This lore is going to have cards in my upcoming adventure, but I thought I'd post it here for your comments. {C} is conservative stance side and {A} is aggressive stance side.
Amethyst Order (Death)
Stance: Neutral
Special: Whenever you are within close range of a slain target (friend or foe) you may gain one power. You may opt to not gain power in this way if you choose.
Death’s Acceptance – Ongoing – Recharge 3
Power: 4
While recharging, caster and all allies within close range are Fearless.
{A}
3 Success: Add two recharge tokens
1 Bane: All targets suffer one stress and party tension meter goes up by one
{C}
2 Success: Add one recharge tokens
2 Banes: All targets suffer one stress and party tension meter goes up by one
Death’s Door – Recharge 2
Power: 3
Target may make one action if slain before caster’s next turn. After this action, the target dies.
{A}
1 Comet – The target is saved from death with one wound remaining
1 Critical Failure – The target’s soul is trapped on this world
1 Bane: Caster suffers 1 stress
2 Banes: Caster suffers 1 stress and 1 fatigue
{C}
2 Banes: Caster suffers 1 stress
Death’s Messenger – Ongoing – Recharge 3
Power: 2
You gain a fortune dice when using Intimidate.
{A}
1 Comet – You cause fear in addition to adding a fortune dice.
1 Bane: Caster suffers 1 stress
2 Banes: Caster suffers 1 stress and 1 fatigue
{C}
2 Banes: Caster suffers 1 stress
Death’s Release – Rank 2 – Recharge 3
Power: 4
You conjure forth the purple winds of magic to swirl about a target creature with the Ethereal Talent within close range. An opposed check vs the target’s WIL occurs. If successful the target suffers a bane dice to all attacks and may only perform one action on their turn. This continues until the caster fails to overcome the Target’s WIL challenge, or if the creature fails three times, in which case it is banished from the mortal world.
{A}
1 Comet – Target suffers 2 bane dice on attacks
1 Boon – Recharge is 2
1 Bane: Caster suffers 1 stress
2 Banes: Caster suffers 1 stress and 1 fatigue
{C}
2 Banes: Caster suffers 1 fatigue
1 Comet – Target suffers 2 bane dice on attacks
Death Sight – Recharge 5 - Ongoing
Power: 3
You can see spirits and souls normally invisible to the naked eye. When living things die you can see their souls leaving their bodies.
{A}
1 Bane: Caster suffers 1 stress
2 Banes: Caster suffers 1 stress and 1 fatigue
{C}
2 Banes: Caster suffers 1 fatigue
Grief’s End – Recharge 1
Power: 3
Any fear, terror, or insanity effects brought upon by the death of a blood relative or close friend are nullified.
{A}
1 Bane: Caster suffers 1 stress
2 Banes: Caster suffers 1 stress and 1 fatigue
{C}
2 Banes: Caster suffers 1 fatigue
1 Comet – Target is Inspired for the remainder of the encounter or one hour if not in combat.
The Icy Grip of Death – Rank 2 - Recharge 5
Power: 5
You use the icy tendrils of Shyish to bind enemies within a target area within medium range of you. Up to five creatures may be affected. Roll for each against an opposing WIL. Success means the target is Staggered. Boons can make the target also Rattled.
{A}
1 Bane: Caster suffers 1 fatigue
2 Banes: Caster suffers 1 fatigue and loses 1 power
1 Boon: Caster is Rattled
1 Comet: Target is Immobilized
1 Chaos: Caster suffers the effects of the spell and is Rattled and Staggered instead
{C}
2 Banes: Caster suffers 1 fatigue
2 Boons: Target is Rattled
Knocks of the Departed – Rank 2 – Recharge 1
Power: 5
You ask and can receive an answer to one question you ask of a specific deceased individual as long as that question can be answered with a number of audible knocks other than zero. You must be in the presence of the deceased’s body or a blood relative.
{A}
1 Bane: Caster suffers 1 stress
2 Banes: Caster suffers 1 stress and 1 fatigue
1 Comet: You may ask an additional question
{C}
2 Banes: Caster suffers 1 fatigue
1 Comet: You may ask an additional question
Reaping Scythe – Ongoing – Recharge 5
Power: 2
You conjure a scythe of Amethyst energy. It counts as a magical weapon with the Fast Quality, Damage 5, Crit 2, and you gain a boon dice when using it if using the aggressive side of the card.
{A}
2 Successes: Add +1 to your strength while wielding this sword
2 Boons: Add 2 recharge tokens to this card
2 Banes: Suffer 1 fatigue
{C}
2 Banes: Caster suffers 1 fatigue
2 Boons: Add 2 recharge tokens to this card
Steal Life – Rank 2
Power: 5
You suck the life essence of a foe within close range of you and use it to heal yourself. Make an opposed roll vs target’s WIL. If successful you inflict 2 + INT damage that ignores target’s soak value and gain them as wounds to yourself.
{A}
2 Successes: Add +1 damage
2 Boons: Add +1 damage
1 Banes: Suffer 1 fatigue
2 Banes: Suffer 1 fatigue and -1 damage
1 Comet: Inflict 2 fatigue and 2 stress on target
{C}
2 Banes: Caster suffers 1 fatigue
2 Boons: Add +1 damage
1 Comet: Inflict 1 stress and 1 fatigue on target