Ashes to Ashes
Level: 4
Skill: Sorcery
Time: Full Action
Range: Personal
When casting this Spell, the magician may target up one creature or object per his or her Sorcery Skill Level within range that he or she can see. (The selected targets can be a mix of living creatures and/or objects.)
Each target makes a Willpower Skill roll (with a Target Number equal to the magician’s Sorcery Skill Level -2). Targeted objects automatically fail this roll.
A living target that fails its roll suffers from the following:
- Bursts into super white-hot flame.
- Suffers a -1D penalty to all rolls it makes.
- While burning, a living target can do nothing else except for running, flailing, rolling on the ground, etc. in a vain attempt to put out the flames (a Difficult [3] Willpower Skill roll can be made each Round to allow a living target to act normally that Round).
- At the end of the Round, takes 2D fire damage.
An object targeted by this Spell suffers from the following:
- Bursts into super white-hot flame (even if the object is not flammable; e.g., a stone pillar).
- Any roll made using the object suffers a -1D penalty.
- At the end of the Round, takes 1D fire damage.
Damage from this Spell cannot be reduced or prevented, unless that reduction or prevention comes from a Spell or ability that specifically interacts with sources of fire damage.
The flames that engulf a target of this Spell cannot be extinguished, even by pouring onto or being fully immersed in water. An affected target will continue to burn until the damage roll made against it by this Spell rolls 0 success.
Other creatures or flammable objects that come in contact with a burning target of this Spell ignite normally; such secondarily affected creatures or objects can also be put out normally (i.e., roll on the ground, be doused with water, etc.). Similarly, non-flammable objects are not made alight by coming into contact with a target of this spell (e.g., a sword picked up by a living target of this spell does not burst into flame, though it does heat up from being in contact with the burning target).
A creature or object destroyed by this spell is reduced to a smoking pile of ash, at which point the flames die with it.
Possession
Level: 6
Skill: Sorcery
Time: One minute
Range: Touch
The magician possesses the body of a single living target that he or she touches for the duration of casting this Spell.
The target of this Spell may make a Willpower Skill roll with a Target Number equal to the magician’s Sorcery Skill Level -2. If the target fails this roll, it is possessed by the magician.
While possessed, the target’s identity, perception, and self-awareness cease. The magician occupies the target’s body with his or her own mind and can act, through the possessed target, using the possessed target’s Physique Skills and the magician’s own Intellect, Charisma, and Magic Skills. The magician can also make use of both the possessed target’s Talents and his or her own Talents.
During this time, the magician is numb to his or her own senses and perceives only through the vantage point of the possessed target. This leaves the magician vulnerable (though it is possible for the possessed body to perceive the magician’s body, normally, and its surroundings if within range).
If the magician’s body is harmed in any way, the Spell ends immediately. If the possessed target’s body is harmed, the Spell persists, unless the possessed target’s body’s Wounds, Fatigue, or Fear is depleted, which immediately ends the Spell. The magician may use a Full Action to end the Spell prematurely.
When the Spell ends, the possessed target (if conscious or alive) returns to his or her senses without any memory of what occurred during the time of its possession, though it does remember time leading up to its possession (and thus, who possessed it).
Seal Portal
Level: 2
Skill: Alchemy
Time: One minute
Range: Touch
When casting this Spell, the magician targets a single door, window, shutter, chest, wardrobe, portcullis, or other similarly hinged portal with a target “key”. The “key” used for this spell need not be a real key, but any object capable of fitting into the lock of the affected portal.
No other “key” (including any real keys that are meant to open the portal) work to unlock the target portal and the lock cannot be picked (any attempt to do so fails automatically). Only the “key” that the magician designated when casting this spell will unlock it. This spell offers no protection against the portal being broken or destroyed.
Once unlocked by the magic “key”, or if the portal is destroyed, the effects of this Spell end.
Spectral Form
Level: 5
Skill: Alchemy
Time: One minute or more (see below)
Range: Self
Casting this Spell requires one minute of concentration, after which the magician may keep concentration for up to an additional ten minutes.
During the period of concentration, after the first minute, the magician perceives himself or herself “leaving” his or her body. The magician feels as though he or she has stepped out of his or her body and is free to walk around, run, climb, etc. and hear, see, taste, touch, and smell anything he or she would normally be able to. The magician can in no way affect any object or creature while in this spectral state and no creature senses his or her specter. The magician cannot move except by normal means and any attempt to move that requires the use of the Acrobatics or Athletics Skill (e.g., running, climbing, swimming, etc.) succeeds automatically sufficiently well to allow the magician’s spectral form to move at double its normal pace given the method of movement.
While in his or her spectral form, the magician is immune to damage, cannot be frightened, harmed, fatigued, poisoned, suffocated, etc. This means that the spectral form does not need to breathe, eat, drink, etc. and does not bleed, sweat, tremble, or suffer from any illnesses or diseases (though the spectral form has any injuries or deformities that the magician has, as it is a spectral copy of himself or herself).
While casting or using this Spell, the magician is numb to his or her other senses and perceives only what the Spell allows him or her to sense. This leaves the magician vulnerable during this time (though it is possible for the magician’s spectral form to perceive his or her own body, normally, and its surroundings if within range of his or her perception).
If the magician’s body is harmed in any way, the Spell ends immediately. The magician may use a Full Action to end the Spell prematurely.

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