Swordtember – royal

Landsblood

Impeccable, this longsword is — flawless edges, perfect balance, graceful ivy-like quillions of silver- and gold-gilt that sweep back into a hand-guard that sports the royal crest amongst its leaves, to match the intricately enameled crest set into the silver pommel-nut. The hilt’s grip is a tight spiral of silver and gold braid.

What really stands out are the flats of the blade: both are polished to a brilliant mirror sheen.

* Landsblood grants prowess and deadliness to its wielder’s blows (+2 to attack and damage), and causes injuries to enemies of the realm to bleed continuously until treated — which cannot be through sorcerous or other non-mundane means.

However, its true purpose is rather different.

Once sworn to the realm, Landsblood’s wielder may peer into the flats of the blade to see across the breadth of the kingdom that is their charge, as if a bird in flight, with awareness of both location and any notable distress, imbalance or building conflict that needs redress. (it does not allow breaching private homes.)

If the ruler deliberately allows their lands and people to fester and fall, Landsblood animates and turns on its former master, flying to attack until death or true repentance or both.

* The origin of Landsblood is lost in royal legendry; the most common tales spin variants of the first ruler, in a fit of bloodied despair, being granted the blade by a manifestation of the Green-Cycle Unicorn in response to an oath to save the people and the land from sorcerous devastation. Darker tales whisper of a bleak black-crowned king shown the error of his ways and bound to shoulder Landsblood and its wise burden.

Swordtember – mortuary

the Graven

The swords collectively named the Graven have no one form in common; they may be long or short, delicate or workmanlike, flamberge or falx, slab-like greatsword or graceful sabre. What they do share is their making.

All Graven are simple, if well-forged, steel blades, unadorned save for an engraved inscription running along one side of the flat. Their hilts are sculpted wood stained greyish, their quillions a simple crossbar, with a plain steel pommel in which a small disc of bone has been inlaid.

* A Graven blade is placed within the tomb. That is its place, as requested by the dead or the ones who buried the dead.

Its purpose may vary, and abilities likewise: some will animate to attack violators of the grave, others give their dead owner animation to do the same; some ward off undead depredations and prevent their owner from becoming one of the unliving.

Some are actually meant to be found, their owner’s last wish inscribed on the blade.

Most Graven will injure even those immune to mundane weaponry; some double their damage against thieves, the undead, or a specific bane requested by the dead or those that buried them. Some may be capable, as noted, of independent fighting at command; they may also murmur or mindstab the departed’s last messages, or allow instantaneous transport to and from the tomb. All will cast wan light when desired.

* The Graven are forged and infused with their magics by the hands of those known, most commonly, as the Order Of Grey Shrouds Of The Final Rest. Dedicated to the will and the quietude of the dead, the Grey Shrouds see to the burial rites of all that request or require them; while not all can or do receive a Graven blade, they do not stint on the basics of funerary necessity, respect and ritual.

The Grey Shrouds are also not well pleased to see a Graven blade carried by the living unless it was meant to be.

Swordtember – gaudy

Pavane, the Peacock Blade

Gold, glitter, and shimmering iridescent inlays. Intricately patterned chevrons of emerald and sapphire and brass rippling down the length of this exquisitely balanced shortsword’s golden blade. A grip of braided green and blue silks beaded with gold; intricately pieced quillions in the shape of feathery fans, frames the last palm’s-span of blade, a counterpoint to the dazzling cobalt-green orb of the pommel nut.

So ostentatious is Pavane, the sword leaves a sparkling trial of emerald blue in the wake of every stab, slash and gesture.

* Pavane is meant to fascinate, to distract, and it performs its task with literally scintillating colours. Drawing the Peacock Blade, or even presenting it boldly, draws the eye of any within eyeshot not deliberately exempted by Pavane’s bearer; all others keep their attention on the sword and its wielder, to the point of attacking the source of their fascination before all other potential targets.

The effect is lost when Pavane is sheathed, its wielder is overcome, or one who is entranced fights off the fascination.

* It has since seen its fair share of flamboyant owners — not least, briefly, the Prism Wyrm Kiritylith — but Pavane’s commission was to the specifications of Golden-Eyed Jarrala, a mercenary bodyguard as famed for his colourful and eye-dazzling accoutrements as he was for being a stone-fleshed wall of warding between danger and those he contracted to protect. No expense, and no show, was too much when he was on the job, be it for a day or a decade.

