explosion of energy centered on the caster occurs, doing 6d10 damage to anything in a twenty foot radius (including the caster).
Gain the ability to climb trees and craggy surfaces at full speed using Athletics. Can move through dense vegetation at full speed. 15
RANDOM SPELL CHART �ROLL �D��� Roll 2
Effect A spell of the ��’s Choosing (harmful to caster).
3-4
The Sertori casts any spell of his choosing but it works on the wrong target, affecting someone or something the caster did not intend (randomly determined).
5-6
A random spell (use random spell tables) that works on the wrong target, affecting someone or something the caster did not intend (randomly determined).
7-8
A random free-willed monster appears (use any encounter table).
9-12
A random spell under the casters full control (roll on random spell tables).
13-15
Magic energy causes local disturbance to environment such as raining reptiles, animated trees or changing the landscape (up to the ��).
16-17
A random spell under the casters control, but it occurs 2d10 rounds after the caster intends.
18-19
The Sertori casts any spell of his choosing.
20
A spell of the ��’s choosing (beneficial to caster)
When cast non-cathartically, only the non-cathartic version of the random spell is used. The casting time is one skill action and requires no further skill rolls, except when the spell it results in would require more time and demand an additional skill roll. For example, Bolt of Fury would just use the Divination Skill roll of the caster against the target’s Hardiness (no need for an additional roll), but a spell like Pora’s Secret Portrait would require the caster render an image with his Talent skill, which also means it would take longer. Cathartic: The Sertori casts the Cathartic version of the Random spell. It also becomes instant if the random spell is capable of being cast instantly.
�����
�����’� ������� ����� Type: Agape Skill: Small Ranged (at a −1d10 penalty) against Evade Total Success: Doubles duration Casting time: 1 Skill action Duration: Special Area: Range of weapon Effect: Duration The caster speaks words of affection and ardor as she fires an arrow into the chest of the target, causing the person to fall in love with the next person he sees. 16
To cast Aedra’s Flaming Arrow , the Sertori must fire a normal bow at the target, making a Small Ranged Skill roll against the person’s Evade (at the usual -1d10 penalty to target the chest). On a Success the victim falls madly in love with the next person he sees for 1 hour per rank of Agape. On a Total Success the effect lasts for 2 hours per rank of Agape. On a failure the arrow misses. The arrow does normal damage in addition to the magical effect. Against non-Sertori this is potentially lethal and more than a few have been killed by this spell. Cathartic: On a Cathartic casting the effect is permanent.
�����’� ���� �������� Type: Agape Skill: Empathy against �� 9 (−1 per rank the caster has in Wits) Total Success: Sound effects added Casting time: 1 Skill action Duration: 8 Hours per rank of Agape Area: 50 foot radius per rank of Agape Effect: Special The illumination in the visible surroundings responds to the mood of the caster. To cast Aedra’s Mood Lighting, the Sertori makes an Empathy Skill roll against �� 9 (-1 per rank the caster has in Wits). This reflects her ability to understand recognize her own emotional state accurately. On a Success, the color, sof��ess, and other qualities that affect the “feel” of the lighting in the area change to create the appropriate mood. On a Total Success, minor sound effects can also be provided, such as soft music or wordless mutterings. On a Failure, there is a brief flash of light or dimness, but nothing else happens. The spells illumination must match the mood of the caster. Affected fires, such as torches, still burn as normal, but the qualities of the light that they give off changes appropriately. While the change in illumination is enough to create a mood, it isn’t substantial enough to impose actual Illumination penalties or bonuses.
Cathartic: The casting time becomes instant, the affected area triples, and the magnitude of the effect increases. Light can be darkened or made so bright
as to apply or negate a −1d10 per rank of Agape illumination penalty/bonus to those in the affected area. Sounds created by a Total Success can be loud, such as dramatic thunder or organ music. The visual effects also become emotionally compelling, providing a +1d10 bonus to appropriate actions (ominous effects for a Command roll, relaxing effects for a Persuade Roll, etc).
�������’� ��������� Type: Agape Skill: Command �� 6 Total Success: Duration Doubles Casting time: 1 Round Duration: 10 Minutes per rank in Agape Area: One object Effect: Duration, Damage, and Skills The caster imparts a semblance of life to an inanimate object such as a chair, tree, stone or table, causing it to grow appendages and protect the caster. To cast Agathea’s Animation make a Command Roll against �� 6. On a success you animate the object, enabling it to grab things or attack them. It also grows appendages resembling human arms but made of its own material. On a Total Success the duration doubles. The size of the object is limited to about the size of an ogre. With a spoken command, the caster may instruct the object to grab one object or person within five feet of it. She may also instruct it to do anything else an animated object could reasonably do. It will protect the caster at all costs, for example an animated closet, might enclose the caster and act as a barrier to attacks. The object makes a Wrestle skill roll against Parry of the target. The object has the normal durability of its material. The Wrestle and Muscle rolls are 1d10 per rank in Agape. Any damage it inflicts is up to 1d10 per rank of Agape. Its speed is 0d10. The object is animate but cannot move around. Cathartic: The object is able to move at 30 feet per round and the duration increases to 1 hour per rank of Agape. Casting time becomes instant.
�������’� ���������� ����������� Type: Agape Skill: Persuade �� 6 Total Success: Special Casting time: 1 Minute Duration: Special Area: Special Effect: Size of feast The caster produces a complete meal from inside her pouch, pocket or other concealment: an array of sweet and savory delights and a variety of hot and cold beverages, served in ever-flowing decanters that hover and pour at the Sertori’s command. To cast Agathea’s Impossible Hospitability the Sertori must whisper encouraging words into the space (be it a pocket, bush or pouch) to coax a complete meal from it. On a Success the caster pulls out a luxurious feast with drinks, utensils and vessels. This produces enough food for 3 people per rank of Agape (and the drinks last as long as the food remains) and the meal sets itself at a dizzying speed. On a Total Success, the food and drinks are extra tasty. On a Failure, the food looks appetizing but tastes bitter and crumbles to dust upon eating. The food and drink all conform to the caster’s expectations of quality cuisine. The spell also provides proper surfaces and settings for eating, but these vary tremendously from one caster to the next. For example an orc from Caelum may produce plates of roasted dormouse and nut-crusted dates, served on levitating silver plates, to diners seated in a newly materialized triclunium of three long couches around a circular table. The feast need not be limited to a meal, it could be a wide selection of wines, coffee or tea. When the meal is finished the remaining food and items disappear. In addition to providing nourishment and pleasure, the meal has an additional effect on diners: those who consume the feast are more amenable to the caster for the rest of the day. This gives her an effective +1d10 bonus to Persuade rolls made against them. Cathartic: On a Cathartic casting the spell produces a multi-course banquet for up to 20 people per rank in Agape. It also creates several spectral servers. The food, presentation, and polite requests of the host 17
are so irresistible that anyone not in immediate fear for their life that wishes to refuse has difficulty doing so (the caster can make a Persuade Skill roll against their Resolve, if she succeeds they feel compelled to join her). This applies even to animals and many other types of creatures. After eating, guests are so full they can’t eat more than a few bites for a period of 1 day per rank in Agape. The bonus to Persaude becomes +1d10/rank in Agape and lasts for 1 week per rank in Agape, and the caster also gains a +2 to Wits and Resolve against meal participants for this time.
��� ���������� �� ��� Type: Agape Skill: Magic (Agape) �� 6 Total Success: Duration Casting time: 1 Minute Duration: 10 Minutes Area: 1 Target Effect: Number of Wounds The caster gently touches someone, giving his life to that person and filling them with a sense of the caster’s love. To cast Compassion of Rom make a Magic (Agape) Skill roll against �� 6. On a Success the caster takes wounds to temporarily increase the overall health of the target. He can loan one wound per rank of Agape, with each wound he takes increasing the target’s wound tracker by one. These can exceed the target’s wound tracker maximum, and they return to the caster when the duration ends. On a Total Success the Duration increases to hours. On a Failure the caster takes the wounds but does not transfer them, and they do not return at the end of the duration. Cathartic: In addition to the normal effect, the caster has the option to absorb wounds from targets to heal them. This effect is not subject to the spell duration. Each wound cured is taken as a wound by the caster, to a max of 1 wound per rank of Agape.
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���������’� ������� ��������� Type: Agape Skill: Alchemy �� 9 Total Success: Doubles Duration Casting time: Three hours Duration: 1 day per rank of Agape Area: 1 batch Effect: Duration This spell creates a powerfully enchanted perfume causing those who inhale it to fall madly in love with the wearer. To cast Daethrona’s Adorous Fragrance, one must make a batch of quality perfume using the Alchemy Skill against �� 9. The spell is notoriously difficult to cast, but its effects are potent, overcoming even the most calloused heart. On a Success you create a perfume that anyone can use. Dabbing a large quantity of the substance on one’s body ensures those who breathe it in will fall in love with the wearer (there is no need to roll once the spell has been cast, it simply always works on those who smell it). The power of the perfume lasts for only one hour per rank of Agape. On a Total Success the duration is increased to two hours per rank of Agape. On a failure the spell has unusual effects. If the casting of the spell fails, the caster does not know. The perfume appears as it should, but it produces one of the four random effects experienced by those who smell the perfume and directed toward the wearer (roll a d10): 1-3
Rage and fury, the smeller hates the wearer
4-5
Disdain and Contempt, the smeller sees the wearer as an inferior
6-7
Repulsion, the smeller finds the wearer repulsive physically
8-10
Ridicule, the smeller finds the wearer pathetically amusing
Cathartic: When cast Cathartically the effects of the perfume are permanent (though the perfume itself is only efficacious for 1 day per rank of Agape). Those who smell the perfume, develop a permanent disposition toward that person (if the spell was successful, love, but if a failure one of the four other possibilities above).
������ Type: Agape Skill: Persuade against each listener’s Resolve (−1/ per rank of caster’s Agape) Total Success: Special Casting time: 10 minutes Duration: Special Area: 300 feet from the caster Effect: Special The caster speaks eloquently at a gathering following a person’s death, stirring confessions from those in attendance and potentially provoking the deceased to rise and cast an accusing hand. To cast Eulogy , the Sertori makes a Persuade Skill roll against the Resolve of everyone within 300 feet. Each listener takes a −1 penalty to their Resolve for each rank of Agape possessed by the caster. On a Success the attendees of the funeral will feel remorse at any bad things they may have said or done to the deceased. Anyone affected will blurt out or confess something negative they said or did to the deceased. On a Total success anyone affected reveals the worst transgression they have committed against the deceased. The spell lasts as long as the caster continues to speak.
(Instrument) Skill roll against the targets’ Wits, using the appropriate sub-skill (Flute, Pi, Aulos, etc). On a Success affected reptiles (including Naga and Hasri) are captivated by the sound and are unable to do anything but listen provided they are not attacked or in obvious danger. The effect lasts as long as the caster continues to play. On a Total Success the caster can plant a suggestion that the target will later act upon. Provided the suggestion itself is reasonable and somewhat in character, the target will follow-through without really knowing why. This affects all reptiles, including Hasri and Naga. Cathartic: On a cathartic casting, the spell keeps the targets frozen in a state of hypnosis so deep it remains unbroken even if they are attacked or in visible danger.
Cathartic: On a Cathartic casting, the body of the deceased will either sit-up and point accusingly at those most guilty, or a ghostly spirit might form about the bones. It is unclear even to the caster if this is a real event or imagined. Only those affected by the spell see this.
��� ����� �� ������� Type: Agape Skill: Talent (Instrument) against Wits Total Success: Special Casting time: 1 minute Duration: Special Area: 20 foot radius Effect: Special The caster plays a hypnotic melody on a flute or other woodwind, lulling nearby reptiles into a trance. To cast The Flute of Sarilla, the Sertori must perform a melody on a woodwind instrument, making a Talent 19
�������� ������ Type: Agape Skill: Reason �� 6 Total Success: Number of globes Casting time: 30 seconds Duration: 1 hour per rank of Agape Area: 1 Target Effect: Special The caster imagines several perfect glowing spheres that appear from thin air and hover as he wishes. With more effort he can create images and visions inside the globes. To cast Floating Globes, the caster must make a Reason Skill roll against �� 6. On a Success he produces 1 glowing globe per rank of Agape that remain for 1 hour per rank of Agape. On a Total Success the number of globes increases to 6. On a failure the globes fizzle and fade with a loud crackle. Each globe produces the same amount of light as a lantern but can be any color the Sertori wishes. It also hovers at the caster’s command. The spheres are fragile, being no stronger than thin glass, so they break easily and are too light and slow to be used as weapons.
