Essence Element Spells
Drain
Power Rank: 1
Range: Touch
Duration: Until Target Rests
Area of Effect: 1 Target
Casting Time: 2
Defense: Magical
By means of this spell you are able to cause any one target you touch to become very tired as they lose fatigue equal to 5 per 3 successes that you attain in your Spellcraft check.
Spectral Touch
Power Rank: 3
Range: Touch
Duration: 1 turn
Area of Effect: 1 Target
Casting Time: 3
Defense: Magical Defense
Through the means of this spell you are able to cause one target to become paralyzed for one turn. The target is allowed a magical defense to ignore this spell.
Disease
Power Rank: 9
Range: Touch
Duration: Permanent until healed
Area of Effect: 1 target
Casting Time: 3
Defense: Magical
By means of this spell you are able to cause the touched target to become diseased with one of the below. Each disease begins at a mild infection, the caster may increase the level of the infection by expending 10 Fatigue per level above mild infection (10 for Severe, 20 for Terminal):
Roll Result
1 Blood
2 Bone
3 Brain
4 Cardio
5 Connective Tissue
6 Ear
7 Eye
8 Muscle
9 Nose/Throat
10 Respiratory
Blight
Power Rank: 3
Range: 1' per Spellcraft point
Duration: Permanent
Area of Effect: 10' per 3 Successes
Casting Time: 3
Defense: None
Blight allows a caster to cause all plants in the area of effect to wither and die. Monstrous plants take 10 points of damage each turn while they are in the area of effect.
Weaken
Power Rank:3
Range: 1' per Spellcraft point
Duration: 1 turn per success
Area of Effect: 10' Diameter per 5 additional Fatigue spent
Casting Time: 2
Defense: Magical
With this spell a caster can cause those that fail their Magical Defense to suddenly have one of their Attributes as specified by the caster to be reduced by 5 points per every three successes.
Absorb Attribute
Power Rank:6
Range: Touch
Duration: 1 Phase per success
Area of Effect: 1 Target
Casting Time: 3
Defense: None
Through this spell the target of the spell (the caster or another target) may gain 5 attribute points to any specified attribute point per every 8 oz. of flesh of another creatures corpse. Doing so also give the character 1 insanity point and 1 Temptation point. The caster must specify which part of the corpse he or she is going to eat as this effects the attribute that will gain the bonus points. Consumption of the eyes will effect the Perception (Sight) of the caster, ears will effect the Perception (Hearing), consumption of the brain will effect Intelligence, etc.
Foulness
Power Rank:1
Range: Touch
Duration: Permanent
Area of Effect: 12 fl oz per success
Casting Time: 3
Defense: None
By means the caster can cause any liquid that he or she touches to become foul and poisoned. This will immediately kill any 1st rank animal that is in the liquid and area of effect. Any being drinking this liquid must make a Stamina check at a TS of 4 or take 5 points of health damage, 15 points of fatigue damage, and are Staggered for 1 turn per every 5 Fatigue the caster sacrifices to the casting of this spell.
Transfer Wounds
Power Rank:6
Range: Touch
Duration: Permanent
Area of Effect: 1 Target
Casting Time: 3
Defense: None
By means of this spell a caster is able to touch any living creature and have that creature takes the caster's wounds returning 5 points of damage per turn to the caster and causing 5 points of damage per turn so long as the caster can maintain a hold on the touched target.
Death Chains
Power Rank:6
Range: 1' per Spellcraft point
Duration: 1 turn per 3 successes
Area of Effect: 1 Target plus 1 target per 10 additional Fatigue spent
Casting Time: 4
Defense: Physical at 1/2
By means of this spell the caster calls forth 13 chains made with various spikes, hooks and razor blades that appear out thin area and attack the target latching onto it and ripping chunks of flesh from it. The chains will continue to rip at the target for the duration of the spell and will move to follow the target as it moves about. These chains cause 10 points of damage plus 2 per success per turn.
Death Tale
Power Rank:3
Range: 1' per Spellcraft point
Duration: 1 turn per 3 successes
Area of Effect: 1 Target plus 1 target per 10 additional Fatigue spent
Casting Time: 4
Defense: Magical
By means of this spell a caster causes those that listen to the tales or music from someone with Favored Instrument to take damage equal to 2 per every 3 successes of the use of Favored Instrument.