Swordtember – cephalopod

Ooru, Deepcoil

A strange sort of blade, if “blade” is the right word — thick, and edgeless, with a texture more like violet-blue, sleek leather than any metal, roughly the size and shape of a sabre and mounted in a hilt of black coral faced with mother-of-pearl, its quillions no more than a shelly disc. Not surprisingly, Ooru bludgeons its targets rather than slashing or cutting them; so much like a tentacle frozen in place, it could not have an edge if one tried.

Ooru is oddly warm to the touch, and looks perpetually wet no matter its actual condition.

* Blunt strikes from Deepcoil are one thing, but it’s in the successful blow that the strange sabre’s phantom coil makes itself known — the victim feels the sword actually constrict around them, then release, only for a translucent tentacle of red-violet force to twine fast around them and hold them fast, paralyzed in place for anywhere from one to ten minutes, twice that if unlucky. During that time their vision is clouded by billowing darkness; all is murk and the unknown.

Deepcoil’s bearer may breathe water as easily as air. An interesting side-benefit(?): Ooru may also bestow that amhibious gift on a coiled victim, or not, as chosen by its bearer in the moment of attack.

* Accounts vary when it comes of Deepcoil’s origin. Some day it was crafted as a treaty gift between a lost sea-kingdom and the Knights Of Mercy; some day it was part of the pearlfolk’s royal regalia, never meant for the surface at all. Others still spin tales of a tentacled ruler of the deeps who sundered one of his own limbs to craft the weapon for reasons now lost.

Swordtember – emotion

Bellwether

Relatively unadorned, Bellwether is a well-balanced and often-sharpened longsword, sporting an oaken hilt studded with brass nails to match the the spots of colour on the tips of its backswept quillions. Its pommel is a smooth brass orb.

Bellwether’s one notable physical feature is the inscription engraved onto both sides of the blade: “Temper thyself, or display thine temper.”

* When Bellwether’s wielder is calm, composed, patient, or otherwise unruffled — in a neutral state, one could say — the sword has a golden gleam when swung and inflicts additional damage (as a dagger) that counts as lightning or light/sun damage, whichever would be more beneficial. (for example, undead and demons probably won’t like light, metal-armoured folks won’t appreciate lightning, etc.)

If Bellwether’s wielder is passionate or enraged, the sword erupts in flames, dealing additional damage as a shortsword (fire), but also causing minimum damage to its wielder.

If Bellwether’s wielder is fearful or shaken or mournful, the sword shrouds itself in ice and frost, dealing additional damage as a shortsword (ice), but also causing minimum damage to its wielder.

* Surely one of the more extreme examples of self-inflicted lessons in self-control, Bellwether was commissioned by one Dareth Falconheart some years ago to teach himself not only equilibrium and that self-control, but how and when to harness his wild emotions to his own will.

The “small pains” of the first lesson, and beyond, Dareth considered worth the utility of the second. (other opinions have varied about this peculiar self-sacrificing habit, though it was certainly effective!)

Swordtember 2022 – dragon

Mairi’s Rapier

A slim, elegant weapon, this rapier is forged of curiously cloud-patterned steel that almost distracts one from the sword’s bare core — a sliver of rippled, golden-pink dragon horn that runs nearly the entire length of the blade.

The hilt is braided silver wirework wrapped around steel; the hand-guard is wrought to resemble intricate knotwork, and the pommel-nut is a cloudy bit of rose quartz carved in the shape of a rose about to blossom.

* Mairi’s rapier grants insight to its bearer — while engaged in a duel, physically or otherwise, the one who bears the rapier may intuit one secret or weakness, however fleeting, of their opponent.

The blade pierces dragonscale like paper, ignoring all draconic armour or other defenses. It’s core flashes with pink-gold light when it wounds a dragon of any variety.

* Mairi Dawnfire was an acclaimed duelist, bodyguard for hire and occasional informant of many stripes, known throughout the Five Dukedoms for her bravery, her wit, and her signature flashing blade.

Those who were surprised when, as years wore on, Mairi swore undying loyalty to Duchess Asheya were few; the same cannot be said for the day after Asheya’s death and the grief-fueled revelation of Mairi’s true identity of Mairahiyan, the Dawnwing Drake.