Cathartic: On a Cathartic Casting, the globes can contain small illusions as desired by the caster. These can be anything from active scenes to still images. They can also include sound, but at a very low volume, only detectable within five or ten feet of the globes.
���� �� ��������� Type: Agape Skill: Talent (Sculpting) �� 6 Total Success: Special Casting time: 10 Minutes Duration: 1 hour per rank of Agape Area: Special Effect: Duration The caster sets to work on his own body as though sculpting a statue from stone, forming it into an object of innocence such as a child’s doll. To cast Form of Innocence, the Sertori must make a Talent (Sculpting) Skill roll against �� 6. On a Success, the caster transforms his body into a form of innocence (see below). Animals and children are imme20
diately favorably disposed to the caster, and adults are usually taken aback and generally act in disbelief. On a Total Success, one other person can also take on a Form of Innocence. Possible forms include small dolls, teddy bears, small ponies, toy soldiers, and the like. The caster’s weight changes to match that of the form taken, and his voice changes to match the cute appearance. The caster may otherwise talk, move and act normally. While not invisible, the sheer implausibility and apparent harmlessness of the form gives significant advantage. Generally speaking, the caster will not be viewed as a threat by others while in his innocent form, unless he acts in a violent or aggressive manner. Cathartic: The magic of the transformation radiates and inspires those around the caster. They cannot see the caster as anything but harmless and cute. Any person wishing to do violence to the caster or to treat the caster as a serious threat must make a Reason roll against �� 6.
�������� ����� Type: Agape Skill: Command against Resolve Total Success: Double duration Casting time: 1 Minute Duration: 1 Day per rank of Agape Area: Within hearing and viewing range Effect: Duration The caster makes an inspiring speech and declares a cause, motivating onlookers to join his march. To cast Glorious March, the Sertori makes a Command Skill roll against the Resolve of those who can see and hear him. On a Success, anyone who can see and hear the caster will be inspired to follow him as he walks toward some clearly stated location. No one will be compelled to follow if the stated goal is something they would be strongly against. On a Total Success the duration doubles.
Cathartic: On a Cathartic casting even those that are normally opposed to the goal will follow. Treachery, violence, and danger will break the spell at the ��’s discretion.
�������� Type: Agape Skill: Reason �� 6 Total Success: Duration doubles Casting time: 2 hours Duration: 1 day per rank of Agape Area: Special Effect: Special The caster creates a golden silhouette of himself imbued with a mind close to his own that moves unerringly toward someone known to him and protects the person. To cast Guardian , the Sertori makes a Reason Skill roll against �� 6. On a Success the silhouette is able, once close to the target, to defend him. On a Total Success the duration doubles. The silhouette moves as fast as the caster normally can. It has 5 wounds and once each round it can instantly leap in the way of most dangers, suffering the wounds and effects in place of the guarded individual. It has defenses of 6 that can’t be increased. If destroyed, the caster takes one wound and −1d10 to Reason and −2 to Hardiness for two days. Cathartic: On a Cathartic casting, the silhouette looks more like the caster, although still glowing and translucent. When destroyed, the caster will not suffer the −1d10 Reason and −2 Hardiness.
���� ������ Type: Agape Skill: Read Script against Resolve Total Success: Double duration Casting time: 10 minutes Duration: 1 week per rank of Agape Area: Special Effect: Duration The caster writes a letter that is clearly from a specific individual, addressed to another individual. The caster need not be the sender in the letter. To cast Love Letter , make a Read Script Roll against the Resolve of the reader. On a Success the letter is empowered to affect the individual it is addressed to, if they read it. The effect is a general positive feeling, toward the sender indicated by the letter. On a Total
Success, the duration of the effect doubles. Cathartic: On a Cathartic casting, the effect is very powerful, and causes the reader to fall in love with the caster for the duration of the effect.
�����’� ������� Type: Agape Skill: Talent (Singing) against Resolve Total Success: Duration Casting time: 30 seconds Duration: 1 hour per rank of Agape Area: 1 Target Effect: Duration The caster sings a soothing melody that produces calm and slumber. To cast Malai’s Lullaby , the Sertori must sing a melody to a specific person, giving the target their full attention. Others can hear the song, and even find it relaxing, but are not affected in a significant way. Make a Talent (Singing) Skill roll against the Resolve of the Target. On a Success the target feels an overwhelming sense of calm and inner peace. This is powerful enough to suppress mental afflictions so long as the caster keeps singing. Otherwise it simply induces a state of intense relaxation. On a Total Success the duration of the spell increases to 2 hours per rank of Agape.
Cathartic: On a successful Cathartic Casting, the song causes the listener to sleep for 1 hour per rank of Agape (2 hours per rank on a Total Success). This slumber is so deep, nothing short of taking a wound will wake the person.
�������� �� ��� ������ Type: Agape Skill: Survival (Wilderness) �� 6 Total Success: Special Casting time: 1 Minute Duration: 10 Minutes per rank of Agape Area: 100 feet per rank of Agape Effect: Duration and Area The caster stands immobile, concentrates completely, and slowly grows powerful, inexorable roots that can break apart even the largest or strongest objects. Over time, these roots expand, spreading apart, 21
cracking open, and even crushing seemingly indestructible objects. To cast Patience of the Banyan, the Sertori must make a Survival (Wilderness) Skill roll against �� 6, as he imagines his arms and legs taking on the form of a Banyan tree’s roots. On a Success, the caster’s hands or feet grow into tiny root tendrils that dig into tiny cracks and wrap around large objects. As the roots expand over time, the object is damaged or destroyed (see below). On a Total Success, the caster remains aware and may perform other actions(such as casting spells) as long as they don’t require movement or the use of limbs that are currently unavailable. On a Failure, the caster is rooted to the ground, immobile and unable to act, for an additional full minute. At the end of the spell, the roots whip back into the caster and disappear. The strength of the roots increases over the spell’s duration, as shown in the table below:
ROOT STRENGTH TABLE Spell Duration Required Roots Strong enough to destroy 10 Minutes
Padlocks, chains, metal figurines
20 Minutes
Boulders, sections of road, portcullis,
30 Minutes
Thick city walls, riverbeds, dams, average sized bridges
Cathartic: The roots grow incredibly quickly. Casting time drops to 1 full round, and only 2 rounds of duration is required to achieve each level of effect on the above table instead of the usual time. For example, to destroy a chain would take 2 rounds of duration after the spell has been successfully cast, and destroying an average sized bridge could be accomplished 6 rounds after casting. Additionally, if the spell is allowed to go for its full duration on a cathartic casting, truly dramatic effects can be achieved, such as significantly damaging the side of a mountain, ripping apart a large building, destroying the ground over the size of a city block, or hollowing out a fairly extensive cave system in the ground.
A cathartic casting is also required to have any chance to destroy magically enhanced or protected items. (Whether a particular item can be destroyed in this manner is still subject to �� approval).
��� ��������� ����� �� �������� Type: Agape Skill: Persuade against Wits Total Success: Special Casting time: 30 seconds Duration: 1 hour per rank of Agape Area: Infectious (starting with one target) Effect: Duration The caster whispers words of cheer and encouragement that spread a plague of mirth, causing people to beam with joy as their lips pull tight into deadly smile. To cast the Pestilent Smile of Tiresias, make a Persuade Skill roll against the target’s Resolve. On a Success the target’s mood is greatly improved and his nerves visibly relaxed. He feels content with his lot in life, and his joy is contagious, spreading to anyone he interacts with (simply apply the original Persuade Skill roll of the caster to new target’s Resolve to see if they are affected). This lasts for about an hour per rank of Agape. While it enhances the target’s mood, there are no real mechanical benefits, or negative consequences from a non-cathartic casting. On a Total Success the spell also grants a pleasant and restful sleep (even after the end of its duration). Cathartic: On a Cathartic casting, the affect intensifies, becoming a magical plague. Those affected by it find their faces locked in a rigid smile, and the feeling of euphoria is so overwhelming they have little desire to eat, sleep or drink water. The rigidity of the smile spreads to their other muscles in hours, making simple physical tasks enormously difficult (a cumulative -1d10 penalty to all Physical, Combat and Specialist Skills every hour). In 1d10 days, the person dies from the disease as it reaches their heart and causes it to stop beating. It can also be quite virulent, as anyone coming
DISEASE TABLE Disease
Lethality Speed
Plague of Smiles Days 22
Hours
Effect Temporary
Medicine Skill TN
Contagious
9
Yes
Potency
Skills
Caster’s Persuade Roll P, C, S
into contact with the afflicted is potentially subject to the effects (compare the caster’s original Persuade roll to the potential victim’s Wits). The disease can be cured with a successful Medicine Skill roll �� 9, but only one attempt may be made on a target each day (see the �������� �� entry of the ������ ��� ������� ����� ����� ������ section of ������� ����: ����� of the ��������� rulebook for curing diseases). It can also be cured by any spell that eliminates disease.
������� ������� Type: Agape Skill: Survival �� 9 (-1 per rank of Agape) Total Success: Special Casting time: Special Duration: Special Area: 1 patch or field Effect: �� The caster works the fields and plants seeds, using a little magic to produce an unusually healthy grain at harvest time. When it grows, the stalks yield an amber colored crop that glows in sunlight. To cast Radiant Harvest you must prepare a field in the usual manner, making a Survival Skill roll (using terrain appropriate sub-skill) against �� 9 (-1 for each rank of your Agape). This takes several days at least, but can take longer depending on local conditions and resources. On a Success you produce tall glowing crops in 3 months that bestow a +1d10 bonus for one day to the Endurance of anyone who consumes it. On a Total Success the bonus increases to +2d10. On a Failure the crop robs people of their vitality, imposing a -1d10 penalty to all Endurance rolls for one day after consumption. Cathartic: When cast cathartically the caster can use the spell to plant a special tree that grows and yields radiant golden fruit. The tree takes 6 months to grow, and when it is ready, those who eat the fruit are healed of two wounds. A tree typically grows 3d10 fruit, and they remain potent for about 2 weeks after picking. The tree bears fruit once a year.
������� Type: Agape Skill: Empathy against Wits Total Success: Double duration Casting time: 1 Skill action Duration: 1 hour per rank of Agape Area: Special Effect: Duration The caster waves his hand over a mirror or other reflective surface creating an image of the targets worst decisions and darkest moments in life. To cast Regrets, make an Empathy Skill roll against Wits. On a Success the target will be overcome with regret, and not initiate violence for the duration of the spell, unless threatened or attacked. On a Total Success the duration is doubled. Cathartic: On a Cathartic casting the target will feel compelled to right some wrong they committed, or correct a poor decision.
�������’� ����� ������� Type: Agape Skill: Talent (Painting) �� 6 Total Success: Duration Doubles Casting time: Two Hours Duration: 1 Day per rank of Agape Area: One target other than caster Effect: Special The caster paints images on a person’s skin, granting special benefits.
To cast Taiboon’s Magic Emblems the Sertori must make a Talent (Painting) Skill roll against �� 6, while painting one of the images below on the target’s skin. On a Success the powers of the image come into effect for one day per rank of Agape. On a Total Success the duration increases to 2 days per rank of Agape. On a Failure the image has no effect. The magical symbols all provide benefits of some kind, but at a cost. To improve the person’s abilities they must also impose limitations. Breaking these limitations destroys the emblem and its effects. The caster cannot use this on himself. The caster can choose to render one of the following emblems each time he casts the spell. 23
Stupa: This image of a Nong Sai Stupa grants the recipient luck. Once each day, while the emblem is in effect, the wearer can re-roll a single skill roll of his choosing. To maintain the power of the emblem, the wearer must be polite and speak no ill of anyone or anything. Sarilla Eyes: These are two eyes, meant to be Sarilla’s, surrounded by elaborate circular patterns and dots. They cause people to look favorably upon the recipient, giving him a +1d10 per rank of caster’s Agape to Persuade. To maintain the power of this emblem, the wearer cannot harm reptiles of any kind, including Hasri. Fire Lion: This is an image of a burning lion. It grants strength to the recipient. It doesn’t provide a Muscle bonus, instead it confers Beast Strength (×2). To maintain this emblem’s power, the wearer must always protect the weak from the strong when the need arises. Chada: This is a tall spired crown. It gives the recipient protection, imposing a -1d10 penalty to any attack or spell roll made to harm the wearer. To maintain this power, the wearer cannot kill another creature, animal or person. 24
Cathartic: On a Cathartic Casting, the image and its effects become permanent, like a Tattoo. This is useful, but it also creates a link between the caster and the recipient. If one dies, the other takes 6d10 open damage automatically.
