[[spells]]

Spell List

The below spells were all given out to at least one player.

Oathbindings

  • of Gwen: will never enjoy food or drink again: milk turns sour in their mouth, meat desicates upon their tongue and bread fresh from the oven tastes of ash.
  • of Jack: will suffer from insomnia, never able to get a good night's sleep. While they do sleep, they have a tendency to mumble their secrets aloud for anyone nearby to hear.

Special

The Hob's Feast

Effect: This spell enables you to draw out magical energies from a Fae weaker than yourself, taking them into yourself and adding them to your own power. A side effect of this is the utter destruction of the other Fae. It could be theorised that to have multiple people use this on one target might enable them to steal power from someone stronger than them, but that is just a theory. It could also be theorised that this spell might stack with the fabled Assumption of the Demiurge.
Willpower: Stronger than the target Fae.

Willpower 1

Breath Everlasting

Effect: Casting this spell allows the caster to speak continuously (or otherwise act) without the need to breathe for 5 minutes, and suffering no ill effects from that state of affairs. The spell takes 5 minutes to cast; as long as the caster can repeatedly cast this spell, they do not need to breathe.
Willpower: 1

Call the River

Effect: Causes the groundwater of an area within several hundred metres of the caster to rise violently to the surface, turning parched areas into marsh, and more fertile ones into knee-high lakes. The spell lasts up to several hours, depending on the caster’s desire. After dissipation, the water will subside back into the ground.
Willpower: 1

Dream Casting

Effect: Sends a specific and realistic dream to target from which they are unable to wake themselves without external stimulus.If target's willpower is higher than casters, they are able to realise what is happening and take control of the dream.
Willpower: 1

GM Note: If ever there was an underused spell, this was it. Except by Dythaem and St Edith, who used it to answer “prayers” frequently.

Falselight

Effect: Blankets the area around the caster in twilight, regardless of actual lighting conditions or time of day. The light has a strange quality to it; though just bright enough to see by, details are difficult to focus on and movement appears unnatural. The strength of any light sources in this zone is severely diminished.
Willpower: 1

Lingering Thought

Effect: By holding an item the caster may leave upon it a (faintly) glowing green glyph. The caster may imbue the glyph with whatever thoughts they have whilst they are forming it (i.e. whilst touching it). Thereafter, whenever the item is touched, the individual who touches it “hears” the thoughts the caster has imbued into it in the voice of the caster. Only a limited amount of information (a minute’s worth of “speech”) can be stored on a given glyph.
Willpower: 1

Primal Tongue

Effect: The bearer of this spell is able to communicate with animals and understand their speech. Note that communication does not mean command; a wolf is just as likely to attack you if you beg it not to as it is when you are silent.
Willpower: 1

Shimmering Veil

Effect:When activated the air around the caster shimmers and distorts, forming shards and bands that swirl around the caster. This distorted mirror shield warps his form so that aiming at him becomes far more difficult. The Caster is immune to these effects, being able to see through the distortion around him without difficulty. It should be noted that this spell does not protect those close to the caster.
Willpower: 1

Stone-shaper's Concentration

Effect: By touching a block of stone up to the size of a large dog and concentrating, you are able to slowly, over the course of several minutes, shape it as you will. Many masons swear that they get a better finish if they also use their hands to mould it. The quality of the final product is related to your powers of concentration (Willpower). However if you wish to use the result as part of a larger project you will require an appropriate skill (normally Crafting) to get the right shape.
Willpower: 1

Touch of Weakness

Effect: Introduces a structural weakness to the target object. Works best on solid, brittle objects. You have to be able to touch the object or item. Works on human bones. Have to be touching by hand.
Willpower: 1

Willpower 2

Alternate Reflection

Effect: The spell must be cast upon two mirrored items in person. Linking two mirrors in such a fashion causes them each to reflect what the other would normally reflect. A large mirror linked to a small one will have a magnified reflected image and vice versa. Burnished/reflective objects like metal armour can be linked, however any curved surface will distort the quality of reflection captured and transmitted.
Willpower: 2

Field of Thorns

Effect: A tangled mass of brambles, roses, nettles and other thorny plants rapidly grows to cover the area around the caster. The spell will only have an effect in areas where plants can take root.
Willpower: 2
By increasing their force of will, the caster has some limited control over the plants as they grow and can form, for example, a single wall rather than an encircling mass.
Willpower: 3

Frostbite

Effect: A line of mist extends from the caster’s hand, to a distance of up to 20 feet. After a short delay, the mist condenses into a spear of ice and anything touching it becomes frozen.
Willpower: 2

