Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Mask of the Soul Drinker, the proprietary school of the Soul Drinker tribe, who have the Chironian floater as their totem spirit.
Here's what I have so far:
Mask of the Soul Drinker Domain: Stealth and enervation. Method: The Soul Drinkers power their spells by brightening and
dimming certain portions of their bioluminescent blood in a ritualized
way. The patterns for activating spells are based on the various light
patterns of the chironian floater. Skill or Stat: Sense
All spells in this school require attunement. Required Knowledge: Stealth 1.
The Blood is the Life
Intensity: 1
Casting Time: 2 minutes
Duration: Instant
Attunement: Yes
This spell allows the caster to gain sustenance from the vital bodily
fluids of others—blood, spinal fluid, vitreous humor, bile, and so on.
A single tablespoon is such fluid is enough for a human to survive for
a day with no other food or water. Saliva and sweat cannot be affected
by The Blood is the Life. The spell only affects the caster.
This spell allows the caster to conceal one object, even if it is
carried in plain sight. As long as the caster doesn’t make any
threatening or obvious use of the object (a sword in its sheath is
find, a sword being brandished is not), other people will simply not
notice it.
Death From Above
Intensity: 3
Casting Time: Slow 2
Duration: Width Hours
Attunement: Yes
This spell allows the caster to emulate the chironian floater’s ability
to fly, though to a lesser degree. The caster can float up to 50 feet
above the ground (or other stable surface, such as tree limbs, water,
roofs, etc) and move at their normal movement rate.
The caster casts this spell at the same round they make an attack,
requiring multiple actions. If successful, the target’s senses are
dulled at the moment of the attack. The target will not notice that
they have been attacked, nor feel the pain or effects of any damage they suffer, for Height rounds afterwards. The attack has Penetration 1.
Any other observers are not affected and will see the attack as normal,
though the target may be resistant to persuasion until the spell’s
effects expire.
Close Your Eyes
Intensity: 5
Casting Time: Slow 3
Duration: Height Minutes
Attunement: Yes
Like the chironian floater’s venom, this spell dulls the senses of the
targets. After the casting, the Sight and Hearing of up to 10 targets
within 100 feet of the caster are reduced by the Width of the roll.
The Gift of Forever
Intensity: 7
Casting Time: 3 Hours
Duration: Permanent
Attunement: Yes
This widely-feared spell allows the caster to steal the target’s youth
and vitality and absorb it into themselves. The caster may add Width
years to their lifespan. For every year thus stolen, the target of the
spell ages 5 years. The stolen years will be healthy ones, and any
penalties or frailties due to age do not begin to accumulate again
until they have passed.
This spell could theoretically be cast on a sleeping target, if the
target somehow stayed asleep through hours of the caster’s light
displays and nearby movements.
This spell allows the sorcerer to make themself invisible for brief
periods. The caster must currently be unseen (a successful Stealth
roll) or the spell has no effect. Once the spell is successful, the
caster fades from view. They cannot be detected visually by any means,
receive a Master die in Stealth for the spell’s duration, and the
height of all their Stealth rolls is increased by 3. Eerie cannot
detect the casting of this spell.
Using this spell, the sorcerer can steal the memories and experiences
of one target. By personally drinking the last drops of fluid from the
target’s body and then performing a complex ritual, the sorcerer
absorbs their victim’s memories and skills. For Width Hours after the
ritual, any skills the caster has which are lower than the target’s
skills are raised to the target’s level (experience may be spent to
permanently increase them, if desired).
While the skills fade after a time, the target's memories are retained
and incorporated into the caster’s own permanently. They learn only
those memories that the target could remember—anything magically
concealed or merely lost in the depths of the target’s mind will not be
absorbed.
I have ideas for a couple more spells (a dodge bonus based on numbing
the target's limbs slightly and so on) but haven't written them yet.
Any advice would be appreciated! My knowledge of Reign's system isn't the best.
This is the permanent attunement for Mask of the Soul Drinker. The
spell requires the corpse of a chironian floater which must have been
recently slain (i.e., within 24 hours) by the caster.
Flawless Attunement (5 points)
Flawless Attunement to Mask of the Soul Hunter allows the sorcerer to
gain some of the qualities of the chironian floater. The sorcerer grows
several small skin flaps (on their arms, upper and lower back, thighs
and legs) which constantly move. They also provide lift. While not
enough to make the caster float as their totem does, it slows their
falling speed enough that they take no damage from falls, no matter the
distance. The caster’s teeth sharpen slightly, giving them the Cannibal
Smile advantage at no additional cost. Finally, the caster’s blood
becomes luminescent. This normally is not visible (except when casting
a Mask spell), but if the caster suffers Killing damage in any location
the difficulty of all Stealth rolls increases by 1 per location.