Spellbook

Barrier of Naach-Tith
Range: 10 ft. diameter sphere

Duration: Hour

Magic Attack Roll: See text

Prerequisite:: An Arcane Focus

This spell creates an invisible barrier of Magical force that provides both physical and Magical protection. Casters attempting to cast a spell through the barrier, at either direction, must succeed in a Magic attack roll against DC set by the Magic attack roll rolled by the caster when creating the barrier. If the caster fails, their spell is dispelled. The barrier can be damaged, and ultimately broken with at least 3 major attacks.

(Attacks being the equivalent of Wounds for Players. For every attack the caster must make a new roll.)

(If a being can succeed in an extremely difficult check [20], there is a chance they can push through this barrier. The more broken the barrier is, the easier this check becomes. [One major attack brings the check down to 15, two brings it down to 10, and three destroys the barrier.])

Eibon's Wheel of Mist
Range: Personal

Area: One 5-foot square

Duration: 10 minutes per bronze coin used

Prerequisite:: None

Focus: Bronze coin inscribed with ancient runes

A spellcaster lays at his feet a small bronze coin, inscribed with archaic runes, and begins to chant aloud ancient words to deter assaults of those against him. A cylinder of swirling mist appears around the caster. Everyone and everything within the mist is completely invisible and undetectable by any means to those intent on harming the caster or anyone in the mist. Such beings are unaware of the mist. If it is directly in their path, they will move around it or turn back without knowing why. Other beings can see the mist and move through it normally. They still can not see through it, unless they have blindsight. Beings within the area of effect at the time of casting can see through the mist. If someone leaves the mist, attacks out of the mist or otherwise interacts with the world outside the area of effect, the spell ends— its charm broken.

Crude Elder Sign
Range: Touch

Range: Any opening, doorway, wall, floor, or gate

Duration: 1 hour

Prerequisite:: None

There are signs and marks that have great power and the oldest of them all holds even the Great Old Ones, their hideous gods and their servants at bay. This curious pentagram-like symbol prevents any and all Great Old Ones, Outer Gods and their servants from passing over, by, or through it. Drawn on the floor of a corridor it prevents such creatures from passing over, or forbids them from opening any door or gate it may be etched into. The symbol can be drawn using chalk, scratches on wood, lines in dust or even blood smeared on stone— but such attempts are easy to destroy. The sign can be made ahead of time, etched in rock or forged in steel. This spell can activate any such sign whether it was created by the caster or not. If left inactive, mindless beasts will still avoid it but can be forced over it; meanwhile, intelligent horrors can recognize the sign is inactive and will ignore it.

(If a player decides to try inscribing the Elder Sign on themselves and activating it, the Sign would protect that patch of skin it is inscribed upon but otherwise the rest of the player would be left vulnerable.)

True Elder Sign
Range: Touch

Range: Any opening, doorway, wall, floor, or gate

Duration: Permanent until destroyed

Prerequisite:: None

Similar to the Crude Elder Sign, this symbol prevents any and all Great Old Ones, Outer Gods, and their servants from passing over, by, or through it. This symbol can be drawn in any fashion as it’s crude version, and can also be activated by any caster that knows of this spell. The difference lies in it’s value: where the crude sign can only hold it’s power for one hour, this sign’s power is indefinite. So long as the symbol remains intact, the sway it holds over the beings of the void and beyond will never lessen. But the moment any portion of the symbol is interrupted the protection is lost.

(If a player decides to try inscribing the Elder Sign on themselves and activating it, the Sign would protect that patch of skin it is inscribed upon but otherwise the rest of the player would be left vulnerable.)

Warding the Eye
Range: Personal

Duration: Until next sunrise

Prerequisite:: Arcane Focus

After a low chant lasting ten minutes, the caster feels their vision turn hazy and a new confidence bolsters their spirit. This ancient ward makes the caster completely immune to the first spell cast against them. The effect stays active until the next sunrise or until the ward is used. Given the immense strength of this ward, it can only be cast on one’s self once per sunrise.

