Level 1 Dark Incantation

The gifts of Ancestors are varied, as are the purposes of their minions. Many Ancestors are of a darker nature, or have less respect for the lives of mortals. A few of these dark ancestors grant the powers of dark incantation to their followers. The incantations of a dark incantor are available only to those few who choose to forsake the traditional path of the incantors and who undertake the dark incantor quest. To become a dark incantor, a character must first be an incantor. He must then, in character, find someone who can instruct him on the tasks he must perform to attract the attention of the dark ancestors. Only after this has been done can they become a dark incantor. Do not ask Games Control or a referee about becoming a dark incantor.

Attract Unliving
Type: Physical
Vocals: By the power of the Dark Ancestors, unliving I attract you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet.
Effects: A single animated unliving of level five or below is drawn directly toward the caster for ten seconds.
Reaction: As an animated unliving of level five or below you must move in a straight line directly toward the caster's position for a slow count of ten. Holding on to an object or person will not prevent you from being attracted by any barriers that prevent physical passage such as walls will halt you. Any unliving affected by this spell may defend themselves, but only attack anyone who is within reach of the direct path to the caster. Once the duration of the incantation is complete you can move freely again. This incantation has no physical effect on more powerful unliving but they will be aware of the incantation being cast on them.

Befriend
Type: Mind (Charm)
Vocals: By the power of the Dark Ancestors I befriend you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet
Effects: For five minutes, the target treats the caster as if they are the closest of friends. If the caster performs any hostile action against the target (including leading the target into an ambush) the incantation stops working.
Reaction: For five minutes, or until the caster performs a hostile action against you, whichever is the shortest period of time, you will treat the caster as your closest friend. You will do anything to help your best friend as long as you do not compromise your character's own personal ethics. Your opinions on anyone other than the incantor are unchanged and you will not approach known or obvious enemies who are standing with or near the incantor who has befriended you.
You are the incantor's friend, not that of anyone else with the incantor. You are not aware of being under the effects of a spell.

Cause Wound
Type: Physical
Vocals: By the power of the Dark Ancestors I wound you!
Actions: Tear a level one or two spell card. Touch the appropriate body location with the palm of your hand, and say 'cause wound'.
Range: Touch
Effects: Once the spell is cast you have up to ten seconds to touch the target with the open palm of your casting hand. The first person touched will be affected by this spell. This will inflict one hit of normal through damage on the touched body location. This wound will only affect any creature with a living or unliving pattern. It will not affect any creature immune to normal weapons. This wound is treated in all ways as normal damage. Once this spell is in effect, you cannot cast any spells until you have touched a target or the ten second duration has expired. You must keep your casting hand empty for the duration of the spell. This dark incantation does not violate the ritual of peace if one is in effect.
Reaction:

Countermagic
Type: Special
Vocals: By the power of the Dark Ancestors I resist that incantation(spell)!
Actions: Tear a level one or two spell card. If cast on someone else, point at or touch the recipient.
Range: 30 feet.
Effects: If cast on yourself this cancels the effects of a level 1 or 2 magic effect (spell or incantation) that has been or is being cast at you. If cast on someone else this cancels the effects of a level 1 magic effect cast on or being cast on the person or item. It will not counter a level 2 effect being cast on someone else. You must begin the vocals of this spell within two seconds or the caster finishing the vocals of the spell you wish to counter, otherwise you will take full effect from the spell being cast at you. You cannot use this spell to counter more than one person casting at you at the same time. This spell has no effect on channelling powers (healing or necromantic).
Reaction: You can ignore the effects of the spell or incantation being cast at you.

Control Unliving 1
Type: Special
Vocals: By the power of the Dark Ancestors I control you! Rank 1(unless part of a wedge)
Actions: As an individual incantor or as the head of an incantor wedge, point at the target unliving, possess being or ancestral spirit. Tear a level one or two spell card, or tear all card contributed by incantors in the wedge. As part of an incantor wedge maintain contact with the incantor in front of you by holding onto their shoulders. All participants in a wedge must pass their card for the control forward to the head of the wedge so that the total control rank can be calculated.
Range: 30 feet
Effects: Controls a single unliving of unliving rank 1. Several incantors can each cast a control unliving (first or second level) within an incantor wedge, focussing the power towards the one incantor at the front (head) of the wedge. This means that the head of the wedge would be casting a control unliving equal to the sum of all the control unliving incantations cast within the wedge. When casting this spell as part of a wedge the head of the wedge must substitute the rank number in the verbal with the total number of control incantor cards used by the wedge. The head of the wedge can break away from the wedge to cast the control unliving but cannot move more than ten feet forward from the rest of the wedge and must complete the casting within ten seconds of breaking away. If the head of the wedge is struck before the incantation is complete the spell will fail as the focus is disrupted.
A countermagic or iron will cannot stop a control unliving. An unintelligent unliving that has been controlled will follow any simple command, including those that lead to their own destruction. Intelligent unliving will obey most commands but will flee if they are near death. Lord unliving cannot be controlled with this incantation. The control lasts for ten minutes, after which control of the target unliving reverts to the original creator or master and the unliving will carry out any tasks it was originally given to do. Also due to the control focus of all the wedge members to the head of the wedge this person cannot be affected by any mind affecting spells or powers during the ten seconds in which they must complete the casting.
Reaction: If you are an unliving, possessed or ancestral spirit of a level equal to or below the level of the control being cast, you become the servant of the caster, or the head of the wedge, for ten minutes.

Detect Unliving
Type: Special
Vocals: By the power of the Dark Ancestors I detect unliving!
Actions: Tear a level one or two spell card. Hold up your hand
Range: 10 foot radius of self
Effects: Reveals to the caster whether any creatures within ten feet of them are unliving.
Reaction: Unliving within ten feet of the incantor must hold up a hand and say "yes", or otherwise attract the caster's attention. Any unliving detected by this incantation are aware that they have been detected. Only the caster is aware of the detection results; other players around them should role-play being unaware.

Fear
Type: Mind
Vocals: By the power of the Dark Ancestors I command you, fear me!
Actions: Tear a level one or two spell card. Point at or touch the target
Range: 30 Feet.
Effects: For ten seconds the target fears the spellcaster. This fear is unranked and will affect any character unless immune to fear or protected against magic.
Reaction: You must try to flee from the spellcaster for a slow count of ten, or until the spell is removed (whichever is the shorter period of time).

Purge Poison
Type: Physical
Vocals: By the power of the Dark Ancestors I purge the poison from this location!
Actions: Tear a level one or two spell card. Touch the patient
Range: Touch
Effects: Stops Alchemical contact poisons from doing any more harm to the patient. Any active effects of the poison are removed instantly but this does not cure or heal any of the damage already done by the poison.

Retribution
Type: Physical
Vocals: By the power of the Dark Ancestors I demand retribution! (repeat)
Actions: Tear a level one or two spell card. Hold your hand above your head.
Range: Self
Effects: For as long as the chant is maintained, every time the user of this effect takes a wound (not armour damage) from a melee weapon, the wielder of the weapon receives a similar wound, no matter what their protections. The user of the effect is not protected in any way and must take a wound in order to use this effect. The wound suffered by the attacked is a through hit and will affect the same location that hit on the person using retribution. Only one hit is inflicted and no damage effects or damage types are reflected. For example, if a character using retribution is hit by a weapon inflicting crush, the character will take a crush hit but their attacker will take one hit of damage. When the caster is wounded he may break off from the chant long enough to shout 'retribution' at his attacker. The only creatures that will not be affected by retribution are those immune to everything but artefact damage. The effects of this spell cannot be resisted with countermagic.