Chants of Fang and Claw

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Spell Name

Spell Type

Totem

Rebirth in Blood Vengeance

Instant (touch)

Talons of Red Agony

Readied (special)

Donning the Beast Hide

Readied (touch)

House of Quiet Secrets

Instant (touch)

Greed of the Prosperous Fetish

Instant (touch)

Slayer of Daughters, Slayer of Sons

Instant (caster)

Black Spider Venom

Instant (touch)

Githiss-Cho

Bonetaker’s Ruse

Instant (caster)

Aanoman-Vai

Wall of Murderous Thorns

Instant (special)

Isturam-Zul

Thief of 10,000 Ways

Instant (caster)

Derian-Kaa

Chalice of Bitter Delights

Instant (touch)

Ollscrith-Lum

Hunter of Flesh and Spirit

Instant (caster)

Muuroag-Nin

 

 

Ritual Name

Ritual Type

Duration

Feast of Kindred Heart

(Warmaker)

special

No Honor, No Mercy

(Warmaker)

special

Young Hunter’s Passage

(Warmaker)

special

By Word and By Blood

(Warmaker)

special

Rite of the True Prey

(Warmaker)

special

Denying the Beast

(Warmaker)

special

Stir of Ashes

(Hearthkeeper)

15 minutes

Kind Water Offering

(Hearthkeeper)

5 minutes

Burying the Needful Stone

(Hearthkeeper)

1 minute

Signs of the Earthen Totem

(Hearthkeeper)

10 minutes/ 5 minutes

Calling the Aspects

(Hearthkeeper)

5 minutes/1 minute

Murmer of Waking Sleep

(Hearthkeeper)

10 minutes

 

Rebirth in Blood Vengeance

Type – Instant (touch)

Requirements – None

Casting Verbal

“Broken one! Lost claw-brother! Scion of battle’s end! I grant you rebirth into (M-fold) Blood Vengeance!”

This spell will instantly heal and resurrect a recently dead or critical character, granting them points of magical protection equal to the mastery of this spell and fully restoring their Prowess and Vitality. The character then must attack those who they would normally perceive to be their enemy, and they must do so to the very best of their ability. After five minutes pass, or if they become critical or unconscious, the character falls over dead as if having just received a killing blow. Anyone who receives this spell more than once per day will have their soul immediately pass on when they die from its effects. This spell is useless on targets who have been Mutilated or who have had their soul pass on.

Talons of Red Agony

Type – Readied (special)

Requirements

The caster may not hold anything in their hands except the claws, or the spell ends. Upon casting, the caster must let loose a roar of pain, or the spell ends. Finally, if the caster drops one or both of their claws, the spell ends.

Casting Verbal

“With these talons called by need and fury, I shall stain the world in the red of purest agony!”

The caster instantly manifests great, red talons (claws up to longsword size: 46″) which they may use immediately in battle. These “weapons” ignore trait requirements for dual wielding and allow the caster to call up to their Mastery in “Power Strike 3s” at will as activated effects. The talons cannot be disarmed or broken, and they last for as long as the caster maintains the spell. After the spell ends, through whatever means, the caster immediately suffers a wound to each arm. This effect will cause the character to immediately take a torso wound if they already have an arm wound(s) beforehand. Resilience is not harmed by the ending effect. This spell may not be cast if it is already in effect, and if dropped in order for it to be recast, the caster suffers wounds as above.

Donning the Beast Hide

Type – Readied (touch)

Requirements – The Caster of this spell must wear the skin (a tabard, long shirt, full wrap) patterned in the markings of a bestial predator else all uses are lost. If the recipients of this spell do not also wear such garb, it has no effect.

Casting Verbal

“I call forth the spirit of the living beast, whose flesh turns blade and arrow; we shall don its hide as our own.”

This spell immediately transforms the animal skin clothing of the beastmen into magically toughened hide which counts as light armor 2. Once such armor is lost (reduced to 0) to damage or other effects, the spell ends. If the recipient takes off their beast clothing, it also ends. As this spell grants actual armor, it will not stack with real armor in any way; only the highest value between the two will be used. For all other purposes, treat this enchanted armor as normal.

Hunter of Flesh and Spirit

Type – Instant (caster)

Requirements – None

Casting Verbal

“I chant to you, Muuroag-Nin, Hunter-by-Darkness; I chant to you, Muuroag-Nin, the Strider Upon the Deeps; grant me your power in Flesh and in Spirit!”

