ANIMANCY
There is the world which Mortal eyes can see, and then there is another world. One behind, beneath, and beside the material plane, yet invisible to the eyes of the uninitiated. Those who practice the art of Animancy can reach into this world of shadows and interact with the ghosts, gods, and spirits therein. Such individuals act as a bridge between worlds and can travel between the two planes of existence. Their magic allows them to learn the secrets of the dead, bind spirits to do their bidding, and exorcise wicked spirits from the people and places they corrupt. These Mystics walk a fine line between the material and the ethereal, but there is no finer line of defense against the dangers of the unseen world than one well-trained in this Mystery.
ANIMATE
Cantrip
Touch an unattended non-magical object or corpse to animate it with a false semblence of life. The target remains animated and under your control while you maintain Concentration.
You may use your Actions to control the target like a puppet while it remains within your line of sight, causing it to move using whatever means of locomotion are available to it, or (if no means are available) causing it to hover a meter off the ground. The target does not have access to any of its normal stats or abilities, cannot speak, and has only 1 HP. The target cannot be animated again after it has been reduced to 0 HP.
Level 1
An unattended non-magical object or corpse within 10 meters of you is brought to "life". The target remains animated and under your control while you maintain Concentration and can perform one Action at any point during your turn. If the target is an animated corpse, it has access to all the stats and abilities it had in life and is able to speak in short one to four word phrases.
Make a Spellcraft Feat when you cast this Spell. The target is animated with 1 HP and (Bumps)d4 Endurance. The target cannot be animated again after it has been reduced to 0 HP.
Level 2
As Level 1, but the target has its old pool of Actions and takes a place in the Initiative order once animated, acting under your direction during its turn. If the target is a corpse, it regains more of its memory, identity, and intelligence and can speak in broken sentences. Instead of gaining (Spellcraft Bumps)d4 Endurance when animated, the target gains (Spellcraft Bumps)d6 Endurance.
Level 3
As Level 2, but the target regains all its memory, identity, and intelligence and 100% of its HP.
Touch an unattended non-magical object or corpse to animate it with a false semblence of life. The target remains animated and under your control while you maintain Concentration.
You may use your Actions to control the target like a puppet while it remains within your line of sight, causing it to move using whatever means of locomotion are available to it, or (if no means are available) causing it to hover a meter off the ground. The target does not have access to any of its normal stats or abilities, cannot speak, and has only 1 HP. The target cannot be animated again after it has been reduced to 0 HP.
Level 1
An unattended non-magical object or corpse within 10 meters of you is brought to "life". The target remains animated and under your control while you maintain Concentration and can perform one Action at any point during your turn. If the target is an animated corpse, it has access to all the stats and abilities it had in life and is able to speak in short one to four word phrases.
Make a Spellcraft Feat when you cast this Spell. The target is animated with 1 HP and (Bumps)d4 Endurance. The target cannot be animated again after it has been reduced to 0 HP.
Level 2
As Level 1, but the target has its old pool of Actions and takes a place in the Initiative order once animated, acting under your direction during its turn. If the target is a corpse, it regains more of its memory, identity, and intelligence and can speak in broken sentences. Instead of gaining (Spellcraft Bumps)d4 Endurance when animated, the target gains (Spellcraft Bumps)d6 Endurance.
Level 3
As Level 2, but the target regains all its memory, identity, and intelligence and 100% of its HP.
ASTRAL BODY
Cantrip
You or a willing creature you touch slips into an unconscious state as soul leaves body and enters the Unworld. Here, the target may Fly as quickly as they would normally move and can interact with the spiritual beings and constructs of the Unworld while also perceiving the Mortal plane as shadows all around which cannot be touched or communicated with.
A soul may return to its body as an Action by touching it, but if the Mortal body is killed, the soul becomes trapped in the Unworld, a lost spirit.
Level 1
As the Cantrip, but the range of this Spell is increased to 10 meters. You may also cast this Spell on an unwilling non-Elite creature, forcing them to Save or be pushed out of their body.
Level 2
As Level 1, but you may make a Spellcraft Feat when you cast Astral Body to target one creature per Bump.
Level 3
As Level 2, but an unwilling target Saves with Disadvantage and you may use Concentration to prevent their soul from returning to their body. While you Concentrate to maintain this effect, their body is impervious to harm.