����� �� ��� ���� Type: Agape Skill: Divination �� 10 (−1 per rank of Agape) Total Success: Special Casting time: Six Hours Duration: Special Area: Special Effect: �� The caster enters into a mystic trance and hears the direct words of a god, but must also obey. This spell takes time to cast; the Sertori must engage in prolonged mind-altering practices to open his thoughts to the god in question. To cast Words of the Gods, make a Divination Skill roll against �� 10 (−1 per rank of Agape). On a Success you hear the god’s voice vaguely in your mind, almost like a murmur. You cannot communicate with the deity, only receive. On a Total Success you gain some helpful insight from the deity if it chooses.
Cathartic: You hear the god’s voice in all its purity and glory. You may ask a question and receive a clear answer. It flows over you with immense power, forcing you to heed its command (and there is almost always a command in such instances) This experience allows you to channel the words into reality altering affects, enabling you to change the surrounding environment in small ways. These are rarely enough to cause any direct damage but sufficient to demonstrate your connection to the divine. Once cast, you are compelled to obey the god’s words and cannot set to anther task until this is achieved.
������
�������� ����� Type: Deimos Skill: Ritual �� 8 Total Success: Special Casting time: 1 hour Duration: Special Area: 1 Body Effect: Undead Type The Sertori prepares the body of someone recently departed casting enchantments until it rises from the dead to hunt down one of the caster’s enemies. This spell must always be cast cathartically. To cast Awakened Death, the Sertori must obtain a body that has been dead for no more than two days and perform a burial rite by moonlight, making a Ritual Skill roll against �� 8. On a Success the soul returns and the body transforms into a type of undead creature (see below). On a Total Success the creature has one more wound than is typical for its type. On a failure, the spirit does not bind to the body and is released as a haunting spirit who is resentful toward the caster (see �������� ������ in ������� ������: ������� ��� ��������).
at a time by this spell. The type of undead the creature returns as is determined by the casters ranking in Deimos: Deimos Ranking
Undead
1
Zombie
2
Zombie or Ghoul (use Sertori entry)
3
Zombie, Ghoul (user Sertori entry), or Vampire
If the creature is destroyed, the caster becomes aware of its destruction in 1d10 hours.
���� �� ��� ����� Type: Deimos Skill: Command against Resolve Total Success: Special Casting time: 1 round Duration: Special Area: 1 Target per rank of Deimos Effect: Area The caster utters a stern command to the undead, compelling them to return to their gravesite.
To cast Back to the Grave, the caster must make a Command Skill roll against the Resolve of his targets. It can be used on 1 undead per rank of Deimos (but not on any undead that also qualifies as a Grim Beast like a lich or ghoul). On a Success the affected targets must try to return to their gravesite or place of death and remain there for a full hour. On a Total Success they must remain there for a month. Cathartic: On a Cathartic casting the number of undead the caster can affect increases to 3 per rank of Deimos. On a Total Success the undead are permanently laid to rest, returning to their graves forever. It can also be used on any undead except for Liches.
The undead creature can be commanded to target one, and only one, enemy of the caster. Once the caster speaks this person’s name, the undead intuits where the target is and moves toward him seeking to engage in combat and kill him. Once this purpose is achieved, the spell ends and the spirit departs the body (the caster can also end the spell any time he wishes). Only one such creature can be maintained 25
���������� Type: Deimos Skill: Creatures (Animals and Monsters) �� 6 Total Success: Duration Doubles Casting time: 1 minute Duration: 1 Hour per rank of Deimos Area: Caster Effect: Duration and Speed The caster transforms into hound-like beast with magnificent sense of smell. To cast Bloodhound , the Sertori makes a Creatures (Animals and Monsters) Skill roll against �� 6. On a Success the caster acquires the facial features of a wolf or hound and his body undergoes minor changes that make him resemble such creatures. This imparts a powerful sense of smell upon him similar to that of a bloodhound and granting the Detect–Smell Expertise. It also allows the caster to forgo any Survival Skill rolls or Detect rolls to track targets, except across large bodies of water, through crowded cities or similarly challenging locations. The caster tracks so well, there is simply no need to roll if the trail is sufficient for a hound to follow. The duration is 1 hour per rank of Deimos. On a Total Success, the duration increases to 2 hours per rank of Deimos. Cathartic: In addition to gaining the improved sense of smell, the caster’s body is exceptionally well formed by the transformation, resembling a large mastiff with an unusually fast stride. The Sertori can add 1d10 per rank of Deimos to his Speed Skill for the purposes of determining Turn Order and movement.
�������� ���� Type: Deimos Skill: Creatures (Animals and Monsters) �� 6 Total Success: Double duration Casting time: Skill action Duration: 2 rounds per rank of Deimos Area: One victim per rank in Deimos within 100 feet Effect: Duration The caster imagines a mass of insects crawling over his targets, causing them to feel as if they were covered in tiny stinging and biting bugs. To cast Crawling Skin the Sertori must make a Creatures (Animals and Monsters) Skill roll against �� 6. On a 26
Success the victim(s) feel as though small insects are crawling over them, finding their way under armor, clothing, etc. The distraction is severe, and the victims get a −1d10 on all skill rolls. This effect lasts 2 rounds per rank of Deimos. On a Total Success the duration is doubled. Cathartic: In addition to the above effects, on a Cathartic casting the insects are real, stinging and biting at the eyes, crawling inside the body. They will inflict one wound at the end of any round the victim does anything other than fend off the insects. Another person may be able to fend off the insects for them at the ��’s discretion.
������ �� ������� ������� Type: Deimos Skill: Ritual �� 7 Total Success: Duration Doubles Casting time: 1 Minute per foot Duration: 4 Hours per rank of Deimos Area: Special Effect: Potency The caster draws a circle on the ground using any method (a stick to the dirt, chalk on stone, blood, etc) and creates a glowing circle that overcomes trespassers with fear. Only the caster and individuals he chooses may pass freely. To cast Circle of Fear , the Sertori must physically create a circle in the desired area and speak words to imbue it with awe-inspiring dread. The circle can be of any size but takes one minute to cast per foot of length. The caster makes a Ritual Skill roll against �� 7. On a Success the circle begins to glow, lasting for 4 hours per rank of Deimos and inspiring fear in anyone who dares to cross into it during that time. On a Total Success the duration increases to 8 hours per rank of Deimos. On a Failure the circle causes those within the circle to experience its fear effects. Only those designated by the caster may cross into the circle without being subject to its fear effects. Those who do try to cross succumb to a terrible anxiety and fear. They can attempt to cross if they choose, despite the sensation, but must make a Resolve Test (of 1d10 per rank of caster’s Deimos). If they fail their resolve test, they are unnerved and suffer a −1d10 penalty to all Skill rolls while inside the circle.
����� �� ���������� ���� Type: Deimos Skill: Talent (Reciting, Singing or Writing) �� 6 Total Success: Doubles duration Casting time: One minute Duration: Permanent Area: One target Effect: Potency The caster renders a curse through speaking, singing or writing that commands the weight of time to fall upon his target, ageing the victim by several years. To cast Curse of Relentless Time, make a Talent skill roll (�� 6) using the Reciting, Singing or Writing sub-skill. What matters is the quality of the curse’s final form. To be effective the curse must be heard or read by the target. On a Success you accelerate the ageing process of your target, causing him to age one year per rank of Deimos for every week that passes. On a Total Success this becomes two years for each rank of Deimos. Because elves are immortal, the spell has no visible effect on them. The caster can end the effects of the spell when he wishes. This does not reverse aging that has already occurred. Cathartic: When cast cathartically, the person experiences time at an alarming rate, ageing five years per rank of Deimos per day. On a Total Success the person ages 10 years per rank of Deimos per day.
��������� ����� In addition, the caster automatically becomes aware of anyone crossing the circle, even if asleep (whether they pass or fail their Resolve test). Cathartic: On a Cathartic casting the fear effect is increased dramatically. Anyone who fails their Resolve Test is so unnerved they suffer acute terror and paranoia for 1 hour per rank of the caster’s Deimos. This causes them to suffer −2d10 penalty to skills and it causes them to feel violently ill. If they press on and cross into the circle, the penalty increases to -3d10. If they flee the penalty drops to -1d10 as their fear begins to lift a little.
Type: Deimos Skill: Persuade against Resolve Total Success: Special Casting time: 1 Skill Action Duration: 1 Month per rank of Deimos (or until target scores Total Success) Area: One Target Effect: Special The caster gives a knowing glance, faint praise or some other action that subtly highlights a person’s recent failure. Over time, this begins to gnaw at the target, undermining his confidence. The spell can only affect a target that believes he might have failed at a task in the few days. To cast 27
Festering Doubt make a Persuade Skill roll against the target’s Resolve. On a Success, nothing visible happens at first. However, starting the next morning the victim suffers a −1d10 cumulative penalty for each month of the spell’s duration when attempting the same task again. The duration is one month per rank of Deimos. On a Total Success the penalty also applies to similar tasks. If at any time the target scores a Total Success on the failed task, the spell ends immediately.
Cathartic: When cast cathartically the transformation is genuine and the caster is only harmed by magical attacks that could threaten water, such as magical cold or fire (but a magic arrow would fly through the caster harmlessly).
Cathartic: The doubt is so strong that it takes a physical toll on the target’s daily life, possibly endangering relationships and work as the victim’s mood darkens. Existing character flaws, such as anger or excessive drinking, are magnified. Furthermore, the target must pass a Resolve test equal to 1d10 per rank of the caster’s Deimos to even attempt the previously failed task and will generally avoid situations where the action might be necessary.
������ ����
����
The caster plants his arm into the earth and it becomes a burrowing root enabling him to grasp enemies from a distance.
Type: Deimos Skill: Endurance �� 6 Total Success: Doubles duration Casting time: 1 round Duration: 1 Hour per rank of Deimos Area: Caster Effect: Duration The caster breathes in deeply and wills his body to transform into water. To cast Flow , the Sertori must make an Endurance skill Roll against �� 6. On a Success he changes into water for one hour per rank of Deimos. On a Total Success the duration doubles. On a Failure, the casters body fills with water and he takes 1 wound from the shock. While in water form, the Sertori appears like a puddle of water and cannot cast other spells but is able to perceive his environment normally. His movement rate remains the same, though he can now seep through small openings and increase his speed by flowing down inclined channels or paths (he can also use bodies of water like rivers to facilitate travel). In water form you he can move up vertical surfaces such as walls (gravity helps but does not stop movement). In addition he gains a +3 to his Stealth. 28
When cast non-cathartically, the transformation is imperfect, making the caster vulnerable to normal attacks. He has the look and feel of water, but can still be harmed by mundane and magical means. If desired, he can end the spell at will.
Type: Deimos Skill: Muscle �� 6 Total Success: Special Casting time: 1 Skill action Duration: 1 round per rank of Deimos Area: Special Effect: Duration and area affected
To cast Horrid Root, make a Muscle Skill roll against �� 6 (if the ground is frozen or hard this should be �� 8). On a Success the caster drives his arm into the soil and it changes, becoming a long root-like tendril 20 feet long per rank in Deimos. The caster can burrow and grab enemies, using his Wrestling Skill in the normal manner with the added advantage of range. On a Total Success the caster’s arm branches into many different tendrils allowing him grab all targets (using Wrestling) within a 10 foot radius. On a failure, the caster’s arm becomes stuck in the ground and he must make a Muscle Roll (�� 6) to escape. The caster can move while using the spell, but only up to five feet each round. Cathartic: On a Cathartic casting, the Sertori can use both arms, granting 2 root attacks per round. Additionally, either or both arms may be used as impaling spears (use the Heavy Melee Skill) that deals Muscle +1d10 open damage. On a Total Success these attacks can be made on all targets within a 10 foot radius.
