Realms of Tirakan

Realms of Tirakan


EN

Necromancy

All origins
9 Death Vision Blood

The victim is tormented by a very realistic vision of his death, the manner of death can be determined by the caster. The vision includes dying, the rotting of the flesh and the decay of the bones to dust. The victim does not take any physical harm from the spell, though there is a possibility that he may be traumatized by the death vision. For the duration of the spell, the victim is barely capable of any meaningful action.

The victim can attempt to abort the spell with a willPower check. This requires as many successes as the spell has Power.

The spell lasts until the willPower check is successful.

Origin: Necromancy
Spell Casting: Apprehension
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
7 Call animal spirit Nature
Ritual

The caster draws a pentagram in the ground and concentrates on the animal spirit.

At the moment the ritual is finished, the animal spirit appears in the place of the pentagram. The animal spirit performs Power simple services for its master. The services must be simple and involve only one action, e.g. a ride that begins with mounting and ends with dismounting, or help in a fight against an opponent. The values of the animal spirit correspond to those of the normal animal.

Origin: Necromancy
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
7 Voice of the dead Blood

The caster places an object of the dead in front of him, closes his eyes and concentrates on the object and the realm of the dead.

The caster goes into a light trance, his voice changes and resembles that of the dead, the more personal the object is and the more the caster knows about the dead. The caster can ask Power questions to the dead, which will be answered with yes/no to. The dead the must answer also before his death could have given.

Origin: Necromancy
Spell Casting: Apprehension
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Spirit protection Blood

The caster invokes the protection of the spirits. The protection of Power people increases by 2 for 3 combat rounds, the Resistance value increases by 3.

Origin: Necromancy
Spell Casting: Logic
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Spirits advice Blood

The caster can ask Power questions to the spirit world, which will be answered if the spirits are willing. The questions must allow a simple yes/no answer.

Origin: Necromancy
Spell Casting: Apprehension
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
9 Living armor Mind

The caster creates Power living armors. The armors can perform simple defense and attack missions. They have 4 possible wounds and wield swords with a penetration of 0 and 3+Power dice.

Origin: Necromancy
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
7 Animate body Mind
Ritual

The moment the ritual is finished, the caster binds a simple spirit into a dead body, which controls the body and performs simple commands. The movements are slow, and since only normal movements are available to it, the body should be chosen prudently beforehand. A doll or corpse can walk, a ball can roll but cannot climb stairs, for example.

The caster can take direct control of the body as if he were inside it. However, this costs 1 arcana per Power*5 minutes, and any damage the body suffers, the caster's body suffers as well.

The spell ends after one hour.

Origin: Necromancy
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 15
9 Deathly Cold Blood

The moment the caster touches his target, a terrible cold spreads from the place of the touch, causing one wound per combat round. The caster can cancel the spell at any time, but if it is not canceled, it ends when the target is completely cooled and dead.

The victim rolls a Resistance roll at the beginning of each combat round before taking damage. If the roll succeeds with at least Power, the spell ends and no more damage is done.

Origin: Necromancy
Spell Casting: Strength
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Exorcise spirit Mind

The caster chooses up to Power spirits or beings ruled by spirits. The spirits are banished and leave their earthly existence.

Origin: Necromancy
Spell Casting: Logic
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Animate object Mind
Ritual

The moment the ritual is completed, the caster binds a simple spirit into the chosen object, which performs a simple action on the object.

Unlike the Animate Weapon ritual, the basic idea of this ritual is rather peaceful, so the most common uses of this ritual are to make crystal balls swirl glowing mist, or to make candlesticks light the candles as soon as the room is entered.

In the ritual, the caster must determine who and how the trigger is. For some things, like the mentioned crystal balls, it makes sense if this is only a certain touch of the user, for the mentioned candlestick rather everyone who comes within a certain range around the candlestick.

The object remains animated up to Power hours.

Origin: Necromancy
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 15
7 Simple service spirit Nature
Ritual

The caster rubs his hand with bone dust, draws a pentagram in the air and concentrates on the spirit.

At the moment the ritual is finished, the service spirit appears in the place of the pentagram. The service spirit performs a simple service for its master, the service can consist of max Power things. The service spirit is not able to directly harm a living being or object. Examples of services include delivering very short messages (max Power words to one person, or 1 word to a total of Power people), notifying the caster when one of Power certain events occurs, or even gathering Power apples.

Origin: Necromancy
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 15
11 Possession Mind
Ritual

The caster draws a pentagram on the target's forehead and concentrates on the spirit and the target.

In this ritual, the caster allows a spirit to enter the target's body. The spirit can be a service spirit, a free spirit or the spirit of the caster. In the latter case, the caster's body slumps, does not react, breathes slowly and stares into the void when his eyes are opened. The target is Power*10 minutes under the control of the spirit driven into it, which can control the entire body (run, punch, fight, speak, etc.).

Should the target's body die during the possession, the spirit abruptly disappears from the body and returns to its sphere. If the target's body dies while the caster is in it, the caster's spirit returns to its original body and the caster is unconscious for 3W6 minutes.

Origin: Necromancy
Spell Casting: Willpower
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 15
15 Animate Weapon Nature
Ritual

The caster forms an incantation circle around the weapon to be animated.

At the moment the ritual is finished, the caster binds a spirit to the anointed weapon. This spirit inflicts additional Power wounds on the victim, in addition to the weapon's usual wounds. The weapon is considered a magical weapon, but can only be used by the caster. Anyone else who attempts to use the weapon will themselves be attacked by the spirit. The appearance of the ghost can be freely determined by the caster.

Origin: Necromancy
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 15
4 Ghostly body Mind

The caster closes his eyes, thinks the verse "My body, a spirit" and then opens his eyes again.

The caster is able to perform all the actions of a spirit, e.g. see, touch things, cast spells unless ingredients are needed or within reach, fly, move through inanimate objects, etc. The spell can be dropped at any time, causing the caster to take on their normal physical form, but without clothing.

The spell can be dropped at any time, causing the caster to take on their normal physical form, but without clothing as this is not transformed with them. Objects strongly familiar to the caster should probably also be carried in ghost form. As spirits are immune to non-magical weapons and attacks, so is the caster.

The caster can also be banished in spirit form. When exorcised, the caster ends up unconscious in his body for 2W6 minutes at the point where he started the spell.

The spell lasts for power*10 minutes.

Origin: Necromancy
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 2