You or a willing creature you touch slips into an unconscious state as soul leaves body and enters the Unworld. Here, the target may Fly as quickly as they would normally move and can interact with the spiritual beings and constructs of the Unworld while also perceiving the Mortal plane as shadows all around which cannot be touched or communicated with.
A soul may return to its body as an Action by touching it, but if the Mortal body is killed, the soul becomes trapped in the Unworld, a lost spirit.
Level 1
As the Cantrip, but the range of this Spell is increased to 10 meters. You may also cast this Spell on an unwilling non-Elite creature, forcing them to Save or be pushed out of their body.
Level 2
As Level 1, but you may make a Spellcraft Feat when you cast Astral Body to target one creature per Bump.
Level 3
As Level 2, but an unwilling target Saves with Disadvantage and you may use Concentration to prevent their soul from returning to their body. While you Concentrate to maintain this effect, their body is impervious to harm.
ENTHRALL
Cantrip
A non-Elite Undead creature that can see you and has 25% or fewer of its total HP remaining must Save or be brought under your control. The creature remains under your control until you dismiss it as a Free Action, the Scene ends, you lose consciousness, or it is reduced to 0 HP.
Level 1
As the Cantrip, but the target may be at 50% or fewer of its total HP remaining. The creature remains under your control until you dismiss it as a Free Action, take a Rest, lose consciousness, or it is reduced to 0 HP.
Level 2
As the Cantrip, but the target may be at 75% or fewer of its total HP remaining. The creature remains under your control, acting as an ally (controlled by the GM) until you lose consciousness, dismiss it intentionally, or it is reduced to 0 HP.
Level 3
As the Cantrip, but you can attempt to control the target regardless of its current HP. If it has 50% or fewer of its total HP, it's Save to resist has Disadvantage. The creature remains under your control, acting as an ally (controlled by the GM) until you die or complete a Full Rest.
A non-Elite Undead creature that can see you and has 25% or fewer of its total HP remaining must Save or be brought under your control. The creature remains under your control until you dismiss it as a Free Action, the Scene ends, you lose consciousness, or it is reduced to 0 HP.
Level 1
As the Cantrip, but the target may be at 50% or fewer of its total HP remaining. The creature remains under your control until you dismiss it as a Free Action, take a Rest, lose consciousness, or it is reduced to 0 HP.
Level 2
As the Cantrip, but the target may be at 75% or fewer of its total HP remaining. The creature remains under your control, acting as an ally (controlled by the GM) until you lose consciousness, dismiss it intentionally, or it is reduced to 0 HP.
Level 3
As the Cantrip, but you can attempt to control the target regardless of its current HP. If it has 50% or fewer of its total HP, it's Save to resist has Disadvantage. The creature remains under your control, acting as an ally (controlled by the GM) until you die or complete a Full Rest.
GHOST WALK
Cantrip
You or a creature you touch becomes Intangible for the duration of the next Action taken.
Level 1
You or a willing creature within 10 meters becomes Intangible while you hold Concentration.
Level 2
As Level 1, but while Intangible on the material plane, the target becomes capable of seeing and interacting with spirits and spiritual constructs within the Unworld.
Level 3
As Level 2, but you may roll a Spellcraft Feat when you use Ghostwalk to target one creature within 20 meters per Bump rolled.
You or a creature you touch becomes Intangible for the duration of the next Action taken.
Level 1
You or a willing creature within 10 meters becomes Intangible while you hold Concentration.
Level 2
As Level 1, but while Intangible on the material plane, the target becomes capable of seeing and interacting with spirits and spiritual constructs within the Unworld.
Level 3
As Level 2, but you may roll a Spellcraft Feat when you use Ghostwalk to target one creature within 20 meters per Bump rolled.
KEENING
Cantrip
For one minute, any spirit that is within 10 meters of you may speak to you in an audible voice which only you can hear. Only one spirit may speak to you at a time and you are unable to select which spirit (if any) speaks. The spirit is under no compulsion to answer your questions or speak with honesty.
Level 1
As the Cantrip, but any spirit within 1 mile of you may speak audibly. You can hear this spirit clearly, but others must make an Awareness Feat (Difficulty 1) to listen in. Only one spirit may speak to you at a time, but you may call to a specific spirit if you know they are present and have something which belongs/belonged to them. The spirit may lie or mislead you but must make a Save in order to knowingly do so.