�����’� ���������� ������������ Type: Deimos Skill: Any Knowledge Skill against Resolve Total Success: Special Casting time: 1 minute Duration: 1 hour/rank of Deimos Area: 1 Listener/Rank of Deimos Effect: Area and Duration The caster talks at length and in excruciating detail on a subject he has mastered, depleting the will of his audience as he does so. To cast this spell, the Sertori pontificates on a subject he knows far too well, requiring a relevant Knowledge Skill roll against the Resolve of his small audience. Despite the tedious presentation and delivery, the subjects cannot pull away for the 1 minute casting time unless an obvious external threat to their safety is present or they are “rescued” by someone who is not a target of the spell. On a Success, the listeners are captivated and must pass a Resolve test of 1d10/rank of Deimos to perform any action that requires more effort than sleeping, eating, or tending to other basic necessities of life. On a Total Success, their Resolve is penalized for the purposes of this roll by −1/rank of Deimos. On a Failure, the caster only succeeds in depressing himself, and is subject to the above penalties for the duration of the spell. Cathartic: Same as above, except the discussion drives
the listeners to desperation. They actively seek to harm themselves by whatever means is convenient unless stopped. This could be picking a fight with an obviously superior foe, drinking to a stupor, inflicting a Wound on themselves with a weapon, etc. If a Total Success was rolled, the target may take it further, even going so far as to undertake actions that might get themselves killed, such as walking into the area of a dangerous Grim without equipment or jumping off a tall location.
��������� Type: Deimos Skill: Places/Cultures �� 6 Total Success: Special Casting time: 2 minutes Duration: Special Area: Special Effect: Number of spells The caster sends forth a ghostly image of himself that walks and floats along the ground. To cast Messenger the Sertori must make a Places/ Cultures Skill roll using sub-skill for the region or place he wants to send his image against �� 6. On a success the image of the caster reaches his intended destination and delivers a message. On a Total Success the caster can see through the eyes of the image. On a Failure the spell does not work. The caster must choose a place and/or person where the image is to appear, but the Places/Cultures sub-
29
skill is always based on the location. The image of the caster looks and acts like the Sertori, and moves at the same speed as the Sertori, though it floats above the ground. The image can cross water and has no weight. It can only be harmed by powers like the Obliterate Magic spell. Once the image arrives it delivers a message predetermined by the caster. Cathartic: On a Cathartic casting, the image materializes briefly when it reaches its target, and can cast 1 spell per rank of Deimos before vanishing. When it materializes the image is subject to physical attacks and the normal rules of combat and Turn Order. The materialized image is essentially identical to the caster and can be attacked and harmed. It does not vanish until it casts its spell(s) or delivers a message.
��� ������� ��������� �� ������� Type: Deimos Skill: Reasoning �� 6 Total Success: Special Casting time: Thirty Seconds Duration: 2 hours per rank of Deimos Area: 1 mile trail per rank of Deimos Effect: Area and Duration The caster leaves a trail of persistent glowing footsteps as he walks.
To cast Prudent Footsteps of Taiboon, the Sertori visualizes a flow of golden energy from his body down into his feet. Make a Reasoning �� 6 Skill roll (this represents your ability to imagine the radiant glow and footsteps). On a Success the caster creates glowing tracks in his wake with each step. These serve as a handy guide for retracing the path. On a Total Success, if desired, the footsteps are undetectable to anyone but the caster himself. On a Failure the footsteps fade before taking hold.
Cathartic: On a Cathartic casting, the Sertori can disappear from any spot on the path and re-appear at the very first or the very last set of glowing footprints as single move.
���� ������� Type: Deimos Skill: Survival �� 6 Total Success: Special Casting time: Twenty Minutes Duration: Special Area: 1 mile or day* per rank of Deimos Effect: Area The caster holds out his hands and feels the area around him, finding the least dangerous pathway to his desired destination. To cast Safe Passage, the caster must make a Survival Skill roll (using the appropriate sub-skill for current terrain) against �� 6. On a Success, he can sense the most dangerous and least dangerous pathways or traveling options available. This does not reveal specific threats, just general levels of danger. This only extends for a 1 mile area per rank of Deimos, so any danger posed beyond that is not detected. On a Total Success, the area of the spell increases to 10 miles per rank. Cathartic: The duration becomes 1 day per rank of Deimos. If the caster casts fails a Survival roll for travelling on a day that this spell is active, he or she can attempt a reroll once. When cast cathartically, the caster also learns the nature of the dangers involved. He can’t learn specific identities or names, but he will know if the threat is demonic in nature, undead, a natural hazard, etc.
��������’� ��������� ����� Type: Deimos Skill: Command against Resolve Total Success: Duration Casting time: 1 Skill Action Duration: Special Area: 2 Targets Effect: Duration The caster utters a powerful command, forcing two people to lock eyes and remain helpless as their souls exchange bodies.
To cast Sarabbin’s Insidious Shift , the Sertori must speak a command, using the Command Skill against the Resolve of his two targets. For the spell to work, he must succeed against both of their Resolve scores. 30
On a Success they must look into one another’s eyes. They can still act in other ways so long as their eyes are locked. Their spirits exchange bodies briefly, as one soul enters the other and vice versa. The effect lasts for 2 rounds per rank of Deimos and the casting time is 1 round. On a Total Success the duration increases to 4 rounds per rank of Deimos. The targets effectively swap bodies but this is a transfer of souls, so any Sertori placed into the body of another person retains his powers in the new body, and a normal person placed into the body of a Sertori gains no new powers. If the body of either target dies, the soul in the body departs to the ethereal realm.
Cathartic: On a Cathartic casting the transfer is permanent, but it takes a bit longer to cast (at least thirty seconds as the souls are compelled to shift from one body to the other). The only way the effect can be reversed is through another cathartic casting of the spell.
�������� ������� Type: Deimos Skill: Institutions �� 9 (−1 per rank/Deimos) Total Success: Special Casting time: 30 Minutes Duration: None Area: Special Effect: �� and Number of Plans The caster wanders the halls or grounds of an organization, sensing any plots against him. To cast Sinister Designs the Sertori must be familiar with the specific institution he is casting on and be present at one of its key sites, where members of its leadership are present. Make an Institutions Skill roll using the appropriate sub-skill. On a Success the Sertori learns about one plan per rank of Deimos, of the institution. Only plans that involve the caster, even indirectly, may be discovered. On a Total Success the caster can learn about plans that do not involve him. If no plan exists, the caster learns of this as well.
details of how the curse works are up to the ��: fire, plague, financial loss, etc.
������ ���� Type: Deimos Skill: Ritual �� 9 Total Success: Double Duration or Special Casting time: Two hours Duration: 1 Hour per rank of Deimos Area: Special Effect: Number of zombies The caster calls on mysterious forces in the Ethereal Realm, binding souls to dead flesh. To cast Spirit Bind, the Sertori must find dead bodies (any type of creature will do) and perform an elaborate ritual that takes two hours. Make a Ritual Skill roll against �� 9. On a Success you pull 1 soul per rank of Deimos from the ethereal realm and bind it to the body, creating a Zombie (see below). The Soul animates the corpse for 1 hour per rank of Deimos. On a Total Success the duration increases to 2 hours per rank of Deimos. On a failure the spirits are released into the area around the caster and attack (use the ����� ������� from the ������� entry in ������� �������� of the ��������� rulebook). Spirit Bind forces the soul of a departed being into a body or bodies prepared by the caster. These are treated as ������� from ������� �������� of the ��������� rulebook. Zombies can be any type of creature: animal, humanoid, monster, etc. Simply apply the zombie special abilities and increase base wounds of the creature by 3. The zombies obey the command of the Sertori and remain his servants until the duration of the spell ends, at which point the Soul is released back into the ethereal realm and the bodies collapse.
Cathartic: When cast Cathartically Spirit Bind creates lasting zombies that remain until they are destroyed. As with the normal spell, the Cathartic version creates zombies that are loyal to the caster. However, the dead must feed. If they are not fed one victim each per day, their loyalty to the caster vanishes and they a Cathartic casting, the Sertori can Cathartic: On turn on him. On a Total Success the zombie(s) you unleash a curse on the institution. He can’t construct create are intelligent. Instead of 2 Wits, they have the the precise nature of the curse, but just generally wills normal Wits for a creature of their type and are able negative fortune on the organization. The specific to communicate and understand. 31
��������� Type: Deimos Skill: Magic (Deimos) �� 6 Total Success: Duration Casting time: 1 Minute Duration: 1 Hour per rank of Deimos Area: Self Effect: Duration and Bonus The caster embraces his fear, inducing an uncomfortable state of aler��ess that enables him to perceive threats but at a cost.
To cast Vigilance the Sertori must make a Magic (Deimos) Skill roll against �� 6. On a Success he improves his Detect skill by 1d10 per rank of Deimos. This bonus applies only to Detect rolls made to perceive threats. At �� discretion the bonus could apply to other rolls (such as Survival) used to sense danger.
On a Total Success the duration increases to 2 hours per rank of Deimos. While in the heightened state of aler��ess the Sertori becomes physically anxious, taking a −1d10 to his Combat and Physical Skills. Cathartic: The caster is attuned to dangers that are not yet present. This enables him to use his Detect Roll to detect threats that are removed by time and/ or distance. He can sense dangers 1 hour per rank prior to their appearance, and for up to 1 mile per rank. This requires some subjective jud��ent by the ��, but as an example, if thieves were preparing to ambush the party at their camp in an hour, the Sertori could sense the threat and its nature, though he wouldn’t know the specific identities or abilities of the attackers.
������ �� ������� Type: Deimos Skill: Endurance �� 6 Total Success: Damage increased Casting time: 1 Skill Action Duration: 10 minutes per rank of Deimos Area: Self Effect: Damage and Duration The caster’s mouth sprouts long fangs and his features becomes more reptilian as a serpentine hood spreads out from his neck.
To cast Visage of Sarilla, the caster must make an Endurance Skill roll against �� 6. On a Success he grows fangs and develops a snake-like countenance. His fangs use the Wrestle Skill, doing 1d10 damage per rank of Deimos. On a Total Success the caster also acquires the speed of a snake’s strike, enabling him to attack twice each round. On a Failure the caster takes a wound. Cathartic: The caster also grows poison sacks, enabling him to deliver the equivalent of Naga Venom through his fangs (See Naga Venom in the ������� ��� ������ ������ of ������� ����: ����� of the ��������� rulebook).
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����� ����������� Type: Deimos Skill: Divination �� 8 Total Success: Increases Duration Casting time: Instant Duration: 1 Round per rank of Deimos Area: Special Effect: Duration The caster sees with perfect clarity the next few moments as if it were real.
questions of their own. On a Total Success the spirit must answer any question posed by Roll 1d10 Ability the caster. On a 1-4 Telekinesis failure, the caster 5-6 Dream Walk is possessed by the 7-8 Cause Hallucinations Haunting Spirit 9 Ageing Touch for an hour (the 10 Warp Reality end of which he is once again subject to the Haunting Spirits normal Possess ability)
To cast Vivid Premonition, the Sertori must make a Divination �� 8 Skill roll. On a Success the caster sees clearly seconds into the very near future. Effectively the gamemaster and players proceed as normal, with the next 1 round per rank in Deimos played out. These rounds are the vision the caster experiences so they don’t really occur, just give the caster an idea of what is to come. On a Total Success the duration increases by a round.
For stats, use the �������� ������ entry of the ������ section of ������� ������: ������� ��� �������� from the ��������� ��������.
The caster shares the vision with anyone in the area he chooses, allowing his companions or friends to experience it as well. After casting, the spell cannot be used again for an hour.
�������
Cathartic: Cathartic Casting allows the caster to accept the vision and make it reality if he likes the results of the vision.
