Eclipse Sworn Harvest 717

From: Almanac of the Verdant Eclipse 821

Description: This spell has two modes, depending on the time of day.

  • Day (Verdant): The caster channels the Almanac, summoning a vortex of super-charged plant life and elemental soil (as per the Nature’s Bounty active magic).
  • Night (Eclipsed): The caster draws on the Eclipsed Codex’s power, summoning a vortex of shadowy energy and cold, celestial light. In this mode, the spell does the same damage, but it also forces any enemy hit by it to make a magic defense check or be temporarily blinded and terrified.

Roleplay: This is a full-blown ritual chant.

  • Verdant: The caster shouts the Daoist rites as the Almanac’s pages glow golden-green. The wooden amulet on the cover grows warm, and the ground erupts in a tornado of roots, rocks, and thorny vines. The smell of fresh-tilled earth and ozone fills the air.
  • Eclipsed: The caster’s voice drops to a sibilant whisper. The Almanac’s silver filigree glows ice-blue, and the air temperature plummets. A vortex of shadow and light rips through the area, like a photonegative tornado. It makes no sound but a faint, high-pitched ringing.

This isn’t a spell; it’s a declaration. It’s the ultimate “get off my lawn” power, and it fundamentally changes its argument based on whether the sun is up.

It’s a Tier 3 super-spell, and it’s less a “spell” and more the signature move of the Almanac of the Verdant Eclipse.

The Lore

This spell is the argument that created the Almanac. It’s the fusion of Zharan’s (of the Eclipsed Codex) cold, terrifying, cosmic power and Kai’s (of the Daoist 47) fierce, primal, earthly power. It’s named “Harvest” because both men believed in reaping what you sow, they just disagreed on the crop.

The designation “717” is the alchemical notation for the fusion: the 7th Celestial Principle (The Void) combined with the 1st Earthly Principle (Life) and bound by the 7th Law of Insight (Focus).

  • The Verdant (Day) Mode is Kai’s rage. It’s the fury of a patient, Daoist farmer who has watched invaders trample his fields. It’s not a gentle growth; it’s a violent, vengeful explosion of life. It’s the earth’s immune system, and you’re the infection.
  • The Eclipsed (Night) Mode is Zharan’s terror. It’s the spell-form of staring into the cold, silent void. The blindness and terror aren’t “magic” so much as the symptoms of your soul being shown a glimpse of the awful, uncaring geometry of the cosmos.

The Use

This is a “once per day” button for one reason: it’s a battlefield-ender. This isn’t for a single-target. This is for when the Guide Manager (GM) describes an “army,” and you reply, “No.”

The spell has two “triggers”: Day or Night. It doesn’t matter how bright or dark it is, only that Helios is in the sky. If it’s 10:00, you get the Verdant version, even in a dark dungeon. If it’s 20:00, you get the Eclipsed version, even if you’re standing in a brightly lit ballroom.

This spell defines a character. You don’t cast this lightly.

Specifics & Stats

  • Tier Level: 3
  • Spell Name: Eclipse-Sworn Harvest 717
  • Frequency: 1 Charge (recharges once per day at dawn).
  • Mana Cost: 120 Mana. (This is a massive cost, intended to be a major part of your resource pool).
  • Casting Time: 1 “Normal” Action (The 5-second “ritual chant” is a flourish, but it’s fast enough for combat).
  • Range (Placement): 90 feet.
  • Range (Effect): 30-foot-radius sphere (This is huge).
  • Cost (Scroll): A one-use Tier 3 scroll of this spell would be legendary. It would sell for no less than 2,000 Gold (or 16,000 Golden Lotus Coins), and only in a major Arcane Auction House.
  • Requirements:
    • Must be Tier 3.
    • Must be attuned to and holding the Almanac of the Verdant Eclipse 821.
    • Requires Adept Skill in Arcana (to survive the Eclipsed casting) and Adept Skill in Nature (to control the Verdant casting).
  • Tags: Tier 3, 1-per-day, Almanac-Spell, Evocation, Conjuration, Daoist, Celestial, Dual-Mode, AoE, Primal, Arcane, Elite, Area of Effect, Crowd Control, Terrain Control, Debuff, Psychic, Cold, Physical

Spell Effects (Detailed)

Mode 1: Verdant Harvest (Day)

  • Damage: 80 (a 50/50 mix of Physical and Nature/Magical damage).
  • Secondary Effect: The entire 30-foot-radius area is permanently (until magically cleared) turned into Difficult Terrain. Thorny, 10-foot-tall vines and roots erupt from the ground, grabbing at feet and blocking line of sight. Any creature inside the area when it’s cast must make a Physical Defense check or be rooted in place (Immobilized) for 1 round.