(after 1 min. concentration)

This spell increases the caster’s maximum Prowess and Vitality by 1, for one hour per Mastery. While this spell is active, the caster can end it to call a free basic Feat of Empathy or basic Feat of Attunement. The Prowess and Vitality enhancements are enchantment based and do not stack with similar effects.

Black Spider Venom

Type – Instant (caster)

Requirements

The caster must bear the image of black spider fangs on the backs of both their hands, or the spell fails.

Casting Verbal

“I have known the bite of Githiss-Cho, the eyeless black spider; let my blood become her venom; let my hands become her fangs.” (after 1 minute of concentration)

This spell inures the caster’s flesh against the effects of poison and venom. As such, any Poison or Quick Venom of a power less than or equal to the caster’s Mastery is negated entirely (called as “No Effect”). Any poison or quick venom more powerful than this is taken in full. Note that this effect–which is treated much like Threshold–is checked before any poison reduction effect. This enchantment lasts for 1 hour per Mastery.

The caster may drop the enchantment entirely to call a single “Poison Strike X” with a thrown or melee weapon, where X is equal to their Mastery.

Bonetaker’s Ruse

Type – Instant (caster)

Requirements

If the caster calls a killing blow or uses an ability which directly slays another, this spell ends immediately.

Casting Verbal

“Pass on, Aanoman-vai, taker of bones. Pass on, Aanoman-vai, keeper of still hearts. With this ruse I draw your gaze away; pass on.” (1 min. con.)

This enchantment, which lasts a number of hours equal to the caster’s Mastery, allows them to feign death whenever they wish; at any time during its duration they may fall over in a deathlike state, and anyone who examines them using the Healing skill will be fooled into thinking they are dead. Any significant movement on the caster’s part, or any speech at all, will end the effect and blow the enchantment.

Alternately, a character under this spell who becomes critical may end the enchantment at any time during their bleed out to stabilize themselves as if they had just received Basic Aid. This effect must be called as “Bonetaker’s Ruse” in a normal speaking voice.

Wall of Murderous Thorns

Type – Instant (special)

Requirements – None

Casting Verbal

“I call to you Isturam-Zul, The Caster of Nets; where your fivefold talons mark the earth, my enemies will be crucified on a wall of murderous thorns!”

At the completion of this spell’s verbal, the caster must throw two packets simultaneously, each of which is tied to opposite ends of the same green rope. The length of this (highly visible) rope cannot exceed 1 yard per level of the caster’s Mastery. This length then becomes the boundary of a great wall of thorns, once it comes to rest on the ground. The wall may not be “adjusted” in any way after it is thrown. Those who enter the wall take 5 damage to a limb of their choice. If this causes a wound, they also take a Poison effect at level 5.

Those who take the poison effect may go prone on either side of the barrier. Missile attacks and packet-delivered spells are unaffected by the wall, but anyone who swings a melee weapon through its boundary takes the effect in full.

The wall lasts an hour, but the spell can be voluntarily ended at any time if the caster touches an anchoring packet. Any wall that, when cast, touches any aspect of any other wall or circle spell, does not take effect.

Chalice of Bitter Delights

Type – Instant (special)

Requirements – None

Casting Verbal

“I beseech the (M-Fold) mysteries of Olscrith-Lum, the Endless Hunger, that its dark essence might flow into this chalice, bringing bitter delight.”

This spell may be cast and activated only once per event. The Chalice of Bitter Delights spell enchants a container (which MUST be a chalice, goblet, or wine glass) such that any water or distillation poured into it becomes a dark, aromatic fluid that is both delicious and surpassingly bitter. Any single person who willingly drinks the entire contents of the Chalice without pause is then immediately stricken by the Hallucinating condition. During the hour of its effects, they will experience terrifying visions which can grant deep insight into the realities of the present day, according to the Mastery of the caster. This spell must be cast in the presence of a Marshal, and if no one drinks from the chalice within 5 minutes of its casting, the spell ends.

This spell may have unusual effects if used frequently.

Greed of the Prosperous Fetish

Type – Instant (touch)

Requirements

The fetish must be an object made with the Artistry specialty, and must be of Accomplished quality or better. Any thing else is useless for this spell.

