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Spirit

Soulfire

Reaching into the spirit world, the mage is able to draw pain and anxiety from that realm and manifest it in the form of a damaging, blue flame. Before rolling, the user must specify whether they are attempting a weak (1d5+Int), medium (1d7+Int), or strong spell (1d10+Int). The aims for these will be Intellect 80, 100, and 120 respectively. If you specify a weak spell and roll a 120, you will still roll the damage for the weak version of the spell.

Self Con: This spell can badly backfire on the caster. If a weak spell is failed, the caster will suffer 1d3 damage, a medium strength will incur 1d5, and a strong strength will incur 1d7 as the very pain they are attempting to channel tears through their own body.

 

Ancestral Scream

By focusing upon their foe, the mage is able to entrap a part of their target's mind within the spirit realm, plaguing them with their misery of their ancestors following an Intellect 100 check. This is usually manifested within the form of terrible, wailing screams that assault their senses for a single round, negatively affecting any Perception, Strength, or Agility checks by a single point. If the roll exceeds 120, then the sheer force of the spell will deal 1d5 flat damage to the target.

Self Con: By failing this check, the caster's own ancestors will plague them instead. This will have the same effect on the caster as it does on their opponent.

 

Spiritual Armament

After passing an Intellect 100 roll, the caster is able to conjure an armament of their choice from the spirit realm. This can be anything from a sword, to a crossbow, to a shield, to even a suit of armour. A Willpower 100 must be rolled each round in order to keep the weapon or armour within the real world.

Self Con: If this spell is failed, then the caster's ancestors forsake them, forbidding them from attempting this spell for another two rounds.

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