That very evening she passed on her rapier to an admirer and flew eastward, not to be seen again.

Swordtember 2022 – crystal

Petal Of The World

Unusually shaped, truly petal-like, this sparkling, glimmering sword may be encountered in all manner of shapes and forms and sizes — so long as there is similarity to a long, crystalline petal — and no two descriptions are ever alike. And so it should be, as there is more than one Petal Of The World, and all to the good.

From rapiers like lily spikes to broad bastard swords, all manner of blades are found in this peerless, perfectly clear crystal; even an axe or three, a glaive, and broad-headed lances.

Some simply wrap the Petal’s stem-like tang in leather or other material to form a grip. Others mount the blade in hilts plain or precious. It doesn’t matter to the Petal.

* The Petal Of The World doubles its damage against those of truly evil or malign intent; it will cause no harm at all to the truly innocent, skidding softly off their flesh. Its bearer is granted a shimmering aegis against injury (+2 Armour) and may heal up to the Petal’s maximum damage daily, twice this if granted to another.

The true gift of the Petal, however, is this: to grant its gifted bearer a single, selfless wish.

* Not carved nor blown nor forged, a Petal Of The World has only one source: the great World-Heart Blossom, that gleaming crystalline heart of a million million shimmering hopes, deep within the marrow of the world.

If approached with pure and true intent, and the need is great, the Blossom will gift of itself so that its supplicant may gift themselves to others in turn. It cannot be forced, nor bribed, to do so.

Swordtember 2022 – potion

Kalaila’s Fluid

Under most circumstances, this enchantment is a metallic liquid found in many different possible colours (frosted silver, gold, carmine and turquoise-bronze are all common), stored in a bulbous flask of heavily waxed leather or sometimes thick stoneware. The amount of liquid varies, and the stuff tastes salty and oddly citrusy, with a slightly bloody aftertaste.

When in an active state, the Fluid is a sleek organic-looking metal blade — size dependent on the amount of Fluid consumed — all of one piece with hilt and quillions, in the same colour.

* On its own, Kalaila’s Fluid is basically useless (unless one has a use for non-toxic metallic liquid). What one needs to do is drink the stuff down fast; then, at any time over the next 12 hours, one can summon up the Fluid blade through one’s very flesh and be armed in an instant, with no warning. The Fluid will harm targets immune to mundane weaponry, but has no other intrinsic abilities.

If not summoned to the surface after 12 hours, the Fluid forcibly expels itself through the pores, dealing injury equal to twice the damage it would inflict as a proper blade.

* The Fluid was by far one of Kalaila’s most popular creations, and the signature sigil-stamped flasks can be found in treasure hoards, thieve’s packs, noble wardrobes and all manner of other discreet places, as far-ranging as the Blue Forest clear through the empire of Naruste and beyond.

Now, if one found the formula

Band Of Blades

Everyone likes having npcs to help, hinder, surprise, behind, or ambush the player characters.

Everyone (well, a decent chunk of everyone, anyway) likes magic swords.

Let’s combine them! :D!


Presented here are a dozen sentient, sapient swords. They all have names along with titles; they have personalities, and some magical abilities, and some areas of specialized knowledge they might share with a bearer if they feel like it.

Did I mention that there’s no guarantee you can just pick one of these folks up and get the benefits? Because, yeah, that’s a thing. You’re going to have to make friends, or at least a working relationship — and locking horns with your bladed companion can very well be a surefire trip to badness town where a refusal to communicate is the least of your worries.


All of these npcs have the following traits:

– The ability to injure subjects immune to mundane weaponry
– The ability to communicate, always telepathically and potentially also aloud
(feel free to apply or ignore any (intelligent or otherwise) magical weapon rules that may exist in your system of choice; feel free to tweak any details here that you want to tweak, for that matter)

Oh and just to make things fun —

They also have humanoid appearances. At least some of the time.

Yep.

Now, how that works is up to the individual using a sword or swords in a game. By the same token, each sword’s description gives a handful of notable (“iconic”?) visual traits for the humanoid form, but declines to commit to things like a complete visual appearance, a species, or a gender. These things may well even change for a given sword, unlike their iconic traits.

