All Spells
Table of Contents

Aesculus' Divine Favor

Power Level: 4 Orientation: White
Research Mod: -5 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

Requires a bunch of healing herbs like echinacea or goldenseal, and a half-hour ritual. The ritual will produce a potion or poultice that caster must rub on the target or get them to drink.

Spell allows patient to heal ten times faster than normal. However, some diseases that do not get better with time (cancer, AIDS, or bacterial infections) will get worse ten times faster. It also doesn't do anything for chronic problems, like allergies.

Air Become Fist

Power Level: 6 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Caster with Sorcery must punch their fist in the direction the attack should go and shout "Air Become Fist" in Russian. Those without sorcery are less dramatic, taking several minutes to complete the spell.

Spell will deliver a punch to the target that does doubled Willpower per SL in damage. It will also throw a human-sized target back a number of yards equal to the caster's Willpower x SLs. Cars or large objects can be moved one yard per SL. Can push a speeding car that is headed towards the caster out of the way with the right timing (Resisted Dexterity (doubled) roll). If cast on a breakable object (like a door), it shatters into a million pieces.

Ambient Voice

Power Level: 3 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Minute

Caster must incant for five minutes while concentrating on their target. Sorcerer's need only whisper "Taisez".

The next best thing to telepathy. The caster's voice becomes lost in the background noise; no matter how loudly they speak, people around them will pay no more attention to what they're saying than they would to a rustling tree, scuffing chair, footsteps or whatever is appropriate to the surroundings. Makes for a nice way to communicate more or less covertly even in public. It has no effect if there is absolutely no ambient noise, for instance in a sensory deprivation tank or anechoic chamber.

Effect Note: Anyone in locked eye contact with or touching the caster during the casting of the spell, however, hears their voice normally. Moreover, anyone touching the caster at the time of the casting is also affected.

Any person affected by Ambient Voice may also attempt to subliminally influence people. For every SL in the casting roll above 3 the affected person gains a +1 bonus to any Willpower + Influence rolls made against characters who are not paying specific attention to them (e.g. unaware of the affected or just minding their own business). Failing this roll does not alert the target to the affected's presence or make them hear the affected's voice.

Amy's Ratification Spell

Power Level: 7 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Permenant

This spell requires only an incantation: "Goddess Hecate, work thy will. Before thee let the unclean thing crawl!"

Aspect Analysis: One caster (no mod), Instant (cast by anyone instantly) (+2), Noticeable scope (1 target) (+1), Duration Permanent (+3), Noticeable effects (+1)

Effect Note: The victim is tranformed into a rat, with normal rat intelligence and instincts. The victim's Life Points are reduced to 1/3 of their normal pool and their behavior becomes rat-like (ie, finding food, mating with other rats, hiding from predators). The spell remains permanent until reversed or dispelled. This effect only works on humans, and not on vampires, demons, half-demons, and assorted non-humans.

Spells that reverse effects such as 'Reverse Witch's Spell' can be used to reverse this, however, the easiest way is for the witch who cast the spell to use the following incantation: "Diana! Hecate! I hereby license thee to depart! Goddess of creatures great and small, I conjure thee to withdraw!"

Ankh

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

The caster draws an ankh on the recipient's bare breastbone using a paste made of chalk, clay and a small amount of mercury while chanting an incantation in Egyptian. Takes 1 Turn to cast.

The power of the ankh bolsters the target's vital organs for 1 hour per SL, granting them 1 temporary level of Hard to Kill per SL. Life Points from these additional levels are lost first when the character takes damage; only after all her extra Life Points have been lost does she lose points from her normal pool. Once lost, these extra Life Points cannot be restored.

Ankh does not heal injuries or disease - it merely serves as a temporary Life Point boost, or life support for a critically injured character. Undead are unaffected by the spell, but it may be cast upon a character who has been dead for five minutes or less, restarting her heart and lungs and permitting her to spend Drama Points and receive normal medical treatment. She will still die if the spell runs out and she hasn't received proper medical attention…

A character may only receive the benefits of this spell once. Ever.

Anti-Magic Protection

Power Level: 5 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

Caster must continuously chant in Sumerian. Once the chanting stops, so does the effect.

Spell can protect anyone caster chooses from magical effects, as long as they are within ten yards of the caster. Caster can do nothing but stand and walk while reciting the complex Sumerian chant. Caster can chant for number of hours equal to SL of a Constitution and Languages roll.

Armor of Shadow

Power Level: 2 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Minute

Only Sorcerers can cast this spell via a "quick cast." Otherwise it involves a ritual that takes three turns, which involves benedictions to night and shadow. In both cases the casting involves the use of a rare item. It requires several drops of blood from a demon or vampire that the caster has personally slain. The blood of said demon/vampire can only be used in the spell once, so there is no point in trying to collect a gallon of blood from the kill.

The spell creates an armor of shadow and darkness which rolls and boils over the caster. The effect is as if the source of light on the person is constantly changing. The darkness is always shifting and moving but it always moves to intercept and lessen injury. Thus, when the fist (or whatever) strikes a certain point the darkness gathers there creating a somewhat striking visual effect, not unlike a halo of black around the point of impact. The Armor has a rating equal to (Willpower x SL) and functions equally against all forms of attack.

Asking The Lady To Find Bonded Evil Ones

Power Level: 2 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

This spell can only be cast by someone who is somehow mystically linked to a demon. The caster makes an offering of expensive chocolates, beautiful flowers, and her favorite mardi gras token, then chants in French to implore the spirit of Madame Laveau to give aid. The casting takes a few minutes. The items burst into mystic flames.

The caster gains a sort of dual screen vision. In one 'screen' she sees the real world. In the other 'screen' she sees the demon and its surroundings. This spell lasts for one hour per success level but is canceled automatically when the caster comes within normal visual range of the demon (when her magic sight and real sight show the same scene).

Attune The Haven

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

A magical protection spell that makes enacting magic in specific area by anyone but the person who cast the spell more difficult. Anyone but the caster takes a negative to cast spells equal to the success levels of the person casting Attune The Haven. It requires a long ritual involving the drawing of symbols on the wall in the caster's blood with a tail feather of a raven. The symbols can be hidden under pictures or the like, but if they're wiped away (or if it is dispelled), the spell is broken.

Aura Of The Slayer

Power Level: 5 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Aura of the Slayer creates a perfect illusion which fools all mystic senses, scanners, and scrying effects. The spell, in essence, masks a subject's aura with a duplicate of a Slayer's aura. Anyone looking at the target with mystic senses will read her as a Slayer. Scrying spells looking specifically for the target will simply 'miss'. Scrying spells looking in a target's general location will not see the target but a non-descript young woman who looks something like the Slayer the blood used in the spell was taken from. To cast the spell an ink must be formulated from a Slayer's blood and used to tattoo a specific design upon the target's back.

Aurore's Release

Power Level: 3 Orientation: White
Research Mod: 2 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

This spell is a simple one, meant to deal with the pangs of an addiction. While the spell does take a significant amount of time to cast and do its work, the spell gives those who are haunted by an addiction a bit of a second wind to resist the physiological and psychological effects of their vice.

The spell's requirements are somewhat unusual, however. In addition to a lengthy ritual, the caster must acquire a sample of the substance that the person is addicted to. In the case of magic addiction, the caster -and- the recipient must perform a blood sacrifice - doing 5 LP of damage to each. If the substance is non-liquid, it may be combined with a measure of alcohol or water, but the substance must remain undiluted otherwise. The ritual transforms the sample from an addictive substance into a substance that works against the addiction. The draught must be consumed for it to work, and the magic surrounding the draught only lasts a few moments once the casting is complete. If it is not imbibed within a few moments after casting, the substance is rendered inert.

In game terms, the spell allows one of two things: It allows someone who is currently addicted to a substance to -reroll- a failed addiction check, OR it allows someone to gain a bonus to their next addiction check equivalent to the number of successes -over- the minimum needed to cast (minimum 1).

This spell can only be cast once per level of addiction, and can only be recast when the recipient's Addiction drops by one.

Awaken The Restless Dead

Power Level: 3 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

The Restless Dead are those who died of violence, suffering, or other circumstances which leave their spirits wandering the world and without final peace. The purpose of this spell is to summon back that spirit to their body and call forth the dead to return to the world of the living, albeit at a lesser state. With this spell, the bokor may forge a zombie to serve him.

The ritual is long and difficult, and requires the ritual sacrifice of a pig, with its blood used to inscribe a veve to Baron Samedi. This must be done at the place where the corpse rests, be it a crypt or grave or simply the foot of the dead body. At the end of the ritual, the heart of the pig is held over the veve as the final words are spoken, at which point it begins to beat in the bokor's hand. The Zombie is then created, and whoever bites into the living heart commands it.

The Zombie will dig itself free of the earth, or break free of the crypt, if it has the strength. Under normal circumstances, the zombie is considered to have come from a normal/average human who has a 2 in all attributes and skills. Through the creation process, the Zombie loses one point in each of their mental attributes, which may be distributed as the bokor wishes into the physical attributes. All zombies regenerate con/hour.

For every SL over the base requirement of this spell, the bokor may improve any one attribute (mental or physical) by a point. Obviously since these are creations of magic, they may exceed 6.

The Zombie is a nearly mindless thing. Even if its mental attributes have been boosted, they lack an independant mind or will of their own. While it remembers what it did in life, and those memories may be tapped at the bokor's instruction, it is a largely empty vessel. It can follow directions given to it by the bokor that made it, but can not take independent action."

Balefire

Power Level: 4 Orientation: Black
Research Mod: +3 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

This spell initially requires a ritual regardless of whether the caster has sorcery or not. It involves attuning oneself to the particular demonic plane the balefire originates in. The ritual involves the caster standing in a ring of fire while chanting a difficult to pronounce incantation for about ten minutes. If the ring of fire turns green and vanishes, it worked. If the ritual doesn't work, the caster has a normal fire to put out. Once the attunement is done, the caster can cast this spell normally.

Sorcerers need only concentrate a moment and call up a ball of sickly green fire with the short incantation 'logri paaxahzr'. They're actually opening a small portal to another dimension full of this fire and sneaking some out for their own use.

Non-sorcerer casters must concentrate for a full turn while performing a considerably longer incantation that ends with the words 'logri paaxahzr'.

Aspect Analysis: One caster (no mod), Casting time: instant (+2), Noticeable scope (1 target) (+1), Duration: Instant (no mod), No special requirements (no mod) Effects: Noticeable - WP damage per SL (+1)

The spell creates a green ball of flame that pops into existence with a whooshing noise. It must be directed at a single target either by pointing or throwing. When moving, the ball trails green flame and makes the regular crackling fire sounds. It also smells sharply of brimstone.

Miscasting this spell may draw the attention of the demon dimension's inhabitants, spooky little black, winged gremlin-like things with glowing green eyes called Wraithlings. They bite.

Limitations: The balefire just hurts, it doesn't set things on fire. It only hurts things that are flammable, but due to its extradimensional nature, creatures that are normally resistant or immune to fire damage have their resistances lowered by -2. This penalty cannot lower a resistance under 0.

Bind The Lost Vanity

Power Level: 3 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

The caster gathers the hair from a corpse(or corpses) which died at the desired age. The hair is bound together to form a small doll. They then invoke a lengthy ritual that summons the spirit of the corpse to infuse their essence into the doll. The blood of the target is added which releases that essence and transforms the target into the appropriate age.

The spell is broken prematurely if the doll is seperated from the target's person or if the threads binding the doll together are undone.

The target has been shapeshifted into the age that is noted below. This is not an illusion but effects only the appearance of the individual.

Blindness

Power Level: 5 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

During an hour long ritual, take a personal affect from the intended victim and attach it to a doll, then either poking the doll's eyes out or bind the doll's eyes. They recite the following incantation: "Give me the power. Give me the dark. I call on you, the laughing gods. Let your blackness roll beneath my skin. Accept this sacrifice of <victim's name>. Feed on him/her."

Aspect Analysis: One caster (no mod), Lengthy ritual (1 hour) (-1), Noticeable scope (1 target) (+1), Duration Permanent (+3), Spell requirement (Item from intended victim, a doll) (-1), Major effect (+3)

The victim is blinded until the spell is either reversed or dispelled.

Blocking The Mouth

Power Level: 5 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell requires a doll, as well as a personal effect of the victim. During an hour long ritual, the caster ties a gag around the doll's mouth.

