TEXT: The Dark Arts
  A Supplement for
  Advent: Magicka Rising
  By Paul Roberts.
  
  Contents
  Introduction                   2
  Playing a vampire         3
  Poisons                         6
  New Monsters              8
  The New Spell!           13
  New items                   14
  Speciality Resources   15
  Vampire Sheet             16
  Introduction.
  This supplement to Advent will introduce new rules and expand on the ones already found in the 
  core rule book. None of these rules should be used with out the approval of your Storyteller before 
  you begin playing with them.
  This supplement is aimed for games which will involve PCs or NPCs using unsavoury means to 
  their goals or training Dark Odic monsters. You will not find anything useful for character's of pure 
  heart, unless you wish to know your enemy.
  
  Playing a Vampire.
  For all intents and purposes a vampire is a new race for the Advent game and may be taken at 
  character creation. To take the vampire race as a starting character assign priorities as normal. A 
  vampire race, however, requires that you must put the priority for the race you wish to play as one 
  higher than it is. For example a character wishing to play a Vampire Elf will have to put their race 
  as priority A. Yes, this means that you cannot play a Troll/Dracoth vampire to begin with, such 
  characters would be too strong.
  Vampires are considerably more powerful creatures than the other races available, but have certain 
  crippling weaknesses that curb this power and disable characters from becoming overpowered. 
  There are two types of vampire to choose from and they are described as separate races below. 
  Vampires may not make any more of their kind without the Progenitor speciality resource.
  Annundia: The Annudia are muscle bound brutes. The blood they thrive upon promotes the growth 
  of muscle but also clouds their mind. All Annundia are noticeable by their veins. They draw closer 
  to the surface and become larger, resembling varicose veins. These pulse to the beat of nearby 
  hearts and can be incredibly disconcerting as they ripple across the body with ever increasing 
  frequency as the vampire becomes more and more hungry.
  Racial Bonuses: Bite, Muscle Surge, Regeneration.
  Racial Negatives: Bloodlust, charisma -1,  Fire aversion, Nocturnal.
  Descriptions.
  Bite: Your character has retractable fangs. To make a bite attack make a normal brawl attack at  5 
  energy and with a -4 to hit, this attack causes attrition. If you succeed in this attack you may draw 1 
  unit of blood (see feeding later) and make an automatic grapple roll. If you succeed the grapple you 
  may pin your opponent and feed another unit each turn, if you fail your opposition pushes you away 
  from them but in doing so causes an extra wound to themselves as they rip their own flesh by 
  pulling your fangs out of them.
  Muscle Surge: You may spend one unit of blood to gain +1 strength until the start of your next turn. 
  You may spend up to five blood points in this way on one turn.
  Regeneration: You may utilize the blood in your body to heal wounds quickly and effectively. You 
  may heal one wound for a single blood point, stop attrition for 4 blood points or remove 2 fatigue 
  for 1 blood point. You may use four blood points a turn in this manner.
  Nocturnal: Vampires are entirely uncomfortable in the day light. They must make a resolve check 
  every hour to stay awake in the daylight hours the difficulty being D20 +1 for every hour they have 
  been awake for (including the previous night.) Even if they succeed this roll they have a -2 penalty 
  to all of their actions and have -3 energy. For a vampire to even attempt to not go asleep at dawn's 
  first light they must spend  2 blood points.
  
