Dark Grace Spells
Copyright John MacDonald © 2018
Edited by Terence Wynne for The Guild Companion
"These spell lists represent the corrupted portions of the Ainuldale as sung by Morgoth."
Dark Grace Spells
These spell lists represent the corrupted portions of the Ainuldale as sung by Morgoth. They would be acquired over time; found while questing for Dark Lore.
Wounding Chants
Source Spell Law Evil Channelling 2.8.6
| Level | Spell | Area | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Wounding 1 | 1 target | P | 2’ | F |
| 2 | Cramp | 1 target | P | 2 | F |
| 3 | Bleeding 1 | 1 target | P | 2 | F |
| 4 | Wounding 2 | 1 target | P | 2 | F |
| 5 | Sensory Damage | 1 target | P | 2 | F |
| 6 | Fracture | 1 target | P | 2 | F |
| 7 | Bleeding 3 | 1 target | P | 2 | F |
| 8 | Wounding 3 | 1 target | P | 2 | F |
| 9 | Sensory Damage 2 | 1 target | P | 2 | F |
| 10 | Paralysis | 1 target | P | 2 | F |
1. Wounding 1
Cause d10 concussion hits
2. Cramp
Cause one muscle to cramp in target. Target will be at -10 to all
activity per 10 RR failure
3. Bleeding 1
Target will bleed at a rate of 1 hit per round
4. Wounding 2
As Wounding 1 except the concussion damage is 2d10
5. Sensory Damage 1
1 sensory organ is damaged (eye, ear, or nose). Target is -10 to all
activity per 10 RR failure using that organ and perception
6. Fracture
Target has minor fracture of limb (arm, leg) with the same consequences
as a critical hit of same type I.e. cannot walk or hold shield etc.
7. Bleeding 3
as above except bleed rate is 3 per round
8. Wounding 3
as above except the concussion damage is 3d10
9. Sensory Damage 2
as above except two organs are affected with -10 per activity specific
to that organ and -20 to perception.
10. Paralysis
The limb or body part touched by caster is paralyzed.
Disease
Source Spell Law Evil Channelling 2.8.4
| Level | Spell | Area | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Chills | 1 target | P | 100’ | F |
| 2 | Grey Vision | 1 target | P | 100 | F |
| 3 | Smelling Loss | 1 target | P | 100 | F |
| 4 | Hearing Loss | 1 target | P | 100 | F |
| 5 | Tongue Rot | 1 target | P | 100 | F |
| 6 | Asthma | 1 target | P | 100 | F |
| 7 | Leprosy | 1 target | P | 100 | F |
| 8 | Minor Allergy | 1 target | P | 100 | F |
| 9 | Haemophilia | 1 target | P | 100 | F |
| 10 | Banes of Angmar | 1 target | P | 100 | F |
1. Chills
Target get influenza or a cold. Role d100 for severity modified by
target Constitution bonus. High role (i.e. 100) is bad for the target
2. Grey Vision
Target becomes color blind; -10 to all perception checks
3. Smelling Loss
Target loses all sense of smelling and suffers -25 to all perception
checks involving odor. Target also suffers -10 to herb lore brewing and
distilling
4. Hearing Loss
Target loses all sense of hearing and suffers -25 penalty to all
perception checks involving sound. Target also suffers -1 to all
language ranks other than cultural native language.
5. Tongue Rot
Targets Tongue develops body rot and withers. Target loses d4 rank
penalty in all spoken languages except the native cultural tongue where
they lose a maximum of 2 ranks. If the culture has no specific home
language Westron is adopted as such.
6. Asthma
Target develops Asthma. Every round of strenuous activity like combat
incurs a cumulative minus 5 penalty. Two rounds of rest are required to
eliminate the exhaustion. If the target reaches -100, unconsciousness
occurs.
7. Leprosy
Target gets leprosy. This causes a lack of blood flow in extremities.
Every week the target suffers a -1 penalty to all touching sensations
and Appearance Statistic (not Presence). Nose drops off for example.
Presence is actually enhanced as people immediately go out of their way
to avoid the target. Influence static maneuvers suffer a -25 penalty
(Revulsion) unless the target applies coercion through pity which
actually adds +25 to influence check (Sympathy). After 6 months
concussion damage against target is halved however as this simulates the
lack of feeling through blood flow in combat.
8. Minor Allergy
Target suffers a minor allergy to a specific organic cause (grass,
trees, herbs, iron). Target is -50 to all activity in contact with
allergen.
9. Hemophilia
Target becomes hemophiliac. All wounds per round rates are automatically
doubled (2 becomes 4 for example). Critical hits that do not cause blood
loss per round have a 50% chance of doing so.
10. Banes of Angmar
As per MERP supplements Arnor the Land et al. - the caster causes 1 Bane
of Angmar to inflict target, which is randomly determined by Game
Master. Refer to MERP 2nd edition supplements.