Words That Unweave (Lesser)
Range: Close

Range: All beings in the area of effect

Duration: Instant

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for save

Prerequisite:: None

Chanting aloud an ancient phrase known to men since the dawn of time, the spellcaster attempts to unmask Magically hidden beings in the area. Every being in the area is subjected to this spell— whether they are Magically disguised or not— and must make a save. If any disguised beings fail, their disguise is broken and their true form revealed to all. This spell tries to break all supernatural and spell-like conditions that change the appearance of a being, as well as all spells with a similar effect. This spell has shown to be so effective that it can even reveal if a piece of another’s body has been added via Magical means. These additions have either stopped working entirely until the next sunrise, or have become completely invisible to the caster. If a being under the effect of such power succeeds in their save, the caster has no way of knowing that a disguised being remains in the area.

Black Mark of the Damned
Range: Magical link

Range: One creature

Duration: Until Purified/Cleansed

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for save

Prerequisite:: Personal possession or natural link (Blood, hair, etc) from the Target

Material Component: Magical link to the Target, spices and incenses worth at least 250 silver coins (Leadership will collect in game)

After drawing a diagram attractive to creatures from the Outer Dark on the floor, the caster throws a Magical link to his intended victim on it. They then chant to the creatures of Hell and undeath, drawing them to his Target while burning the link together with incense. A victim branded by the Black Mark will glow to Outsiders and Undead like a beacon, drawing them to him. All Undead, Outsiders and corrupted beings will become aware of his presence and exact location within 200 ft from him. This effect works even through walls and other obstacles. Mindless undead and other unintelligent creatures will be drawn towards the cursed person. Intelligent creatures feel no such compulsion, but may decide to go to investigate the call they feel in their minds if they are so inclined.

(Once every three days, the Black Mark will trigger a purge-like event for the branded character. These events [undead attack, demonic creature swarm, etc.] will increase in difficulty until the character can find a way to break the curse. Any Marked Character will be notified of this, and terms will be discussed at that time. Any character that could be considered ‘corrupted’ will also be made aware of the Marked Character’s status. They will not be encouraged or discouraged to seek this character out, but they would be made aware that their character could notice a glowing form if near the Marked Character. Leave this out of player view until this spell is used, then divulge with caster/Target if caster is successful.)

Dread Curse of Azathoth
Range: Close

Range: One creature

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for save

Prerequisite:: Corrupted Arcane Focus

Simply uttering the Secret Name of Azathoth, including the terrible Last Syllable, can have horrendous power in the mortal world. Directed at a Target, it causes immense physical pain, leaving behind an invisible wound (Target receives one minor wound if they fail their save). If uttered aloud with no Target in mind and in the presence of any servants of the Old Ones, evil deities, and/or demonic entities, it will gain their attention, fear, or respect. Mindless beasts are guaranteed to abandon the fight, meanwhile it would only give pause to intelligent beings. Should these intelligent beings wish to continue to fight afterwards is dependent upon the being. This curse should not be attempted where the borders between worlds are weak, as there could be grave consequences.

(Could save from anything considered ‘demonic’)

(Could prevent a purge of demonic beings [legion of demons, swarm of imps, avalanche of rocknoses, children of Jhil])

Attempting this on any leyline would trigger a purge-like event at the place of casting

Attempting this in the Unnamed City would be nullified— no harm, but no benefit

Piercing of the Flesh
Range: Eyesight or Magical Link

Range: One living creature

Duration: Instant

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for save

Prerequisite:: Corrupted Arcane Focus called the Witch Queen’s Mask

Components: A carefully decorated ritual dagger worth at least 500 gold coins or 10 bronze coins (Admin will collect)

A spell for the truly determined or the insane, Piercing of the Flesh allows the caster to inflict harm upon themself to cause greater grief upon their foe. While chanting dark invocations, the sorcerer plunges the ritual dagger into their own flesh, cutting deep. They immediately receive 1 minor or major wound, dependent upon location specified. If the Target fails in their save, they receive double the damage of the caster, feeling the blade stab in their internal organs resulting in two minor/major wounds. If they succeed, they receive the same amount of damage as the caster (one major/minor wound). (If the damage dealt to the Target would outright kill the character, the damage will be nullified with the explanation that despite its corrupt nature this Magic cannot kill.)

