Fate:

 

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Center of Attention:

 

 

All non-sentient creatures in the AoE will focus their attention on the target of this spell.

 

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Deathsite:

 

Reveals the recently killed to the Fate.

 

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Decree:

 

     Fortell the future happenings of the targeted.

 

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Destiny's Whim:

 

Causes you to fear something, or an occurance, so strongly, the fear could bring it to life, spawned by the power of your target's trepidations.

 

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Diminish:

 

Causes the soul to flee into the target's body, to be housed within either on a permanent, or temporary, basis.

 

The terms must be set prior to invocation, or this will occur naturally (discretion of the GM).

 

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Eternal Conception: (adventurer ability)

 

     Allow intelligence to enter your mind in a free-flowing state. Open one's mind, focus your attention on the unknown and, in a sense, fish for intelligence.  This form of opening the mind lets down all resistances, leaving you vulnerable. It is a wise practice to have another who will place defenses on you after you invoke this power. This ability has been known to be risky . . . in the least.

 

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Eternal Contemplation: (adventurer ability)

 

     As "Eternal Perception", yet from the present into the past.

 

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Eternal Perception: (adventurer ability)

 

     Behold the atrophy of the physical world at an in-depth time span from the present onward in time.

 

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Harvester of Souls: (adventurer ability)

 

.

 

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Smite:

 

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Soul Mend:

 

     After Soul Trace has been invoked, and a fragment, or part, of a soul has been discovered, Soul Mend will begin the long process of fitting the pieces of that torn soul back together . . . in hope of restoring it.

 

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Soul Trace:

 

     Traces the area for the existance of what is left of a soul. If a trace can be found, it can be put back together and brought back.

 

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Temptation:

 

Truly tests the targeted of this ability. This ability is only given if you are Sandarin. Same race as Nishane Asmond.

 

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Veiled Portal:


By passing thorugh this enchanted gate, you walk out of the plane you are currently in, and into another.

 

Note:

Once you pass through, all memories of your former life are forgotten.  Even others forget you.

 

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Woe:

 

Pit ms. vs. ms. (single roll check) If the Fate wins, a pronounced doom will be placed and sealed upon the target, whether it be a structure, region, place, creature, object, etc. The woe pronouncec will be a devastating effect that will occure in the time-frame pronounced by the Fate.

 

 

Clusters to organize:

 

Ability-Strike:
Either takes an ability away or restores it. It is up to the Fate. Duration: 1-D8 +1 turns.

Anti-Magic:
Cuts magic, sometimes forever within a person or item.

Bind:
Restricts targeted from casting or preforming an ability. Must be equal to or higher level that the targeted, or this spell will not work in the least.

Book of Transcendence:
That which the caster records shall, at some point in the future, be relived; types and shadows of things to come this book will be. But it must be read aloud high upon a mountain top during a new moon. It can be read by anyone. Once the book has been written, it only needs to be read by one with the understanding to read and say it. Prophecy: Events will present themselves slowly, yet steadily, blending into the normal as smoothly as possible. This book: Causes events to begin to transpire immediately, yet not dramatically to the naked eye. This book is a Relic called, “The Book of Transcendence”.

Darkened:
Avoidance-roll vs. "Faith" or lose 1 ability, power, spell, etc., for the "Duration".

Empathetic Sacrifice:
Share the pain of the trial of another, thus lessening their grief, misery, woe, etc.

Enlightenment:
Opposite of "Darkened". Gain an ability, or regain one lost, for the "Duration". The Fate can also gift another with an ability he or she possesses for a time.

Exodus:
Puts targeted into a trance to walk or travel very lengthy distances without taking its toll too physically.

Eye of the Beholder:
Can see what caster wishes to show another through his or her eyes. Caster must have witnessed it first hand.

Fates Speak:
Causes pain and misery, joy and happiness, healing or deterioration of body and soul, as Fate predicts.

For Whom The Bell Tolls:
Spell-bringer of mortal doom. Avoid vs. “Faith” or be thrust physically into Charon’s eternal clutches. Targeted will be taken and banished onto the island that lies at the center of the river Styx (where those who have passed on await their final destination).

Fortune:
Regenerates luck while in a situation at 1-D4 pts. / turn.

Heavy:
Heaviness of mind decreases mental durability, thus effecting the critical avoidance-roll vs. “Mental-attack” and moral checks.

Integral Weakness:
Reveal a major weakness of the targeted.

Jinx:
Creates a series of events; either good luck, or bad luck (caster's choice).

Luck:
Luck will be good/bad as Fate depicts, for 24 hours.

Memory Block:
Places a veil of forgetfulness over targeted’s mind for a certain memory (if only for a time). the caster must know of this memory in order to veil it.

Minor Weakness:
Reveals targeted’s lesser weakness.

Misfortune:
Drains luck while in a situation at 1-D4 pts. / turn.

Proficiency-strike:
Either takes a proficiency (trade-skill) away or restores it. It is up to the Fate. Duration: 2-9 turns if draining it. Permanent if restoring it.

Second Chance:
Have you ever wanted to go back in the past and change a decision or choice you made? Well, here’s your chance. High price to pay . . . for caster and the targeted.

Secret in the Wilderness:
Gives the caster the knowledge of one Secret in the Wilderness (within 300 spaces (1,500'). Cost is: 1-D10 D.P. (permanent loss if one is found).

Transcendence:
Make something up on this one.

Voice of Warning:
Can speak to another, no matter the distance. Targeted will hear the voice as if someone is speaking to him or her unseen. Others will not hear it.

Weakness:
Reveals targeted’s weakness. but the weakness is only relevant based on the caster’s ability and power to gain advantage over it.

Without a Trace:
Fate or targeted will be forgotten, until eventually he or she will slip from the mind of another until they fulfill a specific requirement of the Fate.

Witnessation:
Can see what another sees by physical contact.

Woe:
Targeted rejected in 99% of all aspects within his or her life.