(yes, a sword wandering around as a humanoid can remove or even lose iconic clothing items. if they become a blade and then a humanoid again, they have them again. they’re iconic for a reason.)

How to encounter a sword as not-a-sword?

Here are some possibilities — it’s probably best to choose or roll one, maybe two, for a given npc and stick with it:

01. Dream visitation
02. Illusionary projection only visible by bearer
03. Illusionary projection visible by everyone
04. Shapeshift from sword to living being
05. Possess an individual
06. Possess sword’s bearer
07. Visible in reflective surfaces
08. Possess and reshape a corpse
09. Spontaneous independent manifestation (carrying themselves, even)
10. Weapon only (a temporary restriction?)


So, without further ado —


01. Tannah, the Silent Wanderer

– A worn, but still serviceable longsword, blade washed on both flats with a thin shadowy film that almost reveals some sort of calligraphic verse, hilted with cedar and black-enameled iron quillions and pommel

-> As a weapon, can harm all subjects but does no greater damage; however, Tannah’s bearer may never have terror be inflicted on them while on the road, and the blade warns of danger in the dark
-> Specialties: major trade arteries, travel logistics

– A lean figure in simple traveler’s gear, dark leather and rough brown wool, black of eye and grey of close-cropped curls, one hand scarred but functional

: inquisitive : patient : centred : light-footed : silence is golden :


02. Runi, Bring-Hither

– A greatsword, polished mirror-bright and never scratching, with heavy gilded quillions and a hilt of oak threaded onto steel — and an amber pommel that unscrews to reveal a hollow in the hilt itself

-> casts light to two lanterns in strength, as willed; if driven point-first into the earth, any who have placed a drop of tears or blood inside Runi’s hilt hollow immediately sense the blade and bearer’s location
-> Specialties: provisioning, legendary epics

– Strongly built and well-padded, with ready smile and strong features and coiling russet hair, dressed in rumpled linen tunic and leather breeches

: friendly : bridge-builder : guiding : remembrance : the ties that bind :


03. Lian, the Laughing Flame

– A brilliant piece, this: a slim sabre of translucent, orange-red porcelain as strong as steel, hilted with golden mother-of-pearl plates and twisting bronze quillions

-> doubles damage against aquatic or frozen adversaries, erupting in dancing flames; striking with Lian’s flat, however, against any fire extinguishes it no matter the size
-> Specialities: musical history, elemental lore

– Shockingly red-gold hair tumbling around bare, scarred shoulders, golden eyes that dance with mirth, and whirling split-skirts over leggings of multicoloured layers of patterned silks

: joyous : impulsive : instigatory : passionate : it is easier to ask forgiveness than permission :


04. Cor, the Veiled

– A shortsword of rough steel, unpolished save for the edges and tip of the blade, with ivory hilt and silvered, half-basket quillions

-> cannot harm the living; doubles damage against spirits, shades, ghosts and similar incorporeal beings, granting the wielder the ability to sense such even when hidden
-> Specialties: the otherworlds, folk magic

– Grey robes and loose trews; a white shawl over dark, tangled locks and a white veil over which pale blue eyes gaze steadily, bisected by bright scars

: relentless : observant : secretive : fatalistic : be thee now at rest :


05. Turien, Pledgetroth

– A thick ox-tongue of a shortsword, mounted in a hilt wrapped in darkened leather with brass fittings; the blade is of blued steel, but a centre channel glows and flows as if molten

-> wrapping one’s hand firmly around Turien’s blade causes no harm — unless one is an oathbreaker or is actively taking part in a lie or deception
-> Specialties: manuscript illumination, battle tactics

– Fleecy mantle over leather jack; with weathered features, neat silver hair and battlescarred hands stained with scribe’s work

: steady : legalistic : particular : inquiring : uphold your virtues :


06. Anrath, Winterdark

– A bastard sword of odd white metal, mounted with horn hilt-plates on the tang and ornamented with twisted silver wires wrapped around with tassels of white fur

-> freezes the core of those struck; whether the flesh (slowing them to half capability) or the spirit (forcing them to flee or cower)
-> Specialties: law codes, northern histories

– Tangled coils of long white hair threaded with icy blue, framing high cheekbones, hollow cheeks and a jaw sharp enough to cut, falling around fur-lined woolen robes