ASPECT ANALYSIS: Lengthy ritual (one hour) (+1), noticeable scope (one target) (+1), only affects humans (-1), permanent duration (+3), unusual ingredients (-1), severe effect (+2).

This spell renders the victim mute by literally removing their mouth. In addition to being unable to speak, the person could potentially die from thirst or hunder if medical attention is not recieved. The target's mouth can only be restored if the spell is reversed, countered, or dispelled. The spell only works on humans, and does not affect demons, half-demons, or vampires.

Bloodstone Vengeance Spell

Power Level: 6 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell requires a personal effect of the victim, a bloodstone, and an hour-long ritual.

Aspect Analysis: One caster (no mod), Lengthy ritual (1 hour) (-1), Noticeable scope (1 target) (+1), Duration Permanent (+3), Spell requirements (personal effect of the victim, bloodstone) (-1), Major effect (+3)

This spell eventually kills the victim, draining them of 1 Constitution level for every hour. When Constitution is reduced below 0, the victim dies. At first, the victim appears to have had a bit too much to drink (as in a gallon or two too much). Then their immune system shuts down, and they become weak and feverish. If the spell is reversed before death, the victim returns to normal in a matter of seconds.

Bolt Of Apollo

Power Level: 5 Orientation: White
Research Mod: -3 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Requires the caster to incant for five minutes while focusing on the target of the spell. Sorcerers need only gesture at the target and call a word of power.

Upon a successful casting of this spell, a bolt of sunlight will shoot from the caster's hand and strike the target of their focus for 2x Willpower per SL. It only affects vampires.

Bolt Of Light

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Those with Sorcery need only point and shout "Dissolvo!" All others must meditate for a minute.

A ball of light will shoot from the caster's hand and shove the target Willpower feet per SL. The spell itself causes no damage, but the target will sustain 2 x SL in damage if shoved into a hard surface such as a wall.

Boost Power

Power Level: 6 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Needs thirteen or more casters with Sorcery quality to cast, working together to perform a lengthy ritual. Person being boosted must be present, but does not need to have any Sorcery levels.

Target gains one level of Sorcery from each participating caster. Until target has completely used power boost, all casters who donated power has their Sorcery level halved (rounded up).

Break The Wards Of Magic

Power Level: 7 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Requires a purple magical powder sprinkled directly on the magical wards. Creating the powder takes 30 minutes and needs sage, lavender, and powdered moonstone. Using the powder takes only a few seconds.

ASPECT ANALYSIS: Ritual (half an hour) (+0), noticeable scope (magical ward) (+0), creates magical item (+1), permanent duration (+3), major effect (+3).

This counterspell instantly cancels any magical ward of equal or lower Power Level. Since the powder keeps good for a lunar month, many magicians keep some around for emergencies.

Calling Spirit Guides

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Minute

The caster must chant for twenty minutes, in a graveyard, with a lit candle. The invocation is in Latin or Aramaic.

ASPECT ANALYSIS: Ritual (less than half an hour) (+0), severe scope (more than one being) (+2), medium duration (one minute per Success Level) (+0), usual ingredients (-1), major effect (+3).

This spell calls the Spirit Guides, beings who have access to all knowledge of the past, present, and future. Said guides are deeply concerned with cosmic balance, and won't do anything that will negatively influence the cosmos or disrupt the greater plan, and are therefore cryptic and mysterious. They're also immune to danger, so if the caster tries to attack them, the attacks will rebound onto her.

Circle Of Binding

Power Level: 6 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Caster must draw a large and complex circle on the floor. If any portion of the circle becomes smudged or broken, the spell fails. Drawing the circle takes twenty minutes and be no more than thirteen feet in diameter.

Circle cannot be crossed by any demon or ghost whose Willpower is less than twice the SLs of the caster. Circle does not have to be drawn all at once — it can be completed except for a tiny line, which can then be drawn in once the nasty steps inside. Target cannot leave circle as long as it is intact. The spell does not affect normal humans, witches, or vampires. Also, the circle does not protect against projectiles or things being thrown inside (bullets, knives, arrows, etc).

Circle Of Kayless

Power Level: 7 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell takes about an hour and requires at least 6 casters who know the demon's name and location, and have some object or item that has some form of connection to it. A fragment of a horn, the blood of a victim killed by its hand, or performing the ritual online for a demon possessing the internet are all suitable connections. The casters must light some candles and chant for one hour. The spell can be performed using a specially prepared binding object, but does not require one.

ASPECT ANALYSIS: Multiple casters (-2), lengthy ritual (one hour) (-1), noticeable scope (one being) (+1), awesome scope (area of entire city) (+5), permanent duration (+3), rare ingredients (-2), major effect (+3).

This spell binds a demon to an object. Most casters prefer to bind demons to objects, such as books for example. To bind a demon to a specific object, the object must be kept in darkness for 1 full month and anointed daily. If a demon that has been bound by the Circle of Kayless is summoned by someone, the summoning attempt automatically fails. Once the demon is bound to an object, the object becomes covered in text. Reading, scanning, or transcribing the text frees the demon, though destroying the item banishes the demon to their home dimension, and it can then be summoned as normal. If the caster doesn't have time to prepare a suitable item, the demon will be forced out of its current habitation (be it a an item, a building, a person - if they have their own body, it disperses) and into an object nearby of the demon's choosing. This can be any object that the demon is touching or is otherwise connected to at the instant that the ritual is completed. If there is nothing to move into, then the demon is destroyed.

During the last 5 minutes of the ritual, the demon can feel what is happening and can either attempt to disrupt the ritual, or make sure to be in contact with someone or something it wants to possess. Once the demon has entered its new habitation, it cannot leave on its own. Most often, demons will choose something mobile or useful to possess, like a suit of armor, a robot body, or one of its enemies. The demon is banished if its new home is destroyed or killed. The spell can be used multiple times to force a demon from an undesirable binding object.

Command The Walking Dead

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

There are those dead who are called to serve, and those dead who refuse ever to really leave the world of the living. Regardless of how they came to be, those who walk the left handed path may occasionally find the minions of an enemy rise against him, and through this spell, the enemy may find that what was once a loyal servant now turns against him.
The primary component of this spell takes special effort to produce. Human brains obtained fresh must be preserved and ritually prepared, until they are dried and ground into a fine powder. At the time of casting, the powder must be tossed into the air as the witch speaks the brief spell.
Once cast, up to ten undead within the witch's presence may be turned to his command for one hour per Success Level achieved. For zombies and other similar undead creatures, the domination is absolute during this period; but for vampires who are possessed by a demonic spirit, the witch may command the flesh but may demand nothing of its mind.

If another effect is currently commanding the undead, the effect with the greatest Success Levels wins. The effects of this spell may be resisted temporarily by succeeding on a doubled willpower roll penalized by the Success Levels of the spell. If successfully resisted, the undead may act independently for a number of turns equal to the Success Levels on this roll, but must then attempt resistance again if they wish to maintain independent action.

Conceal Weapon

Power Level: 2 Orientation: White
Research Mod: +1 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

The caster places Enochian runes of concealment upon the vessel for the weapon covering it with the runes. The runes must be written with a paste of various items including fern leaves, and magical mushrooms (shrooms). For the duration of the spell, a sheathed weapon will be nearly invisible, garnering no notice.

A successful Perception/Notice roll with a negative modifier equal to the SLs of the original spell can be rolled, provided the target is focusing on /just/ the character in question. It takes 2 SLs on this roll to see through the illusion. The illusion is also broken if anyone is around to witness the unsheathing of the weapon, since they know it's there.

Corsheth's Bind Person

Power Level: 8 Orientation: Black
Research Mod: -4 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Permanent

This spell requires one to look upon and point at the intended victim while pointing them, and reciting the following incantation: "I shall look upon my enemy. I shall look upon him/her and the dark place will have his/her soul. Corsheth! Take him/her!"

ASPECT ANALYSIS: Ritual (less than half an hour) (+0),may be Quick Cast (+1), noticeable scope (one target)(+1), permanent duration (+3), major effect (+3).

The victim is instantly transformed into magical energy and stored inside an object that the caster must have designated earlier by annointing it with dragon blood oil. While stored in this fashion, the victim is awake and aware, but cannot use magic or do anything other than helplessly observe the world around them. Most victims of this spell go mad within several months of this state. Breaking the object instantly frees the victim. The one danger of this spell is that it affects whoever the magician is looking at in the instant that they finish the incantation. A well-timed shove could result in a caster imprisoning one of their allies, or worse, themselves, if an opponent has a mirror handy.

Create The Hunting Snake Of Sobek

Power Level: 6 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Khul's Amulet, a Sobekian Bloodstone, large ceramic or stone container, snake of type specified by the bloodstone. Place snake and bloodstone in container, chant Arabic incantation over container while holding Khul's Amulet.

Spell will transmogrify the snake into a large, demonic servant. Snake demon is totally loyal to caster (unless they screw up the ritual, then they will likely become lunch). These snakes can sense and locate supernatural manifestations unfindable by other means, due to their keen supernatural senses. The bloodstone used to create the snake can only be used one, and are quite rare.

Curse Tracker

Power Level: 3 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

Cast on the victim of a curse, this spell will illuminate the curse and anybody else who is affected by the same curse (literally). A small sphere of light is created, and will immediately begin to track towards the one who cast the curse in the first place. The sphere moves at about three miles per hour and the spell lasts an hour per SL.

Dagger, No Cloak

Power Level: 1 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Turn

The caster sets a picture down- the picture can be of anyone, but the entire upper torso and face must be visible. The picture cannot be a profile. It must be a full, straight-on, head shot. The face cannot be cast in shadow. If either of these conditions aren't met, the spell will show only partial, entirely unreliable results.

A 50/50 mixture of dried passionflower and belladonna must be set on top of the picture, then burned. The ashes must then be scraped away with a pointed blade. A razor blade will not do, but a machete, sword or pocket knife, etc, will serve just fine.

As the face of the picture is revealed, so are the target's intentions in broad, vague categories- benevolent shows as white, malevolent as black, lustful as green, self-serving as blue, deception as yellow and hateful as red. The colors show only to the caster- i.e. the spell is performed on themselves, not on the person who's aura they're reading.

Defense Against The Dark Arts

Power Level: 2 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

The spell requires one lock of hair from each black magic user the target of the spell is being protected from, two casters, two candles, and a large pentagram. The person being protected from black magic (the target), stands in the center of the pentagram, flanked on either side by the casters. Together, the casters chant a 30 minute ritual while holding the candles.

Aspect Analysis: Two casters (-1), Ritual (+0), Noticable Scope (+1), 1 Week Per Success Level (+2), Takes 1 hour to have full effect (-2), Unusual Spell Requirement: Hair of Opposing Casters (not the ones casting this actual spell) (-1), Major Effect (+3)

This spell protects the target against magic users casting black magic upon them. The effects of the spell last 1 week per SL.

Demonic Blindness

Power Level: 5 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Requires powder made from amber, mandrake root, and demon blood. The powder is blown into the area with the targets and an incantation to Cadria is spoken.

The spell causes the targets (up to 10) to become completely unable to perceive any form of demon. They can perceive the demon's actions, but not the demon itself. Spell lasts for 24 hours.

Demonic Transformation

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

A small amount of powder or pill containing mandrake root and several other rare herbs. The caster must empower this during a three hour ritual to Proteus, the god of change. To cause the spell to take effect, the pill or powder must be consumed by the target (preferably hidden in a foodstuff, as it has a strong flavor).

The spell transforms the target into a demon specified by the caster when the powder is created. This is not an illusion, but a true transformation; the target's language is replaced with demonic languages, and her personality will change over the course of six to nine hours to become demonic. After 3 hours, the target must make a doubled Willpower roll to avoid giving into her demonic nature. Another roll, with a cumulative -1 penalty, is made every 3 hours after that, to a maximum penalty of -5.

Deny The Seeker

Power Level: 5 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

By placing the stones at the four corners of the space to be protected and chanting a sutra for half an hour, the caster is able to successfully block a location as large as a single building from any sort of scrying effects or spells. The spell is permanent so long as it is not dispelled, reversed, and the stones are kept in their set places. If even one of them is moved, the spell is broken and no longer functions.

Dho-Hna Formula

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Minute

This spell allows a caster to view the far flung corners of the universe and dimensions. after reciting a grueling chant in Aklo, the casters vision swims and is replaced with a view on any one selected location in space and dimensionality no bigger than a large building. If no target is selected and the chant is invoked on its own, it gives the caster a vision of the inner city at Earth's magnetic poles before rotating rapidly through random points in space-time, one each minute until the effect runs out. The caster does not need to have been to the targeted location before, and can simply know of it. Calling out the name during the invocation is sufficient to bring the proper vision.