  Bloodlust: A vampire who sees blood must make a resolve roll against D20 + 10 – the number of 
  blood points they have. If the vampire fails this roll they must make instant attempts to absolve the 
  hunger, either from the person currently bleeding or another. If the player fails to do so the 
  Storyteller will assume full control of their character. Characters gain +1 strength and +1 stamina 
  when under the influence of bloodlust. They will not stop feeding until they are full.
  Fire aversion: Vampires may not take fire as their element. Further more any damage a vampire 
  takes from fire, or a fire element attack, is doubled. Vampires cannot tame fire element monsters of 
  cast fire element spells.
  Melkier: The Melkier are beings of great beauty. Unlike the Annundia they hunt within the social 
  circles of the cities. They focusing on the mind makes them less able combatants than their brothers 
  but allows them to function more easily in normal society. All Melkier has ashen faces, or as pale as 
  their racial heritage allows, and many find an eerie beauty to this. A Melkier can be identified by 
  the two red marks upon their necks from when they were made. These marks never heal and will 
  scar the Melkier to the end of their days.
  Racial Bonuses: Beguiling Presence, Delightful Repose, Regeneration.
  Racial Negatives: Flesh of Ice, Nocturnal, Fire aversion, Stamina -1.
  Descriptions.
  Beguiling Presence: The vampire may utilize their own pallidness, pushing blood into the skin so 
  that it highlights some areas and flushing the blood away from others to create recesses. The end 
  effect is to bring out the best of the vampire's features. For every blood point spent the vampire 
  gains +1 charisma until the end of their next turn. They may spend a maximum of five blood points 
  in this manner.
  Delightful Repose: The vampire can gently force a person into sleep that cannot be interrupted 
  whilst the vampire is in their presence. To do this the vampire must spend 4 blood points and kiss 
  his prey on the lips (brawl attack at -4 if they resist.) If the kiss is successful the prey must make an 
  opposed resolve roll against the vampire (the vampire uses charisma rather than stamina.) If the 
  prey fails they fall asleep instantly and will not wake whilst the vampire is in the area.
  Regeneration: You may utilize the blood in your body to heal wounds quickly and effectively. You 
  may heal one wound for a single blood point, stop attrition for 4 blood points or remove 2 fatigue 
  for 1 blood point. You may use four blood points a turn in this manner.
  Nocturnal: Vampires are entirely uncomfortable in the day light. They must make a resolve check 
  every hour to stay awake in the daylight hours the difficulty being D20 +1 for every hour they have 
  been awake for (including the previous night.) Even if they succeed this roll they have a -2 penalty 
  to all of their actions and have -3 energy. For a vampire to even attempt to not go asleep at dawn's 
  first light they must spend  2 blood points.
  Flesh of Ice:  Melkier do not have the passion of the Annundai and without it, their flesh is left cold 
  and unnerving. It is a curse to the Melkier, who rely so much on their social graces to hunt their 
  prey to stand out as different as they do.  Flesh of Ice gives Melkier a -4 penalty to all social rolls 
  (except intimidation) unless they have over half of their total blood pool.
  Fire aversion: Vampires may not take fire as their element. Further more any damage a vampire 
  takes from fire, or a fire element attack, is doubled. Vampires cannot tame fire element monsters of 
  cast fire element spells.
  
   Feeding and Blood points.
  Blood points have been mentioned several times over in the previous part of the chapter and can 
  now be explained. Blood points represent the imbibed blood of others that both of the vampire races 
  must feed on to survive. Besides from sustenance, blood points also fuel the various abilities that 
  the Annundai and Melkier have.  
  Vampire character's can have a number of blood points in their system equal to double their stamina 
  score. An updated version of the character sheet (back of this supplement) has room for recording 
  Blood points.
  Vampire character's can spend their Blood Points as per their ability descriptions. Besides from this 
  it is important to note that vampires lose one blood point when they wake up in the evenings and 
  one when they go to sleep during the day. These blood points are actual sustenance for vampires 
  and a vampire going with out them takes 30% of the health in damage for every hour they are 
  without  and awake (fatigue.)
  To regain Blood points, a vampire must feed on the blood of others. To do this the victim must 
  either be pinned of unconscious. A vampire must then find a wound dealing attrition (Annundai can 
  do this themselves with their fangs) and place their lips around it. A vampire may draw one point of 
  blood a turn and must spend a full turn feeding. A vampire may feed more points that they contain 
  but these are wasted. Below is a table for the amount of blood points different sized beasts have. 
  The safe feeding column says how much can be taken before the character dies. Total refers to how 
  many can be drawn out of a target. Should a vampire feed of a dead victim they suffer D4 fatigue 
  damage for every point of blood they drink.
  Creature Size
  Safe Feeding
  Total
  Tiny
  1
  3
  Small
  4
  8
  Medium
  6
  10
  Large
  10
  14
  Huge
  14
  20
  Gigantic
  20
  28
  Gargantuan
  28
  38
  Other effects of feeding.
  Feeding from a poisoned, drugged or diseased victim also means that the vampire must make 
  checks against the appropriate toxin or illness or suffer from it themselves.
  A vampire may apply a point of their own blood to seal a small wound. Useful for Annundai who 
  wish to cover up bite holes. All that is left of the wound is a red mark, as if the area had be 
  scratched.
  A character who has been fed upon and who has had the wound healed may be convinced with a 
  bluff roll that no such thing just happened. The victim gets +5 to resist this roll.
  
