|
The gifts of Ancestors are varied, as are the purposes of
their minions. Many Ancestors are of a darker nature, or have less respect
for the lives of mortals. A few of these dark ancestors grant the powers
of dark incantation to their followers. The incantations and powers of
a dark incantor are available only to those few who choose to forsake
the traditional path of the incantors and who undertake the dark incantor
quest. To become a dark incantor, a character must first be an incantor.
He must then, in character, find someone who can instruct him, on the
tasks he must perform to attract the attention of the dark ancestors.
Only after this has been done can they become a dark incantor. Do not
ask Games Control or a referee about becoming a dark incantor.
The quest is entirely in character and cannot be bought with basic character
or occupational skill points. Anyone who is able to use dark incantations
must carry a special card with their character's name on it.
All dark incantor vocals begin with "By the (high)
power of the dark Ancestors". If you wish to name your ancestor,
begin the vocal with "by the dark power of <ancestor's name>".
Only dark incantors should use the words "dark Ancestors" in
their vocals. This is in order to clearly identify and differentiate between
incantors and dark incantors.
The Powers of Dark Incantation First Level.
Some of the spells listed below are the same as those on the first level
incantation list; these spells are described in the incantation lists
Here.
Attract Unliving see below.
Befriend as incantation level 1.
Cause Wound see below.
Countermagic1 as incantation level 1.
Control Unliving 1 see below.
Detect Unliving as incantation level 1.
Fear see below.
Purge Poison as incantation level 1.
Retribution as incantation level 1.
Attract Unliving
Type: Physical
Vocals: Tear a level one or two spell card. By the power of the dark Ancestors
unliving I attract you!
Actions: Point at or touch the target.
Range: 30 feet.
Effects: A single animated unliving of level five or below is drawn directly
toward the caster for ten seconds.
Reaction: As an animated unliving of level five or below you must move
in a straight line directly toward the caster's position for a slow count
of ten. Holding on to an object or person will not prevent you from being
attracted but any barriers that prevent physical passage such as walls
will halt you. Any unliving affected by this spell may defend themselves,
but only attack anyone who is within reach of the direct path to the caster.
Once the duration of the incantation is complete you can move freely again.
This incantation has no physical effect on more powerful unliving but
they will be aware of the incantation being cast on them.
Cause Wound
Type: Physical
Vocals: Tear a level one or two spell card. By the power of the dark Ancestors
I wound you!
Actions: Recite the vocals and tear a spell card. Touch the appropriate
body location with the palm of the hand, and say 'cause wound'.
Range: Touch.
Effects: Once the spell is cast you have up to ten seconds to touch the
target with the open palm of your casting hand the first person touched
will be affected by this spell. This will inflict one hit of normal through
damage on the touched body location. This wound will only affect any creature
with a living or unliving pattern. It will not affect any creature immune
to normal weapons. This wound is treated in all ways as normal damage.
Once this spell is in effect, you cannot cast any spells until you have
touched a target or the ten second duration has expired. You must keep
your casting hand empty for the duration of the spell. This dark incantation
does not violate the ritual of peace if one is in effect.
Control Unliving 1
Type: Special
Vocals: By the power of the dark Ancestors, I control you, rank 1 (unless
part of a wedge).
Actions: As an individual dark incantor or as the head of a dark incantor
wedge, point at the target unliving, possession or ancestral spirit and
tear a level one or two spell card, or tear all the spell cards contributed
by the dark incantors in the wedge. As part of a dark incantor wedge,
maintain contact with the dark incantor in front of you by holding onto
their shoulders. All participants in a wedge must pass their card for
the dismiss forward to the head of the wedge so that the total dismiss
rank can be calculated.
Range: 30 feet.
Effects: The caster (or the head of the wedge) takes control of a single
unliving. Several dark incantors can each cast a control unliving within
a dark incantor wedge, focusing the power towards the one dark incantor
at the front (head) of the wedge. This means that the head of the wedge
would be casting a control unliving equal to the sum of all the control
unliving incantations cast within the wedge. When casting this spell as
part of a wedge the head of the wedge must substitute the rank number
in the verbal with the total number of control unliving dark incantor
cards used by the wedge. The head of the wedge can break away from the
wedge to cast the control unliving but cannot move more than ten feet
forward from the rest of the wedge and must complete the casting within
ten seconds of breaking away. If the head of the wedge is struck before
the incantation is complete the spell will fail as the focus is disrupted.
A countermagic or iron will cannot stop a control unliving. An unintelligent
unliving that has been controlled will follow any simple command, including
those that lead to their own destruction. Intelligent unliving will obey
most commands but will flee if they are near death. Lord unliving cannot
be controlled with this incantation. The control lasts for ten minutes,
after which control of the target unliving reverts to the original creator
or master and the unliving will carry out any tasks it was originally
given to do.
Reaction: If you are an unliving of a level equal to or
below the level of the control being cast, you become the servant of the
caster, or the head of the wedge, for ten minutes.
Fear
Type: Mind
Vocals: By the power of the dark Ancestors I command you fear me!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet.
Effects: For ten seconds the target fears the caster. This fear is unranked
and will affect any character unless immune to fear or protected against
magic.
Reaction: You must try to flee from the spell caster for a slow count
of ten, or until the spell is removed (whichever is the shorter period
of time).
Page 8
|