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** 2E raises it to a whole new level. Among others, the Caul has been made into full-blown LovecraftianSuperpower and can now be used to turn you into basically [[Film/TheThing1982 John Carpenter's the Thing]], allowing you to grow fangs, claws or additional limbs, reshape the skin of your body into wings, or [[YouAreWhatYouHate devour someone to gain the ability to shapeshift into him]].

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** 2E raises it to a whole new level. Among others, the Caul has been made into full-blown LovecraftianSuperpower and can now be used to turn you into basically [[Film/TheThing1982 John Carpenter's the Thing]], allowing you to grow fangs, claws or additional limbs, reshape the skin of your body into wings, or [[YouAreWhatYouHate devour someone to gain the ability to shapeshift into him]].them]].
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** The Dead Dominions also are separated from each others by all kind of supernatural rivers. Some of them are harmless enough, but others include such nice sight as a river of blood, or a ''swarm of scorpions''.
* Avernian Gates, which basically are [[{{Hellgate}} portals to the Underworld]]. Now the idea of portails that could open at any moment to lure you in the realm of the dead or unleash insane centuries-old ghosts is pretty scary in itself, but then ''Book of the Dead'' provides us with a few sample famous Gates, which show us how truly dangerous these places can be:

to:

** The Dead Dominions also are separated from each others by all kind of supernatural rivers. Some of them are harmless enough, but others include such nice sight sights as a river of blood, or a ''swarm of scorpions''.
* Avernian Gates, which basically are [[{{Hellgate}} portals to the Underworld]]. Now the idea of portails portals that could open at any moment to lure you in into the realm of the dead or unleash insane centuries-old ghosts is pretty scary in itself, but then ''Book of the Dead'' provides us with a few sample famous Gates, which show us how truly dangerous these places can be:



** The Hagia Sophia has one hidden below it, where lied many treasures and powerful artifacts; unfortunately, it also happens to be the lair of a gigantic, arachnid monster, who uses all these treasures as baits to lure Sin-Eaters to it so it can devour their Geists.
* 2E gives us the Reapers (no relation to the Archetype of the same name in 1E), ghosts who support the Status Quo of the Underworld under the misguided belief it works. In their natural state, they are just regular ghosts with no special ability for their kind... until they put on their [[MaskOfPower Death Masks]], which make them go OneWingedAngel and turn them into nightmarish beings on part with the Kerberoi. They have the ability to capture ghosts and forcefully drag them to the Underworld- and when ''that'' doesn't work out, they can assemble to drag ''entire city blocks'', living and dead alike, in the Underworld. Civilizations have disappeared because they decided it was the best way to handle a troublesome ghost situations. And since they look like regular ghosts without their mask, [[ParanoiaFuel they could be any ghost you ever met]].

to:

** The Hagia Sophia has one hidden below it, where lied lay many treasures and powerful artifacts; unfortunately, it also happens to be the lair of a gigantic, arachnid monster, who uses all these treasures as baits to lure Sin-Eaters to it so it can devour their Geists.
* 2E gives us the Reapers (no relation to the Archetype of the same name in 1E), ghosts who support the Status Quo of the Underworld under the misguided belief it works. In their natural state, they are just regular ghosts with no special ability for their kind... until they put on their [[MaskOfPower Death Masks]], which make them go OneWingedAngel and turn them into nightmarish beings on part with the Kerberoi. They have the ability to capture ghosts and forcefully drag them to the Underworld- and when ''that'' doesn't work out, they can assemble to drag ''entire city blocks'', living and dead alike, in into the Underworld. Civilizations have disappeared because they decided it was the best way to handle a troublesome ghost situations.situation. And since they look like regular ghosts without their mask, [[ParanoiaFuel they could be any ghost you ever met]].
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Fridge Horror is different from Nightmare Fuel, see E To K.