  Poisons.
  Until now there were not real rules for using herbology for anything useful, apart from maybe 
  identifying some plant or other. Well now there is. You can now utilize your knowledge of the plant 
  world to mix up various plants into deadly concoctions with which to poison your enemies, coat 
  your weapons or just play tricks on your friends.  Below are a list of different plants with poisonous 
  properties. Unless made into a poison these properties only come out when the plant is ingested. 
  The vital statistics for each of the plants are Strength, Indentifiability and Dosage. Strength is a 
  numerical number that states the difficulty roll the victim of the poison must roll their Resistance 
  skill against per dose to be affected. Indentifiability states how easy it is to a) know what this plant 
  is and b) to find it. Finally Dosage is the number of plants needed to be ingested for one dose of 
  poison.
  Tarsus Root.
  Description: The tarsus plant grows in abundance in Karsill as it is one of the main crop plants that 
  feeds the Empire. tarsus grow in small clumps and their stalks can be boiled and eaten for a slight a 
  taste that could be described as a slightly spicy version of asparagus. The root, however, is mildly 
  poisonous and the tarsus plants that you find in the markets will already have the root removed. It is 
  not difficult, however, to find a tarsus plantation and dig up the roots of a tarsus plant.
  Effect: This poison acts as a mild sedative, slowing the reaction speeds of those who ingest it. One 
  dose of this poison makes a person feel lethargic and lowers their energy score by 1 for six hours.
  Strength: D20 + 4   Indentifiability: D20 +1   Dosage: 2 
  Furcap Mushrooms.
  Description: These mushrooms grow mainly around the riverbeds of the southern marshes and 
  resemble small tufts of fur caught in the roughage. After brushing of the furry exterior a herbalist 
  would uncover a small grey mushroom that resembles any other.
  Effect: The furcap mushroom excretes a toxin that causes extreme vomiting. A character who 
  ingests one dose of the mushroom will feel queasy and throw up within ten minutes. Vomiting 
  causes D4 fatigue damage for every dose taken and probably extreme social negatives.
  Strength: D20 +6     Identifiability: D20 +8   Dosage: 4
  Lokin seeds
  Description: The Lokin plant has a long stalk that grows several metres in height, so that it may 
  reach as much sunlight as it can in the thickness of the Great Forest. At its top grow four leaves and 
  a single spout. Within this spout are the stoma of the lokin flower. When pollinated small sands like 
  seeds grow and can be collected.
  Effect: Lokin seeds cloud the mind, making the ingester feel as though they cannot think in straight 
  lines. Many take Lokin seeds on purpose, however, as it often leads to obscure trains of thought. 
  Each dosage causes -2 intelligence and +1 wisdom for six hours.
  Strength: D20 +5      Identifiability: D20 +3   Dosage: 10
  Carnilly.
  Description: The carnilly is a relative to the water lily but is far smaller and rarer. The carnilly comes on a 
  pad much like other lilies but flowers a bright red. The petals of these flowers contain a powerful poison that 
  forces the blood paths open, causing better circulation but also extreme bruising.
  Effect: The carnilly petals do not contain a deadly poison and indeed its side effect of causing a person to 
  circulate blood better is on being looked into by doctors. Each dose gives +1 stamina but deals D10 fatigue 
  damage. The stamina bonus lasts for one hour.
  Strength: D20 +8     Identifiability: D20 +7   Dosage: 2 
  