Casting Verbal

“I cant to you the words of fullness and prosperity, that you may become a fetish worthy enough to bear the full weight of my greed.” (after 1 minute of concentration)

This spell enchants a statuette, figurine, or carved likeness such that any terrestrial spirit token “fed” to it (destroying the token in an act taking 1 minute of concentration) will infuse the object with a number of Perfect Charges equal to the Mastery of the caster, which will remain with the fetish for an indeterminate amount of time, or until used. The caster may, while holding the object, freely cast a spell using one of its Charges. Anyone else who wishes to use the charges within the Fetish must take them directly by using Channeling (see Occult).

The caster may channel the charges in such a fashion if they are able, of course. A caster may only have one Fetish enchanted by this spell at a time, though the enchantment itself lasts until the caster Revokes it (as per the Investiture rules from Occult), or they recast it.

Slayer of Daughters and Sons

Type – Instant (caster)

Requirements

The enchantment ends if the caster uses any ability from the Healing skill upon those targetable by the effects of this spell. Any other effect which restores to life, stabilizes, removes/reduces Persistent conditions, forestalls bleeding out, or increases healing rate will also end this spell.

Casting Verbal

“I shroud myself in the breath of the forgotten Totems, whose skins were taken long ago; for them I shall slay the daughters and sons of man!” (after 1 minute of concentration)

This spell enchants the caster for a number of hours equal to their Mastery. During that time they add 2 to the damage of any Power Strike, and any power strike derived ability, they call (with any weapon type) against a human being. Note that all character types, except Fairies, are applicable targets for the effects of this spell, as are Beastmen. This spell has no effect on accursed creatures, regardless of their former state.

House of Quiet Secrets

Type – Instant (touch)

Requirements

The interior of the building must be draped in furs and animal skins, and smell strongly of incense, else the spell ends. The outside of the building must have a large tapestry or drapery depicting the caster’s allegiance (ruler, association, guild, etc.) or the spell ends.

Casting Verbal

“Let my chant echo from the walls of this place, which shall become the house of secret things, and of the wisdom gained only by those of quiet heart.” (after 1 minute con.)

This spell may only be cast once per event. House of Quiet Secrets enchants a building such that the caster and anyone to whom they grant formal invitation (“Do you accept invitation into this House of Quiet Secrets?”) may meditate inside its walls for 10 minutes in order to activate any ritual that they know (Warmaker rituals from this school being the exception). Upon completing a meditation, the character must intone the name of the ritual being activated in a normal speaking voice. They then gain a charge from the ritual as normal, regardless of its regular requirements.

In addition, the caster and their invited guests are immune to all mental effects while inside the house.

The caster of this spell may only formally invite a number of people equal to their Mastery, in total, and only at the threshold of the house, though they may do so at any time during its duration. Such invitations last for the duration of the event and may not be revoked until it ends.

Thief of 10,000 Ways

Type – Instant (caster)

Requirements

The caster may not cast packet-based effects while under this enchantment, save for the one they have stolen, even if they have not yet absorbed a spell. Doing so drops the effect entirely.

Casting Verbal

“By the blessings of Derian-Kaa, the Many-Tailed, my cunning grows boundless, for no power escapes the thief of ten-thousand ways!” (after 1 minute concentration)

This spell enchants the caster for a number of hours equal to their mastery. During that time, when struck by a packet-delivered spell or invocation effect for which they are an applicable target and the effect of which is NOT warded or resisted through any means, they may loudly call “Absorb Magic” and gain the use of that hostile effect for the rest of the duration of the enchantment. In order to cast the “stolen” magic, they need not abide by any of its restrictions and requirements, but they must say its verbal exactly as normal and spend a CoFaC charge to create the effect, using their Mastery just as if they cast the spell themselves. Note that the activated versions of Readied spell effects are treated as instants with this enchantment, they cost one charge to cast, and they are cast using the activation verbal as if it were the casting verbal. Invocations stolen by this spell are cast exactly as they were said by the creature/person using them in the first place (usually “Invoke something something” followed by a number equal to the caster’s Mastery, if applicable).

The caster may only have one stolen spell at a time, and once they take a spell for their own, the enchantment will not allow them to absorb another until it is recast. If they do recast this enchantment while bearing such a spell, they of course lose access to it. This spell does NOT grant the caster knowledge of the spell’s verbal; they must pay attention as it is cast or know it beforehand somehow (Out Of Play knowledge is permissible in this instance).