Candle Communication
Range: 1 mile per 10 gold coins used. (1 mile equals 2 grid squares on the map. These coins will be collected by an admin as the spell will ‘burn through them’.)

Duration: One minute per candle used

Prerequisite:: None

Material Component: (At least) One candle worth (at least) 5 gold coins. (These candles must be bought [via NPC Leaders] or crafted through RP that specifically states their worth.)

Chanting quietly while staring at the flame of a candle, the caster may send their voice to another candle that they know of. Two casters casting the spell at the same time within range of each other may discuss through the candle as if they were in the same room. Only the caster will hear the voice emanating from the candle. While the spell is in effect, the flame of the candle burns blue. The candle is consumed unnaturally fast while the spell is active and burns out at the end of the spell, leaving behind naught but a pool of molten wax and gold.

Keenness of Two Alike
Range: Touch

Duration: Hour

Prerequisite:: Understanding of the stars and must be cast under a full moon

Focus: Loved ones

This ritual spell heightens mental clarity, concentration and the ability to divine the truth for the caster. It requires the caster to engage in an inappropriate ritual of some length with a loved one to use as a focus. If the other person involved knows the spell, they can cast it simultaneously, using each other as the focus for their own spells. Conclusions understood or perceived during the spell's effect are remembered when the spell ends, though the source of such conclusions may become mysterious. (If the spell is successful, it also gives the caster(s) +2 to their next Magic roll. If the caster and the focus are identical twins, the bonus is doubled. This bonus lasts until the next sunrise.)

(The player can ask 5 questions to a person of the leadership team, and the leadership team may answer as they please. They may answer one question at great length, 3 questions with decent detail, all 5 with vague responses, or anything in between so long as it is truthful. If it involves information about another player character, the divining player must make the divined player aware beforehand to avoid conflict.)

(To prevent this spell from being abused, the more a player uses the spell the less likely they will be answered as the Fates, Gods, or other Entities do not like to be harassed. If a player keeps attempting the spell without taking a considerable break, the spell will backfire and cause them to have a -6 to their next Magic roll as well as causing the character to blackout for a day. Whether this is a physical blackout or a mental one in which they don’t recall what happened can be left up to the player, but they lose an entire day.)

Sending of Dreams
Range: Magical link

Range: One living creature (that needs sleep)

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for save

Prerequisite:: None; Corrupted Arcane Focus or worship of a traditionally evil deity/eldritch being if caster intends to give nightmares

Material Component: Herbs worth 100 silver coins

Focus: Strange bowl made of "metal of the stars", a meteoric metal. (This bowl must be bought [via NPC Leaders] or crafted through RP that specifically states the bowl will be used for the spell’s purpose. The star metal essence is consumed upon use causing the bowl to become mundane.)

While burning hallucinogenic herbs in the strange bowl, the caster whispers into flames what they intend for the Target of their spell to dream about. This can be a description of a scene to see, a message to hear or something else. If the caster is using a corrupted arcane focus or follows a corrupt/dark deity, they can make the Target see vile nightmares filled with the Great Old Ones and other evil horrors that the Target must make a save check upon waking up. If they fail, they will be wracked by terrible dread for at least an hour after awakening and must roll another save check at the same DC. If the second one fails as well, they will be struck with minor insanity or— more commonly— insomnia. (Insanity or insomnia being a hindrance that the character is afflicted with until they give a viable reason to be rid of it via RP. Insomnia robs the player of a full night’s sleep and could lead to further hindrances in the future if left unresolved [i.e.: having to roll upon the dementia table]. Meanwhile, insanity causes a random effect on characters [based upon d20 roll and dementia table].)