Level 2
As Level 1, but any spirit within 10 miles of you may speak audibly. You can hear the spirit clearly and allow any number of other creatures who are present to hear as well. Only one spirit may speak to you at a time, but you may call to a specific spirit if you know they are present. The spirit may lie or mislead you but must make a Save with Disadvantage to knowingly do so.
Level 3
As Level 2, but any spirit with 50 miles of you may speak audibly. Additionally, you can call to any spirit on any plane of existence (so long as they have not been reincarnated) to come and speak with you, provided you have something that belongs/belonged to them. Any creature that is present with you can hear the spirit speak if you allow it. The spirit cannot knowingly lie or mislead you and is compelled to truthfully answer any question you ask to the best of its knowledge.
For one minute, any spirit that is within 10 meters of you may speak to you in an audible voice which only you can hear. Only one spirit may speak to you at a time and you are unable to select which spirit (if any) speaks. The spirit is under no compulsion to answer your questions or speak with honesty.
Level 1
As the Cantrip, but any spirit within 1 mile of you may speak audibly. You can hear this spirit clearly, but others must make an Awareness Feat (Difficulty 1) to listen in. Only one spirit may speak to you at a time, but you may call to a specific spirit if you know they are present and have something which belongs/belonged to them. The spirit may lie or mislead you but must make a Save in order to knowingly do so.
Level 2
As Level 1, but any spirit within 10 miles of you may speak audibly. You can hear the spirit clearly and allow any number of other creatures who are present to hear as well. Only one spirit may speak to you at a time, but you may call to a specific spirit if you know they are present. The spirit may lie or mislead you but must make a Save with Disadvantage to knowingly do so.
Level 3
As Level 2, but any spirit with 50 miles of you may speak audibly. Additionally, you can call to any spirit on any plane of existence (so long as they have not been reincarnated) to come and speak with you, provided you have something that belongs/belonged to them. Any creature that is present with you can hear the spirit speak if you allow it. The spirit cannot knowingly lie or mislead you and is compelled to truthfully answer any question you ask to the best of its knowledge.
LINK SOULS
Cantrip
Join hands with up to two other creatures, linking their thoughts, emotions, and senses together. Linked souls can share thoughts, feelings, and sensory perception with one another so long as you hold Concentration.
Level 1
As the Cantrip, but you may link the minds, feelings, and senses of up to five other individuals (plus yourself).
Level 2
As the Cantrip, but you may link up to 10 individuals (plus yourself). Link Souls does not require Concentration; the link lasts while you remain conscious or until you willingly end the link.
Level 3
As Level 2, but anyone sharing the Link can use a Half Action to transfer up to 10 HP or 1 Focus of their own to anyone else sharing the link.
Join hands with up to two other creatures, linking their thoughts, emotions, and senses together. Linked souls can share thoughts, feelings, and sensory perception with one another so long as you hold Concentration.
Level 1
As the Cantrip, but you may link the minds, feelings, and senses of up to five other individuals (plus yourself).
Level 2
As the Cantrip, but you may link up to 10 individuals (plus yourself). Link Souls does not require Concentration; the link lasts while you remain conscious or until you willingly end the link.
Level 3
As Level 2, but anyone sharing the Link can use a Half Action to transfer up to 10 HP or 1 Focus of their own to anyone else sharing the link.
MUTE MANA
Cantrip
Touch a creature; they must Save or be Silenced (Save ends) as their connection to Mana's empowerment is temporarily muted. When Silenced, the creature also ends all status conditions which are magical in nature or origin.
Level 1
As the Cantrip, but you may target a creature within 10 meters and the requisite Save has Disadvantage.
Level 2
As Level 1, but you may target a creature within 20 meters and decide for each magical status condition the creature has whether Mute Mana ends the condition or not.
Level 3
As Level 2, but you may target up to 4 individual creatures of your choice within 20 meters with a single use of this Spell.
Touch a creature; they must Save or be Silenced (Save ends) as their connection to Mana's empowerment is temporarily muted. When Silenced, the creature also ends all status conditions which are magical in nature or origin.
Level 1
As the Cantrip, but you may target a creature within 10 meters and the requisite Save has Disadvantage.
Level 2
As Level 1, but you may target a creature within 20 meters and decide for each magical status condition the creature has whether Mute Mana ends the condition or not.
Level 3
As Level 2, but you may target up to 4 individual creatures of your choice within 20 meters with a single use of this Spell.