������� ���������� Type: Deimos Skill: Ritual �� 9 (−1 per rank of Deimos) Total Success: Special Casting time: 10 Minutes Duration: 10 minutes per Rank of Deimos Area: Special Effect: Duration and �� The caster falls into a trance and gathers a recently departed spirit into his body to communicate with or acquire its powers. To cast Willful Possession the Sertori must make a Ritual Skill roll against �� 9 (−1 per rank of Deimos). On a Success he summons a Haunting Spirit into himself and it is able to speak through him (though the caster can also speak and ask questions). The caster can then ask questions of the spirit or allow those in the area to ask
Cathartic: On a Cathartic Casting the Sertori gains one random ability of the spirit (roll below). However if he fails on a Cathartic casting he is possessed by the Spirit for one hour.
������’� ���������� ����� Type: Penthos Skill: Athletics �� 6 Total Success: Doubles Length Casting time: 1 Skill Action Duration: 1 Minute per rank of Penthos Area: Caster Effect: Duration and Length The caster’s limbs grow and acquire an elastic quality, enabling her to strike people from a great distance or reach into difficult areas. To cast Arissa’s Extensible Limbs, the Sertori must make an Athletics Skill roll against �� 6. On a success her limbs extend five feet per rank of Penthos. On a Total Success the length increases by ten feet per rank of Penthos. On a failure nothing happens. This grants the caster both extensive reach (due to the new length of her arms) but less obvious benefits, for example she can increase the length of her legs and walk more easily over obstacles or use her long arms to reach into a narrow and winding shaft to retrieve an item. The caster does not have to lengthen all her limbs, or extend them to the full reach of 33
the spell. She could just lengthen one arm for example.
Cathartic: On a Cathartic casting the Sertori can cast the spell on herself and others (up to 2 targets per rank of Penthos).
������’� ���� ������� Type: Penthos Skill: Athletics �� 6 Total Success: Special Casting time: 1 Skill Action Duration: 1 Minute per rank in Penthos Area: Caster Effect: Duration The caster harnesses magic into her body and muscles to reduce or increase body mass. To cast Arissa’s Mass Mastery , make an Athletics Skill roll against �� 6. On a success you increase or decrease your overall mass by a factor of 2. On a Total Success the factor increases to 3. On a Failure nothing happens. Being secretly much lighter or heavier can be very useful in a wide variety of situations, particularly when other people are unsuspecting of the caster’s true mass. Resolve these situations as logic dictates. Where this altered mass affects skill rolls, apply a +1d10/+1 bonus or -1d10/-1 penalty. These might be applied to skills impacted by weight such as wrestling, swimming, breaking down doors, stealth, etc. So someone using the spell to increase her mass while pushing opening a heavy door may gain a +1d10 Muscle bonus, or someone who uses it to decreases mass during a fall might benefit by reducing the falling damage by 1d10. Cathartic: On a Cathartic Casting, the spell’s duration becomes instant and it increases your mass by a factor of 5 (by a factor of 10 on a Total Success). Bonuses and penalties established through the cathartic use of the spell can go as high as +3d10/+3 or low as −3d10/−3.
��������� Type: Penthos Skill: Creatures �� 6 Total Success: Casting time: 1-3 rounds Duration: 3 rounds per rank in Penthos Area: Caster Effect: Duration The caster forms a strong translucent chrysalis around his body and changes into a potent new form in pulsing spasms.
To cast Chrysalis, the Sertori decides on a creature he wishes to emulate and makes a Creatures Skill roll using the most appropriate sub-skill. When the process is finished, if the spell is correctly cast, his body assumes some of the physical characteristics and strengths of the creature desired. On a Success, he undergoes a transformation over the course of 1-3 rounds (the length determines the result, see below), and emerges as a fusion of himself and the creature he emulates. On a Total Success, the transformation takes only 1 round if desired, but can achieve all three of the potential effects. On a Failure the caster is trapped in the chrysalis for one round, but does not transform. While inside the chrysalis, the caster remains aware of his surroundings, but he may take no actions of any kind. His Defenses are all 10, and he ignores 1 wound per rank in Penthos per attack made against him. The caster can only transform for a maximum number of rounds equal to his Penthos rank (he can hatch earlier if desired). When the caster hatches, the bonuses gained depend on how long the caster stayed in the chrysalis. The bonuses are cumulative.
1: +3d10 bonus to any two Physical Skills
2: +3d10/+3 bonus any one Defense and one Combat skill 3: Choose one special ability of the creature, such as the ability to fly, beast strength, spew venom, swim or turn to stone. Cathartic: The duration changes to permanent, and requires another successful casting to undo. The change is also more impactful on the Sertori’s psychology, as he acquires personality traits of the crea-
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ture whose abilities he is emulating. This produces a split in the character’s mind as both entities vie for control (requiring a 2d10 Resolve check each day not to succumb to the emerging creature within).
������ �� ���� Type: Penthos Skill: Empathy �� 6 Total Success: 1 extra wound transferred. Casting time: 10 minutes Duration: Instant Area: Caster and 1 target, plus 1 target per rank in Penthos. Effect: Number of people The caster and two or more others form a circle, grasping hands, allowing wounds to be shared. To cast Circle of Pain, the Sertori makes an Empathy Skill roll against �� 6. On a Success the caster may choose to transfer one or more wounds from one person in the circle to another. On a Total Success an extra wound may be transferred. On a Failure the caster is overcome with the pain of the others (if any in the circle are wounded) and may only use this spell cathartically for a day. Cathartic: On a Cathartic casting the spell will actually restore one wound (two wounds on Total Success) to a single person in the circle in addition to the above effect.
�������� ���� Type: Penthos Skill: Talent (Poison) �� 6 Total Success: Special Casting time: 1 round Duration: 1 Day per rank of Penthos Area: 1 Target, within 50 feet Effect: Duration The caster concocts an unpleasant ointment in his mind, and wills it upon a person nearby, causing a terrible itching or pustular rash. To cast Crawling Rash, make a Talent (Poison) Skill roll against �� 6 on a single person within 50 feet. Touching the target is not required, merely wishing the person to be afflicted is enough. On a Success there is no immediate effect but within the next hour,
the victim develops an itch that progresses rapidly. On a Total Success the Endurance roll (see below) for ignoring the rash increases to �� 8. A person can ignore the itching by making an Endurance Roll against �� 6. Cartharsis: On a Carthartic casting the rash afflicts the skin with pustules and boils, a startling sight to onlookers. In addition to the target suffers -1d10 skill penalties to Knowledge and Mental skills because the discomfort is distracting. Also any physical skills that require repeated movement or chaffing of the skin (such as riding a horse) may take a -1d10 penalty as well. It is enough to disrupt thinking and socializing, but not physical activities. People may also generally avoid the target, because he looks plague-ridden.
��� ������������ ��������� �� ������� Type: Penthos Skill: Endurance �� 6 Total Success: Duration Doubled Casting time: 1 Skill Action Duration: 1 Round per rank of Penthos Area: Caster Effect: Duration The caster unleashes a wave of painful energy into his hands, transforming his digits into lashing tentacles. To cast The Debilitating Tentacles of Taiboon, the caster must make an Endurance Skill roll against �� 6 (this is a Skill Action to perform). On a Success his fingers turn into 20 foot long whip-like tentacles that can lash his enemies and enervate their bodies. Once the spell has been cast the Sertori uses his Medium Melee skill to make attacks with his tentacles. The duration is 1 round per rank of Penthos. On a Total Success the duration is doubled. On a Failure you lose a point of Hardiness for an hour. Once the tentacles strike they wrap around the target’s body and absorb the person’s vitality in shocking bursts. To maintain the hold, the caster must make an attack roll every round. Each successful attack or hold drains one point of Hardiness.
Every point of Hardiness the caster drains restores any skills or defenses he has lost due to draining or fatigue (this does not restore wounds).
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Cathartic: On a Cathartic casting, the Sertori can attack additional targets, one for every two finger (presumably five). You can never drain more than one point a round from a single target. Also, in addition to restoring lost skills or defenses, the caster increases his heal rate to 1 wound an hour. This increased rate of healing lasts for a number of hours equal to the amount of Hardiness the caster drains.
������-���� Type: Penthos Skill: Deception against Wits Total Success: Special Casting time: 1 Skill Action Duration: 1 Round/rank in Penthos Area: 3 Targets/rank in Penthos Effect: Duration and targets The caster points or glances at his opponents’ weapons, causing them to believ e that the handles are bladed or spiked and feel them bite into their own flesh. To cast Double-Edge, the Sertori makes a Deception roll against the target’s Wits. On a success the target believes that the handle or hilt of his weapon is bladed or spiked and cannot hold it properly due to the pain. This imposes a −1d10/rank of Penthos penalty to all damage rolls made with that weapon. On a Total Success, the target believes in the lie so strongly his grip on the weapon lightens, causing him to drop it on any attack that fails to do damage. Cathartic: As above, except the target’s belief is so strong he takes real damage from the weapon the harder he strikes his target. This causes him to sustain half the number of wounds he deals to an opponent (rounded up).
������ Type: Penthos Skill: Talent (Sculpting) �� 6 Total Success: Double duration Casting time: 8 hours Duration: 1 day per rank in Penthos Area: 200 feet per rank of Penthos Effect: Special The caster sculpts a crude doll dressed in cloth made 36
from possessions of the victim. The face of the doll must be adorned with a bit of hair, blood, or flesh from the victim. To cast Effigy , the Sertori makes a Talent (Sculpting) Skill roll against �� 6 to fashion the doll. On a Success, harm to the doll inflicts pain on the victim. The caster may choose to do any of the following, generally one effect at a time for a few hours. It takes about 10 minutes to initiate an effect. On a Total Success the duration doubles.
Broken legs: The victim feels as if his legs have fractures, and moves at half rate. Broken arms: The victim feels as if his arms have broken bones, and any skills requiring the use of the arms or hands are at -1d10. Needle in the Eye: The victim suffers a piercing headache and loss of vision in one eye, and is unable to sleep without drugs or magic.
Burn: The doll is consumed in fire, and the victim is lit on fire for 1d10 per rank in Penthos. Drown: The doll is submerged, and the victim finds it difficult to breathe. Endurance and resolve are reduced by 1 per rank in Penthos. Once the spell duration expires, the doll loses its power, and new materials must be acquired to create another. Only one doll may be empowered at a time. Cathartic: On a Cathartic casting the caster can create a doll for a more beneficial purpose. The doll may be healed or used to cast protective spells on the target through the doll. Doing this is limited by the ten minute time to use the doll.
������� Type: Penthos Skill: Magic (Penthos) �� 6 Total Success: Area is doubled Casting time: 1 Round Duration: 7 rounds Area: 100 feet per rank of Penthos, around caster Effect: Special The caster embraces the finality of all things, and everything around him begins to age and fall into ruin.
To cast Entropy, the Sertori makes a Magic (Penthos) Skill roll against �� 6. On a Success the caster must remain still and perform no other actions until the spell completes, or he becomes incapacitated. The caster may not intentionally end the spell until the duration ends. Everyone and everything in the area (except for the caster) ages, weathers, or otherwise suffers the ravages of time. At the start of each round, 0d10 damage is inflicted on everything in the area. Living beings do not actually become older from this spell. Cathartic: On a Cathartic casting the damage inflicted increases each round; 1d10 on round two, up to 6d10 on round seven.
��� ��������� �������� �� ������ Type: Penthos Skill: Persuade against Resolve Total Success: Duration increases Casting time: 1 Minute Duration: 1 Minute per rank of Penthos Area: 30 foot radius Effect: Duration The caster recites a witty tale or joke, causing those who hear to laugh uncontrollably. To cast Explosive Laughter of Saofan, the Sertori must have time to tell a joke or small story to a willing audience. Make a Persuade Roll against the Resolve 37
of everyone listening in a 30 foot radius. On a Success they all begin to laugh and consider the joke funny, regardless of its actual quality. On a Total Success, the duration increases to 2 Minutes per rank of Penthos. On a Failure the listeners find the caster’s sense of humor decidedly unfunny. Cathartic: On a Cathartic casting, those affected are overcome with a magical laughter that strains their internal organs to the point of rupture. Each minute they laugh, the listeners must make an Endurance Skill roll against a rising �� or die. The �� starts at 2, and increases by 1 each minute. So the �� is 2 the first minute, 3 the second and by third minute, the �� for the Endurance skill roll is 4. However because the duration doubles on a Total Success, the spell can last up to six minutes, at which point the �� for the final round is 7.