Mode 2: Eclipsed Harvest (Night)

  • Damage: 80 (a 50/50 mix of Cold and Magic/Psychic damage).
  • Secondary Effect: This is the big one. There is no difficult terrain. Instead, every creature in the 30-foot-radius sphere must make a Magic Defense check against a very high target number (e.g., 35).
    • On Failure: The target is afflicted with two conditions simultaneously: Blinded and Terrified for 1 minute.
    • On Success: The target is only Dazzled (minor perception debuff) for 1 minute.

Roleplay & Tactics

Roleplay

This spell should feel different to the caster.

  • Verdant: This is a primal scream. The caster is a conduit for the earth’s raw, messy, angry life. They should be shouting the chant. Their muscles tense, their stance widens, and they are bracing against the force they are unleashing. It’s hot, sweaty, and loud. The ground explodes outward.
  • Eclipsed: This is a cold terror. The caster is a conduit for the void. Their voice should be a sibilant whisper that is supernaturally, terrifyingly loud, as if it’s spoken inside everyone’s head. The caster is often perfectly still, eyes wide, glowing with a cold, blue-silver light. The air implodes inward before erupting in a vortex of silent, photonegative energy. It’s clean, cold, and utterly horrifying.

Tactics

The choice is your entire strategy.

  • Verdant (The “Breach”): Use this as an opener. It’s the ultimate anti-horde spell. You use it on a group of enemies before they get to your frontline. It not only shreds them with damage but also creates a massive, 60-foot-wide wall of difficult terrain, completely bogging down any survivors and breaking their charge. It’s also the perfect “anti-fortification” spell. That barricade? It’s now part of a thorn bush.
  • Eclipsed (The “Reset”): This is the panic button. You use this mid-fight when things have gone wrong. The enemy’s elite guards have engaged your tank, and their mages are in the back, casting. You drop the Eclipsed Harvest on the entire fight. The damage is great, but the mass Blind and Terrify is the real prize. It shatters formations. It breaks enemy morale. And, most importantly, a Terrified and Blinded mage cannot cast spells. This is how you shut down a complex, organized encounter.
  • The Eclipse Synergy (The “God-Mode”): The spell is “Eclipse-Sworn.” The Almanac tells you when eclipses are. If you are mad or brilliant enough to cast this spell during a solar or lunar eclipse, you don’t have to choose a mode. You get both. The ground erupts in a 30-foot-radius vortex of shadowy, terrifying thorns, dealing the 80 damage, creating the difficult terrain, and forcing the Magic Defense check for Blind and Terrify. It’s the ultimate, 1/day, “I win” button, but it requires you to be a master of timing.

Sensory activation profile for Eclipse-Sworn Harvest 717.

This spell’s activation is a violent sensory assault, as it channels two warring cosmic forces—primal life and the cold void—through the caster’s body. The perceptions are different depending on the mode.

Sight

  • What is Perceived: (Verdant) A blinding, golden-green flash. (Eclipsed) A sickening, silver-blue “photonegative” flash.
  • Description: When cast during the day (Verdant), the wooden Daoist amulet on the Almanac’s cover flares with a light like a supercharged sunrise. When cast at night (Eclipsed), the silver Codex filigree glows with a cold, dead light, and the Ofuda frontispiece shines ice-blue.
  • Positives: You definitely know the spell is working. The light is so intense it focuses your vision on the Almanac and nothing else.
  • Negatives: You are a beacon. You are the single most obvious target on the entire battlefield. You might as well be holding a sign that says, “All attacks, right here, please.”