Packets for this spell must be dark green in color.

Warmaker Rituals

Upon completing one of the six Warmaker rituals from this school as defined in its description, the character loses all CoFaC charges they currently possess, but then gains 1 for every level they have in CoFaC; all of their rituals in this school are then considered to be active. Until sunset, they may duplicate this effect by meditating for 5 minutes. No game effect which bypasses or activates a ritual directly can be used with Warmaker rituals (seriously, don’t even ask).

Feast of Kindred Heart

Duration: Variable

In the presence of a Marshal, Killing Blow one of your honored comrades. Mime eating their heart in a brutal, but still solemn, fashion (this Mutilates their corpse). If you eat an enemy’s heart in this way, the ritual is Fouled until you defeat 3 foes in honorable single combat, while sparing their lives. This ritual is explicitly incompatible with No Honor, no Mercy, meaning the same victim cannot be used for both.

By Word and By Blood

Duration: Variable

In the presence of a Marshal, swear upon your honor that you will complete a difficult task before the setting of the sun. If the stated task is inadequate, this ritual is fouled for the remainder of the event. If the task is acceptable, immediately activate this ritual in full. If you do not succeed at the task, then at the next sunset you fall over dead and your soul immediately leaves your body.

Denying the Beast

Duration: Variable

In the presence of a Marshal, forswear the eating of a particular food, the touching of a particular weapon, and the speaking of a particular word, each of which must be significant to you in some fashion. Every use of this ritual requires an additional 3 penances, as above, and all are cumulative and permanent. If you break any one of your penances, All of your CoFaC rituals are fouled for the remainder of the event.

No Honor, no Mercy

Duration: Variable

In the presence of a Marshal, call out one of your true kinsmen (an actual friend or unambiguous ally), who you believe has grown weak, duplicitous, or honorless. Kill them and dishonor (mutilate) their corpse

Young Hunter’s Passage

Duration: Variable

In the presence of a Marshal, send a less experienced warrior on a difficult quest (module), in your stead, for honor and glory. If they return victorious–the terms of which must be arduous and mediated by a marshal–activate this ritual in full.

If they are slain on this quest, the ritual simply fails. If they return to you having failed the quest, this ritual is Fouled until you accomplish the task yourself or slay them and mutilate their corpse for their weakness.

Rite of the True Prey

Duration: Variable

In the presence of a Marshal, slay a unique monster, fantastic beast, or powerful warrior—any of whom must be obviously stronger than you—in single combat. Take a fetish from them and wear it thereafter. This ritual is Fouled if you fail, and will remain so until you ritually—and permanently–scar yourself in a visible location and slay 3 opponents as per the normal ritual.

Hearthkeeper Rituals

These rituals are treated as those from any other school, save for some of their interactions with Totems/Spirits.

Signs of the Earthen Totem

Duration: 10 minutes/5 minutes

Scrawl the likeness of a totem spirit in a cleared patch of soil or sand, meditate upon it, then erase the image such that the ground appears undisturbed. If you are the Scion of a Power, the image must be of them, but in this case the ritual’s minimum time is reduced to 5 minutes.

Stir of Ashes

Duration: 15 minutes

Without speaking or stopping, meditatively stir the ashes in a fire pit.

Murmur of Waking Sleep

Duration: 10 minutes

Sit upon the floor of a dwelling, in the grass, or upon bare stone. Meditate while chanting lowly for the duration of the ritual.

Burying the Needful Stone

Duration: 1 minute

On a flat stone large enough to fill the hand, write the name of a friend, mate, or blood relative with whom you have recently (that day) had a disagreement. Dig a small hole large enough to completely bury the stone, all while describing the argument. Ask their forgiveness as you place the stone within the hole, filling it in.

Kind Water Offering

Duration: 5 minutes

On a bare patch of ground or stone, intermittently pour out a large container of water, with each draught wishing good fortune on someone who may soon be in danger, and why.

Calling the Aspects

Duration: 5 minutes/ 1 minute

Recite with fevered intensity the aspects of a particular spirit totem, noting its strengths, powers, and the honors it has heaped upon you, if any. After this, meditate on its nature for the remainder of the ritual. If you are an actual scion of the totem spirit, you may skip the meditation entirely, reducing the time this ritual takes to 1 minute.