������ Type: Penthos Skill: Empathy against Wits Total Success: Special Casting time: 1 skill action Duration: 1 Round per rank of Penthos Area: Special Effect: Special The caster draws on the anguish and suffering of a fallen foe, fueling a frenzy of magically enhanced attacks. To cast Frenzy the Sertori must first incapacitate a foe through a normal attack that inflicts a wound (such as with a sword or bow). He then makes an Empathy Skill roll against the target’s Wits to extract magical energy from the pain of his foe. On a success he gains one extra normal attack this round (this can’t be used to cast a spell) or any round within the spell’s duration. On a Total Success he can also move at twice his normal speed. On a Failure nothing happens. Cathartic: On a cathartic casting, the Sertori may make two extra attack per rank of Penthos (provided he incapacitates a foe first and casts the spell normally).
��������� �������� Type: Penthos Skill: Magic (Penthos) �� 8 Total Success: Duration doubles Casting time: 1 skill action Duration: 1 day per rank in Penthos Area: One target within 10 feet of the caster Effect: Duration The caster gestures at a living being, and reverses the natural order of pain and harm. To cast Insidious Reversal, the Sertori makes a Magic (Penthos) Skill roll against �� 8. On a Success the target is healed by damaging effects and wounded by healing effects. Natural healing becomes reversed. Painful things become pleasurable and pleasurable things become painful. Cathartic: This spell may only be cast Cathartically.
��������� �� ����� Type: Penthos Skill: Creatures against Resolve Total Success: Duration Doubled Casting time: 2 rounds Duration: 1 hour per rank of Penthos Area: 1 target within five feet of caster Effect: Duration plus Special The caster reshapes the body of another into a creature of his choosing. To cast Reshaping of Ashan, the Sertori must make a Creatures Skill roll against the Resolve of the target. On a Success, the caster magically alters the body of his victim into that of another creature. The change lasts for one hour per rank of Penthos. On a Total Success the duration of the spell is doubled. On a Failure the reshaping doesn’t take hold and goes terribly wrong, inflicting one wound. The nature and size of the creature the caster can choose is based on ranks in Penthos. Penthos Rank 1 Rank: Changes the appearance of the target into another of its own race. 2 Ranks: Changes the race of the target. 3 Ranks: Changes the species of the target.
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Within the above limits, the caster has a good deal of freedom. The only limitation is the spell cannot impart any magical abilities, so turning a person into a Gorgon simply doesn’t work (though you could make them look like a Gorgon). The caster can tailor the particular appearance of the person as well, either from his imagination or based on memory. It can impart natural abilities though, so a person turned into a Coin Spider would have its poisonous bite ability.
Cathartic: On a Cathartic Casting, the change is permanent and only reverses through another casting of the spell.
������� �� ��� ���� Type: Penthos Skill: Creatures (Grims) �� 6 Total Success: Increases duration Casting time: 1 minute Duration: 10 minutes per rank of Penthos Area: Caster Effect: Duration and number of wasps The caster ruminates on his knowledge of Brain Wasps, envisioning them in all their aspects, until one or more burst from his head causing his body to slump into a coma. To cast Rupture of the Wasp, the Sertori must picture every detail in his mind that he knows about Brain Wasps. This requires a Creatures (Grims) Skill roll against �� 6. On a Success 1 Brain Wasp per rank of Penthos breaches his skull and he falls into a coma for the duration of the spell. On a Total Success the duration increases to 1 hour per rank of Penthos. Due to the alien nature of brain wasp consciousness, while this spell is in effect, the caster cannot access any of his or her spells. Instead, the Sertori has access to all of the Brain Wasps’ abilities (for information on Brain Wasps, see the Brain Wasp entry in the ���� section of ������� ��������: ������� ��� �������� of the ��������� ��������). In the non-cathartic version of the spell, the caster has no real control over the wasps, though they are slightly less likely to cause harm to the caster’s friends than to enemies. They have a driving urge to cause suffering and create more Brain Wasps (though any additional Brain Wasps created are not under the caster’s
control). When the spell is over, the remaining original wasps fly back into the skull, which heals. Any wasps prevented from returning simply dissipate. If the caster’s body dies while this spell is active, the caster dies, and any surviving brain wasps become completely uncontrolled. Cathartic: On a Cathartic Casting, the Sertori has control over the Brain Wasps. He feels their desire to create more of their kind as his own, but can master it easily. In addition the caster spawns 2 Wasps per rank of Penthos. Any caster who Grims while casting this spell, always becomes a Brain Wasp.
������’� ��������� ����� Type: Penthos Skill: Creatures (Humanoids) �� 6 Total Success: Special Casting time: 1 Skill action Duration: 1 Minute per rank of Penthos Area: Special Effect: Duration For the duration of the spell, the Sertori knows how to make a painful, crippling grip that can debilitate or even drop its target instantly and soundlessly. To cast Saofan’s Agonizing Touch, the Sertori must make a Successful Creatures (Humanoids) Skill roll against �� 6 to reflect his knowledge of the target’s anatomy. On a Success, the spell is active and the Sertori now knows how to make a special Wrestling attack against a target’s Parry. If such an attack is successful, the attack afflicts the target with a terrible pain that imposes a -−1d10 penalty to all his Skill rolls for 1 minute per rank of Penthos. On a Total Success, the person also takes a Wound. On a Failure, nothing happens. For the Saofan’s Agonizing Touch to be effective, the attack must be used on a humanoid of ogre size or smaller, and it cannot pass through anything thicker than thick clothing.
Cathartic: When cast cathartically, the spell causes targets to lose consciousness for 5 Minutes per rank of Penthos (the successful Wrestling attack is still required).
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������ �������� Type: Penthos Skill: Ritual �� 6 Total Success: Duration doubles Casting time: Ten Minutes Duration: 1 Hour per Penthos (Days if cathartic) Area: Special Effect: Duration The caster sacrifices a massive beast in an elaborate ritual, consuming the flesh and gaining its potency. To cast Stolen Strength, the Sertori must subdue or kill a monster or animal that possesses Beast Strength, and sacrifice it making a Ritual Skill roll against �� 6. On a Success, those who eat the flesh, gain the creature’s Beast Strength (See ��������� �������� ) for a number of hours equal to the caster’s rank in Penthos. On a Total Success the duration doubles. On a failure the meat is bitter and imposes a −1d10 penalty to those who consume it. This spell does not actually grant a bonus to Muscle. Cathartic: On a Cathartic casting the duration is 1 day per rank of Penthos.
������� ������ Type: Penthos Skill: Persuade �� 6 Total Success: Duration doubles Casting time: Five minutes Duration: 1 hour per rank in Penthos Area: Everyone that can hear the caster Effect: Duration The caster speaks of a sorrowful event, such as a person’s death, an injury, or some significant loss causing those who hear to fill with empathy and sadness. To cast Tearful Moment , the Sertori makes a Persuade Skill roll against �� 6. On a Success anyone listening will feel some degree of sympathy or sense of loss from the sorrowful event. Cathartic: On a Cathartic casting the listeners will be moved to tears, even if normally hard hearted or indifferent to the suffering of others. Due to the length of the spell’s duration, the crying can interfere with normal daily activities such as work. 40
��������� Type: Penthos Skill: Trade (Fabric) �� 6 Total Success: Duration increases to 1 hour per rank in Penthos Casting time: 1 Round Duration: 10 minutes per rank in Penthos Area: 30 feet radius per rank in Penthos Effect: Special The caster encloses himself in a shroud of magic that protects him and feeds on pain he suffers. To cast Tempering, the Sertori makes a Trade (Fabric) Skill roll against �� 6, visualizing a magic shroud forming around him. On a Success the shroud takes shape. Anything that inflicts pain, such as weapons or spells, are suppressed, with the casting/attack roll and any damage rolls reduced by 1d10 per rank in Penthos. The shrouded caster is unable to use skill actions while shrouded. Each round that the shroud interacts with at least one potential painful effect, the casters Hardiness and Stealth increase by one. (10 maximum). Ending the spell requires a skill action. Cathartic: On a Cathartic casting the shroud grows darker as it stores pain, and when the spell is ended releases a wave of dark energy in all directions out to 60 feet. Anything capable of feeling pain is stunned for one round.
�������������� �� ����� Type: Penthos Skill: Alchemy �� varies Total Success: Doubles Duration Casting time: 3 Hours Duration: 10 Minutes per rank of Penthos Area: 1 pound per rank of Penthos Effect: Duration The caster uses a combination of alchemy and magic to transmute substances. However, the alteration provokes instability in the surrounding environment and poses risks to the caster. To cast Transformation of Ashan, the Sertori needs equipment and space to conduct alchemy, as well as a base substance. Roll Alchemy Skill against a ��
based on the type of material you wish to create (see below). On a Success you transform the base material temporarily into another substance for 10 minutes per rank of Penthos. On a Total Success the duration changes to 1 hour per rank of Penthos. On a failure the base substance crumbles or evaporates. The Transformation of Ashan can be used for changes like turning water into wine or lead into gold. The �� is set by the final substance the caster chooses to make. For simply things like turning wood into stone, the �� is 6, for complex and highly useful things (such as turning lead into gold) the �� can be as high as 10. It cannot create living substances only dead materials or chemicals. The amount of material you can transmute is based on your rank in Penthos: one pound per rank. Non-cathartic castings pose no risk to the Sertori.
Cathartic: When used cathartically, Transformation of Ashan becomes permanent, enabling the caster to create transmutations that last. However, this also poses tremendous risk to the caster and his surrounding environment. On a Success or Total Success, the caster creates the desired change and it is permanent. On a failure the change of the substance fails but triggers a ripple effect in a 100 foot zone around the work space. Roll 2d10 and add them together to determine the result of the failure (the �� has great flexibility of interpretation here): Roll 2d10 2-11: Objects in local environment unstable, change to desired substance or base substance. 12-14: Objects become unstable and animate, mimicking a non- cathartic version of the spell Vortegan’s Whirling Catastrophe centered on the Sertori. 15-17: A plume of poisonous gas is created affecting everyone in area (treat as Standard Poison). 18-19: One of the caster’s limbs or eyes turn to desired or base substance, creating a permanent disability (take appropriate flaw). 20: The caster transforms into the desired substance, but retains intelligence and ability to move. Treat caster as ������ ������ from ������� �������� of the ��������� �������� .
��� ����������� ����� �� ��������� Type: Penthos Skill: Talent (writing or scribing) against Resolve Total Success: Increases Duration Casting time: 30 Seconds Duration: 1 minute per rank of Penthos Area: 1 Target Effect: Duration The caster takes a stylus or similar implement and renders words across the air, causing his target to speak them in a painful burst.
To cast The Unstoppable Words of Eutropius, the caster must wield a writing utensil and use it to trace the words he wishes his target to speak. Make a Talent (writing) or Talent (scribing) Skill roll against the Resolve of your target. You must be able to see the target to cast the spell on them. On a Success the target says everything you write with the stylus for 1 minute per rank of Penthos. However, the words appear forced and come forth in tortured gulps. The target’s body and facial expressions do not match what he is saying. On a Total Success the target says everything you write for 10 minutes per rank of Penthos. Cathartic: When cast cathartically, the speaker’s facial expressions and gestures match the words the caster wishes him to speak.
�����
��� �������� �� �� Type: Misos Skill: Trade (Mechanical) �� 6 Total Success: Double Duration Casting time: 8 Hours Duration: Special Area: Special Effect: Duration The caster creates two metaphysically-bound circular frames, with apertures that can be narrowed or increased by her command. These can be placed anywhere the caster wants to establish an instant visual pathway through the Ethereal Realm between them. To cast Aperture of Po, the caster must have the correct materials and the bulk of these must be metal. The 41
aperture itself forms a lens that can be opened and closed by the command of the caster. Crafting takes 8 hours of labor, and the caster fills them with enough rage and anger to tear a hole in the Ethereal Realm (making for a very loud construction process). Make a Trade (Mechanical) Skill roll. On a Success you create a magic portal that can hover in the air wherever you wish. This also automatically produces a double elsewhere in the world, in a spot of your choosing. The portals remain for 1 minute per rank in Misos. The portals create a pathway though the Ethereal Realm, allowing you to look into one portal to see through the other. Only vision, not physical objects or sound, can pass through the portals. The opening of the portal has an aperture that closes or opens at the command of the caster. This enables her to restrict the pathways use. Once cast, the position of the two portals is set for the duration. When the spell ends the devices crumble to dust. Cathartic: When cast cathartically the portals last for 1 hour per rank of Misos and they can be moved at the will of the caster. In addition, sound can pass through the apertures.