Hearing

  • What is Perceived: (Verdant) A roar. (Eclipsed) A hiss.
  • Description: The Verdant cast is deafening, like the sound of a thousand ancient trees splitting open and a rockslide happening simultaneously. The Eclipsed cast is a high-pitched, sibilant whisper that seems to be inside your skull, accompanied by a faint, high-pitched ringing.
  • Positives: (Verdant) Incredibly intimidating. (Eclipsed) Deeply unnerving to anyone nearby who can feel the sound (if not hear it).
  • Negatives: You are deafened for the split-second of the cast. You cannot hear an ally’s warning or the twang of a bowstring aimed at you.

Smell

  • What is Perceived: (Verdant) Ozone, shattered wood, and rich, wet soil. (Eclipsed) Ozone, cold iron, and the sterile “nothing” scent of a vacuum.
  • Description: The Verdant cast smells like a forest thunderstorm. The Eclipsed cast smells like a sterile laboratory or, more accurately, deep space.
  • Positives: It’s a very clear sensory confirmation of which mode you are in.
  • Negatives: The Eclipsed scent is unnatural and often causes a wave of nausea.

Touch

  • What is Perceived: (Verdant) Intense, radiating heat. (Eclipsed) A profound, draining cold.
  • Description: When casting Verdant, the Almanac’s wooden clasp becomes searing hot, as if you’re holding a hot coal. When casting Eclipsed, the silver filigree becomes so cold it feels like it’s sucking the heat from your hands, bordering on a frostburn.
  • Positives: The raw, tactile power is a good reminder you’re holding onto a god-tier artifact.
  • Negatives: It hurts. You are briefly in intense pain, which can be distracting.

Taste

  • What is Perceived: (Verdant) The taste of copper and chlorophyll. (Eclipsed) The metallic tang of a nine-volt battery.
  • Description: The magic is so potent it ionizes the air, filling your mouth with the taste of raw energy.
  • Positives: None, really. It’s just weird.
  • Negatives: A mouthful of “static” or “cold metal” is unpleasant and a good way to ruin your lunch.

Primal Link (Extra-Sensory)

  • What is Perceived: A sudden, overwhelming connection to the earth’s life force (or lack thereof).
  • Description: (Verdant) You feel a surge of raw, angry, primal life. You feel the roots, the stone, the soil, and they are eager to erupt and defend themselves. (Eclipsed) You feel the opposite: the earth recoils from you. You are channeling something the planet hates, and you feel the life-force drain away, leaving a cold, dead vacuum.
  • Positives: (Verdant) An incredible feeling of righteous power and being “backed up” by the entire planet.
  • Negatives: (Eclipsed) An awful, sickening feeling of “wrongness” and isolation.

Cosmic Awareness (Extra-Sensory)

  • What is Perceived: A brief, terrifying glimpse of the void.
  • Description: This is the Codex half of the spell. (Verdant) The earth-magic shields you, so this is just a faint, cold “prickle” in the back of your mind. (Eclipsed) You are opening the door. You see the cold, uncaring, mathematical geometry of the cosmos for one horrifying split-second.
  • Positives: This is why the Eclipsed spell is so powerful; you are channeling that cold terror and weaponizing it.
  • Negatives: This is the cause of the Terrified effect. You are briefly overwhelmed by existential dread, and you’re just projecting that onto your enemies.

Focused Insight (Extra-Sensory)

  • What is Perceived: A moment of perfect, ice-cold clarity.
  • Description: This is the Ofuda’s contribution. In the 0.5 seconds you are channeling the (furious/terrifying) magic, the Ofuda aspect of the Almanac locks your mind. It’s like a mental safety harness.
  • Positives: This is the only reason the spell doesn’t kill you or drive you insane. It filters the raw chaos of the other two items into a single, controllable act. You are not a victim of the power; you are its master.
  • Negatives: None. This is the only thing keeping your brain from melting out of your ears.

Tale of Two Harvests
(This is from the Fourth Scroll, which is known to be [incomplete] and the words [crooked].)

In the Long-Ago, there was a Queen-General named Anya. Her lands were [Green] but her enemies were [Many]. She held the Almanac of the Verdant Eclipse, which was her [Great-Sadness] and her [Great-Power].

