Halt the Nagloper

(• • Life,  • • Matter,   • • Time)                                                                     Dead Magic  28

The dread nagloper often sneaks into tents and huts to feed upon the energies of the occupant, but it can be halted by a proper enchantment.  A false kerrie (club) placed in the doorway serves as a focal point for the spell; when the nagloper tries to cross the threshold (walking backwards to conceal its approach), it freezes over the club, unable to move so long as no one speaks within its hearing.

System:  The Time magic hangs this Effect in place on its focal point, the club placed in the doorway.  Once the nagloper steps over the club, the Effect paralyzes it.  So long as nobody speaks within its earshot, the nagloper cannot move for the Effect's duration.  An Effect cast with only a few successes lasts a few turns, and might merely inconvenience a nagloper; with multiple successes, the creature could be entirely paralyzed for some time.  Traditionally, an individual inside is also protected by the rote Sense the Nagloper, and that individual wakes up and goes to fetch the head of the village, who decides what to do with the beast.

This rote sometimes works on vampires as well, though not reliably.