Infliction Enhancements

Inflict [element]

Infliction spells are the reverse of infusion spells. An infliction spell saps a creature, reducing its attributes or other aspects or causing disease.

Inflict spells can also cause the following conditions: Blind, Deaf, Fatigued, Pain, Poisoned, Sick.

An inflict cantrip can cause a feeling of slight nausea for up to one minute.

Affliction. Cost varies. You inflict one of the allowed conditions (listed above). A standard condition costs 2 MP, while a severe condition costs 4 MP. The secret needed for the spell depends on the associated element (see the Elements by Attribute table, above). The condition is a temporary one which can be shaken off normally; however, you can make it persistent by doubling this enhancement’s MP cost.

Age. Cost 1 MP per 5 years. You must use the secret of death to age a victim. You increase the recipient creature’s age. The effect lasts for the duration of the spell, but should it cause death, the death is permanent. This enhancement does not affect creatures that don’t age, like undead or constructs. This cannot affect objects.

Cause Disease. Cost varies. You must use the secret of death to inflict disease upon a target. Diseases can be inflicted upon victims. Select one disease. The MP cost of the spell is equal to half the difficulty value of the disease itself. Recovering from a disease requires use of the countdown rules. Diseases do not need a duration component; the disease is inflicted, and is removed using the normal rules for diseases.

Drain Attribute. Cost 4 MP per die. For every 4 MP spent, the recipient suffers –1d6 penalty to attribute checks of the specified type for the duration of the spell. The attribute affected depends on the element used (see the Elements by Attribute table, below).

Attribute Element

Strength Metal

Agility Fire

Endurance Earth

Intuition Air

Logic Ice

Willpower Water

Charisma Lightning