Spells



THE SPHERE OF BENEDICTION

Arcane Shield
Cost: 3
You weave magic to protect your form with an unseen shield. You may only have one of these spells active at any time, and you cannot cast this spell on others. You speak the incant, call out "Imbue by Magic," and exhaust 2 points of Earth. The arcane shield blocks the first weapon or packet that strikes you, and this ability is consumed. You must call out "Shield" to indicate that the attack has been negated. This spell needs no effect card, because you cannot cast it on others. This spell ends when it is used, when you use your Void to refresh attributes, and at the end of the event.

A Command to Step Aside
Cost: 1
You call forth magics to send away an antagonist. You exhaust a point of Air, call out "Avoidance by Will," and throw a packet at an opponent. If it hits the target, the target takes the effect of Avoidance.

Disarm
Cost: 3
You call forth magics to disarm an opponent. You exhaust 1 point of Air, call out "Disarm <hand> by Will," and throw a packet at an opponent. If it hits the target, the target takes the Disarm effect.

Free the Mind
Cost: 3
You free the recipient of all effects based on mind traits. Exhaust 1 point of Air, call out "Cure Mind by Magic," and throw a packet at a target. If it hits the target, all effects on the target with a mind trait are negated.

Mystical Armor
Cost: 3
You weave magic to protect your form with unseen armor. You may only have one of these spells active at any time, and you cannot cast this spell on others. You speak the incant, call out "Imbue by Magic," and exhaust 1 point of Earth. If you are not wearing physical armor, you gain two points of armor. Like any armor, these points will replace other armor points, and you cannot gain points from more than one source of armor at a time. This spell needs no effect card because you cannot cast it on others. This spell ends when it is used, when you use Void to refresh attributes, and at the end of the event.

Saving Touch
Cost: 5
This spell empowers you with the ability to stabilize bleeding characters simply by touching them. You may only have one of these spells active at any time, and you cannot cast this spell on others. You speak the incant, call out "Imbue by Magic", and exhaust 1 Earth. You may stabilize any number of people by touching them with a packet and calling out "Stabilize." This spell needs no effect card because it cannot be cast on others. This spell ends when you use Void to refresh attributes, and at the end of the event.

Whenever you use this effect on someone else, even if you are only invoking it, you are considered to be casting. You cannot have weapons in your hand, and you can be interrupted by an attack.

Wizard's Light
Cost: 1
You may summon forth a green light so long as you have a cyalume stick as the prop for that light. The light does not exhaust any attribute. It lasts as long as the cyalume stick lasts. The light may be set aside or passed to another character, but it cannot be thrown. The light is a green cyalume stick, and it cannot be broken open or disguised to appear as another type of prop or effect. It is said that some casters are able to study ways to create brighter or different colored light.

You can also use this spell to use a string of lights on the ceiling of a cabin. The lights must be on the ceiling and must not resemble a gate. In this case, the spell ends at the end of the event.


THE SPHERE OF EVOCATION

Frost's Bite
Cost: 2
You wrack a limb with ice, rendering it useless. You must exhaust 1 point of Water, call out "Maim <limb> by Ice," and throw a packet. If it hits the target, the target takes the Maim effect. First Aid can be used to cure this Maim effect.

The Heart of the Inferno
Cost: 4
You summon forth a whirlpool of magical fire to hurl at your foes. You may only have one of these spells active at any time, and you cannot cast this spell on others. You speak the incant, call out "Imbue by Fire," and exhaust 2 points of Fire. You may hurl ten bolts of flame, each causing 2 points of damage. You must call "2 Damage by Fire" and throw a packet when you use one of these bolts, but you need speak the incant of the spell only when it is first cast. This spell needs no effect card because it cannot be cast on others. This spell ends when those ten attacks are used, when you use Void to refresh attributes, and at the end of the event.

Whenever you use this effect on someone else, even if you are only invoking it, you are considered to be casting. You cannot have weapons in your hand, and you can be interrupted by an attack.

Prison of Ice
Cost: 3
You freeze your foe in a binding of ice. You exhaust 2 points of Water, call out "Paralyze by Ice," and throw a packet at an opponent. If it hits the target, the target takes the Paralyze effect.