Anya was beset. From the [Sun-Side] came the Horde of Karg, who were [Men-of-Flesh] with [Iron-Skin] (armor) and [Loud-Voices]. They marched only when Helios (the sun) was [High-Up]. From the [Moon-Side] came the [Un-Men] of the Silken-Wood. They were [Shadow-Things] with [Eyes-of-Ice]. They attacked only when Helios was [Asleep].

Her [War-Masters] said, “You must [Choose]! The [Book-Spell] is [One-Time-in-a-Day]. Do we [Smite] the Sun-Horde or the Moon-Things?”

The [Horns] did blow. The Sun-Horde of Karg did [attack]. The [Day-Time] was here. Karg’s men were like a [River-of-Steel]. They crashed on the [Stone-Wall]. Anya’s [War-Masters] [Pulled-Their-Hair]. “Use the [Book-Spell]! Use the Verdant Harvest! Let the [Earth-Teeth] (thorns) [Eat] them!”

Anya stood on the [Wall]. She looked at the [Sun-Horde]. She looked at the [Book]. She [Closed] the [Book]. “[No],” she said. “The [Day-Spell] is for [Flesh]. Their [Iron-Skin] is [Thick]. The [Thorns] will [Break]. We [Use] our [Iron] on their [Iron].” The [Fight] was [Red]. Many [Good-Men] were [Made-Dead]. But as the sun [Fell-Down], the [Iron-Men] were [Broken] and did run away. Anya’s [Men] were [Tired] and [Bloody].

The [War-Masters] came. “You are a [Bad-Queen]! You [Saved] your [Magic-Trick]! But it [Cost] us [Good-Flesh]!” Anya did not [Answer]. She [Looked] at the [Moon].

Then, the [Night] came. And the [Cold]. And the [Silence]. The [Un-Men] of the Silken-Wood [Did-Come]. They were [Not-Loud] like the [Sun-Horde]. They were [Mist] with [Knives]. They [Walked-Through] the [Stone-Walls]. The [Swords] of the [Tired-Men] did [Cut] only [Air]. The [Men] were [Afraid]. They [Saw] their [Brothers] fall with [Ice-in-their-Hearts].

The [War-Masters] [Cried]. “We are [Lost]! The [Earth-Spell] would not have [Touched] them! We are [Eaten] by [Ghosts]!”

Then Anya, the Queen-General, did [Open] the [Book]. It was [Night]. She did not [Shout] the [Spell] (like the [Day-Spell]). She [Hissed] it. Her [Voice] was [Cold-Stone]. The [Air] did [Freeze]. The [Silver-Writing] on the [Book-Skin] did [Glow] with [Bad-Light]. A [Tornado] of [Shadow] and [Cold-Stars] did [Implode] in the [Courtyard]. This was the Eclipsed Harvest.

The [Un-Men]… they had no [Mouths]. But they did [Scream]. The [Spell] did not [Cut] their [Flesh], for they had [None]. It [Showed] them the [Great-Empty-Void]. It [Showed] them [True-Terror]. It [Filled] their [Spirit-Eyes] with the [Cold-Light-of-Nothing]. They became [Confused]. They became [Afraid]. They were [Blinded] by [Fear]. They [Melted] like [Snow-on-a-Fire]. They were [Gone].

Anya [Closed] the [Book]. Her [Hands] were [Blue] with [Ice]. Her [Men] were [Tired] and [Bloody] and [Afraid]. But they were [Alive].


Moral of the Story: The [Thorn] is for the [Flesh-Man]. The [Terror] is for the [Shadow-Man]. To [Know] your [Enemy] is to [Know] your [Harvest].

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Ritual of the Two-Faced Harvest This is not a spell; it is a full-blown ritual that is deeply, fundamentally, and unpleasantly magical. It is not “cast in combat.” It is “performed over an hour to re-landscape a county.”

Game Mechanics:

  • Casting Time: 1 Hour (uninterrupted).
  • Cost: 16 Magic Points, 1D10 Sanity points.
  • Verdant (Day): The ritual summons an Aspect of Shub-Niggurath (in a vegetative, earthy form). This is not a “vortex of roots”; it is a thinking, furious entity. It deals 10D10 damage to a 30-yard radius area, and the ground becomes a writhing mass of tentacles (impassable) for 24 hours. The caster must make a Hard POW roll or be attacked by their own spell.
  • Eclipsed (Night): The ritual summons an Aspect of Azathoth (in a cold, lightless, sound-based form). This is a “vortex of shadow and cold light.” It deals 10D10 damage to the area and forces a 1D10/1D100 Sanity roll for all who see it. The caster must make a Hard POW roll or be afflicted with permanent Blinded and Terrified (e.g., a new, severe phobia).