  Clysethorn
  Description: A Clysethorn bush has vines of deep  red and sultry greens. It twists and turns and can 
  often be found growing among the wind swept hills of the west. They are often difficult to make out 
  as they grow within other bushes such as hawthorns. Upon these bushes a dark purple fruit grows 
  called a clysberry and are considered a delicacy among the gnomish people. Others, however, find 
  the berry to be poisonous, much to the amusement of many gnomish assassins.
  Effect: The clysberry causes the throat to contract tightly for a few moments, leaving the victim out 
  of breath, or worse to be  suffocated. Each dosage ingested causes the character to be affected by 
  the rules of strangling for one turn. Gnomes are immune to this effect.
  Strength: D20 +10    Identifiability: D20 +8   Dosage: 3
  Mesphis
  Description: Mesphis is nicknamed the Fire Flower and for two good reasons. Firstly is it's colour 
  and shape, the petals reach upwards haphazardly, outgrowing each other, with tints of orange and 
  red. The second reason is the effects that ingesting its roots have.
  Effects: The roots of the Mesphis plant cause a person to feel as if their bowels are burning. What 
  is, in fact, happening is the highly acidic nature of the root is creating holes in the stomach lining. 
  Each dose causes one point of attrition. The attrition stops after 10 hours.
  Strength: D20+5     Identifiability: D20 +6   Dosage: 1
  Argia.
  Description: Argia is a mould that grows only in the north. Unlike other moulds it grows regardless 
  of the freezing temperatures and it can be identified by its fluffy texture and blue colouring. It 
  grows in patches in damp areas.
  Effect: Each dose of argia ingested cause a character's body to begin to deteriorate from the 
  extremities in. A character poisoned with argia will suffer -1 strength and -1 stamina per day that 
  the poison is not treated. For every two days they will also lose 1 agility. Characters who are treated 
  (herbology roll to identify poison, medicine to treat) regain their stats at a rate of 1 stat per week,
  Strength: D20 +10   Identifiability: D20 +15  Dosage: 1
  Often times a poisonous plant is not enough for the job, your victim might have a food taster for 
  example. On these occasions the poison must be extracted from the plant so that it may be used to 
  coat weapons or be dissolved in liquids. The rule is really quite simple.
  For every poison effect that you wish your poison to have, you must have at least the correct 
  amount of the plant for at least one dosage. You must then grind the plant down and then boil the 
  pulp in water that only just covers it's surface. Then the solution must be passed through a filter to 
  remove the debris and you are left with the poison.
  The process of creating a poison is all summed up in one herbology roll. The difficulty for the roll 
  is equal to D20 + the strengths of all the plants used. I.e a poison containing clysethorn berries and 
  furcap mushrooms has a difficulty of D20 +16.
  For a weapon to deliver the poison it must first be covered in at least one dose of the poison. A 
  blow must then be struck against your foe. The storyteller may decide that you need to make an 
  attrition causing attack to deliver the poison, but this rule should stay the same throughout the 
  game.
  
  New Monsters.
  Below are a list of new monsters for character's to face, capture and train. These monsters are laid 
  out in alphabetical order and any new special abilities are detailed at the end of the list.
  Crun
  Element: Dark Odic
  Type: Faen 
  Attributes
  Strength: 3  Stamina: 2  Agility:  5  Power:  2  Instinct:  3  Charisma:  2
  Health:  8  Energy: 7  Mana:   7  Melee Damage: D2+1
  Skills: Alertness 3, Dodge 4, Intimidate 3, Natural Weapon 4, Fly 6, Stealth 4.
  Abilities: Small, flying, 
  Rebelliousness: 10
  Description: Many mistake Crun for normal crows, as they do indeed resemble their forbearers 
  greatly. The Crun nest on the high reaches of the Tower of the Six Lords, much to the annoyance of 
  those who visit there. Here they feed of the negative energies that the magics of Ornil have 
  produced and they grow larger and more numerous everyday. The Crun have the looks of a normal 
  crow from afar but close up you can see that their feathers are matted, growths pushing up under the 
  muscles of the birds and wide red eyes. Despite their lack of exceptional abilities, they make skilled 
  hunters and it could be said that Tyrin would be full of vermin if it weren't for them.
  Paradon
  Element: Dark Odic
  Type: Elemental
  Attributes
  Strength: 0  Stamina: 5  Agility:  6  Power:  8  Instinct:  1 Charisma:  3
  Health:  20  Energy: 11  Mana:   12  Melee Damage: -
  Skills: Alertness 3, Arcane 8, Dodge 6, Intimidate 1, Lore 8.
  Abilities: Arcane Learning, Incorporeal, Large, Manaburst,  Spirit Forge.
  Rebelliousness: 35
  Description: The Paradon is a being of pure dark Odic energy. Stronger than most other elementals, 
  Paradons are able to exist in this world without taking physical form. They manifest as a patch of 
  darkness, deeper than the night, covered in pin pricks of light as if they were covered by a thousand 
  small stars. In between these 'stars' veins of deep purple flow, feeding the elemental's form with 
  mana. These veins flare up whenever the Paradon uses a ability or magic. What makes the Paradon 
  incredibly dangerous is their ability to learn spells in the same manner as mages do.
  Screamer
  Element: Dark Odic
  Type: Oni
  Attributes
  Strength: 2  Stamina: 3  Agility: 8  Power: 2  Instinct: 3  Charisma: 1
  Health: 12   Energy: 11  Mana: 6  Melee Damage: D2+1
  Skills: Alertness 1, Dodge 5, Fly 6, Natural Weapon 2, Resolve 4.
  Abilities: Dream Eater, Poisonous (1), Wail.
  Rebelliousness: 10
  Description:Screamers resemble small human children with sallow eyes. Besides from the leathery 
  5 foot wings that protrude from their shoulder blades Screamers are very similar in appearance to 
  the children. Admittedly all are bald and their limbs are long and gangly, these are merely cosmetic. 
  The Screamer's jaw is an interesting development in that it may be dislocated, allowing the 
  screamer to swallow items as large as a goblin's head whole.  
  