Roots Run Deep
Cost: 1
You call upon the very Earth to entrap a foe, rooting them to the ground. You exhaust 1 point of Earth, call out "Root by Earth," and throw a packet at a target. If it hits the target, the target takes the Root effect.

The Sun's Warmth
Cost: 3
You evoke the warmth of fire to cure the victim of any Ice effect. You exhaust 1 point of Fire, call out "Cure Ice by Fire," and throw a packet at a target. If it hits the target, the target takes the Cure effect.

The Wind's Vengeance
Cost: 1
You evoke a bolt of lightning that causes terrible pain to your foe. You exhaust 1 point of Air, call out "Agony by Lightning," and throw a packet at an opponent. If it hits the target, the target takes the effect of Agony.

Wrath of the Sky
Cost: 1
You evoke a bolt of lightning to destroy a foe. You exhaust 1 point of Air, call out "5 Damage by Lightning," and throw a packet at the target. If the packet hits, the target takes 5 points of Lightning damage.


THE SPHERE OF INSCRIPTION

There is power in the written word. The Sphere of Inscription draws on this power to allow the caster to enchant letters or scrolls. Some Inscription spells require that the scroll be left at an Inscription site, where a spirit will collect the scroll later and respond to the Inscription magic to complete the effect of the spell. Usually spirits visit Inscription sites at midnight each day. All Inscription scrolls and letters must be written on fine parchment.

A Crucial Question
Cost: 5
You may write a question on a scroll and leave the scroll at an inscription site. A spirit will return to you later and attempt to answer the question to the best of its ability. If the spirit does not have the knowledge and has no way of obtaining it, you will recieve no information. To use this spell, you must recite the spell incantation, exhaust 2 Air, and place the scroll at an inscription site. The scroll should clearly indicate your name and ask the spirit to answer your question. In order to avoid annoying the spirits with too many questions, you cannot ask more than one question per day, though you may ask more than one question per event.

Deadly Words
Cost: 5
You may imbue a letter or scroll with a curse that kills the reader. You must speak the spell incant, exhaust 3 points of Fire, affix the effect card for the spell to the bottom of the letter, then seal the letter or roll it and tie it with a cord or ribbon. The first person to read the letter suffers the effect of Death by Curse. They need only glance at the letter to take the effect, and should remove the effect card before the scroll passes from their hands. A caster who can perform this spell should request effect cards at check-in.

A Proclamation of Privacy
Cost: 2
You may write a proclamation declaring that a room, book, or container is private. You must affix the proclamation to the door, cover, or lid of the room, book, or container, and affix the effect card to the bottom of the proclamation. The first person other than the caster to attempt to enter the room or open the book or container other than the caster takes 10 damage by Fire. The target should remove the effect card upon taking the effect. To use this spell, you must recite the spell incant, exhaust 1 Fire, and affix the proclamation and effect card as required. You cannot place more than one proclamation on the same door or item. The caster may remove the proclamation and replace it in the same spot where it originally hung without disturbing the magic, but may not put it down until he or she replaces it. The proclamation lasts until used or until the end of the event.

Scribing the Dream
Cost: 1
You may describe a dream in writing and send the dream to another person via an inscription site. The target of the dream will not know who sent the dream unless the dream itself reveals that information. You must recite the spell incantation, spend 1 Air, and place the dream scroll at an inscription site. The outside of the scroll should clearly indicate that the scroll is a dream and name and describe the person it is to be delivered to, and should also indicate the name of the caster. When a spirit comes to that inscription site, it will send the dream to the person indicated. It may take days for the spirit to deliver the dream, or the recipient may dream the dream on the same night that the spirit collects the scroll.

Spirit Guide
Cost: 3
You may write a request for a spirit to take you to a distant location. To use this spell, you must recite the spell incantation, exhaust 1 Water, and place the scroll at an inscription site. In the scroll, name yourself and the number of companions you wish to take, and describe the place you wish to go and why you want to go there. A spirit will return to you later and take you and a number of companions equal to your Water attribute to the place you describe, if the destination is one the spirit can reach. Often the spirit may contact you beforehand to warn you of when it will come to take you to your destination. The spirit will also return you and your companions to the location from which you departed when you request it, but most spirits will not wait longer than one hour to grant you your return journey. There may be some locations to which the spirit cannot take you.