(The dementia table will be shared via the leadership channels, but hidden from player view. Minor insanity is any roll between 1-10. If a player rolls higher than a 10 for a minor insanity then subtract 10 from whatever they rolled. If a player already inflicted with minor insanity has to roll on the dementia table again, they are inflicted with major insanity and can then roll for 11-20. If a player rolls lower than 11 for major insanity, add 10 to whatever they rolled. The player will be notified privately of what new hindrance they have been given.)

Behold the Yellow Sign
Range: Close

Range: One intelligent creature

Duration: Instant

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for both saves

Prerequisite:: Caster worships a traditionally evil deity or Great Old One (I.e. Set, Dagon, Xotli, Zath, etc.)

This foul spell is only revealed to those favored by a cruel deity, or a being from the void. Casting the spell immediately grants the caster minor insanity, as the power of an ancient entity courses through them. With a waving of their arms and an ungodly chant, the caster creates an illusion of a whirling, pulsating symbol of pure madness in the air. The caster is immune to their own symbol, but not to symbols created by other casters. Those within eyesight of the spot where the symbol is cast must immediately make two saves. Those failing the first save are stunned for 10 minutes (or until damage is taken), transfixed to staring at the symbol. Those who fail their second save receive one minor wound, as their skin appears to rot. If the character does not leave the area after being broken from their trance, they must make the two saves again. If a victim caught in the area fails three saves in a row, he falls on the ground, unconscious for an hour. During this time he sees terrible nightmares, causing minor insanity— unless they are already afflicted by minor insanity, in which case they will become completely insane.

Curse of the Putrid Husk
Range:Touch

Range: One intelligent living creature

Duration: Instant

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for save

Prerequisite:: See Focus below

Focus: Leprosy or similar rotting disease affecting the caster

Revealing the extent of their own rotting flesh, the caster makes their victim believe that their flesh starts to undergo similar changes. The Target vividly sees and feels their skin rotting away and his internal organs melting into mush. Those who fail their save fall prone and become helpless, essentially falling into an unwilling and fitful sleep. The experience is so horrible that the victim must later make a save for their very sanity at the same DC as the spell. Even if a being succeeds in keeping their sanity intact, they still may suffer from the spell; beings who have fallen prone to this spell tend to develop nosophobia. (Or in layman’s terms, a fear of sickness.) How the character reacts to this development is up to them, but the fear is there regardless. (This phobia would count as a Hindrance against the player.)

Kel-dep’s Plea
Casting Time: 10 minutes

Range: Close

Range: At least one intelligent creature

Duration: One day per 10 minutes spent casting

Saving throw: 15

Prerequisite:: None

Speaking passionately and with great skill, the spellcaster weaves Magic into their very speech, using enthralling tones and wizened words. A number of Targets that can understand the language the character uses will be convinced that the things the caster says are absolutely true (Due to the nature of the ancient Magic within the bracelets, this spell will cancel out the automatic translation). A DC check of 15 is required to keep the audience interested in what the caster has to say for the whole Duration of the casting time. Those who become enthralled by the spell are not under control of the spellcaster. They can not be ordered to do anything against their will. For example, the caster can't make local peasants burn down a nearby home. However, they can be convinced to allow the caster to burn down the house, or make them think that it would be in their best interest to destroy it. The effects of the speech fade away anywhere from a day to several weeks, depending on how impassioned and long the caster spends on the spell.

Song of the Unspeakable One
Range: Close

Range: One living creature

Duration: Concentration

Saving throw: 15

Magic Attack Roll: 15

Prerequisite:: Locked to followers of traditionally ‘evil’ gods or eldritch beings such as Set, Dagon, Xotli, Zath, etc. Up for discussion with players that wish to use.

The caster opens their mouth and lets forth a wailing moan that follows melodies unknown to men. The caster must make a check at DC 15 or the spell fails. If it fails, nothing happens aside from the caster screaming incoherently. If they succeed, the flesh of the chosen Target begins to bubble and fester as if trying to dance along to the inhuman song. The Target suffers from a minor wound. Those who resist the effect take no damage but must leave the area immediately to avoid the cursed wail. If two or more songs are sung in the same area, they negate each other, resulting in no effect other than a screaming cacophony of voices.

