Common Powers of the Undying Ones
Lord of the Swarm, 1 point, Init Qik – 1, Corpus: The Undying One can convert his body to a swarm of non-venomous vermin: scarab beetles, locusts, or similar. His consciousness resides in the swarm, not the individual, and he is unable to split the swarm. The swarm is treated as a single creature of Size +1. The swarms ignores defenders and can attack whomever it desires, although it is restricted to just one opponent per round at this Size. The swarm can crawl inside armor, and defenders do not benefit from its Protection. Swarms are hard to destroy: they have a natural immunity to regular weapons, and unless dealt a Fatal wound, a swarm can disengage and reform at full strength after a number of rounds equal to its largest Wound penalty. The character can end this effect whenever he desires. The natural weapons of an insect swarm have the following statistics: Init +4, Attack +2, Defense –6, Damage +1. MuCo(An) 30 (Base 10, +2 Sun, +2 complexity) Greater Power (30 levels, –2 Might cost, +2 Init)
Master of the Sandstorm, variable points, Init Qik – Might cost, Auram (mostly): The Undying One has control over the desert winds. He can scour his enemies with abrasive sandstorms (similar to Talons of the Winds), bowl over opponents (like Broom of the Winds), protect himself with obscuring dust devils (like Circling Winds of Protection), or shift large quantities of sand with the force of the wind (a Rego Terram effect with a cosmetic effect of the wind). He can create any applicable effect with a level less than or equal to either 25 or his Might Score, whichever is lower. The cost is 1 Might point per magnitude. He can buy the Improved Powers Magic Quality to increase the maximum level of effects produced. Focus Power
Restore the Faded Tapestry of Youth, 4 points, Init Qik – 5, Corpus: The Undying One temporarily sheds herself of all aging points and restores her body and appearance to that of the prime of her life. She can make one of her Characteristics one higher than she ever possessed as a human; this Characteristic can be different every time she uses this power. She need not concentrate on maintaining this power, but it fades after about an hour unless the Might cost is paid again. While under its effects the character must Penetrate to touch or attack things with Magic Resistance. A Ritual Power using the CrCo and CrMe guidelines is necessary to permanently restore Characteristics lost to aging. Cr(Mu) Co(Me) 45 (Base 30, +1 Conc, +2 requisites) Greater Power (45 levels, –1 Might cost)
The Dungeon Master, 1 point, Init Qik – 3, Imaginem: The Undying One can see and hear anything going on within a structure he is touching, typically the tomb he calls home. It may take a few moments for him to move through the building in his mind's eye to find where the action is. InIm 15 (Base 2, +1 Touch, +1 Conc, +3 Struct) Lesser Power (15 levels, –2 Might cost)

often Learned Magicians, but they may have instead or in addition any other magical powers, of which the most common are:
- Corpse Magic (see later).
- The Goetic Arts, particularly Summoning and Commanding (Realms of Power: the Infernal, Chapter 11). Some sorcerers practice a form of Summoning that can affect ghosts (and other spirits of the dead) as well as corporeal undead such as those animated by demons or formed from glamour. This version of the Summoning Art bears an Infernal taint, although it is (usually) aligned with the Magic realm.
- Curse Magic, such as the Hex Supernatural Ability (Realms of Power: the Infernal, page 92), the Cursing Supernatural Ability (Hedge Magic Revised Edition, page 37), the Vulnero Art (Hedge Magic Revised Edition, page 84) or the Malediction Power (Realms of Power: the Infernal, page 109).
New Virtue: Corpse Magic
Major, Supernatural
This Virtue gives the character the Supernatural Ability of Corpse Magic, at a score of 1