The Sure Messenger
Cost: 1
You may recite the spell incantation, spend 1 Air, and place a letter at an inscription site. The letter should be clearly addressed to a specific individual, and clearly marked as from or by the hand of the caster. When a spirit comes to that inscription site, it will attempt to deliver the letter to the person to which it is addressed. Spirits can often deliver messages very swiftly even across great distances in this fashion; however, there is no guarantee that the recipient will get the letter in less than three days.

Words of Inspiration
Cost: 2
You may imbue a written letter or poem with a powerful blessing. The letter or poem must be addressed to a specific person, and must be at least 10 lines long. You must speak the spell incant, exhaust 2 points of Fire, fill in the target's name in th effect card, and affix the effect card for the spell to the bottom of the letter. The person named in the letter takes a Cure Mind by Inspiration and a Heal 2 by Inspiration upon reading the letter. They must read the letter completely for it to take the effect. A caster who can perform this spell should request effect cards at check-in. At the end of the event, the spell ends, and the effect card must be destroyed.


THE SPHERE OF INVOCATION

Awakening the Ancients
Cost: 2
You call forth dormant powers from an artifact, relic, or place of the Ancients. You speak the incant, exhaust 1 point of Fire, and call out "By my Voice, Imbue to Artifact." If any Ancient artifacts within your vocal range have dormant powers or functions that can be activated by this spell at this time, they will take effect.

Identify Ancient Relic
Cost: 2
This spell must be cast in the presence of a spirit that can identify the magical properties of an Ancient relic and allow those present to use the relic. The spirits which tend Inscription sites are often capable of such; other spirits may also have this ability, though they do not usually appear at fixed times and places. If a spirit answers your summons, you must exhaust 1 point of Air. You must bring the relic and present it to the spirit. If the spirit is powerful enough to recognize the enchantments, it can link the item to any person present so they may use the magical properties of the item.

The Last Reprieve
Cost: 3
You create a brief connection between yourself and a spirit of the dead so that you can pass the deceased a Life Stone even though they have already risen as a spirit. You can give a Life Stone to a spirit of the dead that has not yet entered a Mausoleum. You speak the incant, touch a packet to your chest, call out "Imbue by Magic", exhaust 2 Fire, and then hand the dead spirit the Life Stone. This spell needs no effect card because it cannot be cast on others.

Reveal Ancient
Cost: 1
You cause any being imbued by or created from the power of the Ancients to cry out. You exhaust a point of Air and cry out "By my Voice, Expose Ancient by Magic." As with any Expose effect, any character with the Ancient trait must respond as loudly as you cried out.

Speak to Spirit
Cost: 1
You are granted the ability to converse with a spirit. You exhaust 1 point of Air, call out "Speak to Spirit", and throw a packet at a spirit. If it hits the target, the target may speak with you if it wishes to. This spell does not force the spirit to speak, nor will it prevent the spirit from continuing its journey. The attribute cost is exhausted only if the subject acknowledges the use of the spell through roleplaying or negates it with a defense.

Spirit's Protection
Cost: 2
You summon strength from your own spirit to prevent your unstable form from dying. You may only have one of these spells active at any time, and you cannot cast this spell on others. You speak the incant, call out "Imbue by Magic," and exhaust 2 points of Earth. While the spell is active, if you are unstable for a minute and about to die due to blood loss, the spell will cause you to become stable rather than dying. This spell needs no effect card because it cannot be cast on others. This spell ends when it is used, or when you use Void to refresh attributes, and at the end of the event.

Stepping into the Shadow
Cost: 5
You transform your body into insubstantial shadow and become a spirit, gaining that defense and the trait Spirit. You clasp your hands in front of you, bow your head, exhaust 2 points of Earth, and say "Imbue by Shadow" to become a spirit. So long as you do not move, you are immune to all attacks that do not specifically target the Spirit trait. You state "Spirit" in response to any other attack that strikes you. You cannot move and cannot speak during this time. This state lasts as long as you do not move.