Targeted visions call for a Fear Test at -2 in order to be able to make out anything useful, as in the intervening moments before the vision materializes the caster will "see" the totality of intervening space between them and their desired target. Untargeted visions call for the same Fear Test, as well an additional Test for each successive vision, made at an ever higher penalty (-2 for the first, -3 for the second, -4 for the third.)

Due to the metaphysics of the Formula, this spell cannot be used to view anything less than 800 feet below the Earth's surface in a region roughly the size of a continent around the caster. The supernatural noise is simply too great.

Aspect Analysis: One Caster (+0), Very Long ritual (-2), Major Scope - one 100-person sized building somewhere in space or another dimension (+4), 1 Minute/SL duration (+0), No Special Requirement (+0), Severe Effect: Visual and auditory illusion (+2)

Dream Travel

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

The caster must meditate for several minutes beside the sleeping person whose dreams they seek to enter.

The caster enters the sleeping person's dreams and can affect the dream in the same way they can affect the waking world — by picking things up, moving objects, talking to the dreamer. They can choose not to appear in the dream and simply watch, or can take the appearance of anyone they want in the dream. This spell can be used to help someone who is having nightmares, but can also be used to spy or influence the sleeper. The caster can also ask the dreamer questions they normally would not answer if awake. The dreamer will not believe these dreams are created or altered, but they will be exceptionally vivid and easy to remember.

Early Warning

Power Level: 5 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Caster must draw a line of symbols in colored sand all around the area being protected and then say a short incantation.

The spell warns anyone inside the protected area if any hellgod or exceptionally powerful demon comes within 100 feet. The spell is good for 1 warning. The warning is quite loud and will wake anyone within the area. The spell remains in place until it is either banished or triggered. Once cast, the sand need not stay in place; it can be disturbed or swept up.

Easing The Pain

Power Level: 4 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Healing spells are hard to master, and are not always effective. As well, it is not always a matter of healing that is important, but having the ability to go on. That is why this spell exists. It does just as its name says. It eases intense pain, bringing calm to the spell's target. It does /not/ stop the cause of the pain from existing, however. So, if you break a leg, and are effected by the spell, you will still have a very broken leg, and walking on it will prove stupid, and end with you falling on you backside. However, the pain that would normally result will not be there.

In mechanical terms, this spell offers a number of levels of the Resistance(Pain) quality equal to the SLs of the spell. However, it can also be a burden in that if you forget about a wound that was causing you pain, there is always the possibility of making it worse. The spell can be cast by anyone, really, though it takes several moments of chanting. If the caster has the Sorcery quality, all they must do is trace a symbol on the targets skin, which will then glow with a silvery light. This will also work on the caster himself. The effect of the spell lasts for quite a bit, specifically for one hour per success level. Once the spell effects fade, the pain returns. However, if the victim has been healed by mystical means, thus eliminating the wound in some manner, then the pain that returns is equivalent with the state of the wound. If, however, someone is stabbed with a sword, and gets medical treatment, when the spell fails, they will still feel as though they've had a sword shoved through their insides.

End Demonic Blindness

Power Level: 5 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Either a quick chant, or several-minute chant to Cadria. The spell reverses the effect of Demonic Blindness, allowing any affected to see demons normally.

Energy Barrier

Power Level: 7 Orientation: White
Research Mod: +2 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Two or more people with Sorcery must only chant, "Enemies, fly and fall…circling arms, raise a wall!". Everyone else must spend several hours drawing a circle around the area to be protected with colored chalk.

An invisible barrier will spring up around the casters that can be as small as desired or 99 feet in diameter. Nothing can pass through the barrier but air — weapons, magic, poison gas, enemies… all are kept at bay. The casters can drop the barrier at will or open and close a temporary gate. If not dispelled, the barrier will naturally dissolve after SL x 4 hours.

Energy Transfer

Power Level: 6 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Caster must touch two people, envision a type of energy to be transferred, and recite a several minute spell.

This spell is used to transfer mystical energy between two people. The caster can transfer energy from one person to themselves, from themselves to another person, or use it to become a conduit to transfer energy between two other people. It is often used to weaken another Witch by stealing their magical energy. If used in this manner, the victim's Sorcery level reduce by half (round down), for the next hour while the caster will temporarily gain a number of Sorcery levels equal to the number the victim lost. This bonus can only be used on the next spell or telekinesis attempt the caster performs.

Entreaty To The Sun

Power Level: 4 Orientation: White
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

This ritual is very particular, but those that involve Gods often are. The caster, who cannot be a soldier of the dark and must be dressed at least partially in blue, must begin this ritual when the sun is at its peak in the sky- when Huitzilopochtli's attention is full on the earth and the caster's entreaties cannot go unnoticed. The ritual begins by salutation; the calling forth of the Aztec sun god and followed by a series of short rituals that honor him. Once these are finished, the caster/priest calls their wish- an invocation for assistance in the eternal battle of the night against day. As a sign of their devotion, they spill their own blood to Huitzilopochtli, filling a goblet at least to the brim as an offering. Less is offensive- more would be wise. The caster must balance their own well-being with the gift they wish to offer. If Huitzilopochtli hears the request, he will respond by gifting those at the ceremony with strength and resilience, reflected code wise by a str X SL boost and a con X SL boost. If he does not, one is left with nothing. If one offends the God, one may very easily lose their life for both Huitzilopochtli's hunger and his insult are satisfied only by human blood.

Mechanics note: Spell must be cast at solar high noon by a human who is wearing something blue. Any attempt by a vampire or werewolf will result in the Huitzilopochtli striking outwardly at the caster for whatever staff thinks is realistic. Note the restriction is based on one being a creature of the dark/moon, literally. Figuratively doesn't count. Demons can attempt this spell without immediate retribution- but their sacrificial offering will not satisfy the God. It must be the caster's own, pure human, blood.

Participants: Caster (+0), Casting Time: Long Ritual (-1), Scope: Severe (up to ten people) (+2), Duration: Hour/SL (+1), Spell Requirement (must take at least 5 points of damage to fill the goblet) -1, Effect: Major (+3). Final PL: 4

Etheric Scanning

Power Level: 3 Orientation: White
Research Mod: +2 Public Spell: Yes
Quick Cast: No Duration Per SL: Minute

Requires two casters with Sorcery, candles, pot of herbs to anoint the participants, and a personal item of the person being scanned.

Lets the caster send her consciousness into the nether realms, while the other caster acts as an anchor. While in the nether realms, the Witch can perceive any ongoing mystical effects in the vicinity of the person being scanned, including possession, curses, or magical transformations. If something goes awry, the Witch's spirit can become lost until she can find her body again.

Exorcism

Power Level: 3 Orientation: White
Research Mod: +3 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

You need a binding powder, which you put in a circle around your vict…err…target. Holy water and crosses are also needed, to hold your target in place, while you begin the liturgy in Latin, preferably the exorcism liturgy approved by the Catholic Church. Finally, the caster must hold the cross in the victim's face, while chanting the liturgy.

Aspect Analysis: One caster (no mod), Ritual (five minute liturgy) (no mod), Scope: Noticeable (one person) (+1), Duration (Permanent) (+3) (Takes 1 minute to have full-effect (-1), Unusual ingredients required, (binding powder) (-2), Severe Effect (+2)

If the caster successfully casts this spell, then the caster and possessor get to have a battle of wills. The caster makes a doubled Willpower roll, adds the SLs of the ritual, and compares the result to the Brains score of the baddie. If the caster wins, the possessor is exorcised. Vampires can perform this ritual, at a -5 to all rolls if they're holding a cross, due to the itching, burning sensations. Wrap the cross and the penalty is lowered to -2. How the possessor reacts once exorcised is up to the storyteller.

Expectations Fulfilled

Power Level: 3 Orientation: White
Research Mod: +1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

With the wave of a hand and a few simple words, a witch or warlock can present the illusion of a small object that they wish their target to see. For non-sorcerous characters, this is not so quick however, it requires a five minute ritual.

ASPECT ANALYSIS: Ritual (five minutes) (+0), can be Quick Cast (+1), noticeable scope (one being) (+1), short duration (-1), severe effect (+2).

This is the perfect spell for creating a fake ID or an overdue term paper. Everyone other than the target sees the caster handing the target empty air, so this spell is best done without bystanders. The illusion looks, sounds, and feels like the real thing to the target, but vanishes as soon as the target puts it down or looks away from it. Fortunately, the impression remains that the item was exactly what was expected; most tagets assume they simply lost the item, and do not come to the conclusion that they were handed an illusion.

Eye Of Horus

Power Level: 2 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

The caster draws an Eye of Horus, or udjat, around the recipient's eye using a paste made of charcoal, clay, and a small amount of silver.

Vision is improved in the eye decorated by the udjat.

While affected by this spell, target with Impaired Vision can see normally, with normal vision gains Acute Vision, and with Acute Vision and no other supernatural qualities or drawbacks gains The Sight.

Ezilis Boon

Power Level: 4 Orientation: Black
Research Mod: -8 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

An hour-long ritual conducted at a place of power on the Summer or Winter Solstice. During the casting, the caster must inflict sufficient damage upon themselves that they will die (this is usually done by slashing a vein or artery and allowing the blood to run free).

At the moment of death, Ezili appears to the caster and grants them one Wish.

Opinions vary over what exactly Ezili is. Most believe she is a voodoo Loa also known as Erzuli, but whatever the case she is a powerful creative and destructive force. She is a primordial representation of motherhood, fertility and femininity, and most of her granted Wishes somehow fulfill one of these aspects. Unlike Vengeance Demons, Ezili doesn't usually arrange for the Wish to backfire on the Wisher, especially if it has altruistic motives. Instead, she tends to wreak some unintended havoc on the area around her: her presence will attract supernatural entities, tear open supernatural portals, and cause spells to backfire.

Should the caster be saved from death, Ezili will become angered. Expect terrible, terrible results.

Falcon Crown

Power Level: 3 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Minute

A feather from an eagle, hawk or falcon, burned over a blessed candle while reciting a five minute incantation to Horus the Younger (Heru-se-Isis), the falcon-headed Egyptian god. Sorcerers need only hold the feather and call out to Heru-se-Isis.

For one minute per Success Level, the caster can control the actions of nearby birds (a maximum number equal to twice her Willpower). This can be as simple as causing them to fly or roost, or as complicated as directing them to deliver a small object to another character. These birds can do one point of damage per bird every round (half Bash, half Slash/stab) if ordered to attack.

Only normal, mundane birds are affected by this spell. Demons with bird-like traits, or birds that serve as familiars or are already being controlled by another caster, are completely immune.

False Resurrection

Power Level: 4 Orientation: Black
Research Mod: +2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Spell requires a photograph of the deceased, a short ritual, and the egg of a Ghora demon.

The spell raises the target from the dead…somewhat. While physical attributes are unchanged, mental attributes are all reduced to one. At best, the person can still recognize her loved ones and carry on extremely simple, halting conversations. If the photograph is ever ripped or destroyed, the subject instantly returns to their grave.

Finding The Lost

Power Level: 5 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Needs 2 casters, and a representation of the item lost. Needs a large handful of sacred sand and a supplication to Eryishon the Endless. One of the casters also needs to know exactly where and when the object was lost. Ritual takes 10 minutes.

ASPECT ANALYSIS: Dual casters (-1), ritual (ten minutes) (-1), noticeable scope (one object) (+1), permanent duration (+3), rare ingredients (-2), awesome effect (+5).

The spell reaches through time and dimension to recover lost or destroyed items. If used on an object that is merely lost or stolen, it can cause more than one copy to exist in the same world. During the casting, both casters see flashes of the events that led up to the item being lost or destroyed. The spell cannot be used to return the dead to life; at best it can summon a version of someone who died from a dimention where they lived.

Fog Of Protection

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Turn

Witches only need to say a few words and point. Non-witches need to chant for a minute or two. A white fog billows from the caster's hands, enough to affect one target, or two if very close together. Anyone touched by it is rendered completely senseless and somewhat dizzy for a minute.

Forgetting

Power Level: 6 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

To affect the memory of one person, the caster need only recite a short incantation while holding a lethe's bramble. To affect more than one target, or to affect extensive memories, the caster must recite the incantation while holding a pure quartz crystal and then burn a fire around it. When the crystal turns black, the spell goes into affect.

