Level 3 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.

Control Unliving 5
Type: Special
Vocals: By the power of the Dark Ancestors I control you! Rank 5(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 5. 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.

Countermagic 3
Type: Special
Vocals: By the high power of the Dark Ancestors I resist that spell!
Actions: If cast on your self, tear a level three spell card. If cast on someone else, tear a level three spell card and point at or touch the recipient.
Range: 30 feet
Effects: This spell function in the same way as a first level countermagic. except that it will resist the effect of any level one, two or three magic effect cast against you, or against someone or something else. You must begin the vocals of this spell within two seconds of 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), or on area effect high magic.
Reaction: You can ignore the effects of the spell or incantation being cast at you.

Courage
Type: Mind
Vocals: By the high power of the Dark Ancestors I fill my/your heart with courage!
Actions: Touch the recipient. When cast, fill in the casting time on a spell card and keep it handy, or give it to the recipient. Whenever required, hold out the card and say "no effect".
Range: Touch
Effects: For the duration of this spell (twelve hours) the recipient is completely immune to any fear, mass fear or terror. This incantation protects against spell effects and natural abilities.
Reaction: Keep the spell card and check the time. After the duration is over, rip the card in half.

Embody minor Unliving
Type: Special
Vocals: By the high power of the Dark Ancestors grant me power to draw you within and add your strength to mine.
Actions: Write the casting time on a level three spell card. Raise your hands, touch the targeted unliving with both hands. When the duration of the effect has expired, tear the spell card.
Range: Touch
Effects: Once this spell is cast you have ten seconds to touch an unliving with both hands. This incantation can only be used to embody corporeal, animated unliving of level four or below (generally zombies, ghouls and skeletons). You will then absorb the unliving pattern into your own for one minute. This confers abilities depending on the type of unliving taken. Embodying a skeleton gives immunity to sharp weapons. Embodying a zombie will give immunity to blunt weapons. Embodying a ghoul will allow the dark incantor to paralyse with his or her touch. Embodying any unliving also confers immunity to mind affecting spells. While embodying an unliving the caster counts as unliving and has a dismiss level equal to that of the unliving they have embodied. It the unliving is dismissed, the dark incantor suffers a fatal wound to the torso.
Reaction: If you are an unliving of less than level four, collapse to the floor. You are destroyed.

Harm
Type: Physical
Vocals: Let the high power of the Dark Ancestors flow from my hand to cause you great harm!
Actions: Tear a level three spell card. Touch the targeted body location with the palm of your hand and say the word 'harm'.
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. This attack reduces the body location touched to -1. This wound will affect any creature with a living or unliving pattern and is treated in all ways as enchanted damage. Armour does not affect this attack and is not damaged by it. Against creatures with total body hits a harm will remove a third of their total hits, to a maximum of five hits of damage. Whilst you are under the duration of this spell, you cannot cast any other spell or channelling effect. you must keep your casting hand empty for the duration of the spell. This dark incantation will violate a ritual of peace if one is in effect.

Protection from Paralysis
Type: Special
Vocals: By the high power of the Dark Ancestors I give you freedom of movement.
Actions: Touch the recipient. When cast, fill in the casting time on a spell card and keep it handy, or give it to the recipient. Whenever required, hold out the card and say "no effect".
Range: Touch
Effects: For the duration of this spell (twelve hours) the recipient is completely immune to any form of paralysis. This incantation protects against both spell and natural abilities. This incantation will not protect the caster from any damage effects that accompany a paralysis attack. For example, a strike from a ghoul will still do one point of through damage. This incantation does not make the recipient or caster immune to any spell or ability except paralysis.
Reaction: Keep the spell card and check the time. After the duration is over, rip the card in half.

Speak with Ancestor
Type: Special
Vocals: Role-play a ten minute ceremony of conversation with a specific, named Dark Ancestor
Actions: Tear a level three spell card. Inform a senior referee of the question you are asking, then role-play a ten minute ceremony questioning the Ancestor.
Effects: This incantation requires the caster to conduct a ten minute ceremony. It allows the caster to ask a detailed question of a specified Ancestor. The question may be anything, but the Ancestor will reply as it sees fit and from its point of view. The Ancestor's responses are usually heard inside the head of the caster, although from time to time Ancestors will answer on other ways. This incantation requires the presence of a senior referee. This incantation can be used to gain information on the abilities or powers of items and individuals but answering such questions takes much longer than normal and reply may not be received for several hours.

Terror
Type: Mind
Vocals: By the high power of the Dark Ancestors know terror!
Actions: Tear a level three spell card. Point at or touch the target.
Range: 30 feet.
Effects: When cast, this dark incantation affects a single target with unranked terror. This incantation will affect any character not immune to terror or protected against magic. The target of this incantation is completely unable to perform any action or speak for the first ten seconds. After ten seconds of immobility the target is released to move but is under the effect of an unranked fear for another ten seconds. A healer can remove the effect of this incantation using the remove terror channelling effect at any point of the spell's duration.
Reaction: For ten seconds you are immobilised and cannot speak. After this you must try to flee as fast as you can from caster for a slow count of ten.