  Talfiel
  Element: Dark Odic
  Type: Batu
  Attributes
  Strength: 6  Stamina: 5  Agility: 4 Power: 3  Instinct: 3  Charisma: 4
  Health: 20  Energy: 9  Mana: 10  Melee Damage: D4+3
  Skills: Alertness 4, Dodge 5, intimidate 4, Natural Weapon 5, Resolve 7.
  Abilities: Large, Maelstrom, Bound.
  Rebelliousness: 15
  Description: Talfiel are large monstrous beasts that resemble a ragged wolf. Their fur is a matted 
  black and grey, patches of which fall out to reveal broken flesh and scars. These are the price that 
  the Talfiel pay to come through the wall from the ether and into our world. Once great creatures 
  they travel to our world to use their own Dark Odic powers to stop the abusing of it by others. For 
  some reason the process of forcing their way through the boundary snaps their bones and scrapes of 
  their flesh. When they arrive they begin to heal, bones protruding, into misshapen creatures and 
  where once their was a glimmer of nobility, now there is only madness.
  Urnox
  Element: Dark Odic
  Type: Dragon
  Attributes
  Strength: 9  Stamina: 8  Agility: 6 Power: 5  Instinct: 4  Charisma: 6
  Health: 32   Energy: 14  Mana: 15  Melee Damage: D8+4
  Skills: Alertness 10, Dodge 8, Intimidate 6, Fly 5, Natural Weapon 9, Resolve 12.
  Abilities: Armoured Spikes, Huge, Flying, Reaver.
  Rebelliousness: 25
  Description: From the depths of madness a Urnox can be spawned. They are huge dragons which 
  even the most active imagination has trouble devising. Their four legs are long and as thick as a 
  horse. These legs whip round to an elongated body covered in large spikes that move slightly 
  towards any object that the dragon happens to pass by. On the end of the body is an equally serpent 
  like neck, which melds seamless into the beasts head. The entirety of the dragons body is a 
  shimmering copper, apart from its head which is as red as rust.
  Wraith
  Element: Dark Odic
  Type: Faen
  Attributes
  Strength: 0  Stamina: 5  Agility: 8  Power: 8  Instinct: 1  Charisma: 2
  Health: 20  Energy: 13  Mana: 11  Melee Damage: -
  Skills: Alertness 7. Sneak 10.
  Abilities: Catharsis, Incorporeal, Repose.
  Rebelliousness: 17
  Description: At the point of death a person normally only has the choice to fade back into the 
  Founder's plan, becoming one with the earth. There are, however, instances when an overwhelming 
  force of Dark Odic energy can sustain some of their essence, latching onto what is left of the person 
  sentience and being before their life is snuffed out entirely. These people lose their minds and 
  bodies and become wraiths. Shadowy forms of what they once were, wraiths exist between life and 
  death and because of this they despise both. They kill all living beasts who enter their domain but 
  deny them the final rest as they were denied, by infusing them with dark odic essence before they 
  fall.
  
  Special Abilities.
  Arcane Learning
  This monster has the capabilities of a warlock character. This means that they may learn new spells 
  and  cast  them  as  a  spellcaster  (not  auto  use  as  a  monster.)  They  may  not,  however,  use 
  countermagic or enchanting.
  Mana Cost: Innate.
  Spellcaster
  Unlearnable
  Armoured Spikes
  This monster's body is covered with armoured spikes. This gives the +2 natural armour as well as a 
  chance of dealing damage to enemies attacking them unarmed. When attacked with brawl (or 
  natural weapons) the monster may roll a D6. On a even roll they do D6 damage to the attackers 
  limb (arm for punches, leg for kicks.) This damage ignores armour defence.
  Mana Cost: Innate
  Spellcaster
  Unlearnable
  Catharsis
  This ability allows the monster to conduct a sort of emotional healing. That is to say they drain their 
  targets wisdom score and gain health. A successful use deals one point of wisdom damage to its 
  target and heals the user by D6 Health. Any wisdom lost is regained if the monster is slain (at the 
  rate of 1 point per day.)
  Mana Cost: 5
  Spellcaster
  Full Spell
  Casting Cost: 5
  Difficulty 10
  Arcane Level: 6
  Duration: Instant
  Dreameater
  This ability must be used on a unconscious victim. The monster can then feed of the dreams of 
  another. On a successful casting the caster restores any lost fatigue as well as knowing the content 
  of their victims dream. The victim suffers fatigue as if they hadn't slept at all that night.
  Mana Cost: 6
  Spellcaster
  Full Spell
  Casting Cost: 6
  Arcane Level: 6
  Duration: 1 night.
  Incorporeal
  This monster has no physical form. This means that they can only attack and be attacked by magic 
  or enchanted weapons. An incorporeal character may use  an item that was created by the Soulforge 
  (see the supplement Artificer) and may be attacked by these weapons
  Mana Cost: Innate
  Spellcaster
  Unlearnable
  