Blades in the Dark

Ritual: The Harvest of Star and Soil In Blades, this isn’t a spell you just have. It’s a Tier IV Ritual you learned from the Almanac, and it’s going to cost you. You don’t cast this in a fight; you cast this to end a fight.

Game Mechanics: This is a Downtime Action, or a very, very risky on-score Ritual.

  • Downtime Use: Costs 2 Coin, 1 rare arcane ingredient, and requires a successful Attune roll. It creates a massive, supernatural event that solves a major problem (e.g., “The enemy faction’s headquarters is swallowed by roots” or “The Bluecoat patrol is driven mad by visions of the void”). This generates 6 Heat and a guaranteed Entanglement.
  • On-Score Use: This is a Desperate action that requires 10-15 minutes of chanting. You must Push yourself (take 2 Stress) just to try.
    • On a 6: You do it. You describe how the vortex (Verdant or Eclipsed) achieves your goal, taking out the entire enemy force or creating your escape.
    • On a 4/5: You do it, but with a severe consequence. The Verdant vortex doesn’t stop, creating a massive, untamable jungle that blocks your exit. The Eclipsed vortex “splashes” onto your crew, and everyone (including you) takes 2 Stress and Level 2 Harm (Psychic Scars).
    • On a 1-3: You lose control. The power consumes you. You take Level 4 Fatal Harm and the vortex summons something awful (a Hull, a Vampire, an Echo) that is now very interested in you.

Dungeons & Dragons (5th Edition / 2024 Revision)

Eclipse-Sworn Harvest This is a classic, high-level spell, likely a 7th-level effect. Since it comes from the Almanac, it’s a “once per day” item ability, not a spell slot.

Game Mechanics:

  • Action: 1 Action.
  • Frequency: 1/Day (Recharges at Dawn).
  • Range: 90 ft.
  • Area: 30-foot-radius sphere.
  • Verdant (Day): The ground erupts in a storm of rock and thorny vines. All creatures in the area must make a Dexterity Saving Throw. On a failed save, they take 8d8 Bludgeoning damage and 8d8 Piercing damage, and are Restrained by the vines for 1 minute. On a successful save, they take half damage and are not restrained. The area becomes Difficult Terrain.
  • Eclipsed (Night): The area is flooded with a vortex of shadow and terrifying psychic energy. All creatures in the area must make a Wisdom Saving Throw. On a failed save, they take 12d8 Psychic damage and are Blinded and Frightened for 1 minute. On a successful save, they take half damage and are not blinded or frightened.

Knave (2nd Edition)

Spellbook: The Twofold Harvest This isn’t a spell you learn; it’s a 2-slot, heavy spellbook you carry. Casting from it is a gamble.

Game Mechanics:

  • Slots: 2 Inventory Slots.
  • Casting: Takes 1 action (a full, desperate-sounding chant).
  • Frequency: Once per day, the spellbook has one charge.
  • Effect: You choose a point within 60 feet.
    • Verdant (Day): A 30-foot-radius area explodes with roots. All creatures within take 8d6 damage (DEX save for half). The area is now impassable.
    • Eclipsed (Night): A 30-foot-radius area is filled with shadow. All creatures within take 8d6 damage (WIS save for half) and are Blinded for 1d4 rounds.
  • The Catch: This is a Tier 3 spell. When you cast it, you must make a WIS save. On a failure, the backlash deals 1d8 damage to you and gives you a Wound as the raw power burns your mind.

Fate (Core System)

Stunt: Eclipse-Sworn Harvest This is a powerful Stunt, costing 1 Fate Point to activate, usable once per session. It must be declared before you roll.

Mechanics: When you activate this Stunt, you immediately make a magical Attack using your Lore (or other appropriate magic skill) against all targets in your Zone.