����� �� ���� Type: Misos Skill: Trade (Wood or Metal) �� 6 Total Success: Special Casting time: 1 Skill action Duration: 1 Hour per rank of Misos Area: Special Effect: Special Every time the caster pulls back the bowstring, an arrow crafted from the caster’s own hate appears nocked in the bow. To cast Arrow of Hate, the Sertori must envision an arrow being formed of pure rage. Make a Craft (Wood) or Craft (Metal) Skill roll against �� 6. On a Success, an arrow appears when the bow is nocked. On a Total Success, the arrow is especially sharp, granting a +1d10 to damage rolls. On a Failure, nothing happens. Cathartic: The arrows fly fast and true from the bow, giving a +1d10 attack roll from the bow, and may shoot two arrows a round.
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����-�������’� �������� ����� Type: Misos Skill: Any Melee against Evade Total Success: Special Casting time: 1 Skill Action Duration: Special Area: 1 weapon, bestows 20 foot range Effect: Damage The caster hurls his weapon with a furious spin at his foe. The blade twirls fast enough to heat and lodges in the opponent’s body where it burns like a fire. To cast Baal-Shillek’s Spinning Blade the Sertori must make a Melee Skill roll using an appropriate weapon (such as a spear or sword) against the Evade of his target. On a Success he throws the blade with a spin, causing it to rotate and gather magical energy as it flies toward his enemy. It strikes in the normal manner and if the damage roll is successful it lodges in the foe, where it does 1d10 fire damage per rank of Misos until removed (see below). On a Total Success the �� for removing the blade increases to 8). On a failure the weapon strikes normally but has no magical effect. Removing the blade once it is lodged in a body requires a Muscle Roll �� 6 (�� 8 on a Total Success). The blade stays very hot, doing 1d10 fire damage per rank of Misos. Like all fire damage, this reduces by 1d10 each round.
Cathartic: On a cathartic casting the fire damage increases to 2d10 per rank of Misos.
����� ������ Type: Misos Skill: Magic (Misos) TN 6 Total Success: Special Casting time: 1 Skill Action* Duration: 10 minutes per rank of Misos Area: Caster Effect: Special The caster’s eyes burn with a red haze, severely obscuring his vision as she yields to violent rage. She becomes a living engine of destruction against friend and foe alike. To cast Blind Hatred, the Sertori makes a Magic (Misos) Skill roll against �� 6. On a Success the caster goes
into a mindless rage, increasing her physical abilities and the power of her attacks, but also causing a red haze to obscure her vision and causing her to possibly attack her allies. On a Total Success the Sertori barely retains enough control that she can refrain from attacking nearby allies. While in the grip of Blind Hatred, the caster will lash out indiscriminately at anything within reach, friend or foe. Additionally her eyes are blurred by the haze, imposing a −2d10 Illumination Penalty. While the spell is in effect, the caster increases Muscle, Hardiness, and Endurance by 1 per rank of Misos. All attacks that successfully deal damage do 1 extra automatic wound in addition to their normal damage. This spell may not be ended early by the caster. Cathartic: On a Cathartic casting, the casting time becomes Instant. As long as the spell persists, the Sertori takes 1 less Wound from all sources. Lastly, anything struck in melee by the caster takes two extra automatic Wounds instead of one.
��� ������ �� �������� Type: Misos Skill: Melee against Evade or Special Total Success: Damage Doubled Casting time: 1 skill action Duration: Special Area: 10 feet per rank of Misos or special Effect: Damage, Area and Duration
real or (if a root is nearby) the Den of a god. This allows the caster to enter the Ethereal Realm and travel or enter a god’s den. However reality is not easy to breach. First he must make a Melee Skill roll against �� 8, and roll damage normally. If this is done several times (meaning several cathartic c astings) to the same spot, and a Total of 7 wounds delivered, then the caster creates a breach large enough to enter. However the breach only stays open for one hour per rank of Misos.
������� ����� �� ����-������� Type: Misos Skill: Medicine �� 6 Total Success: Duration doubles Casting time: 1 Skill action Duration: 1 hour per rank of Misos Area: Special Effect: Special The caster’s blood boils with anger, causing no harm to his body but cleansing him of any impurities. To cast Burning Blood, the Sertori makes a Medicine Skill roll against �� 6. On a Success the casters blood
The caster allows his rage to flow into his weapon and strikes the air before him, causing a tremendous ripple that harms those in the area. To cast the Breach of Nathreen, the Sertori makes a Melee Skill roll against the Evade of everyone inside the area of effect. He strikes the air before him, which creates a shockwave centered on the strike point. The shock wave blasts in a 10 foot radius per rank of Misos, and does 1d10 damage per rank of Misos to every person it strikes. On a Total Success the damage is doubled. On a Failure the caster still creates a shockwave; it simply misses those in the area of effect. Cathartic: When cast cathartically the true power of the Breach of Nathreen is revealed. Instead of causing a shockwave, the blow cracks the fabric of reality itself, opening a hole in the Realm Ethe43
will purge poisons and sepsis (or any other blood disease) from his system. On a failure the caster suffers one wound. On a Total Success the duration doubles. The casters blood remains hot for some time. Though it causes him no harm, when an enemy wounds the caster the burning blood will splash upon the attacker as if with a life of its own, inflicting one Wound unless the target is immune to heat and fire. Cathartic: On a Cathartic casting one other person per rank of Misos may be imbued with burning blood by a touch when the spell is cast.
��� ����� �� ����-������� Type: Misos Skill: Wrestling against Parry Total Success: Special Casting time: 1 Skill action Duration: Special Area: 1 Target within 30 feet per rank of Misos Effect: Special The caster extends his hand toward a distant foe, grappling or choking the person as though he were beside them. To cast Clasp of Baal-Shillek, the caster must make a Wrestling Skill roll against the Parry of a target within 30 feet per rank of Misos. On a Success the person is Restrained per the normal rules (See ������� ���� of the rule book or the ��������� skill entry in ������� ���). On a Total Success he can perform one of the five restrain maneuvers (Restrain, Pin, Throw, Damage, Disarm). On a Failure nothing happens. Cathartic: When cast Cathartically, the spell can be used to choke the target. Each round the caster makes a Wrestling Skill roll against the Parry of the Target. On a success the victim cannot breathe that round and is subject to the normal Suffocation rules (see ������� ���� of the rulebooks). On a Total Success the choking is so effective that the target also takes a Wound that round. When cast cathartically the spell remains in effect until the caster fails one of his Wrestling rolls to restrain the victim.
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��� �� ����� Type: Misos Skill: Muscle against Hardiness Total Success: Special Casting time: 1 round Duration: Special Area: 1 Target within 30 feet Effect: Special The caster gathers his strength and anger into his lungs, releasing a powerful a powerful scream that washes over his enemy in a mighty roar. To cast Cry of Havoc, the Sertori must make a Muscle Skill roll against the Hardiness of his target. This requires the ability to speak. On a Success, the target is stunned for one round, unable to move or speak. On a Total Success the scream knocks the target back by 10 feet per rank of Misos. On a Failure the caster loses his voice for 2 hours and is stunned for a round. Cathartic: On a cathartic casting, the spell causes one Wound to the target in addition to normal effect.
��� ����� �� ��� Type: Misos Skill: Talent (Dancing) against Resolve Total Success: Special Casting time: 1 minute Duration: Special Area: About 300 feet Effect: Special The caster dances in a fierce display of aggression and beauty, compelling those who see to rise and fight all around them. To cast The Dance of War , the Sertori must spend a minute performing the initial movements of the dance, making a Talent (Dancing) Skill roll against the Resolve of the targets. On a Success, for so long as the caster dances, those who wi��ess are filled with a desire for violence. It is not overwhelming and has no appreciable mechanical effect, but targets will wish to talk and speak of conflict, engage in debate if possible, and pursue other aggressive actions short of actual violence. On a Total Success the effect lingers on the targets after the dance is over for an additional hour.
Cathartic: On a cathartic casting the spell achieves its full effect, causing viewers to attack anything and everything they can.
���� ������ Type: Misos Skill: Muscle �� 6 Total Success: Duration doubles Casting time: 1 round Duration: 1 hour per rank of Misos Area: Special Effect: Special The caster creates a glowing two handed Maul that seethes with crimson ligh��ing. To cast Doom Hammer , the Sertori makes a Muscle skill roll against �� 6. On a Success the maul is formed and uses the Heavy Melee skill in combat. On a Total Success the duration doubles. Only the caster may wield the Doom Hammer, and if he lets go of it for more than a few moments it will dissipate.
The Doom Hammer is considered Mighty, and has a −1d10 accuracy. The damage it inflicts is Muscle +3d10, plus 1d10 per rank in Misos, and is not capped at 6d10. Cathartic: On a Cathartic casting the ligh��ing on the hammer will surge against anything struck, hurling enemies and objects of ogre size or smaller 20 feet per rank in Misos. Targets that can not be moved due to size or other factors, take one extra automatic wound when struck.
������� ���� Type: Misos Skill: Trade (Alchemy) �� 6 Total Success: Special Casting time: 2 hours Duration: Special Area: Special Effect: Special The caster imbues a cask, bottle, or glass of wine with pure malice.
To cast Drunken Rage, the Sertori makes a Trade (Alchemy) Skill roll against �� 6. This requires he mix readily available ingredients and prepare them as he would an elixir. On a Success anyone inebriated by
the wine becomes an angry drunk, prone to violent behavior until sobered up. On a Total Success the effect is strong enough to cause someone to harm a friend or loved one. The effects after imbibing last for 1 hour per rank of Misos. Cathartic: On a Cathartic casting the effect is much stronger. Anyone drunk on the wine gains +1d10 to their muscle per rank of the caster’s Misos.
����� ���� Type: Misos Skill: Heavy Melee against Evade Total Success: +1d10 Damage Casting time: 1 Skill Action Duration: Special Area: 1 Target within 100 feet Effect: Damage The caster smashes the ground with his weapon, sending forth a ripple of earth and stone that slams into his enemy. To cast Earth Bore, make a Heavy Melee attack against the target’s Evade. You strike the ground directly in front of you, but it is treated as a ranged attack as you must aim for your target from a distance. On a Success this creates a burrowing wave of earth that smashes into your foe and in a blast of rock and soil causing 1d10 damage per rank of Misos. On a Total Success the damage increases by +1d10. Cathartic: On a Cathartic Casting, you can create several such ripples, attacking 2 targets per rank of Misos (for 1d10 damage per rank of Misos).
���� Type: Misos Skill: Empathy �� 6 Total Success: Duration doubles Casting time: 2 hours Duration: 1 day per rank of Misos Area: Special Effect: Special The caster nurtures thoughts of envy of a particular individual known to him, and attempts to make himself more like that being. 45
To cast Envy , the Sertori makes an Empathy Skill roll against �� 6. On a Success the caster is able to replace one entire skill group of his with a skill group of the target’s. On a Total Success the duration doubles. This spell does not directly affect the target in any way. Cathartic: On a Cathartic casting the caster is able to replace one spell of his own with a spell the target has, and if desired, the caster may change his appearance to closely resemble the target.
��������� ���� Type: Misos Skill: Magic (Misos) �� 6 Total Success: Open Damage Casting time: 1 Round Duration: Until Expended Area: 30 feet per rank of Misos (around caster) Effect: Area and Special The caster clenches his fists and seethes with rage as heat and steam radiates from his body, building up to an explosion.
To cast Explosive Rage, the Sertori makes a Magic (Misos) Skill roll against �� 6. On a Success a buildup of magic begins, fueled by the caster’s rage. At the start of any round the energy may be released, creating an explosion but ending the spell. The caster may withhold the explosion as long as desired, but moves half as fast as normal until the explosion is released. Only one Explosive rage may be withheld at one time. If the caster is knocked unconscious or killed while holding an explosion, it is released at the start of the next turn. The explosion inflicts 3d10 damage. On a Total Success the damage is open.