Dark Lore
Source Spell Law Evil Channelling 2.8.3
| Level | Spell | Area | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Afterthoughts | Caster | Months/lvl | self | I |
| 2 | Detect Good | 5R | 1 min/lvl | 100 | P |
| 3 | Detect Blessing | 5R | 1 min/lvl | 100 | P |
| 4 | Detect Emotion | 5R | 1 min/lvl | 100 | P |
| 5 | Dark Lore 1 | 1 Item | n/a | touch | I |
| 6 | Detections Holy | 10R | 1 min/lvl | 100 | P |
| 7 | Dark Dreams 1 | Caster | 2 hours of rem sleep | self | I |
| 8 | Bless Tale | 1 Instance | 1 min/lvl | 100 | P |
| 9 | Dark Lore 2 | 2 Items | n/a | touch | I |
| 10 | Past Shadows Lore True | 1 Item | varies | touch | I |
1. Afterthoughts
Caster can totally recall one document read or one conversation had in
the past limited to months per level of caster.
2. Detect Good
Caster can detect aura of goodness on animate or inanimate object within
5’ Radius each round they concentrate.
3. Detect Blessing
Caster can detect aura of blessing on animate or inanimate object within
5’ radius each round he concentrates.
4. Detect Emotion
Caster can detect strong aura of one major emotion (fear, panic,
smugness, bliss, etc.) in 1 target within a 5 radius each round they
concentrate.
5. Dark Lore 1
Caster can read the tehtar runes upon 1 magic item, or understand the
nature of one magic item with channeling power. The Lore will describe
the power extent and usage of the item making a use magic item role an
automatic success. It will not reveal the history or purpose (if any).
6. Detections Holy
Caster can detect aura of holiness on animate or inanimate object within
5 radius each round they concentrate. Certain items/places may get a
resistance roll - for example trail paths that lead the way to a holy
sanctuary like Imladris where the holiness is present and active.
7. Dark Dreams 1
The Caster has a dream related to a piece of knowledge they seek to know
about. This may include the location of an item or place. The vision
will be clear but from a birds eye perspective however no words,
emotions, or sounds will be evident. The Caster will have have at best
an incomplete picture of everything they desire to know but will have at
least 50% of the knowledge they seek.
8. Bless Tale
Caster is able to learn the author, origin and complete history of a
specific blessed item or place. Certain items/places may get a
resistance roll - for example trail paths that lead the way to a holy
sanctuary like Imladris where the blessing is present and active
9. Dark Lore 2
as per Dark Lore 1 except 2 items
10. Past Shadows Lore True
Caster by touching an animate or inanimate object can determine the
complete and entire history of the object including the author, origin,
and historical owners (name, culture, and lineage) through the ages of
this particular object.
Death Chants
Source Spell Law Evil Channelling 2.8.5
Note: Many players, authors, and Tolkien scholars disagree with the notion that undead can exist or be created in Middle Earth (especially Elves for example). This spell list is neither an endorsement nor disagreement - simply an extension of the game set rules to be allowed or not by the Game Master.
| Level | Spell | Area | Duration | Range | Type |
|---|---|---|---|---|---|
| 1 | Animate Dead 1 | 1 Corpse | 1 min /lvl | 100 | U |
| 2 | Control Undead 1 | 1 Undead | C | 100 | E |
| 3 | Undead Mastery | 1 Undead | P | 10 | F |
| 4 | Animate Dead 2 | Varies | 1 min/lvl | 100 | U |
| 5 | Create Undead 1 | 1 Corpse | P | 10 | U |
| 6 | Control Undead 2 | Varies | C | 100 | E |
| 7 | Animate Dead 3 | Varies | 1 min/lvl | 100 | U |
| 8 | Create Undead 2 | Varies | P | 10 | U |
| 9 | Control Undead 3 | Varies | C | 100 | E |
| 10 | Song of Undeath | Caster | 1 year /lvl | Self | U |
1. Animate Dead 1
Caster may animate 1 recently dead corpse (within 1 day per level of
caster) into action while they concentrate. The corpse will perform
Moving Maneuvers at -25 and Combat at -20 OB.
2. Control Undead 1
Caster can control a type 1 undead while the concentrate. A type 1 may
be a Candle Corpse for example in Middle Earth.
3. Undead Mastery
Caster may control a type 1 undead being within a 10 radius without
concentration. Should the undead leave the 10 radius they return to what
they were.
4. Animate Dead 2
as above except 2 recently dead corpses.
5. Create Undead 1
Caster may create a type 1 undead such as a candles corpse.
6. Control Undead 2
as above except a type 2. A type 2 would be a Mewlip for example.
7. Animate Undead 3
as above except 3 recently dead corpses.
8. Create Undead 2
as above except the Caster creates a Mewlip.
9. Control Undead 3
as above except the Caster controls a Type 3 - A Ghost for example.
10. Song of Undeath
Caster feels the presence of old age and death upon their doorstep. In
order to defeat the gift of men - the Caster invests their personal
Grace (and/or constitution) into the creation of a token that will
extend their time 1 year per caster level “unchanged”; in other words in
full possession of facilities and abilities at time of creation. At the
lapse of the power of the token aging resumes normally and death is
certain. The caster’s personal investiture into this token (a ring for
example) will be so dramatic as to only ever be effective once per
mannish lifetime.