  Maelstrom
  This ability summons up a large magical storm within their line of sight that rages on this world and 
  in the ether (or only the ether if cast in the ether.) The storm moves 10 spaces a turn in a random 
  direction (roll a D10 1-2 left, 3-4 right, 5-6 forward, 7-8 backwards, caster's choice, 10 stops.) Any 
  character that the storm passes over takes D12 points of damage. The storm covers a 5X5 square. If 
  a monster is several squares big, they take the damage for every square of their body that is passed 
  over.
  Mana Cost: 6
  Spellcaster
  Full Spell
  Casting Cost: 6
  Difficulty: 15
  Arcane Level: 8
  Duration: Until a 10 is rolled on the storms movement or the caster is knocked unconscious.
  Manaburst
  The caster puts a surge of mana into their target, causing that person's innate mana to be disrupted 
  and volatile. On a successful casting, the target of the spell rolls a D4. For every point rolled the 
  target loses a point of mana and also takes D6 wounds.
  Mana cost: 4
  Spellcaster
  Full Spell.
  Casting Cost: 4
  Arcane level: 4
  Duration: Instant
  A spellcaster may spend extra mana before casting to add a +1 bonus on the D4 roll.
  Poisonous
  This monster has a poisonous bite/sting. Depending on the level the poison has different stats. A 
  level 1 poison has a Strength of D20 +5 and deals a point of fatigue damage every turn. A level 2 
  poison has a Strength of D20 +10 and deals a point of fatigue and wound damage every turn. A 
  level 3 poison has a Strength of D20 +15 and deals two points of fatigue and two wounds every 
  turn.
  Mana cost: Innate
  Spellcaster
  Unlearnable
  Reaver
  This spell separates a part of a persons essence from their body. A successful strike from this spell 
  deals D4 fatigue damage and reduces the targets mana by D4.
  Mana cost: 4
  Spellcaster
  Full spell.
  Casting cost: 4
  Arcane Level: 3
  Duration: Instant.
  
  Repose
  This ability allows a Wraith to create another of its ilk. If a character or monster dies, a wraith may 
  use this ability within one turn to turn that character/monster into a wraith. The character resists this 
  (naturally) with a Wisdom + Resolve roll against D20+15.
  Mana cost: 10
  Spellcaster.
  Full Spell.
  Casting Cost: 10
  Arcane level: 10
  Duration: Instant.
  The wraith made by this spell is in no way benevolent to the caster and will attack instantly.
  Spirit Forge
  This ability allows the creation of a sprite of the caster's element. The sprite is created instantly, 
  popping into existence. It will attack whoever the caster considers their enemy for the combat but 
  holds no allegiance after that. Sprites take their turn directly after that of those who summoned 
  them.
  Mana cost: 6
  Spellcaster.
  Full Spell.
  Casting Cost: 6
  Arcane level: 8
  Duration: Instant.
  A caster may attempt a taming roll instantly after summoning (must be their next round action) and 
  gains a +2 bonus to this roll.
  Wail
  This ability allows the user to make ear piercing shrieks. A shriek may be made at 4 energy and has 
  the following affect. All character's within the vicinity (except deaf characters) automatically hear 
  the shriek and must make a resolve check. If the check fails that character instantly covers their ears 
  and drops to the ground. They also take a point of fatigue damage. Character's with the Wail ability 
  are immune to its effect.
  Mana cost: Innate.
  Spellcaster
  Unlearnable.
  