In its simplest form, the PL of this spell is 6. It will affect one memory of one person. Add one PL to affect the memories of up to 10 people. Add one PL to affect more than one memory. If the black crystal is destroyed, the spell is broken and all memories return.

Gad

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This ritual alters fate and luck as it creates a temporary 'tattoo' on the skin of the target, whether that is the caster or a second party. The special ink is mixed with ashes gained from burning a small amount of wood from a used coffin, is blessed and will provide a small measure of good luck.

The Gad creates an ink drawing on the skin of the target, who is blessed as if they had the Good Luck advantage at a level equal to the number of successes rolled on the ritual (up to rank 5). These are only temporary good luck points, however, and once spent they are gone. If the target has the Bad Luck drawback, the Gad will first cancel out any levels of Bad Luck before giving levels of Good Luck.

Glamour

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Day

The caster has to know what she wants the finished person to look like: some kind of retouched image of the subject's face, which must be burnt in a brass bowl. While the picture burns, the caster chants an incantation to Janus and the castee breathes in the fumes.

ASPECT ANALYSIS: Ritual (ten minutes) (+0), noticeable scope (one being) (+1), very long duration (+2), noticeable effect (+1).

The spell can add or subtract up to 4 points of Attractiveness, as well as changing the subject's hair, face, eyes, and general skin tone as a base disguise. Can be cast on the caster, or anyone else present. Doesn't disguise more than theatrical makeup could do. Canceled instantly if the subject gets a significant amount of water in the face. Cameras and other 'mechanical' eyes will see the glamoured version of the target; mechanical devices cannot 'see' through the magic.

Grade A Pen

Power Level: 3 Orientation: White
Research Mod: +2 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

The caster gathers a pen, string, three beads, and any sort of bird feather together. They must perform a ritual of approximately ten minutes, consecrating and purifying the items that are going to be linked to the pen.

The pen memorizes the first thing that is written with it, up to several handwritten pages worth. Anytime the pen is then used again within the same week, the pen will replicate the original document, although it will appear in the new writer's handwriting.

Spell Analysis: One Caster (+0). Casting Time - 10 minute ritual: (+0). Scope: one pen (+1). Duration: 1 week (+2). No special requirements. Effect: Minor (+0).

Gypsy Evil Eye

Power Level: 5 Orientation: Black
Research Mod: -4 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Week

Those with Sorcery need only to glare at the target, mumble 'Armaya' and spit on the ground. All others must also meditate for a few minutes picturing the target in their mind.

This ancient Romany curse will afflict the target with Bad Luck +3 for 1 week per success level.

Gypsy Shape-shifting

Power Level: 8 Orientation: Black
Research Mod: -6 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Permanent

Caster must be trained by a gypsy Sorcerer (and they don't just train anyone, ya know).

Spell allows caster to shift into another form (bat, cat, cloud of mist, rat, raven, snake, or wolf). Each form has its own advantages and abilities. The form the caster is able to take on depends on the training and inclination of the caster. The caster will retain their own thoughts, personality, skills, and abilities, just in a different form.

At the base PL of 8, it is only possible for the caster to shift into one of these forms and they must specify which form will be taken when the spell is cast (if the caster chooses to take cat as their form, they can't turn around and shift to a raven next time). Each additional form raises the PL of the spell by 1. For vampires and others of a demonic nature, the PL of the spell is halved (rounded up) when considering the SLs necessary for casting.

The shift lasts until the spell is cast again to adopt a different form, or until the caster decides to return to their "normal" shape. It is possible to add another shape to the caster's list of forms, but it takes additional research, training, and study. Once the process is done, the spell's base PL increases by 1 immediately.

Hecate's Cold Heart

Power Level: 4 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Minute

Those without sorcery must spend several minutes praying to and invoking Hecate. Those who do have Sorcery, need only hold out both their hands with palms out, and thumbs and index fingers touching, and shout "Hecate, freeze my enemy where he stands!" The spell will only affect demons, or demon tainted individuals - someone who has a demonic Spirit Patron, for example. When cast on a normal or supernatural human (Slayer, Sorcerer, etc), the spell swirls around them and vanishes.

A blast of light blue and white energy will shoot forth from the caster's hand, visually appearing as though there are crystals of some sort in the stream of energy. The spell not only does 2x Willpower per SL in damage to a demon, but also drains a point of Dex per SL - an effect that lasts only a minute per SL. If the victim is reduced to 0 Dex as a result of the spell, they're frozen in place until the effect wears off.

Aspect Analysis: One Caster (0), Quick Cast (+1), Limited Use: Only affects demons (-1), Noticeable Scope (+1), Major Effect (Dual Severe): 2x Willpower per SL damage, drains point of Dex per SL (+3), Duration: Minute per SL (+0).

Hideaway

Power Level: 2 Orientation: White
Research Mod: -1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Permanent

5 minutes of meditation for most casters, but just a simple gesture for those with Sorcery.

Unless the caster does something to draw attention to themselves (e.g. jumping up and down and screaming, attacking someone, etc.), those affected by this spell will walk right past without even glancing at the caster.

The caster causes 1 individual per SL to ignore them for the spell's duration. This spell doesn't allow the caster to disappear from view, however - any target who can see them when they cast the spell is unaffected by it.

Hold Person

Power Level: 3 Orientation: Black
Research Mod: +1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Turn

The witch may simply incant the phrase, "Thicken!", and gesture at their target by extending their outstretched palm . Other magicians must meditate for several minutes. This spell causes the air around the target to solidify. The target can breathe normally, but they are stopped in their tracks. Since this spell prevents all gestures, most forms of magic are impossible, but psychic powers can be used normally.

There are three ways in which this spell can be cancelled: By being dispelled normally, by fading naturally at a rate of one Turn per success level, or if an outside force comes into contact with the thickened air. What this means is that a single action may be performed against the target while held by the spell, but it breaks the spell and they may then move freely.

Hound Of The Dark Goddess

Power Level: 3 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Turn

For most people, this spell must take place at a crossroads where three roads intersect (even if it only is one street bisected by another) at night. For Sorcerors, this only requires a momentary invocation to the Dark Goddess, Hecate.

Effect: The spell will summon a spectral hound - a wolf-sized animal that bears resemblance to the canine family, but also appears very different, as well. Size, for one. It also glows a light blue color, and for as long as the spell lasts, wherever the hound treads, the footprints will glow with the same blue light. This hound will obey the directions of the caster, whether that be to attack or defend. However, the hound will not attack anyone that is generally good, or possesses the Honorable drawback. It will still, however, stand guard against individuals like this.

(Stats duplicating the Hellhound stats)
Statblock: Str 4/ Dex 6, Con 4, Int 2 , Per 7, Will 3
Ability Scores: Muscle 14, Combat 16, Brains 12
LP: 50
Bite: 16 score, 12 damage
Claw 16 score, 12 damage
Dodge 16
Pounce 14 Score, 11 damage (use Slam Tackle effect)

Aspect Analysis: One Caster (+0). Quick Cast (+1). Noticeable Scope - 1 hound (+1). Duration - Turn/SL (-1). Severe Summoning Effect (+2).

Ignite Fire

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Those with Sorcery merely need a few-word chant. Others must meditate for three minutes.

The spell ignites any flammable object up to the size of a large fireplace full of logs. If used to ignite an enemy's clothes, it does SL x 3 damage to the target, doubled vs. vampires or other creatures especially susceptible to fire.

Ionize Air

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

The spell requires a dolls-eye crystal and a 10 minute incantation. It ionizes the air in a one block radius. Within it, all TV, radio, and cellular communication is cut off. Static electricity is everywhere.

Jedi Mind Trick

Power Level: 3 Orientation: White
Research Mod: +1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Minute

Eye contact and chanting for a non-sorceror or just eye contact (and a not-necessary-but-fun handwave) for a sorceror and the caster can cause a momentary distraction on the weak-willed.

The target rolls their WP, it works if the caster's SLs are higher than the target's WP roll. This spell works differently on sorcerors. If the spell fails, the target gets to react to the casting, thinking the caster is "really damn weird."

Sorcerors know it's happening, for one thing, which puts the use firmly into the category of 'being a dick'. If the target's sorcery level is above that of the caster, it flat out doesn't work. Otherwise, the difference in sorcerer quality levels is applied as a bonus to the caster. Usually any time a sorcerer uses this on another sorcerer it's to assert dominance (also known as 'dick-waving').

Aspect Analysis: one caster (no mod) Instant Cast (+2), Minor Scope (1 target) (+1), Short duration (one minute per SL) (no mod), no spell requirements (no mod), Minor effect (no mod.)

"These are not the droids you're looking for." With either a minor incantation of a minute for a non-sorceror, and eye contact, or just the eye contact and a non-mandatory (but fun) handwave for a Sorceror, the caster can make the target do some suggestion that does not go against their personal beliefs. Examples can include "look over there," or "I am 21," but not to punch the guy next to them or cause them to calm down. 'Kiss me' works for a peck on the cheek as long as the target is attracted to the caster's gender. 'Give me a lapdance' does not work. Short, simple commands work. Sit, stay, follow. Keep in mind the duration. Best for distraction or just being a dick.

Jet Of Flame

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Those with Sorcery need only shout "Incindere". All other must also meditate for a few minutes.

This spell will cause a gout of flame to burst from the caster's hands. The flame itself is five yards long and does Willpower x SLs damage (double against vampires and other flammable creatures). It can also be used to set flammable objects ablaze.

Levitation

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Requires several minutes of incantation to cast.

Spell allows the caster to float in the air or even fly slowly. Spell lasts SL hours, as long as the caster does nothing but concentrate on the spell. Can be quick cast to float gently to the ground if being thrown from, or falling from, a great height. Also, anyone with the Sorcery quality can use this spell to fly from the ground to the top of a twenty-story building, but can fly no faster than they can run.

Life Bond

Power Level: 6 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Turn

A thirty second recitation, after which the caster must firmly place their bare hand must on the target's exposed skin (treat as a Grapple if the target resists) within one Turn per Success Level. Both the caster and target must have souls.

For one hour per Success Level, a link is forged between the caster and the target. Within that time period, any change in Life Point totals experienced by one of the parties is automatically mirrored in the other. There is a direct one-to-one correlation in Life Points, regardless of type or source.

A character may only be part of one Life Bond at a time.

Lifting The Veil

Power Level: 5 Orientation: White
Research Mod: -1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Prior to using, caster must mix wolfsbane, satyrion root, a toadstone and pure water in a bottle. To use, the caster must say the following incantation: "Ihr Goetter, ruft Euch an! Verbergt Euch nicht hinter alschen Gesichtern!" (Translation: You gods, I call upon you! Do not hide behind false faces!)

ASPECT ANALYSIS: Ritual (less than half an hour) (+0), may be Quick Cast (+1), noticeable scope (one being) (+1), creates magical item (+1), long duration (+1), unusual ingredients (-1), severe effect (+2).

The spell instantly banishes illusions of less than PL6, revealing the truth behind such spells, as well as all demonic entities less potent than demon lords or hellgods. It reveals the invisible and causes beings to revert to their true form; demons with multiple forms will assume the demonic, and vampires assume "vamp face". The spell does NOT cause a werewolf to shift. Those affected cannot shift or change their appearance magically until the duration has elapsed.

Light Of Guidance

Power Level: 3 Orientation: White
Research Mod: +1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Minute

Those with Sorcery speak a quick incantation. All others light a candle and chant for five minutes.

The spell creates a small light, which can lead the caster to anyone or anyplace she knows well enough. It leads her towards this destination, staying a few feet ahead.

Lightning Bolt

Power Level: 6 Orientation: Black
Research Mod: -8 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

The Emperor's favorite Jedi trick is not easy to cast, and only available by way of a rare tome, 'Book of Darkest Magick'. Lightning strikes the victim (who must be within the line of sight of the caster), inflicting 5x Willpower points per success level in damage.

Lover's Curse

Power Level: 7 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

Herbs and potions, and a picture of the ex-lover. The picture must be burnt.

The spell causes anyone who loved the victim to hate them, as well as giving them 5 pts. of Bad Luck.

Ma'at's Feather

Power Level: 4 Orientation: White
Research Mod: 1 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

A feather, which is then dedicated to Ma'at, the Egyptian goddess of truth and balance in a 20 minute ritual. The dedication ritual involves burning sandalwood incense and incanting a prayer to the Goddess in Egyptian while holding the feather in the incense-smoke.