* A bit of FridgeHorror: Geists [[WasOnceAMan used to be people]]. As in, they started out as humans, became regular ghosts, and then turned into Geists by gradually trading their Anchors for various aspects of Death. Now, go back and look at the example geists, see how utterly inhuman some of them look, and realize ''that could be you someday.''
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[[caption-width-right:310:Meet the Kerberoi]]

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[[caption-width-right:310:Meet the Kerberoi]]
Kerberoi.]]
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** You also have to take in account [[MookHorrorShow what this means for a Sin-Eater's enemies]]. Sure, for the Sin-Eater, dying too many times is a bad thing because it gradually makes him lose his control over his Geist... but that doesn't make it a good new for his opponents. A Bound who runs out of Synergy and becomes a Wretched won't actually become DeaderThanDead, he will ''keep coming back'' while growing more and more insane, meaning he is unlikely to stop fighting. His opponents just ''can't hope'' to actually kill him, just delay him for around a night. And ''someone dies each time he comes back''.

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** You also have to take in account [[MookHorrorShow what this means for a Sin-Eater's enemies]]. Sure, for the Sin-Eater, dying too many times is a bad thing because it gradually makes him lose his control over his Geist... but that doesn't make it a good new news for his opponents. A Bound who runs out of Synergy and becomes a Wretched won't actually become DeaderThanDead, he will ''keep coming back'' while growing more and more insane, meaning he is unlikely to stop fighting. His opponents just ''can't hope'' to actually kill him, just delay him for around a night. And ''someone dies each time he comes back''.
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dewicking finaldeath per trs


** You also have to take in account [[MookHorrorShow what this means for a Sin-Eater's enemies]]. Sure, for the Sin-Eater, dying too many times is a bad thing because it gradually makes him lose his control over his Geist... but that doesn't make it a good new for his opponents. A Bound who runs out of Synergy and becomes a Wretched won't actually suffer FinalDeath, he will ''keep coming back'' while growing more and more insane, meaning he is unlikely to stop fighting. His opponents just ''can't hope'' to actually kill him, just delay him for around a night. And ''someone dies each time he comes back''.

to:

** You also have to take in account [[MookHorrorShow what this means for a Sin-Eater's enemies]]. Sure, for the Sin-Eater, dying too many times is a bad thing because it gradually makes him lose his control over his Geist... but that doesn't make it a good new for his opponents. A Bound who runs out of Synergy and becomes a Wretched won't actually suffer FinalDeath, become DeaderThanDead, he will ''keep coming back'' while growing more and more insane, meaning he is unlikely to stop fighting. His opponents just ''can't hope'' to actually kill him, just delay him for around a night. And ''someone dies each time he comes back''.
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** In the ''Imperial Mysteries'' supplement for {{TabletopGame/Mage The Awakening}} it's mentioned that [[DeityOfHumanOrigin Archmages]] usually avoid the Underworld because while they can defeat lesser Kerberoi, the ones who rule the deepest parts of the Underworld are ''at least'' as powerful as they are. That implies that being equal to [[PhysicalGod transhuman gods]] who can [[RealityWarper alter reality any way they want]] limited only by the difficulty in acquiring the Quintessence that powers [[RetGone Imperial Spells]] is the ''minimum'' power wielded by the Death Lords.
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No spoiler tags allowed on Nightmare Fuel pages.


** The Hagia Sophia has one hidden below it, where lied many treasures and powerful artifacts; unfortunately, [[spoiler:it also happens to be the lair of a gigantic, arachnid monster, who uses all these treasures as baits to lure Sin-Eaters to it so it can devour their Geists]].

to:

** The Hagia Sophia has one hidden below it, where lied many treasures and powerful artifacts; unfortunately, [[spoiler:it it also happens to be the lair of a gigantic, arachnid monster, who uses all these treasures as baits to lure Sin-Eaters to it so it can devour their Geists]].Geists.