POSSESSION
Cantrip
Touch a creature and take grip of their soul to control their actions like a puppet. At the start of their next turn, the target must Save; upon failure, you take control of one of their Actions during this turn (the Action must take place during their turn; it cannot be held, skipped, or delayed).
Level 1
A creature within 10 meters must Save or become Charmed by you (Save ends). The Charmed condition does not reduce their total Actions by half.
Level 2
As Level 1, but you may target a creature within 20 meters and Saves to resist and end the Charmed condition both have Disadvantage.
Level 3
As Level 2, but the Charmed condition cannot be resisted and is maintained by Concentration, not ended by a Save (even effects that ends Conditions a Save cannot normally end will not end this instance of Charmed).
Touch a creature and take grip of their soul to control their actions like a puppet. At the start of their next turn, the target must Save; upon failure, you take control of one of their Actions during this turn (the Action must take place during their turn; it cannot be held, skipped, or delayed).
Level 1
A creature within 10 meters must Save or become Charmed by you (Save ends). The Charmed condition does not reduce their total Actions by half.
Level 2
As Level 1, but you may target a creature within 20 meters and Saves to resist and end the Charmed condition both have Disadvantage.
Level 3
As Level 2, but the Charmed condition cannot be resisted and is maintained by Concentration, not ended by a Save (even effects that ends Conditions a Save cannot normally end will not end this instance of Charmed).
READ SOUL
Make a Spellcraft Feat. Your eyes begin to glow brightly and you are able to see spirits, spiritual constructs, and the souls of living creatures as blazing auras. The color, intensity, shape, and behavior of these auras can tell you a great many things about the souls and spirits you see. During the course of this Spell's effect, you can ask a number of questions. You can ask several questions about a single soul/spirit you see or just a few questions each about multiple souls. The total number of questions you can ask after casting this Spell depends on the Level you cast this Spell at:
Your eyes stop glowing and the Spell's effect ends after 1 hour or once you've asked your final question (whichever comes first).
You may ask the GM any of the following questions:
- Cantrip: 1 question per Spellcraft Bump
- Level 1: 3 questions per Spellcraft Bump
- Level 2: 5 questions per Spellcraft Bump
- Level 3: 7 questions per Spellcraft Bump
Your eyes stop glowing and the Spell's effect ends after 1 hour or once you've asked your final question (whichever comes first).
You may ask the GM any of the following questions:
- Has this creature used magic in the past 48 hours?
- Has this creature ever killed someone?
- Has this creature had sex within the past week?
- What is this creature's current emotional state?
- Is this creature wearing a disguise or concealing their true nature?
- Is this creature lying to me?
- How many Hit Points does this creature currently have?
- Is this creature injured and if so, what is the nature of its injury?
- What are this creature's Vulnerabilities and Resistances?
SIPHON ESSENCE
Cantrip
Drain the vital essence from a creature, capturing it for your own purposes. Touch a creature and make a Spellcraft Feat; the target must Save or take (Bumps)d4 Mystic damage. You or an ally within 10 meters gains Endurance equal to half the damage dealt.
If you reduce the target to 0 HP, decide whether you capture their Lu (their "high" soul; seat of intellect, personality, and memory) or their Mon (their "low" soul; seat of emotion, passion, and animal instinct). If you do not use or contain this soul within a recepticle of bone or crystal, it escapes during your next Full Rest.
Level 1
As the Cantrip, but you may target a creature within 10 meters and increase the size of damage dice to d6s instead of d4s. You or an ally within 10 meters may recover HP or gain Endurance equal to half the damage dealt.
Level 2
As Level 1, but you may target a creature within 20 meters and increase the size of damage dice to d8s instead of d6s. You or an ally within 20 meters may recover HP or gain Endurance equal to half the damage dealt or recover 1 Focus for every 5 points of damage dealt.
Level 3
As Level 1, but the Save to resist Siphon Essence has Disadvantage and you increase the size of damage dice to d10s instead of d8s. The Spell targets every creature within a 3 x 3 meter sphere centered within 20 meters of you.
Drain the vital essence from a creature, capturing it for your own purposes. Touch a creature and make a Spellcraft Feat; the target must Save or take (Bumps)d4 Mystic damage. You or an ally within 10 meters gains Endurance equal to half the damage dealt.
If you reduce the target to 0 HP, decide whether you capture their Lu (their "high" soul; seat of intellect, personality, and memory) or their Mon (their "low" soul; seat of emotion, passion, and animal instinct). If you do not use or contain this soul within a recepticle of bone or crystal, it escapes during your next Full Rest.