  The New Spell.
  Sepulchre 
  Sepulchre is a new spell that can only be learned through extreme research in the Imperial Library, 
  being taught by another mage or by communion with the great dragon Marskis. Currently only two 
  beings no how to cast the spell and that is Marskis and the Emperor himself.
  Because of it's extremely powerful nature it is incredibly difficult to cast and the ritual takes a week 
  of non stop chanting to sustain, with a single caster. Because of this the ritual also requires several 
  back up mages who have to heal the fatigue of the main caster, and supply them with mana.
  The Sepulchre spell brings back to life a properly prepared body. Any beast or man or any race or 
  type may be resurrected, regardless of whether or not they have been resurrected before, so long as 
  the body has been prepared properly.
  The ritual actually comes in several parts, the last being the actual spell, and the first must happen 
  instantly after the creatures death. This part of the ritual is to prevent the onset of rigor mortis. 
  Before twelve hours after the creature's death it must be fully scorched and then rubbed with salt. 
  Finally the body must be sealed away from the air in a stone or metal coffin. The body may be 
  stored this way for up to six months until the rest of the ritual can never be performed.
  The second part of the ritual is the preparation of the magical circle. This must be drawn with blood 
  drawn from the caster and able to fit the body of the dead head to toe in the circle. The blood does 
  not have to be fresh.
  Finally the actual spell must be performed with the body entirely uncovered. Once the body is in the 
  circle and the spell started, it will not deteriorate. The spell drains two points of mana from the 
  caster per hour and lasts 170 hours for a total of 340 points of mana. If the ritual is without mana for 
  more than five minutes it collapses and all in the room take D4 damage for every point of mana 
  already invested, this damage is divided equally among all the room. Every day a spell casting roll 
  must be made at Difficulty D20 +20.
  Once the spell is finished the dead creature regains one health a minute until they are at full health. 
  At this point they wake up. Over the time at which point the creature would be alive it exists in a 
  nightmarish world. When it gets to full health the creature must make a resolve roll at D20 +15 to 
  wake up instantly. If not they exist in a coma like state for a week, when the roll can be made again. 
  If this roll fails they are in that state for two weeks time. The roll can be made after every time 
  period, but every failure means that the time taken until the next roll can be made is doubled.
  Once  the dead is finally alive and waking again it owes one favour to the caster. This favour can be 
  demanded at any time and the resurrected cannot do anything to deny this favour, or they will die 
  instantly in the moment they deny this favour. The favour may be asked once and any demand 
  counts as it, requests do not.
  
  New Items.
  There are many different items that can help aid in notorious actions. Detailed below are some 
  brand new items, which can be utilized by those performing evil deeds.
  Choker: Costs 5 Rhunba.
  A choker is a chain that can be placed around the neck of a monster or person, which can be pulled 
  tight easily by a person holding its tether. The choker has a length of 20 feet of chain and a creature 
  trying to pull further away than this length will be strangled. The choker gives a +2 intimidation 
  bonus to the wielder (the chainer not the chained.) The wielder may, also, pull the chain tight, 
  dealing D4 points of fatigue damage, but gaining an extra +2 bonus to the intimidate roll.
  Garotte: Costs 10 Rhunba per foot.
  Garotte wire is spun from incredibly thin iron, making it sharp enough to cut through flesh, bone 
  and even weaker metals. Garotting wire can be used to strangle an opponent from behind, using the 
  normal rules for strangulation, but the wielder gains a +2 bonus to the grapple check and every turn 
  deals an extra D10 wounds damage. Garotte wire can be set up as a trap, as it is incredibly hard to 
  see, any character walking through the wire will be cut as deep as they walk through it. It is up to 
  the storyteller how much damage this will to, but it will certainly deal attrition.
  Slicer: Costs 100 Rhunba + 5 Rhunba per disc.
  The Slicer is a new innovation from the gnomes of the west and is one of their most deadly to date. 
  The Slicer resembles a large ballista which has an adjustable stock  height and a second crank at its 
  centre, which is attached to a tight wire. This wire is pulled taught by the crank. When released the 
  wire causes the disc to spin as it is ejected, as a bolt would be from a crossbow, from the stock. The 
  discs are  as wide as a man and deal devastating amounts of damage
  The stock first of all requires 10 energy to set up. A disc requires another eight energy to load.
  The slicer has an effective range of 75 but every target it hits reduces this amount by 10.
  The Slicer requires an Invention roll to aim properly. Once aimed, the disc is fired in a straight line. 
  Any character hit by the disc take D20 wounds and  4 attrition. The blade keeps on going until it is 
  out of its range, at which point it falls to the ground.
  Torture Set: Costs 150 Rhunba.
  The torture set is a compilation of glorious tools for acquiring information from the unwilling or 
  just causing excruciating pain. The set contains a stretching rack, an iron maiden and a castration kit 
  (may also be used on fingers or toes.) When threatening to use any of these devices a character 
  gains +3 to their intimidation checks (only if the device can be seen, or has been previously 
  experienced.) This is doubled to +6 if they have suffered one of the devices and +9 if they have had 
  the pleasure of two or three of them.
  The stretching rack causes bones to dislocate and muscle to tear, caused D4 wounds and D6 fatigue 
  with every turning of the crank. After a character has taken a quarter of their health in wounds, the 
  arms or the legs are ripped off, causing at least 4 points of attrition.
  The Iron Maiden completely incases a person in spikes, perforating all of their flesh to a depth of 
  about a half inch. Being placed in the Iron Maiden does 2D12 wounds and causes 2 points of 
  attrition.
  The castration tool deals D4 damage to fingers or toes and 1 attrition. For genitalia the attrition is 2.
  