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** 2E changes this around, as it ''is'' now actually possible to kill a Sin-Eater for good with the right weaknesses or by having one run out of Synergy. Of course, this is little consolation, as there is no way to know how much Synergy they have left, and they can now raise it back up, meaning they no longer have any restriction for how long they will stay sane. As for the weakness, it isn't like [[SilverBullet Silver]] for [[TabletopGame/WerewolfTheForsaken Werewolves]], [[WeakenedByTheLight sunlight]] for [[TabletopGame/VampireTheRequiem Vampires]], or ColdIron for [[TabletopGame/ChangelingTheLost Faeries]], where you can just find a common KryptoniteFactor and use it against all of them; no: each individual Sin-Eater has completely different weaknesses.

to:

** 2E changes this around, as it ''is'' now actually possible to kill a Sin-Eater for good with the right weaknesses or by having one run out of Synergy. Of course, this is little consolation, as there is no way to know how much Synergy they have left, and they can now raise it back up, meaning they no longer have any restriction for how long they will stay sane. As for the weakness, it isn't like [[SilverBullet Silver]] for [[TabletopGame/WerewolfTheForsaken Werewolves]], [[WeakenedByTheLight sunlight]] for [[TabletopGame/VampireTheRequiem Vampires]], or ColdIron for [[TabletopGame/ChangelingTheLost Faeries]], where you can just find a common KryptoniteFactor and use it against all of them; no: each individual Sin-Eater has completely different weaknesses. Meaning even if you're lucky once and manage to kill one, you'll find out the same trick doesn't work on the next you meet.



** 2E raises it to a whole new level. Among others, the Caul has been made into full-blown LovecraftianSuperpower and can now be used to turn you into basically [[Film/TheThing1982 John Carpenter's the Thing]], allowing you to grow fangs, claws or additional limbs, reshape the skin of your body into wings, or [[YouAreWhatYouHate devour someone to gain the ability to shapeshift into him]].



** The Hagia Sophia has one hidden below it, where lied many treasures and powerful artifacts; unfortunately, [[spoiler:it also happens to be the lair of a gigantic, arachnid monster, who uses all these treasures as baits to lure Sin-Eaters to it so it can devour their Geists]].

to:

** The Hagia Sophia has one hidden below it, where lied many treasures and powerful artifacts; unfortunately, [[spoiler:it also happens to be the lair of a gigantic, arachnid monster, who uses all these treasures as baits to lure Sin-Eaters to it so it can devour their Geists]].Geists]].
* 2E gives us the Reapers (no relation to the Archetype of the same name in 1E), ghosts who support the Status Quo of the Underworld under the misguided belief it works. In their natural state, they are just regular ghosts with no special ability for their kind... until they put on their [[MaskOfPower Death Masks]], which make them go OneWingedAngel and turn them into nightmarish beings on part with the Kerberoi. They have the ability to capture ghosts and forcefully drag them to the Underworld- and when ''that'' doesn't work out, they can assemble to drag ''entire city blocks'', living and dead alike, in the Underworld. Civilizations have disappeared because they decided it was the best way to handle a troublesome ghost situations. And since they look like regular ghosts without their mask, [[ParanoiaFuel they could be any ghost you ever met]].
Is there an issue? Send a MessageReason:
None


** 2E changes this around, as it ''is'' now actually possible to kill a Sin-Eater for good with the right weaknesses or by having one run out of Synergy. Of course, this is little consolation, as there is no way to know how much Synergy they have left, and they can now raise it back up, meaning they no longer have any restriction for how long they will stay sane. As for the weakness, it isn't like [[SilverBullet Silver]] for [[TabletopGame/WerewolvesTheForsaken Werewolves]], [[WeakenedByTheLight sunlight]] for [[TabletopGame/VampireTheRequiem Vampires]], or ColdIron for [[TabletopGame/ChangelingTheLost Faeries]], where you can just find a common KryptoniteFactor and use it against all of them; no: each individual Sin-Eater has completely different weaknesses.

to:

** 2E changes this around, as it ''is'' now actually possible to kill a Sin-Eater for good with the right weaknesses or by having one run out of Synergy. Of course, this is little consolation, as there is no way to know how much Synergy they have left, and they can now raise it back up, meaning they no longer have any restriction for how long they will stay sane. As for the weakness, it isn't like [[SilverBullet Silver]] for [[TabletopGame/WerewolvesTheForsaken [[TabletopGame/WerewolfTheForsaken Werewolves]], [[WeakenedByTheLight sunlight]] for [[TabletopGame/VampireTheRequiem Vampires]], or ColdIron for [[TabletopGame/ChangelingTheLost Faeries]], where you can just find a common KryptoniteFactor and use it against all of them; no: each individual Sin-Eater has completely different weaknesses.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 2E changes this around, as it ''is'' now actually possible to kill a Sin-Eater for good with the right weaknesses or by having one run out of Synergy. Of course, this is little consolation, as there is no way to know how much Synergy they have left, and they can now raise it back up, meaning they no longer have any restriction for how long they will stay sane. As for the weakness, it isn't like [[SilverBullet Silver]] for [[TabletopGame/WerewolvesTheForsaken Werewolves]], [[WeakenedByTheLight sunlight]] for [[TabletopGame/VampireTheRequiem Vampires]], or ColdIron for [[TabletopGame/ChangelingTheLost Faeries]], where you can just find a common KryptoniteFactor and use it against all of them; no: each individual Sin-Eater has completely different weaknesses.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/e321b58aa6d1b98f0807654e9e4ac2fc_3.jpg]]
[[caption-width-right:310:Meet the Kerberoi]]
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None

Added DiffLines:

** The Dead Dominions also are separated from each others by all kind of supernatural rivers. Some of them are harmless enough, but others include such nice sight as a river of blood, or a ''swarm of scorpions''.
Is there an issue? Send a MessageReason:
None


* TheUnderworld itself. Best-described as an EldritchLocation version of Catacombs, this never-ending, underground-like world is where ghosts go when they move to the Afterlife, presumably so they can reach a better place beyond (though no one knows for sure about that part). Unlike in the physical world however, this place actually allows them to evolve and grow in power, meaning ghosts and shades in this place will be much more powerful and intelligent, and all the more dangerous if they are malevolent or insane. Other inhabitants include Geists who still have yet to find a host and Kerberoi, some places are just plain bizarre, enough to cause a Sin-Eater to lose his mind if she isn't careful, and have strange, undesirable side effects. Oh, and if you spend too many night inside and then get killed, don't count on your Geist to bring you back; you will be stuck here until someone else comes to rescue you.

to:

* TheUnderworld itself. Best-described as an EldritchLocation version of Catacombs, this never-ending, underground-like world is where ghosts go when they move lose all their Anchors, yet are unable to the Afterlife, presumably so they can reach a better place beyond (though no one knows for sure about that part).go to rest due to still having UnfinishedBusiness. Unlike in the physical world however, this place actually allows them to evolve and grow in power, meaning ghosts and shades in this place will be much more powerful and intelligent, and all the more dangerous if they are malevolent or insane. Other inhabitants include Geists who still have yet to find a host and Kerberoi, some places are just plain bizarre, enough to cause a Sin-Eater to lose his mind if she isn't careful, and have strange, undesirable side effects. Oh, and if you spend too many night inside and then get killed, don't count on your Geist to bring you back; you will be stuck here until someone else comes to rescue you.
Is there an issue? Send a MessageReason:
None

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** 2E makes it ''worse''; the Underworld now ''actively parasitizes'' the ghosts stuck in there, to the point where Dead Dominions actively themed after ''Hell'' still have immigrant spectres-after all, the Kerberoi aren't draining your Essence simply by you ''living'' there.
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** The [[TabletopGame/HunterTheVigil Hunter]] supplement ''Mortal Remains'' reveals [[SerialKiller Slashers]] are terrified by Sin-Eaters for this very reason; they don't expect their victims to come back for revenge, which is exactly what can happen when a Sin-Eater shows up and allows the pissed off ghosts of all the people they killed to come back. You read that right; [[HorrifyingTheHorror the Bound are in-universe nightmare fuel for]] ''[[HorrifyingTheHorror serial killers]]''.