Demon Tail
Power Rank:3
Range: Touch
Duration: 1 turn per 3 successes
Area of Effect: 1 Target
Casting Time: 4
Defense: None
Through the use of this spell a caster is able to cause the touched target to suddenly grow a demonic tail that is proportionate to the size of the target. The user can use this tail to attack during a a combat turn. This tail does 2 points of damage per size. The user can forgo any attack during his phase to use the tail at a base attack equal to his or her Strength or Agility score. If the target has WeaponCraft(Str or Agi) they may use this instead. The target may use this as an additional attack during a phase but all attacks during the phase suffer -25 to the attempts, unless the target has Attack Coordination.
Failure
Power Rank:9
Range: Touch
Duration: Instant
Area of Effect: 1 Target
Casting Time: 4
Defense: None
By means of this spell a caster causes anyone living target that he or she touches to make a Stamina check at a TS of 1 per 50 points of Spellcraft to maximum TS of 6. Those that fail have their health dropped to -10.
Luck of the Day
Power Rank:6
Range: Touch
Duration: 1 turn
Area of Effect: 1 Target
Casting Time: 6
Defense: Magical
Luck of the Day gives the target or the caster the ability to alter his or her dice rolls for any check during the turn. By spending 5 Fatigue points per 2 points the character can change his or her dice rolls by the same amount. Thus, by spending 30 fatigue a player is able to adjust a roll of 71 to a roll of 59 or 93. The caster is able to affect the roll of an opponent by touching him or her, the target gains a Magical Defense roll to avoid this effect.
Enhance Weapon
Power Rank:6
Range: Touch
Duration: 1 Turn
Area of Effect: 1 Weapon
Casting Time: 4
Defense: None
Enhance weapon allows a caster to temporarily increase either the base damage of a weapon or enhance the use of the weapon for 1 turn per casting. The caster may increase the base damage of the weapon by +1 per every 6 successes that they gain in their Spellcraft or they may increase the Attack Skill of the user by +2 per every 3 successes that caster gains in their Spellcraft check.
Skinning
Power Rank:6
Range: 1' per 10 Spellcraft score
Duration: 5 Phases
Area of Effect: 1 Creature
Casting Time: 4
Defense: Magical
By means of this spell you begin to strip the flesh from non-undead, corporeal creatures causing incredible pain and inflicting great mental drama. The target creature takes 3 times your Intelligence modifier in damage per phase, they also take 1 insanity point per phase as well.
Blade of Energy
Power Rank:6
Range: Touch
Duration: 5 Phases per Successes
Area of Effect: 1 Creature
Casting Time: 5
Defense: None
By means of this spell the caster is able to cause a sword of some sort of energy (Earth, Water, Air, Fire, Spirit, Essence). This sword appears in the hand of the creature that you touched. This energy blade is the size of a medium weapon but has no weight and thus has no Action Point cost for its use (you still have your Size AP requirements). You determine what type of energy the blade becomes when you cast the spell. With Earth energy the blade becomes a solid piece of iron that deals 7 points of base damage but also causes the victim hit to make a Willpower check at a TS of 4 those that fail are slowed causing them to suffer +3 Action Point cost to all actions for 1 turn. With Water energy the blade is made up entirely of water that does 4 points of base damage and 15 points of acidic damage that is not stopped by armor (natural or otherwise). With Air energy the blade is made from crackling electricity that does 6 points of base damage and can strike at creatures that are ethereal or astral. With Fire energy the blade is made up from solid fire that deals 6 points of base damage and deals 25 points of Fatigue damage per 5 phases to all creatures other than the user within the users strike range. With Spirit energy the blade is essentially invisible except for a faint, blue outline of the sword. The sword does a base of 6 points of damage, but causes those that defend against the weapon to suffer a -30 to their Physical Defense. With Essence energy the blade is made up of red and black crackling energy that does a base of 7 points of damage to all undead creatures as magical damage, but does no damage to living creatures.