Entropy Arcana

Entropy Arcana
You are the bane of life.
 * Novice: You learn the spells Decompose and Drain Life.
 * Journeyman: You learn the spell Death Magic. You also gain the focus Intelligence (Entropy Arcana).
 * Master: You learn the spell Death Hex. You can also choose one spell stunt you can perform for -1 SP when casting Entropy Arcana spells.

Decompose
By tracing mystic glyphs over the subject, which may be any single piece of non-living organic material, you speed up the natural process of its decay. Once your casting is finished, every second that passes is the equivalent of a day for the subject. So in a minute’s time, it decays as if two months have passed. In an hour, it decays nearly ten years! This continues until the object is reduced to dust. You can halt the decomposition with a glyph of preservation, but the subject decays some ten months in just the time it takes to cast that spell, and if the glyph of preservation wears off the accelerated decay continues where it left off, at the same rate. Decompose can’t be dispelled; its effects are permanent.
 * Requirements: Entropy Arcana (Novice)
 * Spell Type: Utility
 * MP Cost: 5
 * Casting Time: 1 Minute
 * Target Number: 12
 * Test: None

Drain Life
You suck life energy out of a visible target within 10 yards to heal yourself. The target takes 1d6 + Intelligence penetrating damage and you are healed by the same amount. Note this only heals damage you have suffered; it doesn’t give you bonus Health above your normal amount. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, the penetrating damage is only 1d6.
 * Requirements: Entropy Arcana (Novice)
 * Spell Type: Utility
 * MP Cost: 4
 * Casting Time: Major Action
 * Target Number: 12
 * Test: Constitution (Stamina) vs. Spellpower

Death Magic
You draw upon the residual life force of the dying to replenish your own. Any living creature that dies within 6 yards of you while this spell is active heals damage to your Health equal to the creature’s Constitution, with a minimum of 1. It cannot bring you above your unwounded Health, however. Death magic lasts for a number of rounds equal to your Intelligence.
 * Requirements: Entropy Arcana (Journeyman)
 * Spell Type: Enhancement
 * MP Cost: 7
 * Casting Time: Major Action
 * Target Number: 15
 * Test: None

Death Hex
You curse an enemy within 30 yards to suffer mightily from each strike upon them. Until the end of the encounter, all attacks made against the target gain a +3 bonus, deal +3 damage, and automatically generate +2 SP on a hit, even if doubles aren’t rolled. The subject can end the effects with a successful Intelligence (Entropy Arcana) or Willpower (Morale) test vs. your Spellpower, made on its turn. The spell otherwise ends after a number of rounds equal to your Intelligence.
 * Requirements: Entropy Arcana (Master)
 * Spell Type: Attack
 * MP Cost: 17
 * Casting Time: Major Action
 * Target Number: 18
 * Test: Intelligence (Entropy Arcana) or Willpower (Morale) vs. Spellpower