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** The [[TabletopGame/HunterTheVigil Hunter]] supplement ''Mortal Remains'' reveals [[SerialKiller Slashers]] are terrified by Sin-Eaters for this very reason; they don't expect their victims to come back for revenge, which is exactly what can happen when a Sin-Eater shows up and allows the pissed off ghosts of all the people they killed to come back.back as super-powered immaterial beings - to say nothing to the Sin-Eaters themselves having ResurrectiveImmortality. You read that right; [[HorrifyingTheHorror the Bound are in-universe nightmare fuel for]] ''[[HorrifyingTheHorror serial killers]]''.
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None


** Another has the ability to attact {{Death Seeker}}s to then warp them into vicious, ravenous shades who then wander around next to it. Unfortunately, that Gate happens to be in the Aokigahara Forest, a place famous in Japan as a spot regularly used for suicides.

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** Another has the ability to attact attract {{Death Seeker}}s to then warp them into vicious, ravenous shades who then wander around next to it. Unfortunately, that Gate happens to be in the Aokigahara Forest, a place famous in Japan as a spot regularly used for suicides.
Is there an issue? Send a MessageReason:
None


** Another has the ability to attact {{Death Seeker}}s to then warp them into vicious, ravenous shades who then wander around next to it. Unfortunately, that Gate happens to be in the Aokigahara Forest, a place famous in Japan as a spot regularly used for suicides.

to:

** Another has the ability to attact {{Death Seeker}}s to then warp them into vicious, ravenous shades who then wander around next to it. Unfortunately, that Gate happens to be in the Aokigahara Forest, a place famous in Japan as a spot regularly used for suicides.suicides.
** The Hagia Sophia has one hidden below it, where lied many treasures and powerful artifacts; unfortunately, [[spoiler:it also happens to be the lair of a gigantic, arachnid monster, who uses all these treasures as baits to lure Sin-Eaters to it so it can devour their Geists]].
Is there an issue? Send a MessageReason:
None


** The Grand Rosetau, an Avernian Gate in the pyramid of Giza, can only be properly opened [[PoweredByAForsakenChild by performing a full-fledged mummification ceremony on a freshly dead corpse and burning the resulting mummy's heart]]. This also has the unfortunate side effect of reanimating said mummy as a ''very'' aggressive zombie who will attack you on the spot.

to:

** The Grand Rosetau, an Avernian Gate in the pyramid of Giza, can only be properly opened [[PoweredByAForsakenChild by performing a full-fledged mummification ceremony on a freshly dead corpse and burning the resulting mummy's heart]]. This also has the unfortunate side effect of reanimating said mummy as a ''very'' aggressive zombie who will attack you on the spot.spot.
** Another has the ability to attact {{Death Seeker}}s to then warp them into vicious, ravenous shades who then wander around next to it. Unfortunately, that Gate happens to be in the Aokigahara Forest, a place famous in Japan as a spot regularly used for suicides.
Is there an issue? Send a MessageReason:
None


** ''Book of the Dead'' reveals more details about the Underworld; among other things, it turns out ghosts inside it are subjects to a form of "gravity" that drags them deeper as they grow in age. Meaning as you get deeper in this place, ghost get older, [[SanitySlippage more insane]], more powerful and more dangerous, while the area itself becomes more and more bizarre. Keep in mind that the Autochtonous Depths (the highest level after the Avernian Gates themselves, which are in ''our'' world) cover ghosts who are roughly a century years old or less. [[TimeAbyss The ones below are even older than that, and there are at least two more levels confirmed (the Lower Mysteries and the Dead Dominions)]].

to:

** ''Book of the Dead'' reveals more details about the Underworld; among other things, it turns out ghosts inside it are subjects to a form of "gravity" that drags them deeper as they grow in age. Meaning as you get deeper in this place, ghost get older, [[SanitySlippage more insane]], more powerful and more dangerous, while the area itself becomes more and more bizarre. Keep in mind that the Autochtonous Depths (the highest level after the Avernian Gates themselves, which are in ''our'' world) cover ghosts who are roughly a century years old or less. [[TimeAbyss The ones below are even older than that, and there are at least two more levels confirmed (the Lower Mysteries and the Dead Dominions)]].Dominions)]].
* Avernian Gates, which basically are [[{{Hellgate}} portals to the Underworld]]. Now the idea of portails that could open at any moment to lure you in the realm of the dead or unleash insane centuries-old ghosts is pretty scary in itself, but then ''Book of the Dead'' provides us with a few sample famous Gates, which show us how truly dangerous these places can be:
** The Grand Rosetau, an Avernian Gate in the pyramid of Giza, can only be properly opened [[PoweredByAForsakenChild by performing a full-fledged mummification ceremony on a freshly dead corpse and burning the resulting mummy's heart]]. This also has the unfortunate side effect of reanimating said mummy as a ''very'' aggressive zombie who will attack you on the spot.
Is there an issue? Send a MessageReason:
None


* TheUnderworld itself. Best-described as an EldritchLocation version of Catacombs, this never-ending, underground-like world is where ghosts go when they move to the Afterlife, presumably so they can reach a better place beyond (though no one knows for sure about that part). Unlike in the physical world however, this place actually allows them to evolve and grow in power, meaning ghosts and shades in this place will be much more powerful and intelligent, and all the more dangerous if they are malevolent or insane. Other inhabitants include Geists who still have yet to find a host and Kerberoi, some places are just plain bizarre, enough to cause a Sin-Eater to lose his mind if she isn't careful, and have strange, undesirable side effects. Oh, and if you spend too many night inside and then get killed, don't count on your Geist to bring you back; you will be stuck here until someone else comes to rescue you.

to:

* TheUnderworld itself. Best-described as an EldritchLocation version of Catacombs, this never-ending, underground-like world is where ghosts go when they move to the Afterlife, presumably so they can reach a better place beyond (though no one knows for sure about that part). Unlike in the physical world however, this place actually allows them to evolve and grow in power, meaning ghosts and shades in this place will be much more powerful and intelligent, and all the more dangerous if they are malevolent or insane. Other inhabitants include Geists who still have yet to find a host and Kerberoi, some places are just plain bizarre, enough to cause a Sin-Eater to lose his mind if she isn't careful, and have strange, undesirable side effects. Oh, and if you spend too many night inside and then get killed, don't count on your Geist to bring you back; you will be stuck here until someone else comes to rescue you.you.
** ''Book of the Dead'' reveals more details about the Underworld; among other things, it turns out ghosts inside it are subjects to a form of "gravity" that drags them deeper as they grow in age. Meaning as you get deeper in this place, ghost get older, [[SanitySlippage more insane]], more powerful and more dangerous, while the area itself becomes more and more bizarre. Keep in mind that the Autochtonous Depths (the highest level after the Avernian Gates themselves, which are in ''our'' world) cover ghosts who are roughly a century years old or less. [[TimeAbyss The ones below are even older than that, and there are at least two more levels confirmed (the Lower Mysteries and the Dead Dominions)]].
Is there an issue? Send a MessageReason:
None

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** In general, Ceremonies can have pretty fucked up effects when in the wrong hands. ''Book of the Dead'''s opening fiction features a {{Yandere}} Sin-Eater who kills his ex in the Underworld, slays her Geist, then tries to forcefully bind her ghost to an Anchor he created so he can bring her back on Earth, have her possess a mortal woman and [[AndIMustScream keep her forever close to him]].
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None

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** The Pyre-Flame Rage allows you to set people on ghostly fire. At lower levels, the flames are purely psychosomatic, meaning they don't truly harm (though they still are painful), but at higher levels, they become quite real and often burn the victim entirely to ash.

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