Dreams in a Witch House
These are the spells that are available to at least one of the characters along with the basic mechanics of how the spells seem to work. Note: magick is inherently unstable and dangerous, spells will not always work in a reliable fashion.
Name: Summon/Banish Hunting Horror
Where it can be learned from: Cultes De Ghouls or Katrina.
Attribute: Learned and cast as a Soul Skill.
roll make skill roll to summon, and control.
Cost: costs 2 soul points each turn it is controlled.
Control: at the beginning of the turn make a spell skill roll, You may spend any number of soul points to add +1 to the skill roll, if successful you may spend 2 soul points to maintain control.
dismissal: It may be dismissed at the end of a turn in which you control it.
effect: The hunting horror will obey its master each turn it is in its master’s presence or controlled by its master. A soul point must be spent each turn to control it.
Sacrifice: if the spell is done in conjunction with a human sacrifice the soul points from the sacrificed human may be used to power the spell.
Name: Conjure Darkness
Where it can be learned from: Cultes De Ghouls.
Attribute: Learned and cast as a mind Skill.
roll make skill roll and spend 2 mind points to summon. Make a skill roll and spend 1 mind point to expand.
Cost: costs 2 mind points to summon, 1 mind point to maintain.
dismissal: Dismissed at will.
effect: Summons darkness into a 30 by 30 foot area. The darkness stays centered on the caster and does not follow her. He can expand it by making another skill roll and spending another mind point. The caster can see perfectly in the darkness as can anyone touching her. In turns that the darkness is not summoned or expanded it must be maintained by spending a mind point.