Ghostly Passage

Effect: On casting, the wielder's body becomes insubstantial, being able to pass through all objects, and is transported a short distance forwards. This can be used to walk through walls or, if carefully timed, dodge physical attacks. On the spell's cessation, the caster becomes substantial again. Be careful, for although the body will displace air, solid objects will blend with it, almost always resulting in death.
Willpower: 2

Glamorous Veil

Effect: When cast upon an object this spell gives it the illusion of great value and beauty. A stick becomes a gilded sceptre, a pile of acorns a bag of coins, a rotten folio a majestic tome. However this spell wears off within a few hours, at most. You can keep up the illusion as long as you hold the object, but it begins to wear off after you hand it over.
Willpower: 2

Medusa's Glare

Effect: By glaring at an organic object no bigger than your head (for example a cut flower or piece of rope) you may turn it to stone over the course of a few minutes. The spell does not work on living creatures. It will bond to whatever surface it is in contact with at the time. This spell is often used by masons to create fine detail without the need to carve it by hand, however the resulting stonework has a reputation for being more fragile than equivalent forms carved by the hand of a master mason.
Willpower: 2

Violet Foxfire

Effect: The caster fires a rope of insubstantial mist from his right hand. The line extends to a maximum of thirty metres; when it hits an object/person the mist ignites, forming a line of blue flames that hangs in the air for around five minutes. Anyone passing through this line is badly burned/cut by the magic.
Willpower: 2

Walk the Whirlwind

Effect: There are two forms of this spell:
The first, which takes several minutes after being cast to come into effect, transports you up to a distance of approximately ten miles, and you have limited control over where exactly you end up
The second, which takes weeks of preparation to enact (1 major action), enables the caster to be transported with precision across vast distances. You must know your target location reasonably well.
In both cases the spell causes the formation of a vast thunderhead above the caster, down from which extends a swirling funnel that whips up the caster into the cloud. The cloud then moves at high speed to its destination, depositing the caster in a similar manner to how he was picked up. Note that the cloud, being large and incredibly noisesome, is a poor choice for stealthy entrances.
Willpower: 2
The two extensions below are additive. That is, if both are used, the spells willpower cost is 2+2+1=5

  1. Mass Transit: +2 Willpower; enables the transport of large groups of individuals.
  2. Shaped Thunderhead: +1 Willpower; the caster can sculpt the cloud into any shape he desires, so that a fleet of ghostly battleships, or the head of a mighty dragon might convey him to his destination in majesty beyond the reach of Popes and Emperors.

Willpower 3

The Binding of Flesh and Sinew

Effect: When cast upon a target, all living (or recently living) parts are reintegrated into a single living entity whose function follows its form. Improved results are achieved if care (and crafting skill) is used to assemble the target body. Note: This spell was originally used to reattach limbs and repair crippled bodies, but in more recent times has gained a distinctly unwholesome reputation when used to create magical chimeras by replacing body parts across different species. Using this spell to turn a human or fae into a magical chimera may have unfortunate consequences for all involved. The spell requires that the target stay very still yet alive for an extended period of time, or it will fail
Willpower: 3

Bottle the Agony of Existence

Effect: The caster targets a willing donor, and names a specific emotion. The emotion is ripped from the target and forms into a liquid cupped into the castor's hands. From that point on the target is unable to feel that emotion, even in their memories. The liquid produced is normally only enough for one dose, and may be consumed to feel the enhanced essence of that emotion. Frequent consumption may be addictive.
Willpower: 3

GM Note: Clearly the solution to all life's little problems.

Clearsight

Effect: Through concentration of will, the caster enters a temporary state of calm and clarity of thought, regardless of the situation. This helps them to make rational decisions and come to logical conclusions without being distracted by, for example, fear or anger.
Willpower: 3

Fool's Regeneration

Effect: For a short period of time the wielder (or whoever the wielder has cast it on) heals at many hundreds of times faster than the natural speed, so that wounds knit together mere minutes after formation. Note that new tissue grown by use of the continuous restorative, while functional, is much weaker than that obtained by a natural process of healing (you may lose “combat” and “endurance” points by overusing the spell). Flesh created by the restorative is always hideous and malformed: a fact made worse by the addictive properties of the spell itself.
Willpower: 3

Gemini Gambit

Effect: The convocation generates multiple illusory copies of yourself, who you may command as you see fit. If only a few are generated, they command a high degree of authenticity; however the more you generate, the less naturally each behaves (so by the time one has summoned half a dozen, they fade and flicker in and out of existence). The facsimiles may speak and move, but they may not physically interact with the world. They shatter if anyone tries to harm them. These are unintelligent copies - they can follow simple instructions. You do not automatically get the knowledge they have.
Willpower: 3
Overclock, Willpower: 4 This enhanced version of the spell produces a copy of yourself possessed of your memories, intelligence and speech. They are free to do as they please. I’m sure it will be fine.