  • Verdant (Day): You create the Situation Aspect “Writhing, Thorny Jungle” on your Zone with two (2) free invocations. This is a physical vortex of roots. Any target that takes a Consequence from the attack is also Rooted and cannot move until they overcome it.
  • Eclipsed (Night): You create the Situation Aspect “Vortex of Cold Terror” on your Zone with two (2) free invocations. This is a psychic vortex of shadow. Any target that takes a Consequence from the attack is also Blinded by Fear (a new Aspect) until they overcome it.

Numenera & Cypher System

This would be a high-level ability from the Almanac of the Verdant Eclipse (Artifact).

Almanac Ability: Eclipse-Sworn Harvest Level: 8 Action: 1 action Effect: Choose a point within long range. A 30-foot (9-m) radius sphere erupts.

  • Verdant (Day): The sphere becomes a vortex of roots. All creatures within the area take 8 points of damage (ignores Armor). For the next minute, the area is difficult terrain.
  • Eclipsed (Night): The sphere becomes a vortex of cold shadow. All creatures within the area take 8 points of ambient damage (ignores Armor). All creatures hit must also make a Level 8 Intellect defense roll or be “blinded and terrified.” This moves them two steps down the damage track (e.g., from Hale to Impaired). Depletion: 1 in 1d6 (This is a powerful ability and risks depleting the artifact for the day).

Pathfinder (2nd Edition)

Eclipse-Sworn Harvest Spell 8 Source: Almanac of the Verdant Eclipse 821 Traits: Artifact, Divination, Evocation, Primal, Shadow Cast: [three-actions] material, somatic, verbal Range: 120 feet Area: 30-foot burst Saving Throw: Basic (see text)

Mechanics: The effects of this spell depend on the time of day.

  • Verdant (Day): A vortex of roots and stone erupts. The spell deals 10d6 bludgeoning and 10d6 piercing damage. Each creature must attempt a Basic Reflex save.
    • Critical Success: The creature is unaffected.
    • Success: The creature takes half damage.
    • Failure: The creature takes full damage and is Restrained for 1 round.
    • Critical Failure: The creature takes double damage and is Restrained for 1 minute. The entire area becomes Greater Difficult Terrain permanently.
  • Eclipsed (Night): A vortex of cold shadow and psychic dread rips through the area. The spell deals 10d6 cold and 10d6 mental damage. Each creature must attempt a Basic Will save.
    • Critical Success: The creature is unaffected.
    • Success: The creature takes half damage.
    • Failure: The creature takes full damage and is Blinded and Frightened 2 for 1 minute.
    • Critical Failure: The creature takes double damage and is Blinded and Frightened 4 permanently (until cured).

Savage Worlds (Adventure Edition)

This is a unique Power found only in the Almanac. It is not on the standard power list.

Eclipse-Sworn Harvest Power Points: 8 Range: Smarts x 2 Duration: Instant Template: Large Blast Template

Mechanics: The effect of the power depends on its Trapping, which is determined by the time of day. This power is cast with Occult or Spellcasting at a -2 penalty due to its raw power.

  • Verdant (Day) Trapping: A vortex of roots and thorns. All targets in the template take 4d6 Mega-Damage (damage is applied to the toughest Armor on a target, AP 4). The area of the template becomes Difficult Ground. A raise on the casting roll applies the damage and also makes all targets Entangled.
  • Eclipsed (Night) Trapping: A vortex of cold shadow. All targets in the template take 4d6 Mega-Damage (as above). All targets must also make a Spirit roll (at -2) or be Blinded for 1d4 rounds (a new status, GM’s call) and Terrified (must make a Fear check). A raise on the casting roll makes the Spirit roll at -4.

Shadowrun (6th Edition)

Almanac’s Harvest (Ritual Spell) This isn’t a simple spell; it’s a full-blown ritual that just happens to be cast at spell-like speed, thanks to the Almanac. It’s a massive, blatant beacon of magic that screams “I’m over here!” to every astral-perceiving thing in the district.