Transfer Body Part
Casting Time: Ten minutes

Range: Touch

Range: One humanoid

Saving throw: Standard d20 against set DC (If Target is not completely restrained)

Magic Attack Roll: Rolled by caster and sets DC for Target’s save

Prerequisite:: None

This foul spell allows the spellcaster to replace a lost or damaged organ, limb, or any body part with one taken from another person. The ‘donor’ needs to be unwilling for the operation to work. After the ritual has gone on for ten minutes, the spellcaster unceremoniously removes the ‘donated’ body part, removes the old part if there is one remaining, and replaces it with the new part. The caster could also give the taken body part to another person present through the whole casting of the spell. Some especially deranged spellcasters use this type of Magic to ‘improve’ themselves with body parts from random victims. This is most likely the only known way to heal lost limbs, blindness and other permanent afflictions.

Touch of Yig
Range: Touch

Range: One living creature

Saving throw: Standard d20 vs. DC

Magic Attack Roll: Sets DC for save

Prerequisite:: Worshipper of Set or Jhebbal Sag

Focus: A snake painted or tattooed on an arm of the caster

Closing their fist to resemble the snout of a serpent, the spellcaster waves their decorated arm like a striking cobra and quickly touches their Target with their fingertips. The victim is struck as if bitten by the serpent depicted on the caster’s arm. Magic attack roll sets DC for the poison— if the victim can resist the poison, they only receive one minor wound. If not, they receive two until they can remedy the poison.

Lesser Eye of Light and Darkness
Casting Time: One hour (minimum) during a full moon

Range: Touch (to cast the spell)

Area: 20 ft per hour spent casting (1 foundation = 8.3 ft. After one hour the line reaches 2.5 foundations. After 2 hours it reaches 5 foundations, and so on. The spell extends from the line the sigils create to the ground, and the number of feet protected above the sigils.)

Duration: Until destroyed

Saving throw: 18

Prerequisite:: Several lessons with Archmage Aphobis

Material Component: Blood of an innocent

Focus: Two eyes carved in stone or other hard material

Preparations for casting this spell require creation of two sigils in the shape of an eye in a very hard substance, such as granite or steel. They are often hidden within faces of statues. The sigils must be placed in a line from each other, no more than 20 ft apart per hour spent casting this spell. As the ritual is cast under a full moon, they are smeared with the blood of an innocent. The forming line between the two sigils becomes a painful barrier for agents and servants of the corrupt. Any Undead, Outsider, or beings with malevolent intent must immediately make a difficult save (18) when attempting to cross one of these barriers. Whether the being succeeds or not, it receives one minor wound. Failing the save means that the being is unable to pass through the barrier. For those that pass, they feel intensely uncomfortable when passing through the line and for 10 minutes after. During this time, the mental effects of their corruption cease temporarily, perhaps allowing a being a brief sense of clarity, or even complete coherence. (For 10 minutes, a person passing through the barrier with the Insanity hindrance [both minor and major] has a chance to rid themselves of the hindrance [if they so choose]. For others, they may feel an intense guilt for their previous crimes.)

(This spell prevents any beings with malevolent intent from easily passing through the barrier. If one attempts to cross the barrier with the thought of causing harm to those that may be on the other side they would be forced to make the save. That being said, if one crosses the line and does not consider any malicious actions until after passing the barrier they would not be affected. The wound received from this spell can kill the player if they are not careful.)

Greater Eye of Light and Darkness
Casting Time: Four hours during a full moon

Range: Touch (for casting)

Area: One mile (if uninterrupted by walls, foundations, landscape, etc.)

