1. Objects

Deck of Kroorfurde

Deck of Cards

A weathered pack of cards taken from Lidersh's lair, but the extravagant colours still stand out, almost burning themselves into the eyes of anyone giving them more than a glance. The images depict a faraway land. It does not seem to be a full pack, but there are 11 cards remaining.

Can be cast by clerics as a ritual.

TWISTED LIMB (lvl 1)

Casting time: 1 hour
Range: Connection
Target: 1 individual
Duration: 1 month
Effect: Send evil fortune to a subject. The caster must possess something of the victim. The victim is forced to roll twice for the next roll they make and take the worst result. Alternatively the caster may determine a specific activity they are cursing (such as combat, a specific save, etc), in which case the next time the victim makes that roll they are cursed. 

CREATE WARDING AMULET (lvl 1)

Casting time: 1 day
Range: 5'
Target: 1 charm
Duration: Perpetual
Effect: Create a warding amulet for a specific wearer to protect them in battle. If unarmoured, the wearer has AC13. The charm will function until it is physically destroyed. 

CALL SPIRIT MEDIUM (lvl 2)

Casting time: 1 hour
Range: 5'
Target: n/a
Duration: 12 hours
Effect: Conjure up the form of an animal no smaller than a kitten and no larger than a Labrador. It will have one unusual colour or physical trait. It obeys the summoner utterly, is as intelligent as a human and can communicate clearly with the summoner. It cannot attack. Upon its death or the end of the spell duration, it vanishes. AC12, 6HP, 20' movement. 

BURDEN THE ACCURSED HOUSE (lvl 2)

Casting time: 6 hours
Range: Connection
Target: 1 building or dungeon room (up to 60'x60')
Duration: Until the caster or a spell breaks the curse
Effect: Cast a curse upon a dwelling or area, affecting all with a subtle blight of misfortune and despair. To cast the curse on an area, the caster must possess some fragment of the structure. All beings who have spent more than six hours in that structure in the last 24 hours must save vs spells or be struck by a minor curse, suffering -1 to all dice rolls. The curse persists as long as the being enters the structure at least once a week.

CREATE AMULET AGAINST BEASTS (lvl 2)

Casting time: 6 hours
Range: 5'
Target: 1 charm
Duration: Until the wearer eats the meat of a domestic animal
Effect: Craft an amulet to protect the wearer from the anger of savage animals. The wearer gains +2 to reaction rolls from wild animals (an animal we would recognise in Real Life), and a +2 bonus to hit them.

DISTANT SONG (lvl 3)

Casting time: 1 hour
Range: Special
Target: 1 subject
Duration: 1 hour
Effect: The caster must sleep from which they can reach out to the dreams of another sleeper. The target may refuse to let the caster in, remembering only a vague and disquieting sense of being watched when they wake. If they give the caster entry, the two may converse in a shared, harmless dreamscape, with the conversation remembered perfectly when they awake.

ALTERED SKIN (lvl 3)

Casting time: 1 hour
Range: Self
Target: Self
Duration: Until the next sunrise
Effect:
With the use of a complete skin of a wild animal no smaller than a rat or larger than a cow, the caster may transform himself into a normal, non-supernatural beast. While in animal form they retain their normal attributes and hit points, but gain the animal's movement rate. Spells cannot be cast, and the animal's attacks are used in combat. Shedding blood is dangerous - any time the caster deliberately kills a creature in beast form, they must save vs spells or be cursed to be trapped in the animal shape. Otherwise, the caster may freely transform back and forth from the animal shape a round's action until the duration ends. 


CALL SPIRIT HUNTER (lvl 4)

Casting time: 1 hour
Range: 5'
Target: 1 victim
Duration: Until dawn
Effect: Call forth a spirit assassin to find or slay a specific target. This must be cast at night, and the hunter will vanish at the first light of dawn. If the caster possesses something of the victim's, the hunter will track them unerringly and go directly to their location, otherwise it must trail them through conventional means. The hunter appears humanoid but inhuman. It can swim the roughest waters and climb the sheerest surfaces as fast as it walks. It is intelligent, but cannot speak, and acts only to track or assassinate a target. If the hunter is slain, the caster suffers 2d6 damage and cannot cast again for a full month. AC14, HD5, Att+7 (2d6 dmg), Move 40'.

CAST FORTH THE EYE (lvl 4)

Casting time: 1 hour
Range: Special
Target: Self
Duration: Special
Effect: Cast your consciousness back to any location the body has been before. The consciousness may move at 60' per round, seeing and hearing everything that takes place in line of sight, and is affected by the environment as if the caster were there in person. It is also visible to spellcasters. The consciousness may not cast spells or fight back, but must flee back to the point at which it was first conjured before the ritual can be ended. If the consciousness is slain, the caster dies.

MENDING THE SOUL (lvl 4)

Casting time: 6 hours
Range: 5'
Target: 1 subject
Duration: Immediate
Effect: This long, laborious rite works to heal damage certain spirits can inflict upon the soul. Both caster and target make saves vs magic. If either is successful, the subject regains an experience level lost to level draining effects. It can only be cast once per day.

NIGHTWALKER

Casting time: 1 hour
Range: Special
Target: Self and allies
Duration: Instant
Effect: The caster steps between shadows, vanishing into the darkness to emerge far away. The shadow must be at least man-sized, though pitch darkness won't work. The target destination must be known intimately to the caster, either a dwelling place or an area he has intensively studied for a week. An adequate shadow must exist in the destination area or the spell fails. The caster may bring along willing allies, one per caster level.