GM Note: The overclock produced evil clones. Recall the multiple Aelindis and Spiks encountered this effect.

Reap the Whirlwind

Effect: Launches a wave like pulse that dissipates after twenty metres. Any animate creatures hit by the pulse are rotated horizontally (by 720 degrees) with great rapidity; causing chaos, disorientation and severe bruising.
Willpower: 3

Svarog's Shocking Touch

Effect: The casters hands coruscate with lightning, spitting sparks. By touching another creatures flesh the caster can first stun it, then kill it. The lightning is conducted through steel and water, making it useful against armoured men and groups of enemies respectively. The caster is immune to the adverse effects of lightning whilst the spell is being cast.
Willpower: 3

Walking the Mists

Effect: Allows the caster to safely separate their consciousness/will from their body. The freed consciousness can travel where it likes, and can detect hosts but not otherwise perceive their surroundings. The consciousness requires a host body to attempt to perceive its surroundings with any clarity. Simpler animals are easier, but experiences will typically be coloured by the animal's own worldview and methods of perception. The caster has no control over the host's body. A weak link to the caster's original body is maintained in order to keep it alive.
Willpower: 3

Willpower 4

As the Crows Fly

Effect: The caster transforms into a flock of birds; the birds must be of a variety usually found in flocks, and the total mass of the birds must match the mass of the caster. In addition to enabling faster travel, the smaller form of the constituent animals may allow the caster to access areas they would otherwise be unable to reach. Prolonged use or allowing any parts of the flock to become separated is not recommended.
Willpower: 4

False Visage of Cressida

Effect: The bearers face warps and shifts into the visage of anyone he chooses, remaining so as long as the bearer concentrates on its maintenance (fighting and casting spells, for instance, cause dissipation). However it should be noted that all other aspects of the bearer, the body, voice, gender, height, etc. remain the same.
Willpower: 4

Death of One Hundred Flames

Effect: On activation a hundred flaming projectiles appear in a roughly spherical pattern about the intended victim. They draw back in a moment, and then flash towards the individual, impaling them in an instant.
Willpower: 4

GM Note: This was basically the most used combat spell in the game.

Invocation of Darkness

Effect: You are able to control and create shadows for extended periods of time, forming pools of darkness in which to hide yourself, cloaking your enemies in impenetrable darkness, or frightening guards with shadowy forms.
Willpower: 4

Stoneskin

Effect: Forming out of thin air, a second skin of stone manifests around the caster. The skin protects them against arrows and to some extent blades, whilst not limiting their movement. It also lends the user a vary intimidating aspect. Two major weaknesses exist however: it is vulnerable to blunt trauma, and whilst it supports its own weight, is very heavy, preventing the wearer from riding, or utilising small watercraft. The skin itself lasts about 3 hours, or can be dismissed by the caster with a minute's concentration (note that such a feat may prove difficult, for example, if the user were to fall into deep water).
Willpower: 4

Willpower 5+

The Aetheric Whirlpool

Effect: Opens a tear into the Void between Tir N’Aill and Earth anywhere within fifty metres of the caster. Air is explosively sucked towards it, drawing with it any nearby creatures or loose objects. In most cases humans are too large to be sucked through the tear outright, however the impact of being pulled towards and around it, coupled with the unbearable cold that leaches from it, is exceedingly painful. Maintaining the Whirlpool requires the casters full concentration; should he be hurt, cast another spell, or move too far from the whirpools opening, then the whirlpool blinks out of existence. Through concentration, the caster may make the whirlpool large and stable enough for a human to pass through, although the experience may still not be pleasant.
Willpower: 5

GM Note: After the worlds were merged, this spell just acted as a semi-random point to point teleport.

Andris's Gatekeeping

The caster can open a split in the fabric of space, to create a portal to a nearby place in the conjoined world. This takes protracted effort from the caster to open and hold open, and if they are distracted by pain, other spell casting, or through distance the gate will slam shut. Once the door is fully open, the caster may trap it open, so it will sustain itself for a period of about six months. A portal trapped open in this fashion cannot then be closed by the caster, except through other methods.
Willpower: 6

Assumption of the Demiurge

Effect: For roughly [an action] the caster enters a state that could be described as Godlike. Their eyes glow gold, their body is swathed in bronze fire. Their skin hardens and they gain a high level of resistance in combat. Their main skills increase to the highest possible level and they are able to perform tasks beyond the level of any mortal - even beyond the level of most gods. Willpower: 7 (5 +spec +sacrifice of character)

OOC: Casting this takes one action in a turnsheet. If the spell is successfully cast, you will then have a fourth action in which you are in Demiurge form.