Duration: Until destroyed

Saving throw: 20

Prerequisite:: Lesser Eye of Light and Darkness, more lessons with Archmage Aphobis

Material Component: Blood of an innocent

Focus: A great sigil in the shape of an eye

An eye-like sigil must be worked in a very hard material for this spell to work, much like it’s lesser version. It must then be placed at least 10 feet above the ground. The blood of an innocent is then used to fill the pupil of the eye. The completed eye fills the area of effect with invisible energy that weakens evil beings and whoever may serve them. Undead, Outsiders and beings who have committed malicious acts need to make an extremely difficult save (20) to enter the area of effect. Upon a failed attempt, the being is forced from passing the barrier and receives two minor wounds. Further, all spells that create undead, summon demons or in any way call or contact other creatures from beyond are automatically dispelled. Casters of such spells still consume the components needed, but produce no effect. If the beings can pass the save, they still receive one minor wound but can pass through the barrier. That being said, these beings would be considerably weakened while within the barrier and up to an hour afterward. (The character would be hindered with weakness. Any rolls they make while weakened would be -2.) During this time, the mental effects of their corruption cease temporarily, giving time for painful memories and guilt to emerge. (For one hour, a person passing through the barrier with the Insanity hindrance [both minor and major] has a chance to rid themselves of the hindrance [if they so choose]. For others, they will feel an intense guilt for their previous crimes and would be forced to remember all of them.)

(This spell prevents any beings who have committed malicious acts as well as those with malevolent intent from easily passing through the barrier. If one attempts to cross the barrier after having committed an act of harm against another for any selfish or malevolent reason they will be forced to make the save. The same goes for those with ill-intent, akin to the Lesser version. That being said, if one crosses the line and has not committed such an act yet, or has only done so in the name of self-preservation, they will be allowed to pass through. This also goes for those without previous malevolent intent. This ward does not prevent beings from committing or considering such acts after passing through the barrier. The wounds received from the barrier can kill the player if not careful.)

Bring Pestilence
Range: Touch or Magical Link

Range: One living creature

Duration: Until cured/treated

Saving throw: Standard d20 against DC

Magic Attack Roll: Sets DC for Target’s save

Prerequisite:: None

Focus: A bone from a dead creature the caster found

With an invocation to the spirits of the land, the caster inflicts a disease of their choosing upon the victim. The disease strikes immediately, without incubation period, as the spell is cast. Thereafter effects of the disease hinder the victim. If a week has passed without an attempt to cure their ailment, the victim will receive a minor wound. The disease will begin to recede as soon as the victim takes the time and necessary steps to recover. (This spell causes a minor hindrance against the victim, which can lead to a permanent minor wound if the victim does not make an attempt to rest or heal themselves within a week. The sickness will begin to fade when they decide to tend to it, but will not be immediate. The minor wound will immediately be removed though.)

Revival (WIP)
Casting Time: One hour for normal / Five hours for enhanced

Range: Touch

Prerequisite:: The caster must not be afflicted with any Wounds or Hindrances

Focus: No focus

Material components: Golden Lotus powder 20/60gc worth, Sentimental item belonging to the Targeted individual, purified demon blood 10/20gc worth

Through a ritual that requires complete concentration for at least an hour, the caster of this spell is able to heal one major wound or Hindrance (depending on the hindrance) completely despite the circumstance of where that wound originated from. The caster would apply the Golden Lotus powder and blood upon the injury and then hold the item in which the Target brought. This item acts as a direct focus to how the individual was prior to receiving the wound and thus helps the caster in the healing process.


 * If the caster has the appropriate amount of components needed, the spell can be enhanced which adds to the spells original effect. Once enhanced, this spell has the capability to revive the dead. This must be done within 10 days of the character’s death. Failure to do so will result in the inability to bring the character back from death.

“Fixes ur shit lol idk” ~JConn, 2021

Black Binding
Casting Time: One hour

Range: Close

Range: One corpse

Duration: Until destroyed or until dismissed by the caster

Prerequisite:: None, but those that follow good or neutral deities are unable to cast the spell. (If continuous attempts are made, said deity will respond appropriately [3 strike system].)

