Decay

DECAY
You can summon entropic forces to bring death, anni-
hilation, and decay. You can corrupt and destroy nearly any-
thing, leaving devastation in your wake. Your magic erodes
not only objects, but people, bonds, and relationships.
ACCELERATED DECAY
Cost: Imbue 1 Inheritance
Duration: Instant
Subject: A single object
You can destroy an inanimate object up to your size Scale +1. It rusts, rots, or decays to uselessness, or for particularly perishable objects, into dust or rot, in less than a minute becoming useless. This Spell does not work on magical items, but affects everything else, from clothing or food, to handguns or automobiles.

FRAYED
Cost: Imbue 1 Inheritance or Spend 1 Inheritance
Duration: Instant
Subject: One target
Your magic corrodes the relationships that tie people together. When you cast this spell, you change your target’s Attitude toward a single person switches to negative.

If the Attitude was already negative, it shifts down by 2. If you spend an Inheritance when activating this Spell, then immediately destroy a single bond your target has with that person. The Bond’s strength drops to 0, no matter how strong it was. Non-trivial characters gain a Clash of Wills. On a success, the Bond simply erodes by 1.

TOXIC CORRUPTION
Cost: Imbue 1 Inheritance or None
Duration: Condition
Subject: One range band
You create a wave of noxious gas which sickens and weakens your opponents. Make a ranged attack using Athletics or Survival against all targets within a single Range Band up to Long Range. You may inflict the Poisoned Condition (Scion: Origin p. 125) on anyone whom you inflict an Injury Condition. You can choose the effect at the time of inflicting the poison, such as doing damage, causing paralysis, or any similar effect.

You can also use this Spell to poison food or water or to kill all plants or small animals within Medium range. Doing so is free. You simply stare at or walk by a garden and watch it shrivel and die. Used in this fashion, ground remains infertile for several months unless physically or magically cleansed or purified.

TOTAL ANNIHILATION
Prerequisite: Accelerated Decay
Cost: Spend 1 Inheritance
Subject: One Field
You fill the Field with a decaying force. Impose the Entropy Field Condition with a rating equal to one third your Inheritance (round up) on a single Field. Inanimate objects age at a rapid rate, breaking down, rusting, and wearing out.

Animate objects creak to a halt or break as their moving parts wear out. Characters in the Field must make a resistance
roll each round using Medicine or Survival + Stamina and overcome the Field’s rating as Difficulty. Those who fail the roll gain the Withered Condition. Anyone with the Withered Condition suffers +1 Difficulty to perform complex or mixed actions involving physical activity. Additionally, attempts to heal wounds or resolve Conditions suffer a +1 Difficulty on the affected person. Each round the affected person remains in the Entropy Field, this Condition’s rating increases by +1 to a maximum of +5. The Condition resolves when the character receives medical care and the healer overcomes the
Condition’s rating with a Medicine + Intellect or Dexterity roll, or the person receives magical healing.

UNTOUCHABLE
Cost: Imbue 1 Inheritance
For the rest of the scene, you become immune to all poisons and diseases, including those that are magical in nature. If someone would inflict a magical poison or disease on you, gain a +3 Enhancement to your Clash of Wills. Additionally, if you activate this Spell while suffering from a poison or disease, the Condition resolves immediately, even those that are magical in nature.