  Speciality Resources.
  Dark Circle Member: The order of the Dark Circle is a creed of assassin who have been operating 
  since the Empires complete take over of the Dracothian lands. The order was set up by a Dracoth 
  merchant named Bakri who noticed the discrimination of trade from the north, by the Empire. 
  Outraged by this unfairness he created the order as a way to 'level the playing field' for northern 
  merchants  by sending his assassins to kill prosperous southerner merchants. Eventually he was 
  caught and killed by the Dracothian authorities, but the order continued it's business underground.
  Now open to all races the Dark Circle has taken an evil turning. Controlled by corrupt leadership it 
  now seeks to kill the opponents of the prosperous merchants and politicians whom sponsor the 
  order. Characters playing a member of the Dark Circle are expected to fulfil assignments given to 
  them by their Elders. The benefits are the knowledge of and use of safe houses in all the major cities 
  of the Empire, as well as payments for successful assignments. 
  Cost: 150 Rhunba for Initiate rank.
  Odic Knight: Unbeknownst to most in the empire, the Emperor keeps a special order of Knights. 
  These knights are titled Odic Knights at their sole purpose is to capture Dark and Light Odic 
  monsters for Ornil's sick experiments. Odic Knights join the order when noticed by a 'scout' during 
  military training. The scout looks for attributes such as ruthlessness and sadism, as well as a 
  command of monsters. Odic Knights are not allowed to reveal their position to any other but the 
  Emperor, and if a Knight makes the claim that he is of a special order, the Emperor will deny all 
  claims and have him killed.
  Odic Knights receive no privileges except for access to the Imperial Dungeon in Tyris and bonuses 
  rewarded for particularly rare finds.
  Cost: 60 Rhunba.
  Property: Brothel.
  Owning a Brothel is a great source of income, more so that your average in. Like an inn, the brothel 
  costs money to run, but the profit margin tends to be much higher. The only negative to owning a 
  brothel over an inn is the need to either keep it secret with the law, or by making 'special 
  arrangements' with the Deputy Marshall of the area.
  Costs: Small establishment (four girls) 350 Gold, Monthly income D8 X10, Monthly outgoings 30.
  Moderate Establishment (six girls) 500 Gold, Monthly Income D10 X10, Monthly outgoings 40.
  
  Advent: Vampire Character Sheet.
  Character Name: __________________________  Player Name: _________________________
  Race: __________ Magic Level: __________  Age:______ Gender: ______ Experience: _______
  Skills.
  Name                 Rank        Appropriate Attribute     Name                Rank       Appropriate Attribute
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  ___________    ____        __________________     ___________   ____      ___________________
  Attributes
  Strength:       ___Experience: ___
  Stamina:        ___ Experience: ___
  Agility:          ___ Experience: ___
  Intelligence: ___ Experience: ___
  Wisdom:      ___ Experience: ___
  Charisma:    ___ Experience: ___
  Stats.
  Health: Total ____ Fatigue ___ Wounds ____ Attrition ____
  Energy: _____  Mana: _____ DB: ________ BP:_______
  Speciality Resources.
  ______________________________________________
  ______________________________________________
  Equipment
  _________________________________
  _________________________________
  ________________________________
  _________________________________
  _________________________________
  ________________________________
  _________________________________
  _________________________________
  ________________________________
  _________________________________
  _________________________________
  ________________________________
  Combat
  Weapon 1
  _____________________________________
  Weapon 2
  ____________________________________
  Armour
  ___________________________________
  Helmet
  __________________________________
  Ammunition
  ________________________________
  Extras
  ________________________________
  
SOURCE: textdata/thevault/Advent Magicka Rising/Advent Magicka Rising The Dark Arts.pdf