Cathartic: On a Cathartic casting the area is doubled and damage is increased by 1d10 per rank in Misos.
������� Type: Misos Skill: Heavy Melee against Evade Total Success: Width of Fissure Casting time: 1 Skill Action Duration: Special Area: Special Effect: Damage The caster strikes the ground with his weapon, causing splintering rift to rush toward his foes.
To cast Fissure, make a Heavy Melee attack against the target’s Evade. On a Success this causes a great crack in the earth that extends in a 20 foot straight line per rank of Misos toward your target(s). The fissure is ten feet wide and ten feet deep. Anyone who stands in the path and is struck by your initial Heavy Melee roll falls into the crevice, taking 1d10 falling damage. Additionally, they must climb from the rift or remain trapped. On a Total Success the fissure widens to 20 feet. Cathartic: On a Cathartic Casting, you create a deeper fissure, 20 feet for every rank of Misos. Those who fall into the rift take the appropriate amount of falling damage (1d10 open damage per 10 feet fallen).
������� ������� Type: Misos Skill: Small Ranged against Evade Total Success: Damage increased. Casting time: 1 Skill action Duration: Special Area: 50 feet per rank of Misos Effect: Special The caster glares at something or someone and radiant daggers fly from his eyes.
To cast Glaring Daggers, the Sertori makes a Small Ranged Skill roll against the target’s Evade. On a Success one dagger per rank of Misos strikes the target, each dagger inflicting 1d10 damage. On a Total success simply add each ten result to the damage roll as per normal damage rules. Cathartic: On a Cathartic it releases 2 daggers per rank of Misos.
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������� ����� �� ���������� Type: Misos Skill: Ride �� 6 Total Success: Special Casting time: 1 Skill action Duration: 1 Minute per rank of Misos Area: Mount Effect: Special The caster wills his mount to perform great feats, imparting a bit of magic to enhance its physical abilities. To cast Leaping Mount of Hampiscora, the caster must be riding a living animal. Make a Ride Skill roll against �� 6. On a Success the mount’s movement increases by 20 feet/mile per rank of Misos and it has the ability to jump a distance of 20 feet per rank of Misos (on top of the distance it could normally jump). On a Total Success it has the ability to leap 20 feet in the air vertically (and land safely) per rank of Misos. On a Failure the spell still works but the mount suffers a Wound. Cathartic: On a Cathartic casting, the spell’s duration increases to 1 hour per rank of Misos. If the caster chooses he can use it to enable his mount to leap 50 feet per rank of Misos and land safely, but this ends the spell.
����������� Type: Misos Skill: Magic (Misos) �� 6 Total Success: Duration Doubles Casting time: 1 Skill Action Duration: 1 Hour per Rank Area: Special Effect: Duration and Area The caster builds a well of rage in his soul that grows as a billowing red haze with each blow he takes and is released in a furious attack. To cast Provocation, make a Magic (Misos) Skill roll against �� 6. On a Success a red fog surrounds the caster, growing with each strike against him. The first round that he is struck, this adds 1d10 to all of the caster’s damage rolls. Every round the caster is hit by an attack (even if he takes no damage), the bonus grows by another +1d10 (to a maximum of +3d10). On any round the caster is not hit, the bonus reduces by
1d10. The effect lasts 1 hour per rank of Misos. On a Total Success, the duration increases to 2 hours per rank of Misos. Cathartic: On a Cathartic casting, the spell can be cast on others as well, up to 1 target per rank of Misos in a 30 foot area.
��� �� ���� Type: Misos Skill: Trade �� 6 Total Success: Special Casting time: 1 Hour Duration: 1 Day per rank of Misos Area: Special Effect: Duration and Damage The caster gazes at a solid piece of wood, metal or glass working it into the shape of an orb with his thoughts. It then orbits the caster’s body, and may be hurled at his enemies with a single thought, exploding in a flash of searing energy upon impact. To cast Orb of Hate, the caster must find a material he knows how to manipulate and gaze at it for an hour, which causes it to reform into the shape of a sphere. Make a Trade Skill roll against �� 6 using the appropriate Trade sub-skill. On a Success the caster creates a powerful orb that orbits his body and can explode, dealing 1d10 damage per rank of Misos to any target it strikes. On a Total Success the orb is well crafted and returns to him unbroken and fully charged after each time it strikes its target. On a Failure nothing occurs. Each orb retains its power for 1 day per rank of Misos. To launch an existing orb at a target, the caster simply wills it to hurl at the person with the speed of an arrow, making a Small Ranged attack roll against the target’s Evade (as a Skill action). On a successful hit, the orb explodes for 1d10 damage per rank of Misos. Only one orb may be launched at a time each round. Cathartic: On a Cathartic casting, the orb created is exceptionally powerful, filling with the caster’s hatred and loathing. When it strikes a target on a successful attack, the orb washes the foe in a particularly potent blaze of energy that does 1 extra wound per rank of Misos in addition to its normal damage.
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�������� ���� Type: Misos Skill: Muscle �� 6 Total Success: Duration Doubles Casting time: 1 Skill Action Duration: 1 round/rank of Misos Area: Caster (20 foot radius) Effect: Duration and Damage The caster seethes with rage, tightening his muscles so they infuse with a radiant energy, looking like hot volcanic rock and flesh. To cast Volcanic Rage, the Sertori must make a Muscle Skill roll �� 6. On a Success a core of heat builds in his chest and the Sertori takes on the characteristics of a black and porous stone for 1 round per rank of Misos. This increases his Hardiness by 1 per Rank of 48
Misos. It also makes his body hot to the touch, so that anyone coming into contact with him suffers 1d10 fire damage per rank of Misos. On a Total Success the duration doubles. Cathartic: On a Cathartic casting, in addition to the normal effects of the spell, the Sertori can choose to release an explosive flow of lava and fumes that sear the flesh of anyone inside a twenty foot area for 3d10 (+ 1d10 per rank of Misos) fire damage. For example, a Sertori with 2 Ranks in Misos does 5d10 Fire damage to everyone in a 20 foot area (because it is fire damage they take 4d10 the following round, 3d10 the round after that, etc, unless they extinguish the flames). Releasing the lava eruption ends the duration of the spell, but this can occur anytime while it is in effect.
��� ������
������ �� ��� ������� Casting Damage Dice: 3-6d10 (see below) Divinity Rank: 4 The Sertori creates images and sounds with the very heavens as their canvas. How powerful an effect he can create and how many people experience it depends on his divinity: Divinity
Area Affected
4
City and outlying areas
5
Average sized kingdom
6
Entire known continent of Gamandria
Additionally, the caster can always create an image of his own face and the sound of his own voice. Also, the caster can add one of the following special effects for every rank of divinity greater than 4: •
Be able to be understood regardless of language spoken
•
Visual effects such as a moving image of a battle
•
Sound effects other than speech
•
A visceral emotional response (fear, love, hatred, pain) in all viewers if they fail a 3d10 Resolve test
������ ����� Casting Damage Dice: 5d10 Divinity Rank: 5 For 1 minute per rank in Divinity, anything and everything the target touches with his hands turns to gold, as long as that object is not larger than the size of a large horse. Certain strong magical items or legendary creatures such as Dragons or Gods are not subject to this effect at �� discretion. If any other living creature is touched, roll Divinity versus Hardiness. On a Success the target can take no meaningful actions and turns to gold in a number of rounds equal to Hardiness. On a Total Success, the transformation is immediate. On a Failure, the creature takes on a golden hue for a day but is otherwise unaffected.
����� Casting Damage Dice: 4d10 Divinity Rank: 4 A permanent spring wells up from deep underground, bringing plentiful water in even the most arid conditions. Within minutes, lush greenery appropriate to the location spring up, some of which bear plentiful fruit and berries. Higher ranks of Divinity bring a larger and more impressive oasis, as does less arid conditions.
������ ��������� Casting Damage Dice: 6d10 Divinity Rank: 6 Summons four Den Dwellers that faithfully obey the caster for 1 day per rank in divinity. The Sertori can communicate telepathically with the den dwellers regardless of range, knows where they are and their general well-being at all times, and can perceive things through a Dweller’s senses (sound, sight, etc). The type of den dweller is chosen by the �� based on what seems most appropriate for the character’s religious history.
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Chapter Three New objects of power This chapter contains new objects of power for any Sertorius campaign. Many of these were entries we didn’t have space to include in the original rulebook, others are specifically tied to spells of this volume and the campaign style they suggest.
or attacks the effects of the hammer end immediately. In addition, on a successful Command Skill roll against �� 6, he improves the morale of his troops, giving them a +1d10 bonus to all rolls (+2d10 on a Total Success) for the remainder of the battle.
���� �� ��� ������ ���
Troops: Any non-Sertori who follow the wielder into battle benefit as if they each had Splintering of Yaum cast upon them for the duration of the entire battle.
This small soapstone statue of a rat is intricately carved and so lifelike it seems it might move at any moment. When the statue is held, it makes the bearer immediately aware of the location and number of rats in a five mile area. If he closes his eyes and concentrates, he gains total awareness of what the rats in the surrounding area sense.
������ �� ���� This looks and functions much like a normal but finely crafted war hammer with a bronze head (use the mace entry in ������� ����: ��������� of the ��������� rulebook). When hoisted in the air during battle by a non-Sertori who truly believes in the cause he is fighting for, its effects are profound indeed. The Hammer of Yaum affects the wielder and any troops following him very differently: Wielder: When the wielder holds up the hammer to the heavens, it glows a color of his choosing and issues a plume of light only his troops can see. While he holds it in this manner, he can do nothing else except speak, is immune to non-magical attacks and is imbued with a radiant energy that effectively gives him 10 in all his Defenses. Furthermore, the wielder ignores the first 2 wounds suffered from any single attack while holding this stance. If he is killed, moves
���������: ��� ������ ������ This is a life-size likeness of the 24th Archon, Nicodemus, which he created shortly before his death. According to the records, Nicodemus desired to protect the Fellowship of Promestus even after death, and while dying he made a marble bust of himself and imbued it will all his magic, trapping his spirit inside the object for all time. The bust remains in one of the lower levels of the Tarchaean Library (near Promestus Hall in Rostanba) and all new members of order must appear before it to take their vow. The bust is only Nicodemus’s upper body, and excludes his arms, being only his chest, shoulders and head. For game purposes treat as a Marble Statue from the Automaton entry in ������� ��������: ������� ��� �������� except he has Wits 9 and he cannot move. Most of the time, Nicodemus sleeps, but he awakens when people enter his chamber and is happy to give advice to worthy Sertori (who he judges as worthy is based entirely on first impressions; he has even denied his wisdom to succeeding Archons who displeased him). Nicodemus is inquisitive, moody and overly vigilant. He has a knack for anticipating consequences others might miss due to an eye for detail.
His main function in the Tarchaean Library is to administer the Vow to new members of the Fellowship of Promestus. His other function is to provide advice and guidance to its leaders. Nicodemus can speak, hear and see. In addition he can cast some of the spells he knew in life with no fear of acquiring new afflictions (though he still suffers from the Hyper-Vigilance affliction he gained while alive). His spells are: Vow, Eyes of Knowing, Tearing the Veil, and The Gaze of Carus. Treat his ranks in all Emotions as 3. In addition, Nicodemus has an unusual ability he can perform at will, but doing so forces him to slumber for at least an hour once it is used. If Nicodemus closes his eyes and mutters for several minutes, all in his presence can only speak the truth.
���������� �������� These tiny figures are no bigger than chess pieces, but sculpted in great detail to look like ancient soldiers of Agra, with swords, shields and armor similar to Ronian Laminar. Originally there were over 4,000 such Terracotta Soldiers in the tomb of the Agran king who commissioned them, but when Rona invaded in 516, they were divided and fell into several different hands. When the soldiers are placed in formation on the ground, and the command “awake” is uttered (in any language), the soldiers animate, growing to normal size. They heed the command of the person who awakened them and remain animate for three hours. At the end of the three hour period they return to their previous state for 1 week before they can be used again. For stats on Terracotta Soldiers to the ����������: ���������� �������� entry in ������� ���� of this book.
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