: grim : sharp-tongued : resigned : piercing : so shall they fall :


07. Ronken, the Stormlord’s Pride

– A fancy sabre, this, and no mistake: ebony hilt and golden quillions, gleaming blade etched with clouds and raindrops, inalid with gleaming electrum thunderbolts like twisting runes

-> casts a thunderbolt when swung, like a dagger of shocking electricity, while protecting the wielder against storms and lightning (though not drowning)
-> Specialties: gem appraising, liquor appraising

– A brazen shock of shaggy dark hair like a lion’s mane, a square jaw slashed by scars; booming laughter and a long coat decorated with pearl-buttons and pride

: jocular : bombastic : covetous : vengeful : no risk too daring :


08. Adonai, Bane-Breaker

– A longsword of dark finish, blue-silk-wrapped hilt and curving steel quillions, engraved with an inscription in niello condemning foes to lingering, eternal agonies

-> against a specific category (frex. “dragons”, “knights”, “sorcerers”) chosen by Adonai’s bearer when first claiming the sword, Adonai inflicts crippling pain and leaves venom in the wound, destroying life bit by bit over time as black ichor continues to bleed; if Adonai’s bearer ever spares a target, they suffer the same
-> Specialities: heraldry and blazons, genealogy

– Slender, green-eyed, braided hair coiled against fire-scarred scalp; savaged tabard, its insignia slashed, over flowing scarlet tunic

: driven : unforgiven : argumentative : lost : no quarter :


09. Ku, Defender of the Six Fallen Walls of the Charcoal Palace

– no sword of forgework, metal or otherwise; a blade of smooth, iridescently blue-green chitin, its hilt a pad of resinous feel that clasps a brassy-scaled basket around one’s grip

-> Ku’s bearer may designate a subject to be protected, animate or inanimate; all maledicta against said target is redirected to Ku’s bearer in a blue-brass flash
-> Specialties: contracts, architecture

– Broad-shouldered, looming, draped in indigo cloak and forest green mantle whose hood does not hide baroque brass horns nor clashing tusks, nor the barbed bony tail lashing behind, or the chitinous shell along limbs and spine

: loyal : unearthly : sorrowful : redeemed : failure is not an option :


10. Julien, Steel-Dancer

– A slender fighting-rapier, blade engraved with twining ribbons and a declaration of integrity in tiny, graceful script, its basket hilt polished steel wrought like twists of ivy and dotted with green glass ornaments

-> A successful strike may instead be used to automatically disarm (or disable) rather than injure; Julien grants all bearers the ability to wield a blade
-> Specialties: social mores, the etiquette of gifts

– Graceful and lean, dazzling green-gold eyes and a disarming smile, a fillet of steel-wrought ivy holding back shoulder-length, dark ringlets

: cavalier : courtly : amiable : insightful : shall we explore all options :


11. Vetiver, the Pearl Thunder Scholar

– Odd blade; a shortsword of frosted steel inlaid with a row of tiny mother-of-pearl teardrops, but never sharpened, mounted in a simple hilt of cherrywood wrapped in pale leather

-> not meant for physical fighting, Vetiver strikes at spellwork and enchantments; the greater the injury that would be inflicted by a sharpened blade, the stronger the magic severed
-> Specialties: sorcerous identification, herb-work

– Long coils of pearly grey hair, and a night-blue eye — the other lost — and a silver-grey mantle over simple clothing, a girdle-book hanging from a twisted sash

: reserved : obstinate : hopeful : inquiring : be unbound :


12. Benit, the Black Wolf’s Fang

– A longsword of bone? More like a great split tusk, dense and sharp as glass, its sculpted root wrapped in braided leather stained reddish black, etches of the hunt lining the flats and picked out with ochre

-> Doubles damage against manmade or other artifical constructs, alive or dead; Berit’s bearer can forage for sustenance in anything but the most barren, lifeless of environments
-> Specialties: wilderness survival, healing

– Golden-eyed, shaggy grizzled hair; sharp of teeth and striped with scars across throat and chest, dressed in black woolen coat and fur mantle to match

: territorial : possessive : black-humoured : biting : home is everything :

Some mini magical schools

Shamelessly inspired by having been digging at a venerable jrpg for months upon months at this point (lol), here are ten wee schools of magic, eight spells each.