After a lengthy ritual, the spellcaster bestows unholy mockery of life upon one corpse of their choosing. In the process they tie a small part of their own power in the Risen Dead, fueling its unnatural existence. (The caster would give themselves a minor wound in the making of the undead. For every undead made, this wound would take one day longer to heal. One undead would allow it to heal after waiting one day, but 20 would cost the caster 20 days of a constant minor wound.) The Risen Dead thus created can be given a command consisting of one sentence, such as "Guard this area from everyone except me" or "Mine this vein of gold". After the command has been given, the creature will start its task immediately. Giving new commands is not possible after the initial casting of the ritual. The Risen Dead stays active until it is physically destroyed or the caster dismisses it. (If the caster dismisses one of the dead before their wound can heal, this would decrease the waiting period by one day.)

Eyes of the Dead
Range: Magically Linked to Corpse/Undead

Range: Self and one corpse/Risen Dead

Duration: 30 minutes

Prerequisite:: Any viable corpse that the caster knows of (Viable corpse being one with undamaged eye sockets)

Material Component: Incense and herbs worth 10 gold coins (Admin will collect)

While calling upon dark powers, the casters concentrate on a corpse or a Risen Dead whose eyesight they wish to steal. The eyes of the corpse switch places with the eyes of the caster. The caster sees as if looking through the eyes of the corpse of their choosing— they can not turn the head, but can use the eyes and eyelids as if they were their own. Appearance of the eyes turns to the color and shape of the casters. While the spell is active, the caster’s body is helpless and motionless. This spell carries a great risk— if their eyes now temporarily placed upon the corpse are pierced with a dagger or otherwise damaged, they will be blinded permanently.

Withering
Range: Close

Range: One living creature

Duration: Until treated/cured

Saving throw: Standard d20 against DC

Magic Attack Roll: Sets DC for Target

Prerequisite:: The caster of this spell needs to be afflicted with at least one minor wound

Invoking eldritch powers, the caster points their hand at the unfortunate victim, choosing one limb to Target. The limb withers, turning grey and powerless as if robbed of its life-force. Held items are dropped on the ground, and more intricate gestures are nigh impossible. In the case of legs, the characters fall prone and can only move with a severe limp. The victim suffers from excruciating pain in the designated limb. (For the extent of the encounter with the caster, the Target of this spell will have a temporary major wound that gives -2 to all checks made against the caster. After the encounter ends, the Target will only suffer from a minor wound from this spell.) Even long after the battle, these wounds have been found not to heal properly by means of normal healing. For some reason, this spell seems to only be able to Target those who prefer melee over Magic.

(It will be a timely process for a caster to learn this spell. Should they attempt to learn this spell alongside Wrack, whichever of the two they learned first will have to be relearned as to prevent one from being easily overpowered with the ability to stall both melee and Magic wielders.)

Wrack
Range: Close

Range: One living creature

Duration: For the Duration of the encounter

Saving throw: Standard d20 against DC

Magic Attack Roll: Sets DC for Target’s save

Prerequisite:: The caster of this spell needs to be afflicted with at least one minor wound

By making an ancient gesture in the air and cursing their enemy aloud, the spellcaster causes an enemy caster’s body to experience immense and inexplicable pain. They are blinded by a red haze of torment for a few seconds. After the primary torment ends, they will still suffer from distracting pain throughout the fight with the original caster. (For the extent of the encounter, the Target of this spell will have two temporary minor wounds that give -2 for all spells cast. After the encounter ends, only one of the minor wounds will remain.) Even after the battle has long ended, this inexplicable wound may not heal properly by any normal means of healing. For some reason, this spell seems to only be able to Target those who prefer Magic over melee.

(It will be a timely process for a caster to learn this spell. Should they attempt to learn this spell alongside Withering, whichever of the two they learned first will have to be relearned as to prevent one from being easily overpowered with the ability to stall both melee and Magic wielders.)