The feather appears unchanged, except that if set on its spine it will stand upright indefinitely. If someone lies in the feather's presence, it will immediately fall over. The feather may be set up a number of times equal to the SL in the casting roll, but after it falls over the last time it will disappear in a flash of light.

Magical Blindfold

Power Level: 3 Orientation: Black
Research Mod: +1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Turn

Those with Sorcery need only shout "Obfuscate". All other must also meditate for a few minutes.

Gray blob will appear in caster's hand. They may then throw the blob at someone, which will unerringly strike the victim's face where it transforms into a sticky goo that covers the eyes and they are temporarily blinded. To remove, it must be pulled at for 2 x SL turns, otherwise it lasts for 1 minute per SL.

Magical Disguise

Power Level: 5 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

Caster recites a short incantation for one minute.

Spell disguises target as someone or something else. All attributes and capabilities remain the same, however. Does not change clothing or accessories. Lasts for two hours per SL. Can be cast on self or anyone else.

Magical Ward

Power Level: 7 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Repeatedly draw a circle around the protected area with a special wand and chant for 15 minutes.

The spell creates a barrier around an item which protects the item from all harm and keeps all from touching it.

ASPECT ANALYSIS: Ritual (fifteen minutes) (+0), noticeable scope (one object) (+1), permanent duration (+3),

The item named below has been placed inside a Magical Ward at the location specified. Any other people involved in the casting of this spell should also be listed. The barrier protects the item from all harm and keeps anyone who did not assist in the casting of the spell from touching it. The barrier can only be pierced by someone who was involved in the casting.

Magnus Tripod

Power Level: 1 Orientation: White
Research Mod: 5 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

One magician and three assistants must surround the haunted area, light candles, and perform the following chant: "I shall confront and expel all evil… out of marrow and bone, out of house and home, never to come here again." The entire procedure only takes about five minutes once everyone is in place.

ASPECT ANALYSIS: Multiple casters (-2), ritual (five minutes) (+0), noticeable scope (one being) (+1), limited scope (less powerful ghosts) (-1), instant duration (+0), major effect (+3).

This spell banishes ghosts. Cast it and they return to wherever they go so that they never trouble any living person again. Unfortunately, if the ghost is too powerful, they will ignore the exorcism and keep haunting.

Medicine Wheel

Power Level: 2 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

The caster must make a medicine wheel, a Native American talisman consisting of a cross inside a circle with assorted tassels. It must be made of natural components, usually wood, leather and sinew.

The completed medicine wheel is hung over a bed, cot, or other place where someone sleeps. Anyone sleeping (or resting) for a night beneath the wheel heals an additional Life Point that day. Also, she gains a +1 to any rolls to resist the effects of diseases or poisons. The wheel remains effective for 1 day per SL.

Sacrificing a Medicine Wheel while casting a spell grants the caster a +1 bonus for each day the wheel is still active. This drains all of the mystic energy from the wheel, however, and once the spell is cast the Medicine Wheel is just an inert talisman.

Mental Communication

Power Level: 5 Orientation: White
Research Mod: 1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Caster must perform a ritual to Mercury, look at and whisper the names of up to ten people they wish to communicate with.

Caster will be able to communicate mentally with the people they chose at the casting of the spell.

Until the sun next crosses the horizon, the caster can mentally speak with whoever she designated when the spell was cast, as long as they can see the target (even if they are only a small dot in the distance). This does NOT allow the caster to read the minds of the targets. Telepaths can overhear these conversations.

Murder Of Crows

Power Level: 6 Orientation: White
Research Mod: -3 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

An incantation (6 Turns), during which the caster must visualize their destination. Those with Sorcery need only make a gesture.

The caster freezes for a moment, and then explodes into a dozen magical crows that immediately fly away. When they reach their destination (a location within one mile per level of Willpower + Sorcery, which the caster must visualize while casting the spell), the crows flock and the caster reconstitutes. Crows created by this spell will take no action except flying in a flawlessly straight line toward their destination and Dodging attacks. The caster is vulnerable while the spell is in effect - they take 10 points of damage for each crow that doesn't make it to the destination.

The caster has no self awareness while in crow form. They have no memory of traveling, cannot control the actions of the birds once they form, and their mind cannot be read by magical or psychic means.

A crow has 8 Life Points, flies at a speed of 30 MPH, and has a Dodge Score of 26.

No Rest For The Weary

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

The caster roasts a handful of cava beans over a candle lit at both ends, then recites a short incantation/command and eats the beans. The caster will have the ability to remain at full wakefulness for 5xSL hours. This time can be dedicated to research rolls.

Aspect Analysis: One Caster (+0), Ritual (+0), Noticeable Scope (+1), Duration: Hour (+1), Noticeable Effect (+1)

Obscure Truth

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

The caster must first collect a piece of falcon's eye crystal (a bluer toned version of a tiger's eye), which is the center of the ritual, in which he or she must invoke the Obscured Gods, who seek to hide truth and conceal reality. The crystal is anointed with an oil mixture that includes a doll's eye crystal infusion, and a sprig of nightshade. With a final invocation of 'celo veritas' (hide the truth), the falcon's eye glows dark blue, and is temporarily enchanted with the effect of the spell.

When given to another individual, the caster can then make a resisted Willpower roll, with a bonus equal to the SLs earned on the spell. If won, the target will believe the next statement made by the caster, regardless of it's veracity. The crystal acts as the focal point for the ritual - it only need be in contact with the target when the spell is activated, the effects remain even after the crystal is lost or put away. If the caster declares the sky is really green, then the target will be convinced of this fact. The caster's mind will do it's best to impose this new reality to them - in their perception, the sky really would be green, and this would be normal.

When confronted with evidence that would dispute the lie that the target now believes, they can make a resisted Willpower roll (doubled). If they achieve a number of SLs equal to the original spell, then the spell is broken. However, for every failed attempt where successes are still gained, the next Willpower roll must achieve one less SL until success occurs.

Spell Analysis: Solo Caster (+0). Caster Requirement - Must possess Sorcery (-1). Ritual (Lengthy) (-1). Scope - Noticeable (+1), Unusual Ingredients (rare-ish herbs, and the doll's eye crystal) (-1). Duration - Permanent (unless dispelled) (+3). Effect - Major (makes someone completely believe a lie) (+3).

Open Gateway

Power Level: 6 Orientation: Black
Research Mod: -1 Public Spell: Yes
Quick Cast: No Duration Per SL: Minute

Three casters with Sorcery quality must perform an hour long ritual beginning at noon. Casters must have a map and a drawing or photo of the destination, as well as an item associated with that destination.

This will open a gateway portal to the desired location on Earth. The portal does not last long, but will admit two dozen people or a dozen mounted riders. Because of the nature and power of the energies involved, electronics and delicate equipment will not make it through the portal intact, nor will modern vehicles or firearms. Spell will always open portal to the location on map, unless the map, photo, and item do not match up for some reason. Spell will then automatically fail and cause side effects.

Paralysis

Power Level: 2 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Turn

Caster must spend 5 turns chanting an invocation to Medusa, then must touch target with left hand.

Spell paralyzes a target for 1 Turn per SL. Very visually showy spell. Any interruption of the spell causes it to fail and an immediate check for Side Effects.

Passion Of The Huntress

Power Level: 5 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell requires a personal object of the target, a large symbol representing the sex of the target in red chalk, a candle with the target's name written on it, a boiling cauldron or beaker with herbs, and a picture of the target. The ritual takes about 15 minutes, and requires the following incantation: "Diana, goddess of love and the hunt, I pray to thee. Let my cries bind the heart of (name)'s beloved. May s/he neither rest nor sleep until s/he submites to his/her will only. Diana! Bring about this love and bless it!"

ASPECT ANALYSIS: Ritual (fifteen minutes) (+0), noticeable scope (one being) (+1), very long duration (several months) (+2), unusual ingredients (-1), severe effect (+3).

This is a dangerous love spell, as it calls not on Venus or Aphrodite or any common love deity, but on Diana in her capacity of Goddess of the Hunt. It is in fact often used by witches as a curse. Regardless of why the spell is cast, over the next day or two, the target becomes increasingly infatuated with the recipient, and incredibly jealous of anyone the recipient may otherwise seem interested in. The target will happily stalk the recipient and may even attempt to kill them if they feel their love isn't returned. This spell lasts for several months, but is usually dispelled before this. Dispelling won't remove the target's memory of being madly infatuated, though.

To remove the spell, one can attempt a Reverse Witch's Spell, but the easiest way is to recite the revoking incantation: "Diana, goddess of love, be gone! Hear no more your siren's song!"

Pele Da Pedra

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Minute

A ritual that incorporates throwing slivers of wood, stone, and metal into a fire, along with reciting the following Portuguese incantation: Pinheiro faz mogno, a nogueira a corvalho; talco a arenito, a piarra a granito; estanho a bronz, a ferro o; carne a osso, a chifre faz rocha! Pele faz pedra! Those with Sorcery need only touch the target (can be cast on their self) and incant "Pele faz pedra!"

Although the recipient does not change visibly, their skin feels hard as stone when struck hard enough to do damage.

The target gains the Natural Toughness Quality. Additionally, they gain Resistance (Demonic Powers) Level 2 for the same period of time.

Psychic Surge

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Turn

A chant (4 Turns) and some sand thrown in the air above the caster's head. Sorcerers need only to do the sand part.

There is a bright green flash, and every character with psychic abilities (including the Sorcery Quality and psychic demon powers) within about 20 yards of the caster takes 2x Willpower per SL damage. The caster is not completely immune, taking 1 point of damage per SL if they has supernatural powers or the Sorcery Quality. For 1 Turn per SL after the flare, all supernatural powers within the area of effect suffer a -2 penalty.

Quenching Lusts Fires

Power Level: 5 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

Spell requires boiled skink root, essence of rose thorns, and raven feathers in a pot, while chanting an invocation.

ASPECT ANALYSIS: Ritual (less than half an hour) (+0), noticeable scope (one being) (+1), very long duration(+2), severe effect (+2).

Anyone breathing the fumes from the pot is freed from any infatuations or lusts that afflict them. The spell cannot interfere with true love, but handily removes any inopportune romantic or lustful feelings. The spell lasts for 1 lunar month.

Quick Illusion

Power Level: 1 Orientation: White
Research Mod: 3 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Spell can only be cast by those with Sorcery with a quick incantation, generally only a word or two.

Spell to create minor illusions. Cannot be used to harm anyone, and caster must be no more than three yards from the thing being changed. Illusions fade in SL hours.

Reflect The Dark Back

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

This spell can channel and reflect spells cast at the defender. The spell protects the caster only, all others take affect as normal. The caster holds out his or her hands, absorbing the cast spell into them, and channeling it back to the original caster. The spell has an instant cast, and successive uses call for additional uses of the spell. The redirected spell does half the original caster's willpower multiplied by the redirector's Success Levels.

Rekindle Loves Flame

Power Level: 6 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

Spell requires boiled skink root, essence of rose thorns, and raven feathers in a pot, while chanting an invocation.

ASPECT ANALYSIS: Ritual (less than half an hour) (+0), noticeable scope (one being) (+1), very long duration(+2), severe effect (+2).

Two people who once were truly in love and still retain some vestage of feeling can have their love rekindled by breathing from the fumes of the pot while an incantation is chanted. Effects last one lunar month, but if love has been rekindled, it may persist normally after this time.

Remove Bonds

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Those with Sorcery say "Exegete". Others must meditate for five minutes as well.

Spell removes bonds from any target within five yards. Works on things like ropes and handcuffs, but will not open locked doors.

Restore Soul

Power Level: 6 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Caster must light candles and perform incantation lasting 10 minutes. Needs a bit of blood, hair, toenail or other bodily fragment from either the being who stole the soul, or the being whose soul was stolen.

The spell immediately returns the soul to a being from whom it has been stolen, and it cannot be stolen again for 3 hours. This works on any being with a soul, unless the soul is somehow mystically confined.

Restore The Undead

Power Level: 5 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Turn

Caster must have a powerful and blasphemously blessed item, such as the Du Lac Cross. Vampire being restored must be bound to an altar with their sire, and caster must stab a knife or dagger through both their hands while saying an invocation to the demon-lord Eligor. If the vampires are separated before the subject is fully healed, the spell ends.