There was some tweaking involved in setting these out, which was no surprise; magic doesn’t need as much “utility” in a jrpg. Or, I suppose, tabletop could use slightly more variety than “how to smite critters faster while making sure they they don’t smite you”, ha. Nonetheless, I think I kept the categories intact and adapted some key spells along the way.

Spells are all short and to the point, meant for for pocketrpg / The Black Hack / Knave / Cairn / similar such games, but with a detail or three could be added elsewhere without too much fuss, I imagine —

Opposing Schools: Eight of the ten have opposing schools, as follows:

Wind <-> Earth

Flame <-> Water

Light <-> Darkness

Mirage <-> Sorcery

Spirit and Wickedness do not oppose, despite being a “leftover pair”, and can be freely combined.

Air

01. Windrazor: Focused blast of air does 1d6 damage.
02. Windcalling: Summons an air elemental [Average] to act on behalf of the summoner. 10 min. + 10 min./Essence spent.
03. Unseen Wings: Target gains ability to fly. 1d4 hrs.
04. Barrier Breeze: Enveloping cocoon of winds blocks 4 airborne attacks. 10 min.
05. Windwhisper: Message up to 5 min. long travels to chosen recipient on a tiny whispering breeze.
06. Tempest: 2d4 targets are struck by lightning and stormwinds for 1d4 damage.
07. Sparktouch: Imbues weapon with lightning; +1 damage, counts as lightning/wind damage. 5 turns.
08. Storm Frenzy: Speed of the storm grants two actions/turn. 2d6 turns. 1 Ess.

Earth

01. Weight of Stone: Target acts every second turn, moves at 1/2 speed. 2d4 minutes.
02. Calcify: Target turns to stone. 2 Essence.
03. Crystal Carapace: Increase Armour Points by 2. 1 hr.
04. Earthcalling: Summons an earth elemental [Average] to act on behalf of the summoner. 10 min. + 10 min./Essence spent.
05. Draw From The Earth: Regenerate 1 Essence/hr for 8 hrs; “phantom” Essence is lost from injury first, cannot fuel magic, and is lost when duration ends.
06. Diamond Edge: Next physical attack does max damage. 1 Essence.
07. Earthhome: Raises earth and stone shelter for up to 6 individuals. 8 hrs.
08. Bounty: Conjures basic foodstuffs for one meal. (stops working for individual after 1d4 days unless they get mundane food.)

Flame

01. Flamegout: Ribbon of flame does 1d6+1 damage.
02. Hearthfires: Subject is immune to cold damage for 1 hr, or ambient warmth is created in Nearby radius. 2d4 hrs.
03. Firetouch: Imbues weapon with fire energy; +1 damage, counts as flame damage. 10 min.
04. Coronal Coronet: Flame aura deals 1d3 fire damage to next 2 sources of injury. 1 hr or until triggered.
05. Flamecalling: Summons a fire elemental [Average] to act on behalf of summoner. 10 min. + 10 min./Essence spent.
06. Immolation: 1d6 fire damage to all within Nearby range. 1 Essence.
07. Memory of Ashes: Instantly incinerate a target. 2 Essence.
08. Burnfever: Heals subject of illness, mundane or magical.

Water

01. Torrent: Blast of water does 1d6 damage.
02. Wavecalling: Summons a water elemental [Average] to act on behalf of summoner. 10 min. + 10 min./Essence spent.
03. Mire: Waterlogs area up to Nearby range, slowing physical actions to every other turn. 2d8 turns. 1 Essence.
04. Purifying Font: Cleanses one subject of poison, or renders tainted supplies edible/drinkable.
05. Glacial: Ice shards inflict 1d6 damage to all in Nearby range. 1 Essence.
06. Frostmantle: Subject is immune to heat damage for 1 hr, or ambient coolness is created in Nearby radius. 2d4 hrs.
07. Vital Rain: Conjures healing waters, 1d4 Essence.
08. Underwave: Breathe water, swim as easily as walking. 4 hrs.