Mechanics:

  • Type: Mana, Area
  • Casting Time: Complex Action
  • Range: Line of Sight (Area)
  • Duration: Instant
  • Drain: 15S (This is a 1/day ability, and the Drain reflects that. It will hurt, and it might knock you out. That’s the price.)
  • Effect: The caster chooses a point they can see. A 15-meter-radius sphere erupts. The caster must choose one of two modes:
    • Verdant (Day): The vortex deals 12P (Physical) damage (AP -5) as a storm of rock and shrapnel-like wood. The area becomes Difficult Terrain. All targets hit must make a Body + Willpower (4) test or gain the Restrained condition.
    • Eclipsed (Night): The vortex deals 12P (Physical) damage (AP -8) from psycho-sonic force and super-chilled shadow. All targets hit must make a Willpower + Logic (4) test or gain the Blinded and Fear conditions.

Starfinder

Eclipse-Sworn Harvest (Item Ability) This spell is a high-level function of the Almanac of the Verdant Eclipse 821 (a unique Level 14 Hybrid Item). It’s a blatant display of magic that bypasses technological defenses.

Mechanics:

  • Frequency: 1/day
  • Action: 1 Standard Action
  • Range: 120 ft.
  • Area: 30-ft.-radius burst
  • Saving Throw: See text
  • Effect: The user activates the Almanac, choosing one of two modes:
    • Verdant (Day): The area erupts in a vortex of primal matter, dealing 10d10 (half bludgeoning, half piercing) damage. All creatures must make a Reflex save (DC 21). On a failure, they take full damage and are Immobilized for 1d4 rounds. On a success, they take half damage and are not immobilized. The area becomes difficult terrain for 10 minutes.
    • Eclipsed (Night): The area implodes with a vortex of cold shadow and psychic dread, dealing 10d10 (half cold, half untyped) damage. All creatures must make a Will save (DC 21). On a failure, they take full damage and are Blinded and Frightened for 1d4 rounds. On a success, they take half damage and are only Shaken for 1 round.

Traveller (Mongoose 2nd Edition)

Almanac Protocol: “Harvest” (Ancient Tech) This isn’t magic; it’s terrifyingly advanced, weaponized terraforming technology from the Ancients, and it’s barely understood. Activating it is a “pull the lever and pray” situation.

Mechanics:

  • Item: Almanac of the Verdant Eclipse (Artifact, TL 17)
  • Frequency: 1/day (drains the power cell)
  • Action: Significant Action
  • Range: 200m
  • Area: 10m radius
  • Effect: The user selects a target point and one of two protocols:
    • Protocol 1 (Verdant): The device unleashes a micro-seismic charge and a wave of hyper-accelerated nanites. This is a weapon attack that deals 8d6 damage (Explosive, AP 10) to everything in the area. The ground is permanently turned into Impassable Terrain (a dense, thorny jungle).
    • Protocol 2 (Eclipsed): The device unleashes a focused “psycho-static” and cryo-beam. This is a weapon attack that deals 6d6 damage (Energy, Cold). All living targets in the area must also make a Difficult (10+) Stun check or be rendered unconscious for 1d4 rounds (described as being “paralyzed by terror”).

Warhammer Fantasy Roleplay (4th Edition)

The Twofold Harvest (Arcane Ritual) This spell is rank heresy. It’s a blatant and dangerous fusion of the Wind of Ghyran (Life) and the Wind of Ulgu (Shadow), which should not be mixed. Casting it is fast, brutal, and extremely likely to draw the attention of a Witch Hunter or, worse, the gods themselves.

Mechanics:

  • CN (Casting Number): 20 (This is incredibly difficult and powerful)
  • Range: 60 yards
  • Target: Area of Effect (Massive)
  • Duration: Instant (plus Willpower Bonus rounds for effects)
  • Effect: This spell can only be cast once per day from the Almanac. The caster must make a Challenging (+0) Channeling Test. The effect depends on the time of day:
    • Verdant (Day): The caster channels Ghyran. The ground erupts. All targets in the area take (SL + 12) damage. The area becomes Impassable Terrain. All targets must make a Challenging (+0) Agility Test or gain the Entangled Condition.
    • Eclipsed (Night): The caster channels Ulgu. A vortex of shadow rips through. All targets in the area take (SL + 12) damage. All targets must make a Difficult (–10) Cool Test or gain the Blinded and Broken Conditions.
  • Miscast: A Fumble or a standard Miscast on this roll is catastrophic. The caster must roll on the Major Miscast table and gains 1 Corruption Point, as the warring Winds of Magic tear at their soul.