Spell can restore a badly injured vampire to their full health, rapidly healing damage from fire, lingering injuries from magic, cross burns, and sunlight. The spell drains the lifeforce from the sire into the injured vampire, and may kill the sire if the subject vampire is injured badly enough. If spell is ended prematurely, the subject may still be partially healed, which could allow them to recover more quickly from remainder of injuries. Ending the spell early also ensures the survival of the sire, though they will be temporarily weakened by any use of the spell.

Resurrection Of Osiris

Power Level: 4 Orientation: Black
Research Mod: -5 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell requires a rare and priceless Urn of Osiris, a chant, a circle of four with candles around the one to be raised, blood from an animal sacrifice.

A true resurrection, this spell brings the dead to life. The caster takes 5 LP worth of damage and is completely exhausted from the strain of casting.

Returning The Vampire's Soul

Power Level: 6 Orientation: Black
Research Mod: -8 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This complex ritual takes about half an hour, and must be performed with an Orb of Thesulah. Each orb may only be used once, and if the ritual succeeds, the orb crumbles to dust. The invocation may be performed in English or in the original tongue in which the spell was created, as follows:

"Nici mort nici al flinctei. Te invoc, spirit al trecerii. Beda trupului ce separa omul de animal, cu ajutorul acestui magic glob de cristal…" (Translation: "Not dead, nor not of the living. Spirits of the interregnum, I call. Restore to the corporal vessel that which separates us from the beast. Use this orb as your guide.")

Alternate incantations include: Te implor Doamne, nu ignora accasta rugaminte! Lasa orbita sa fie vasal care-i va transporta sufletul la el! Este scris, aceasta putere este dreptul poporuil meu de a conduce! Asa sa fie! Acum!" (Translation: "I call on you, gods, do not ignore this supplication! Let the orb be the vessel to carry his soul to him! It is written this power is my people's right to wield! Let it be so! Now!")

ASPECT ANALYSIS: Ritual (less than half an hour) (+0), noticeable scope (one being) (+1), limited scope (soulless vampire) (-1), permanent duration (+3), rare ingredients (-2), awesome effect (+5).

This spell suppresses the demon spirit that inhabits a vampire when the soul flees, and re-installs their original soul back in their body. The vampire's superhuman abilities remain but the monstrous urges are no longer in complete control. The target remembers all their deeds as a soulless vampire. In addition, if the target ever experiences a moment of true happiness, they instantly lose their soul once more.

Reveal The Board

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

The casters draw a chess board of any size on any surface. They're the one who has to play on it later, so.. At each corner of the board the caster draws a geographic landmark that exists in reality, within the scope of a neighborhood, so that if one were to lay an appropriately scaled map on top the landmarks would be as they are on the map.

The casters then sit and play out an entire game of chess on the board. If the black pieces win, the board reveals small, white pinpoints that represent every warrior for the powers that be- slayers, sorcerers without black magic points, etc. If the white pieces win the board reveals every demon, bokor, vampire, sorcerers addicted to the magics, those whose power comes from demonic pacts, or those currently under the effects of a magic boost or currently shifted werewolf on the map by showing tiny pinpoints of red light.

It's important to note that this spell does not differentiate- a red light could be any evil powered thing and a white light could be any good powered thing. It does not measure intent, only actuality. It does not reveal the names of the target, but simply shows positions and groupings relative to the 'map' on the chess board.

Aspect Analysis: Two Casters (-1), Long Ritual (-1), Whole City (+5), Duration: Week (+2), Noticeable Effect (+1), Takes one minute to have full effect (-1).

Reverse Transformation

Power Level: 8 Orientation: White
Research Mod: -4 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Read a short, but hard to find incantation.

Spell reverses the effects of any transformation spell (such as a ratification spell), even if the caster does not know the original spell or did not cast the original spell.

Reverse Witch's Spells

Power Level: 5 Orientation: White
Research Mod: +1 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

By placing eye of newt and a personal effect of the witch in question inside a boiling pot or cauldron via a roughly 20 minute long ritual, all of the witch's current ongoing spells can be reversed. The following incantation must be recited: "The center is dark. Centrum est obscurus. Then darkness breathes. Tenebrae respiratis. The listener hears. Hear me. Unlock the gate, let the darkness shine. Cover us with holy fear. Show me. Corsheth and Galai, the gate is closed. Receive the dark, release the unworthy! Take of mine energy and be sated! Be sated, release the unworthy!" At that point, the caster must submerge their hands into the boiling water. Halfway through the casting of this spell, the witch will know it is being cast, and have a rough idea of where the caster is.

ASPECT ANALYSIS: Ritual (less than half an hour) (+0), major scope (all ongoing spells) (+3), unusual ingredients (-1), major effect (+3).

This spell immediately cancels all ongoing spells cast by a particular witch, warlock, or magician. It has no effect on spells cast by demons or god (though it will work for magic cast by human/demon hybrids). It also cannot be cast against multiple witches or warlocks at the same time unless th caster knows who all of them are and has a personal item for each of them. Note that this is for current ongoing effects; someone healed with magic won't suddenly have a gaping wound, nor will someone killed by a curse suddenly hop out of their grave.

Revoke Invitation

Power Level: {$PL} Orientation: {$Orientation}
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

A vampire, once invited into someone's home, can then enter the house at any time freely. However, should someone make the mistake of doing so, they can correct their error with this spell. Requirements include moss herbs burned during the ritual, some holy water, crosses, and a Latin incantation revoking the invitation that includes the following phrase: "…his verbes, consensus recissus est." (translation: y these words, consent repealed).

Aspect Analysis: One caster (no mod), Ritual (5-30 minutes) (no mod), Noticeable scope (1 target) (+1), Limited target (only affects vampires) (- 1), Ritual (5-30 minutes) (no mod), Permanent duration (+3), Minor effect (no mod)

A successfully cast Revoke Invitation has been put on this person's home, rendering the below named vampire once more incapable of entering their dwelling. Of course, another invite undoes the whole thing.

Riding The Dead

Power Level: 3 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

The bokor lives a dangerous life, and his work often draws hatred from those who do not understand the necessity of the darkness. This spell was developed to allow the left-handed practitioner to reach out from a place of seclusion to touch the world from afar.

With this spell, one may possess the dead. It may not be used upon an undead creature with an independent mind, but may be used upon a corpse (human or animal) or a mindless zombie. It takes only moments of will for the bokor to cast his spirit out and take possession of the body, and once this is done, he may move within the flesh for a time.

If cast upon a zombie that has been forged through other means, all of the physical attributes of the zombie are used, but the mental attributes are that of the caster. If instead a dead body is chosen as the target, the corpse will be animated by the casters spirit, though it will continue to decay and all of its physical attributes will be reduced to 1. Additionally, corpses animated through this spell begin at 0 life points, but may continue to function and move until reduced to -30 life points, at which point it is considered dismembered.

During this possession, the bokors body is lifeless and inanimate as if it were in a coma. It is highly vulnerable, but the spirit will be called back if it takes any damage.

While in possession of the body, the bokor may not cast any spells— save for reinvocations of this one at a different target. The purpose of this is to jump bodies and take possession of another.

Ritual Destruction Of The Living Flame

Power Level: 3 Orientation: Black
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Requires Essence of Toad, three pieces of gold, a bundle of twice-blessed sage, a ritual cauldron on a pedestal, an incense called Breath of the Atropyx, and a ritual lasting 30 minutes. The total investment is several hundred dollars.

ASPECT ANALYSIS: Ritual (less than half an hour) (+0), noticeable scope (one being/item) (+1), instant duration(+0), unusual ingredients (-1), major effect (+3).

This spell creates a magical flame that can consume anything. Not even ashes remain. Not even the Finding The Lost spell can bring such a destroyed item back.

Ritual Of Mok'tagar

Power Level: 6 Orientation: Black
Research Mod: -5 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Ritual can only be cast while victim is sleeping. Must pour a small amount of blood down somsone's throat, drop poisonous insects on them or draw symbols on their skin, and whisper incantation for 30 minutes.

Ritual gives the target very vivid dreams, and absorbs a bit of their soul.

Scapula Of Protection

Power Level: 3 Orientation: White
Research Mod: +3 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

The caster must make a small bundle of herbs and other components, including both iron nails and sulfur. To be effective, the scapula must be worn around the neck.

ASPECT ANALYSIS: Ritual (several minutes) (+0), noticeable scope (one being) (+1), creates magical item (+1), long duration (+1), minor effect (+0).

This simple but effective spell repels most varieties of ghosts. Unless the haunting is particularly strong, ghosts cannot approach within one yard of a scapula. A ghost can scare or throw something at the charm wearer, but cannot possess her or directly harm her. Unfortunately, a scapula doesnt protect the wearer from the most powerful ghosts. Also, it only protects the wearer for a single night.

Scry

Power Level: 2 Orientation: White
Research Mod: -3 Public Spell: Yes
Quick Cast: No Duration Per SL: Turn

Using Parsley, Sage, Rosemary and Thyme, the caster needs to grind the requisite herbs up in a mortar, while chanting an invocation to Helius. Then the caster dusts a mirror with the herbs. When the herbs are blown off the mirror, the caster can see what's going on around the object/person in question. A black mirror works better, but any mirror will do, as long as it's laying flat.

One caster (no mod), Ritual (5-30 min) (no mod), Severe Scope (Up to 10 people) (+2), 1 turn per SL (-1 PL), No special requirements (no mod), Noticeable Effect (Sight only, no sound) (+1). Final PL: 2

When cast, the caster can see what's going on around the object/person in question. There's no sound, and what's happening is in the present, only: no future, no past.

Secrets Shrouded

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

Secrets Shrouded is another Talliaferro family spell that has been passed down in their archives. The spell requires two casters to properly utilize, as one acts as the primary caster, and the other utilizes a series of mundane props in ritualistic behavior. The ritual area is filled with mirrors of any size and shape. As the spell progresses, the mirrors turn cloudy. When the spell is cast, the mirror's clouds seep out from the mirrors, surround both casters, and are drawn inside.

For the duration of the spell, the casters are effectively masked by most supernatural means of detection. The Sight, Supernatural Sense: Basic, Insight, a Slayer's ability to sense a vampire, etc. The spell prevents anyone from discerning that the caster's are anything other than ordinary, boring humans. The main limitation to this spell is that it only covers supernatural senses of one form or another. If a vampire shows her game face, passes by a mirror, or if a Totem Warrior lifts a minivan over his head, the spell does nothing to protect them.

Seeking The Portal

Power Level: 2 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

This spell is used to find natural portals between dimensions. It does not create portals, nor does it move them. It just tells the caster where the portal is using a special pendulum made from clay and a flawless diamond that will point in the direction of the portal as long as it is within one hundred feet. It is also important to note that the spell does not make the portals visible. If the portal is invisible or hidden it remains so and the caster must still figure out exactly how to get through it.

Shoplifters Will Be Prosecuted

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell requires the item(s) to be warded and a small, durable flat surface such as a piece of wood or plastic (or a store's counter where the register sits). A simple ritual is chanted, during which the item(s) in question are touched, "tagging" them. The spell concludes with the caster touching the flat surface. The item(s) must be swiped over the flat surface before they can be safely removed from the room in which the spell was cast.

Aspect Analysis: One Caster (0), Long Ritual: 30 min to 6 hours (-1), Noticeable Scope: 1 Room (+1), Permanent Duration (+3), No Special Requirement (0), Minor Effect (0)

This spell is to ward a shop against shoplifters. If a potential thief does try to steal an object, before they get to the door, they will find themselves dropping the object they are trying to steal (very bad for delicate/fragile items) and are unable to get a firm enough grasp on it to take it out of the store, drawing stares and garnering attention.

Silencing The Enemy

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Minute

This is a ritual, to create a one-shot item that can be used whenever one chooses within a week from finishing the ritual.

One starts with a blood sacrifice (usually a speckled rooster, but one can choose to sacrifice a human.) to Baron Samedi, which will be added into a mixture of herbs and mud, while one chants and prays to the . One shapes the mixture into a ball, and leaves it wrapped up in a white cloth for the night. The next morning, it will have shrunk into a small, indestructible black ball.

One may then choose to keep it wrapped up in the cloth (and only that cloth) until such a time one wants to use it, but no later than a week after creation (when it will dissolve and become dust, used or not).