THE SPHERE OF REJUVENATION

Countercurse
Cost: 2
You remove any curse from the victim. You exhaust 1 Water, call out "Cure Curse by Magic," and throw a packet at the target. If it hits the target, the target takes the Cure effect.

Cure Disease
Cost: 2
You cleanse the victim of any disease. You exhaust 1 point of Water, call out "Cure Disease by Magic," and throw a packet at a target. If it hits the target, the target takes the Cure effect.

Cure Poison
Cost: 2
You purify the victim of any poison. You exhaust 1 point of Water, call out "Cure Poison by Magic," and throw a packet at a target. If it hits the target, the target takes the Cure effect.

On Your Feet Again
Cost: 1
You restore mobility to one whose leg has been damaged. You exhaust 1 Water, call out "Cure Maim Leg by Magic," and throw a packet at a target. If it hits the target, the target takes the Cure effect. This spell will not work on maimed arms.

Saving Touch
Cost: 5
This spell empowers you with the ability to stabilize bleeding characters simply by touching them. You may only have one of these spells active at any time, and you cannot cast this spell on others. You speak the incant, call out "Imbue by Magic", and exhaust 1 Earth. You may stabilize any number of people by touching them with a packet and calling out "Stabilize." This spell needs no effect card because it cannot be cast on others. This spell ends when you use Void to refresh attributes, and at the end of the event.

Whenever you use this effect on someone else, even if you are only invoking it, you are considered to be casting. You cannot have weapons in your hand, and you can be interrupted by an attack.

A Swift Recovery
Cost: 1
You summon energies which restore health and vigor to their targets. You exhaust 1 point of Earth, call out "Heal by Magic", and throw a packet at the target. If it hits the target, the target takes the Heal effect.

To Your Health
Cost: 3
You offer a toast that revitalizes everyone within a room. No combat can be taking place within the room at the time of the casting. You give a toast that must be at least two lines long, if in verse, or two sentences long, if in prose. You then speak the incant, exhaust 2 points of Earth, and call out "Heal by Magic to the Room". The incant may be part of the toast and count towards the toast length. The majority of the people in the room must lift a cup to the toast in order to successfully use this spell.


THE SPHERE OF SUBJUGATION

Many people consider the Sphere of Subjugation distasteful. In Vashur, only the Priests of the Twain are considered pure enough to cast Subjugation without corruption, and it is criminal for any layman to use this Sphere. Nowhere else is it illegal, but even those who consider Subjugation useful often also find it unnerving or even repulsive.

Crippling Plague
Cost: 1
You force writhing pain upon the target. You exhaust 1 point of Earth, call out "Agony by Disease," and throw a packet at an opponent. If it hits the target, the target takes the effect of Agony.

The End of Hope
Cost: 3
You strike such devastation to the spirit that the target's very will to act is destroyed. You exhaust 2 points of Fire, call out "Drain by Despair," and throw a packet at an opponent. If it hits the target, the target takes the effect of Drain.

A Mask of Fright
Cost: 1
You insert yourself within the target's deepest fears, preventing them from attacking you. You exhaust 1 point of Fire, call out "Avoidance by Fear," and throw a packet at an opponent. If it hits the target, the target takes the effect of Avoidance.

Nowhere to Run
Cost: 2
You inflict a foul disease upon your foe that prevents them from running. You exhaust 1 point of Earth, call out "Slow by Disease," and throw a packet. If it hits the target, the target takes the Slow effect.

Quenching the Spark
Cost: 5
You call forth magics to end the victim's life. You exhaust 3 points of Air, call out "Death by Magic," and throw a packet at an opponent. If it hits the target, the target takes the effect of Death.

Stolen Breath
Cost: 2
You strike such fear into your target that they cannot speak, yell, or make any type of verbal noise. You exhaust a point of Fire, call out "Silence by Fear," and throw a packet at an opponent. If it hits the target, the target takes the effect of Silence.

A Withered Limb
Cost: 2
You inflict a limb with vile taint. You must exhaust 1 point of Earth, call out "Maim <limb> by Disease," and throw a packet. If it hits the target, the target takes the Maim effect. First Aid can be used to cure the Maim effect.


Vines

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