Light

01. Heartlight: Remove mental or emotional duress and debuffs from target, or grant +1 to Psyche to resist next such influence.
02. Day’s Truth: Sense deliberate lies or obfuscations. 10 min.
03. Lantern: Create light (of chosen colour) as strong as a lantern, either stationary or following target. 6 hrs.
04. Suntouched: Heal 1d4+1 Essence.
05. Starburst: Deal 1d4+1 light damage.
06. Moonblade: Summon weapon of pale glittering light; Advantage on attacks, 1d8+1 damage, lasts 4 turns. 2 Essence.
07. Revelation: Cures subject of blindness, paralysis, and similar restrictions.
08. Clarity: Waves of blinding light deal 1d6 damage to 2d8 targets. 1 Essence.

Darkness

01. Shadowbind: Paralyzes target with shadowy coils. 2d4 turns.
02. Afraid Of The Dark: 1d4 subjects are struck with terror and try to flee.
03. Black Curtain: Cloaks Nearby area in darkness. 6 hrs.
04. Deny The Light: Target is blinded. 2d4 hrs, or until dispelled/treated if 1 Essence spent.
05. Darkblade: Summon weapon of utter darkness; Advantage on attacks, 1d8+1 damage, lasts 4 turns. 2 Essence.
06. Despair: Inflicts Disadvantage on target’s next test.
07. Shadowpuppet: Turn target’s shadow against them; will attack target as [Average] antagonist, dealing 1d4 damage if defeated. 6 turns.
08. Shadowalk: Step into darkness, come out in another shadow or darkness up to Far Away range. 1 Essence.

Mirage

01. Unseen Passage: Subject turns invisible. 2d8 min.
02. Dreamtime: Send 2d4 targets to sleep. 1 hr or until woken up.
03. Misdirection: Subject will choose wrong target for own actions, believing choice correct, for next 3 actions.
04. Phantasm: Create illusionary object or location, up to size of large chamber. 4 hrs.
05. Masque: Change outward appearance or create intangible copy of subject. 2 hrs. or until masque is touched.
06. Daze: Target is confused and wanders aimlessly. 5 min.
07. Piercing Unreality: Dispel illusions, enchantments, magical barriers.
08. Labyrinth: Target is convinced they are trapped in a maze, left in fugue state. 1 Essence.

Sorcery

01. Mystic Bolt: Bolt of energy deals 1d3 damage, no save.
02. Sorcerer’s Shawl: Subject is cloaked in magic field that absorbs 8 Essence of damage before dissipating.
03. Powerfont: Boost damage from an ally’s next spell by half again, or double the duration of their non-battle spell. 1 Essence.
04. Reading The Past: Touch an object, discover last purposes and owner.
05. Counterspell: Shuts down next incoming magic; can undo magic just cast (current or previous turn) for 1 Essence.
06. Energy Storm: Deals 1d3 damage to all in Nearby range, no save.
07. Baneward: Create magic trap that does 1d4 damage when triggered. 24 hrs.
08. Sorcerer’s Sight: Choose to sense magic, illusions, or spirits. 10 min.

Spirit

01. A Burden Shared: Take on some or all of another’s injuries.
02. Insight: Grants Advantage on next test.
03. Weight Of A Soul: Immobilize 1d6+1 targets. 1d4 turns.
04. Castigate: Target becomes non-hostile (unless Psyche test is successful; then are probably enraged).
05. Warding: Declare area up to Nearby range impassable by specific entity or creature type. 1 Essence. 8 hrs.
06. Soulflame: 1d10 damage to target up to Far Away, no save. 2 Essence.
07. Heartreading: Discern subject’s intentions in a general sense (friendly, suspicious, etc).
08. Crucible: Halve incoming damage. 1 Essence. 4 turns.

Wickedness

01. Dead Walking: Animate corpse or skeleton; uses deceased’s attibutes.
02. Crawling Blight: Poisons target, 1d4 damage/turn. 1 Essence. 6 turns.
03. Curse of Spite: Halves target’s attributes. 1 hr. (2 Essence: until dispelled)
04. Soul Siphon: Inflict 1d6 damage on target, gaining damage dealt as Essence.
05. Wracking: Stun 2d6 targets for one turn.
06. Blackened Wounds: Next attack on subject will continue to bleed, 1 Essence/turn, until treated.
07. Bleak Marionette: Target comes under caster’s control; takes 1 damage/min. until out of Essence or control is lifted/broken.
08. Nadir: All non-Wickedness magic Nearby requires +1 Essence surcharge. 2 Essence. 1 day.