Level 1
As the Cantrip, but you may target a creature within 10 meters and increase the size of damage dice to d6s instead of d4s. You or an ally within 10 meters may recover HP or gain Endurance equal to half the damage dealt.
Level 2
As Level 1, but you may target a creature within 20 meters and increase the size of damage dice to d8s instead of d6s. You or an ally within 20 meters may recover HP or gain Endurance equal to half the damage dealt or recover 1 Focus for every 5 points of damage dealt.
Level 3
As Level 1, but the Save to resist Siphon Essence has Disadvantage and you increase the size of damage dice to d10s instead of d8s. The Spell targets every creature within a 3 x 3 meter sphere centered within 20 meters of you.
SOUL Binding
Cantrip
Drain the essence of a soul you have captured. The effect of this Spell depends on the type of soul you are using:
Level 1
During the course of a 10 minute ritual, you place a soul you have captured into an empty vessel (a corpse, a skeleton, or an artificial body in the shape of a Medium or Small sized creature), bringing the vessel to life. Make a Spellcraft Feat: the vessel is animated for 1 hour per Bump, after which the Spell ends and the soul escapes. The vessel is an ally you are able to control and command mentally. It has one Action and its own place in the order of Initiative. It has no native abilities and a total of 1d6 HP per Spellcraft Bump.
Level 2
As Level 1, but If the soul you use is a Lu, the animated vessel has the memories, personality, and intellect of the original soul. It gains one ability or Arcanum of the GM's choosing that the original soul had. If the soul you use is a Mon, the animated vessel is little more than a mindless, furious beast (which still obeys your commands) and has two and a half Actions during its turn instead of one Action. Increase the vessel's total HP to 1d8 per Spellcraft Bump.
Level 3
As Level 2, but the soul cannot escape its vessel until you voluntarily release it, it is "killed", or you are reduced to 0 HP and Wounded. Increase the vessel's total HP to 1d10 per Spellcraft Bump.
Drain the essence of a soul you have captured. The effect of this Spell depends on the type of soul you are using:
- Lu: A creature you are touching recovers 1 Mana
- Mon: A creature you are touching recovers 1 Resolve
Level 1
During the course of a 10 minute ritual, you place a soul you have captured into an empty vessel (a corpse, a skeleton, or an artificial body in the shape of a Medium or Small sized creature), bringing the vessel to life. Make a Spellcraft Feat: the vessel is animated for 1 hour per Bump, after which the Spell ends and the soul escapes. The vessel is an ally you are able to control and command mentally. It has one Action and its own place in the order of Initiative. It has no native abilities and a total of 1d6 HP per Spellcraft Bump.
Level 2
As Level 1, but If the soul you use is a Lu, the animated vessel has the memories, personality, and intellect of the original soul. It gains one ability or Arcanum of the GM's choosing that the original soul had. If the soul you use is a Mon, the animated vessel is little more than a mindless, furious beast (which still obeys your commands) and has two and a half Actions during its turn instead of one Action. Increase the vessel's total HP to 1d8 per Spellcraft Bump.
Level 3
As Level 2, but the soul cannot escape its vessel until you voluntarily release it, it is "killed", or you are reduced to 0 HP and Wounded. Increase the vessel's total HP to 1d10 per Spellcraft Bump.
SOUL SICKNESS
Cantrip
A creature you touch feels sicked and must Save or become Weakened and unable to recover HP (Save ends both effects).
Level 1
As the Cantrip, but you target all creatures within a 3 x 3 meter Sphere centered within 10 meters.
Level 2
As Level 1, but increase the range of Soul Sickness to 20 meters. Creatures Weakened by Soul Sickness are also Slowed.
Level 3
As Level 2, but increase the size of Soul Sickness's area of effect to a 5 x 5 meter sphere. Saves to resist or end Soul Sickness's condition have Disadvantage.
A creature you touch feels sicked and must Save or become Weakened and unable to recover HP (Save ends both effects).
Level 1
As the Cantrip, but you target all creatures within a 3 x 3 meter Sphere centered within 10 meters.
Level 2
As Level 1, but increase the range of Soul Sickness to 20 meters. Creatures Weakened by Soul Sickness are also Slowed.
Level 3
As Level 2, but increase the size of Soul Sickness's area of effect to a 5 x 5 meter sphere. Saves to resist or end Soul Sickness's condition have Disadvantage.