  • If you cast this in your last action and state that this happens directly before session, you will be in this form in session. You will have access to a large number of in-session calls. You then have one action in your next turnsheet in which you are in Demiurge form, and then you die.
  • If you choose to cast this sometime other than directly before session, then in that turnsheet you will have a fourth action in which you will be in Demiurge form. You will then be in this form in the next session. Sometime during, but before the end of that session, you will die.
  • The exact calls and numbers will depend on what skills you maxed out with this.

Etzen's Bloodlust

Effect: The caster drains the blood from their body through an open wound. They may then weave and twist the blood into a flurry of weapons, or use the liquid itself to cut and slice (short to medium range). While the effect is active the caster is resistant to the effects of blood loss, although they may still be incapacitated if they take sufficient bodily damage.
Willpower: 5

Manifestation of Flesh

The caster channels their will into temporarily reshaping their body into a more monstrous form. They remain generally recognisable to those who know their face, but appear very definitely not human and could be mistaken for a fae beast. This form is stronger and faster than their normal body, though are vulnerable during the transformation. Repeated use may lead to permanent deformations.
Willpower: 5

Final Sanction

Effect: The caster draws the energies of the two worlds into himself, continuing to draw more and more power, sacrificing his very will itself to gather such power that it is beyond imagining. Over the course of half a minute the caster's body glows brighter and brighter with the absorbed power. As the links of the caster's mind break down, the energy is released in a single cataclysmic moment. Many things close to him is turned to ash, people and buildings a little further away which are unprotected are blasted to pulp by the incredible force of the shockwave. When the spell is expended the caster's body remains, the only thing intact at the centre of the crater. It may still breathe, but the mind is burned to nothing - they are as good as dead.
Willpower: 6

Merlyn's Fire

Effect: The caster heats a sample of the target's blood over a flame whilst invoking the ties of blood. The thermal energy absorbed by the blood sample is shared throughout the blood in the target's body. Using a sufficiently intense fire, it is possible to literally boil the target's blood in their body. Lasts as long as the fire is heating your blood - once the blood is all gone, the spell stops. Possible to counter this using bathing in water which is changed frequently to cool you down.
Willpower: 5

Shatter the Shackles of Mortality

Effect: This spell requires the consent of the target (who may be the caster). When cast this spell enables the target to shrug off the vestiges of humanity and become fully fae. The process also enables the target to change or gain a Willpower specialisation (discarding an existing specialisation on a different skill if necessary to not exceed maximum). Attempting to be fae without a willpower specialisation is not recommended.
Willpower: 6 (Reduced to 4 if the target has consumed a large amount of food and water sourced from Tir N'Aill)

Skin of the Changeling

Effect: Given a dead body in good condition (ie prior to the start of decomposition), the caster proceeds to skin the target and clothe themself therein, and uses glamour to massage it to fit. Once the process is complete (an act that takes about an hour), the caster assume the outward appearance, voice and mannerism of the deceased, and is able to almost perfectly impersonate them. The disguise lasts until the skin has spoiled sufficiently to disrupt the disguise (usually a few days).
Willpower: 5

Selected other spells

The below are a small selection of the best spells we had prepared but never had the opportunity to hand out.

Ward of Reflection

The caster summons a spectral shield in front of their body.
Willpower: 2
Spells or projectiles that hit the shield are deflected back towards the individual who cast them.
Willpower: 3

Rhiannon's Eyes

Effect: When cast on a target entity, the caster is able to watch (vision only) their actions for up to several weeks [i.e. one major action]. During this time all dreams of the target feature unblinking eyes watching them. Dreams are subtle at first, but grow gradually more severe until they suffer a significant nightmare that leaves shaken and unable to get back to sleep, but also breaks the effect. During this time the caster must remain in a trance, and can only leave it for a few minutes to eat and drink. When you were taught this spell, you were warned that not remaining in the trance until the natural completion of the spell would produce deleterious effects.
Willpower: 2

Tehns Mystical Linkage

Effect: By bringing two objects or people into direct contact, you are able to bind them together so that they cannot part until you, or someone else familiar with the Mystical Linkage, permits it. This is especially useful for taking individuals prisoner, by binding their hands together, or them to a wall/suitable metal weight. Note that, without reapplication, Tehhns Mystical Linkage will weaken to the point of dissipation within a week. With application of force, this will break within a shorter time.
Willpower: 3

Vigorous Retrieval

Effect: Target object is pulled towards the caster at a constant velocity. Object must be smaller than the caster. If object is larger than caster, caster is pulled towards object at constant velocity.
Willpower: 3
Target object accelerates rapidly and continuously towards the caster. After passing the caster's location, the object stops accelerating but keeps its previously acquired velocity.
Willpower: 4

spells.txt · Last modified: 2016/03/08 17:01 by gm_cecily
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