Parting Sands
Casting Time: One minute (at least)

Range: Touch

Range: Nonliving obstacle

Area: 10-foot square, plus an additional square per minute spent (1 foundation = 8.3 ft.)

Duration: Concentration

Prerequisite:: None

Material Component: Desert sand

This ancient Stygian sorcery is used to part nonliving obstacles, such as walls, doors, rivers and so forth. The spellcaster spreads a line of sand across the Target they wish to part and chant silently while making parting motions with their hands. Obstacles, whether they are walls or rivers, are divided temporarily— allowing the caster and others to pass. As the spell ends, the obstacle returns to its previous form, leaving no mark of the event. Obstacles such as rivers are counted as one object for the purpose of time needed to cast. If the spellcaster loses their concentration for any reason, such as receiving damage from an attack, while passing through the obstacle the spell immediately ends. This can result in beings using the passage being crushed, drowned and otherwise horribly mutilated as the parted obstacle suddenly rushes back on them.

Call to the Void
Range: 40 ft. radius surrounding the caster

Duration: Hour

Saving throw: Standard d20 against DC

Magic Attack Roll: Sets DC for Target’s save

Prerequisite:: Caster must have some form of symbol invoking the powers of those within the void (The Elder Sign could work for this purpose.)

Material Component: A dose of Black Lotus powder (The Black Lotus powder must be bought [via NPC Leaders] or crafted through RP that specifically states their worth. If cast at night they will only need 30g worth— during the day they will need 90g.)

This spell can be cast at any time, but it has been found to be easier to cast at night. Chanting incantations that weaken the borders between the worlds, the caster lights the Black Lotus powder aflame and casts it about their feet. At once a feeling of something unnatural hiding in the oncoming fog becomes apparent and strange whispers can be heard. This spell calls forth the fog that separates worlds from each other, bringing about several strange effects. Sorcerers casting this spell have found solace within this fog, granting them a slight boost to their innate abilities. (Sorcerers casting this spell gain a +1.) Meanwhile, any others that may find themselves in this strange fog immediately feel a sense of foreboding danger as the unintelligible whispers grow louder, beckoning them to follow. Anyone choosing to remain in this fog willingly must make a save to resist the call of the void. If they fail to resist, these unfortunate souls are lost to the void. Whatever happens to these lost souls is currently unknown.

(Upon a failed save, the character will be transported to an unknown realm of surreal existence and primordial beings long forgotten by man. They may attempt to escape this realm at any time via a quest.)

Conjure the Heavens
Range: 40 ft. radius surrounding the caster

Duration: Hour

Saving throw: Standard d20 against DC

Magic Attack Roll: Sets DC for Target’s save

Prerequisite:: Caster must have some form of symbol invoking the powers of the most divine

Material Component: A dose of Yellow Lotus powder (The Yellow Lotus powder must be bought [via NPC Leaders] or crafted through RP that specifically states their worth. [Due to the abundance of Yellow Lotus, the caster will need significantly more to match the cost.] If cast during the day they will only need 30g worth— at night they will need 90g.)

This spell can be cast at any time, but it has been found easier to be cast during the day. Chanting invocations to the gods above, the caster ignites the Yellow Lotus Powder and casts it at their feet. Upon casting, the area is filled with the feeling of an immense presence along with inhuman voices. This spell weakens the boundary between the mortal and the divine. Billowing mist will begin to descend about the caster, bringing with it inexplicable effects. Devotees casting this spell will feel at peace within this ethereal mist, granting them a small boost to their natural abilities. (Devotees casting this spell gain a +1.) Meanwhile, any others that may find themselves in this mist immediately feel the crushing weight of this overwhelming presence as the inhuman voices grow louder, beckoning them to follow. Anyone choosing to remain within the mist willingly must make a save to resist the ethereal calling. Should they fail, these lost souls are taken in by the divine. Whatever happens to these lost souls is currently unknown.

(Upon a failed save, the character will be transported to an unknown realm of surreal existence and primordial beings long forgotten by man. They may attempt to escape this realm at any time via a quest.)