At the time of usage, the Caster throws the small ball at the target, and it will unerringly strike the victim's face, where it transforms into a black, sticky goo that covers the nose and mouth, effectively smothering them for the duration of the spell, at the end of which it dissolves into dust, or it dissolves at the casters outspoken order (A short incantation in Cajun). The target can pull the goo off their face, if they take no other action, but it must be pulled at for SL turns, otherwise it lasts for 1 minute per SL of the original casting. Anyone can do this, no roll is required to pull it off, just dedicated time.

If unable to breathe (i.e, being choked or under water), a character dies. Well, a non vampire character dies. Anybody can hold out for 12 turns. After that, a consciousness test is required, with a cumulative 1 penalty every turn. Survival tests kick in, again with a cumulative penalty, each 30 seconds/6 turns.

Note: If one chooses to make a human sacrifice, the effect of the spell is boosted from Severe to Awesome (+3), and the spell requirements are boosted to rare (-2), and it takes 1 minute to have full damage effect (-1). Thus the PL of the spell will be unaffected.

The change consists in that the goo, when covering the face, also starts to work its way into the victim, through every orifice that it covers. That is quite painful, doing a total of 3x Willpower per SL damage, and in addition to smothering, the goo will set off the gag reflex in those that have one, and it will be harder to remove and adds one turn to the total one must fight it (even with the incantation by the caster, it will turn it will turn into dust inside the target, not a good thing for breathing and such).

Skim The Surface

Power Level: 3 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

The target must consume the brain matter of a telepathic demon while the caster draws a circle around them in simple white chalk. While the circle is being drawn, the caster must recite the words, 'Skim only the surface, the depths are too dark to see,' repeatedly.

Once the spell has been cast on a target, their mind becomes resistent to telepathic intrusion. This is not felt as a wall or anything of the sort by the telepath, it just seems as if they've only managed to 'skim the surface' of the target's mind, picking up only the most base of surface thoughts such as a need to use the restroom or hunger.

The target possesses the Iron Mind quality for the duration of the spell.

One Caster (0), Ritual (0), Noticeable Scope (One person) (+1), Week per SL (+2), Rare Ingredient (Brain of Telepathic Demon) (-2), Severe Effect (Muddles attempts at mind-reading) (+2). Final PL: 3

Small Summoning

Power Level: 8 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Those with Sorcery need only say "Revealed". All others must sit and meditate for twenty minutes.

This spell will summon any small item to the caster (not enchanted or superscience items). Item summoned must be something that can fit in the palm of the hand, and must already exist.

Snack Of Rebellious Youth

Power Level: 4 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

You need a lot of food for this. The caster gets to chant over the food, and touch every piece of it.

ASPECT ANALYSIS: Ritual (more than a few minutes) (+0), noticeable scope (one being) (+1), limited scope (only adults) (-1), creates magical item (+1), long duration (+1), severe effect (+2).

The spell enchants some food substance. Once enchanted, any adult who eats the food thinks and acts like a particularly irresponsible teenager for the next half-day or so. Those affected ignore responsibility and may even engage in petty theft, vandalism, and other forms of rebellion. Teens and children who eat this food are unaffected. The food remains enchanted for the next lunar month.

Solidify Spirit

Power Level: 6 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Those with Sorcery 5+ only have to say "Solid". Everyone else must sit and recite a lengthy chant over and over for twenty minutes.

This spell will make a ghost or other insubstantial creature solid for the next hour. Things made solid by this spell also become visible.

Sombra Eterna

Power Level: 5 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Week

A lengthy ritual is prepared using obsidian stone, natural coal, restrepia chamelion (flower) and five black, beeswax candles. The candles are placed at the perimeter of the place to be affected, but no more then 150 feet apart from the nearest perimeter candle, and then lit. The caster stands in the center, chants a short incantation while holding the obsidian in their palm, then burns the coal and the flower. When the coal has been reduced to ash, all five candles will synchronously extinguish and a shadow will descend on the area. Anyone looking at the area from outside will see only indistinguishable shadows that blend with the darkness. Most importantly, they will fail to see anything inside the perimeter. Their eyes will glance over it, but see nothing worth looking at. In the daytime, this spell has no effect at all. The coal, flower and candles are consumed, the obsidian is not. Restrepia Chemleon is a fairly rare flower that grows primarily in Northern Venezuala and Colombia.

Aspect Analysis: One Caster (+0), Ritual (+0), Severe Scope (building) (+2), Duration: Week (+2), Special Ingredient (rare herbs) (-1), Severe Effect (+2)

Soothing The Savage Beast

Power Level: 3 Orientation: White
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

With a chant to Papa Legba, asking for the ability to communicate in the primal tongue of the beasts, this is how the spell begins. The conditions are, the Vodoun cannot be threatening towards the wild creature nor have the intent to be a threat. Papa Legba would not allow such a gift to be granted with ill-intention due to his gentle and understanding nature.

Once the small chant is finished, the user may sound as though they are speaking in a normal human tongue, but instead, these words are translated in the most SIMPLE terms towards the creature. One has to keep in mind the primal, instinctual mind. This spell allows a devotee of Vodou the chance to both understand what is behind the creature's behavior plus allows the creature to comprehend what is being expressed. The beast is not going to act completely against it's nature, but there's a much better chance at it calming down. When the creature in question is a Werewolf, the spell is only for those with the drawback. The idea behind Soothing the Savage Beast is that once the viciousness and hunger of the Werewolf is soothed, it will be able to think beyond those two major factors. In terms of normal canidae, the instinctual fear of mankind, and defensive/predatory nature will become more subdued to the point the animal could be worked with (think of a veterinarian situation or even an attack situation where a pack of dogs is attacking someone).

One Caster (+0). Casting time: Recitation (+1). Duration: Hour/SL: +1. Noticeable Target (1 individual) +1. Limited Target: Werewolves (-1). Noticeable Effect: +1. Final PL: 3

Soul Reave

Power Level: 10 Orientation: Black
Research Mod: -1 Public Spell: Yes
Quick Cast: No Duration Per SL: Turn

This powerful spell requires a ritual involving blood and an Arabic incantation.

A chalice of blood must be splashed on the victim and an Arabic phrase spoken, and the two actions can be performed by two different people. The victim's soul will then be violently and painfully torn from their body, causing them to suffer a -10 penalty to all actions for the duration of the soul reaving. The length of time that the reave takes is Turns equal to PL of spell, minus the SLs over ten (minimum of Two Turns).

Once the spell is complete, the victim no longer possesses a soul. If performed on an ensouled vampire, they revert to their former mean and vicious self. If performed on a human, they become mean and vicious.

Soul Search

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell will guide a lost or 'stolen' soul back home again, and bind it to the caster temporarily. This will work even if the soul is mystically bound if the SL levels of the casting surpass the SL levels made when trapping the soul in the first place. The spell will only work if cast by someone with an emotional attachment to the target. While this doesn't have to be full blown, all consuming love, it does need to be something a bit more intensely felt than simple friendship. The caster must partake in a long, exhausting ritual. First, the target's name must be carved into the flesh of the caster, over his heart. Two candles must be lit, one representing the heart, the other the soul of the target. Holding these two candles, the caster must recite the targets name time and time again while making a plea to the lost soul, in a sense convincing the target to return to them. During this time they must not stray from the task at hand in anyway. At the end of the ritual, hair from the target must be burned in each candle's flame while the caster recites the following:

"You make me complete and bring the light to the darkness and for that, I will always need you. You make my heart swell just by speaking your name and for that I will always want you. You are the strongest person I know and you lend me that strength every day and for that I will always love you. Now you are lost, and I call to thee to come back to me!"

Aspect Analysis: One Caster (0), Very Long Ritual (-2), Noticeable Scope: One Being (+1), Duration: 1 Hour per SL (+2), Limited Use (Caster must have emotional attachment to target) (-1), Major Effect (+3).

Spell Of Location

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

Caster needs magical disk inscribed with many concentric circles. Disks are difficult to create, though not enchanted. Disk must be tied to string and sprinkled with special purple powder which is, fortunately, easy to make. Caster must spread out map and light a red candle.

Spell can be used to locate any person or item caster knows about. When cast, a beam of light will shoot from the candle, pass through the disk, then strike the map in the location of the person or thing.

Spell Of Secret Protection

Power Level: 1 Orientation: White
Research Mod: +2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Requires three casters, a U-shaped magical symbol, herbs, liquids, candles and chanting. Also, if the recipient of the spell ever learns of it, it is broken. The spell can only be cast on the Spring Equinox.

ASPECT ANALYSIS: Multiple casters (-2), ritual (less than half an hour) (+0), noticeable scope (one being) (+1),

The next time the target is hit by an attack that would either kill her or do more than half her LP in one blow, the attack miraculously does no damage. The protection is only once; then the spell must be recast.

Spirit Binding

Power Level: 2 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

This spell requires hawthorn berries, lungwort, bile and stones. These are placed in a binding circle. The person who the ghost has been in contact with must stand in the circle while the caster reads an incantation in Latin. Once the incantation has been read in full, the person in the circle strikes at the center of the circle.

Aspect Analysis: Two Casters (-1), Ritual (0), Noticeable Effect, One Being (+1), Permanent (+3), Unusual Ingredients (-1)

This spell will reveal the ghost's "center", or the trauma which bound it to Earth. The ghost will be stripped of all power and the caster can then choose to send it on to its final resting place.

Spirit Calling

Power Level: 3 Orientation: Black
Research Mod: +2 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

Needs three casters, a table draped in a red cloth, several candles. Everyone joins hands and after a short invocation, the spirit appears.

The spell summons anything from a single ghost to a vast accumulation of poltergeist energy. Can be used to communicate with a spirit that is willing and able to talk. Once the spell is cast, the spirit arrives, and while it is present, does not notice events occuring in the area it normally haunts. However, it generally only hangs around for 5 to 10 minutes, unless the caster has something it wants.

Spirit Of The Maenads

Power Level: 3 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

Spell Requirements: The casters (at least three) recite an incantation in Greek and touch the food to be enchanted. Wine is often imbibed during the ceremony, as Dionysus is the god of wine. It is a Long Ritual, taking a few hours to cast.

Effects: This spell only affects females. It goes into affect a minute or so after the food is eaten, and will last for a few hours. The females affected act like Maenads. For the duration of the spell, they are drunken mad revelers, dancing and singing in a frenzy. And anyone who attempts to stop them from having their fun gets attacked savagely.

Steal Strength

Power Level: 6 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Caster must touch two people, one of which can be themselves, and incant for five minutes.

Caster will steal someone's strength temporarily and give it to themselves or someone else. A successful cast will reduce the target's Strength and increase recipient's Strength by 1 point per SL. Target cannot go below Strength-1. Recipient cannot be stronger than the target; it cannot be used to take the Strength from Average Joe and give it to a Slayer. Spell lasts 1 hour per SL.

Summon Beleska

Power Level: 5 Orientation: Black
Research Mod: -1 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

A spell that summons Beleska, the vengeance demon. The ritual requires powdered dragon's tongue, 1 whole arrow root, The Book of Vengeance, a lock of hair from a virgin, belladonna drops and one caster. The spell will summon Beleska, the vengeance demon, to grant a wish of vengeance. This spell is meant for women only, but it can be cast by males though the consequences can be numerous.

Aspect Analysis: Participants:One caster only (+0), Casting time:Ritual (5-30 minutes) (+0), Scope: Noticeable, One Being (+1), Duration: Permanent (+3), Spell requirement: Unusual (-1 power level), Effect: Severe (summoning a being from another dimention)(+2 power level)

Summon Draconian Katra

Power Level: 5 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Permanent

Requires powdered phoenix egg, shed snakeskin, and two casters, both of whom must have Sorcery. The spell summons a Draconian Katra, a gemstone that functions as a one-shot magical item to swap the bodies of two people. Both targets retain all skills and mental attributes, as well as mental or magical Traits. They gain the physical attributes and Traits of the body they are in.

Summon Hell Hounds

Power Level: 3 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Ritual can only be performed at night. Caster must draw the hellhound summoning symbol in blood and should have at least one fresh brain ready for it, or else the hellhound will attempt to eat the caster's brain.

Once the hellhound has been summoned, the caster can either cast a spell of control over it, or place the brain in a cage and lock the hellhound in while its eating. Hellhounds are fairly easy to train, as long as they are well-fed.

Summon Janus

Power Level: 4 Orientation: Black
Research Mod: -5 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

A sharp blade, a statue of Janus (male on one side, female on the other), and any number of masks and costumes dedicated to Janus are needed for this spell. Dedicating a mask or costume simply requires a small ritual that takes less than 5 minutes per article. The day before Halloween, the caster must make a small cut on the palm of their hand and ask for Janus' blessing. On the night of Halloween (and only on Halloween), the following invocation must be chanted: "The world that denies thee, thou inhabit. The peace that ignores thee, thou corrupt. Chaos, I remain, as ever, your faithful, degenerate son. Janus, hear my plea. Take this as your own. Come forth and show us your truth. The mask is made flesh. The heart is curdled by your holy presence. Janus, the night is yours."

ASPECT ANALYSIS: Very lengthy ritual (couple minutes over course of two days) (-2), awesome scope (entire town) (+5), very long duration (+2), restricted use ingredients (-4), major effect (+3).

The spell makes masks and costumes real. Anyone wearing a dedicated mask or costume transforms both magically and physically into the person or created represented by the costume. The person can be transformed into a ghost, demon, or soldier, or even an animal - toy guns become real and glowing plastic magic swords become infused with supernatural power. Because people become the characters their costumes represent, they forget who they are until the spell ends. The spell ends at sunrise, when the statue of Janus is destroyed, or when the caster asks Janus to depart.

Summon Mark Of Eyghon

Power Level: 2 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Hour

Target must be tattooed with the Mark of Eyghon, and must be asleep, unconscious, or drugged for Eyghon to take possession of the target. Caster performs a complex invocation while being assisted by two others.

Eyghon causes a powerfully euphoric feeling in the target that lasts SL hours. If the roll is over nine but fails to gain the proper number of SLs, the possession becomes permanent.

Summon Serpents

Power Level: 5 Orientation: Black
Research Mod: -1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Those with Sorcery need only to chant a short invocation and gesture to where the serpents should appear. Everyone else must also perform a 10 minute ritual.

The serpents summoned by this spell are generally not happy about it and will attack anyone nearby who is not the caster. The number of snakes that appear and the strength of their poison is equal to the number of SLs. Anyone bitten by the snakes must roll against poison every ten minutes. With a gesture and an incantation, the summoner can banish the snakes to their dimension. Damage caused by the serpents remains. If not banished, the serpents will vanish in one hour.

Taint Reading

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

Taint Reading allows someone to read how tainted by black magic a person's soul is. The caster must rub ash from a fire across both eyelids and then meditate for half an hour to attune themselves. Sorcerers simply need to rub the ashes across the eyelids and speak a minor word of power.

When this spell is successfully cast the caster will learn how many black magic points the target has.

Teleportation

Power Level: 7 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

A powder must be made from silver, mandrake root, and vervaine, and thrown over the target by two casters simultaneously. Unless the caster has Sorcery, a 5 minute chant is also required.

The spell teleports the target up to 100 miles away from the caster. If the caster scores 1 SL more than is necessary to cast the spell, she can determine roughly where the target ends up. 2 or more SL above the necessary amount enables them to determine more precisely where the target appears.

Theft Of The Spirit

Power Level: 5 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Theft of the Spirit is a Talliaferro family spell that drains and captures the supernatural essence of your stronger than average heroes. The ritual creates a potion using blood of an unclean animal (rat, raccoon, etc), a selection of local herbs, a decanter of wine, and at least a few drops of blood or some other physical part of the victim (hair, fingernail, etc). The spell also requires a jar or glass container with a lid, which must also be cleaned and consecrated with the blood or clipping from the victim. The potion must be ingested, at least a full glass of the stuff, in order for it to take effect.

An hour after finishing the drink, the victim starts to feel somewhat light-headed. Every hour, they lose one level of their enhanced Attributes, which continues every hour until they are left as nothing more than a normal human. The spell only affects levels of Enhanced Attributes that are part of a supernatural package (such as Slayer/Totem Warrior/Demon etc). As the spell progresses, the glass container fills with light, containing the essence of the victim that has been stolen. The spell is permanent until the glass is opened (and the essence released back to the caster), or destroyed.

Thespias Demon Detection

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

This spell requires four crystals and some string to define a square, representing the area to be searched, two casters, and some sand blown into the square at the appropriate moment.

Aspect Analysis: Two casters (-1), Ritual (5-30 minutes) (no mod), Awesome Scope (City) (+5), Limited Target (only affects demons) (-1), Duration: just for that moment (no mods), Noticeable effect (+1)

The sand will turn different colors, indicating different species of demons in the area. The spell can locate all demons in an area as large as a small town or several city blocks. Unfortunately, this spell has a very short duration, as the caster only knows the location of the demons in the moment the spell is cast, not where they'll be later on.

Time Loop

Power Level: 4 Orientation: Black
Research Mod: -1 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

Three casters must sit in a triangle of red chalk. The primary caster must burn a piece of paper with the goal of the spell inscribed in Latin, then recite, "opus orbit est, et ea in medio, tempus ad calcem intendit".

This will place one target within sight of the casters within a time loop, doomed to repeat a short segment of time over and over until a predetermined condition is met. The condition must be doable — selling someone a shirt or throwing a ball through a hoop. If the target fails to complete the task or gives up, they are reset at the beginning of the loop and must do it again. Only the casters and the target remember the events that occurred before the reset.

Tirer La Couture

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Minute

Caster must draw a circle in blessed sand around herself and light incense. Allows the caster to see all magic around her. Even the most powerful illusions appear transparent, and reality underneath is revealed. Curses and boons on people or places appear as swirls of malevolent or benevolent light and take on an appearance similar to their effect. Lasts as long as the caster can maintain concentration, taking a doubled Willpower roll once per minute. Caster cannot take any focused activity while sustaining this spell.

Tongue Of Fiends

Power Level: 2 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

A body part from the demon species in question and a short incantation. Sorcerers need only to ingest the body part and mutter "Intellexi".

The caster is imbued with the ability to speak, read and understand the language of any one demon species for one hour per SL. The ritual requires her to ingest a piece of flesh or another body part from a member of the demon species to be communicated with. Once performed, the ritual allows the caster to communicate with any demon of that species in its native tongue. Of course, the demon is under no obligation to talk back.

The target is fluent in the following demon language.

Touch Of Sunlight

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Instant

This spell does Willpower x3 per success level, and while it doesn't count as -actual- sunlight a vamp, this spell only affects vampires.

Transform Reality

Power Level: 7 Orientation: Black
Research Mod: -1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Caster decides on the transformations to occur and performs a ten minute ritual.

Powerful illusion spell that fades in SL hours. Changes do not affect target's attributes or abilities. Caster can end spell by casting a PL1 spell and saying "Return". Anyone else attempting to remove spell must roll more SLs than the caster did when spell was cast. Caster can decide if anyone affected by the spell actually remembers any of the changes.

Tyr's Warding Hand

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Hour

Those with Sorcery need only raise their hand and chant a short invocation. Others must do a five minute ritual as well.

Caster holds hand in front of themselves to ward off damage. Bullets and magical effects will automatically miss the caster and anyone behind them. Fists and swords will bounce off empty air. Spell only lasts as long as the caster keeps their arm up and will only protect the front of the caster.

Unnatural Concentration

Power Level: 5 Orientation: Black
Research Mod: -8 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

A personal belonging of the target, and a lengthy ritual (about an hour).

The target of an Unnatural Concentration spell finds themselves unusually focused. For a full day after the spell takes effect, they gains a bonus equal to the SLs of the casting roll to any mundane task that requires their full attention, including writing, reading, test-taking, research, performing music, or any number of other undertakings. After this day has passed, the victim becomes even more focused and single-minded - although they notices nothing wrong, they have in fact acquired the Obsession (whatever task they are engaged in) Drawback. After a week, they begin to take on the traits of the Emotional Problems (Depression) Drawback. For each further week that passes, they gain another Drawback: (in order) Talentless, Humorless, and Paranoid. Once they have all five of these Drawbacks, they is no longer able to function in society; by now they have probably been diagnosed with severe obsessive-compulsive disorder or a dissociative personality disorder and have been locked in a mental ward for observation and treatment. If they already have any of the latter four Drawbacks, that is skipped over and the "disease" progresses faster.

A victim of Unnatural Concentration returns to normal over the course of a day if the spell is dispelled. It is far more insidious than most spells, though, and does not particularly "want" to be ended. The dispelling roll must be made against the full PL of the spell, plus the number of Success Levels in the initial casting, and a failed dispelling roll adds +1 to the effective PL for any future dispelling attempts. (The traditional decapitating-the-caster route has been known to end Unnatural Concentration as well.)

Veil The Truth

Power Level: 4 Orientation: Black
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Permanent

The caster must first collect a piece of falcon's eye crystal (a bluer toned version of a tiger's eye), which is the center of the ritual, in which he or she must invoke the Obscured Gods, who seek to hide truth and conceal reality. The crystal is anointed with an oil mixture that includes a doll's eye crystal infusion, and a sprig of nightshade. With a final invocation of 'celo veritas' (hide the truth), the falcon's eye glows dark blue, and is temporarily enchanted with the effect of the spell.

When given to another individual, the caster can then make a resisted Willpower roll, with a bonus equal to the SLs earned on the spell. If won, the target will believe the next statement made by the caster, regardless of it's veracity. The crystal acts as the focal point for the ritual - it only need be in contact with the target when the spell is activated, the effects remain even after the crystal is lost or put away. If the caster declares the sky is really green, then the target will be convinced of this fact. The caster's mind will do it's best to impose this new reality to them - in their perception, the sky really would be green, and this would be normal.

When confronted with evidence that would dispute the lie that the target now believes, they can make a resisted Willpower roll (doubled). If they achieve a number of SLs equal to the original spell, then the spell is broken. However, for every failed attempt where successes are still gained, the next Willpower roll must achieve one less SL until success occurs.

Spell Analysis: Solo Caster (+0). Caster Requirement - Must possess Sorcery (-1). Ritual (Lengthy) (-1). Scope - Noticeable (+1), Unusual Ingredients (rare-ish herbs, and the doll's eye crystal) (-1). Duration - Permanent (unless dispelled) (+3). Effect - Major (makes someone completely believe a lie) (+3).

Voice From The Black Portal

Power Level: 1 Orientation: Black
Research Mod: -2 Public Spell: Yes
Quick Cast: No Duration Per SL: Minute

Murder victim who has been dead no more than one month must be placed inside a large pentacle with a black candle at each point. Spell can only be performed during the three days of the new moon.

Allows the caster to speak with the spirit of the deceased victim. Spirit cannot offer information and may not answer accurately. Spell lasts 1 minute per SL.

Warding Spell

Power Level: 3 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Turn

Caster must chant a lengthy incantation, forbidding bad things from harming them.

Adds a +1 for every success level received on a doubled Willpower roll made to any defensive actions taken, for for a duration of 1 turn per success level.

Weaken

Power Level: 4 Orientation: Black
Research Mod: 1 Public Spell: Yes
Quick Cast: Yes Duration Per SL: Permanent

Those with Sorcery need only intone "Fragile". All others must also meditate for a few minutes.

A ball of light will shoot from the caster's hands and strike an object no larger than a baseball or a rifle. The object is severely weakened and will fall to pieces the next time it is used. This spell does not work on enchanted or superscience items.

Whispering Wind

Power Level: 4 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: 1 Turn per Success Level -1

This spell allows one to call forth an elemental of air, and whisper a message to it which the elemental will take to the desired target; this target can be anyone that the caster knows who resides within the city. It takes an hour of whispering an incantation in latin to coax the elemental and charm it into service, and then the caster may whisper a short message— three seconds per SL— which will then be delivered in the caster's own voice to the ear of the target.

Aspect Analysis: One Caster (0), Long Ritual, an hour of chanting (-1), Scope, target in city (+5), Duration, Turn per SL (-1), Noticeable Effect (+1)

Witchfinder

Power Level: 1 Orientation: White
Research Mod: 0 Public Spell: Yes
Quick Cast: No Duration Per SL: Instant

This spell requires some of the presumed witch's hair, a little quicksilver, aqua fortis (aka nitric acid), and some eye of newt. Heating the ingredients together creates a liquid that will turn blue when poured directly onto the skin if the target in question is a witch or a warlock, and only affects witches and warlocks. The potion will only remain good for 7 hours after it is created.

ASPECT ANALYSIS:Lengthy ritual (one hour) (+1), noticeable scope (one target) (+1), only affects humans (-1), permanent duration (+3), unusual ingredients (-1), severe

This potion will turn blue when poured directly onto the skin if the target in question is a witch or warlock, and only affects witches and warlocks.

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