Arcana

The following spells are all those available at character creation.  The verbals and components to learn and cast these spells will be provided to a player once they have made their selection.  Many other spells exist on the islands of the Forgotten King.  A mage will have many chances to expand their knowledge once the character is in play.

Sections
Air
Celestial
Death
Emotion
Fire
Ground
Life
Logic
Plant
Water

How to read a spell listing:

The spell listings are organized by element and broken down into important, easy to read facts about the spell. The following are a list of terms so that one can better understand the Spell listing.

  • Element: All spells have an element attached to them.  This can determine exactly how the spell functions and what it does.
  • Cost: All spells cost a certain amount of wind to cast depending on the power of its effect and the difficulty to bring that effect into being.
  • Court: All spells are broken down into two courts depending on the effect of the spell.  This only affects a few magi of specific guilds.
  • Description: This is a description of what the spell looks and feels like.  Usually, this is based on the element that was used to cast it.
  • Effect: This is a description of what the spell actually does to its intended target.  This effect only takes place if the target is hit by the spell.
  • Callword:  This is the words one uses to help other players know how the spell effects them.  Not all spells have or need call words.
  • Range: This is a description of how close or far away a mage can be to cast the spell.  There are three main ranges that most spells fall under.  Personal means the spell only affects the caster.  Touch means the spell can affect any target the caster personally touches.  Bead Bag means the caster can throw the spell by using a bead bag as a physical representation of that spell.
  • Duration: This is a description of how long a spell effect lasts on the target.  There are three main durations that most spells call under.  Instant means the spell’s effect triggers instantly and completely in a single moment.  When there is a specified time this means the spell lasts on its target for that amount of time or until dispelled.  Dawn means that the spell lasts on its target until the next dawn or it has been triggered.

Air

Air Compass –

  • Cost: 1 wind
  • Court: Seelie
  • Description: The whistling winds tell the caster which way is north.
  • Effect: Know which direction is north
  • Range: Personal
  • Duration: 5 Minutes

Air Speak –

  • Cost: 2 wind
  • Court: Seelie
  • Description: Any spirits or Air creatures within the range of the caster become visible to their eyes.
  • Effect: The caster may speak with spirits or creatures of Air Magic
  • Range: Personal
  • Duration: 5 Minutes

Air Strike –

  • Cost: 2 wind
  • Court: Seelie
  • Description: A cutting blast of wind deals damage to the target.
  • Effect: Deals one wound to target.
  • Callword: 1 Air
  • Range: Bean Bag
  • Duration: Instant

Celestial

Celestial Strike –

  • Cost: 1 wind
  • Court: Seelie
  • Description: A nova of starlight deals damage to the target
  • Effect: Deals one wound to target.
  • Callword: 1 Celestial
  • Range: Bean Bag
  • Duration: Instant

Celestial Compass –

  • Cost: 2 wind
  • Court: Seelie
  • Description: The movement and position of the stars tell the caster which way is north.
  • Effect: Know which direction is north
  • Range: Personal
  • Duration: 5 Minutes

Detect Celestial –

  • Cost: 2 wind
  • Court: Seelie
  • Description: The sparkling of starlight tells you of all things near you touched by Celestial power.
  • Effect: Detects items/creatures/what-have-you within caster’ sight that hold Celestial power
  • Range: Personal
  • Duration: 5 Minutes

Death

Speak with the Dead –

  • Cost: 1 wind
  • Court: Unseelie
  • Description: Any spirits or Death creatures within the range of the caster become visible to their eyes.
  • Effect: The caster may speak with spirits of the dead or creatures of Death Magic
  • Range: Personal
  • Duration: 5 Minutes

Death Polish –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: All the imperfections die away, bringing the object to a shine.
  • Effect: Polish and cleans item
  • Range: Touch
  • Duration: Instant

Death Compass –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: The sepulchral whispers of the dead tell the caster which way is north.
  • Effect: Know which direction is north
  • Range: Personal
  • Duration: 5 Minutes

Emotion

Emotion Calm –

  • Cost: 1 wind
  • Court: Seelie
  • Description: A zen like calm comes over the target.
  • Effect: Settles high tempers and those in some kind of rage
  • Callword: Calm
  • Range: Bean Bag
  • Duration: Instant

Emotion Deflect –

  • Cost: 2 wind
  • Court: Seelie
  • Description: An air of denial forms to shield the target.
  • Effect: Protects against 1 wound.  This ability takes 5 seconds to cast so must be done before any hit is taken.
  • Callword: Deflect
  • Range: Touch
  • Duration: Dawn

Emotion Polish –

  • Cost: 2 wind
  • Court: Seelie
  • Description: Pride coats the object, bringing about a shine.
  • Effect: Polish and cleans item
  • Range: Touch
  • Duration: Instant

Fire

Fire Polish –

  • Cost: 1 wind
  • Court: Seelie
  • Description: A lick of fire dances over the object, bringing a warm shine
  • Effect: Polish and cleans item
  • Range: Touch
  • Duration: Instant

Fire Calm –

  • Cost: 2 wind
  • Court: Seelie
  • Description: A dance of firelight mesmerizes the target.
  • Effect: Settles high tempers and those in some kind of rage.
  • Callword: Calm
  • Range: Bean Bag
  • Duration: Instant

Fire Speak –

  • Cost: 2 wind
  • Court: Seelie
  • Description: Any spirits or Fire creatures within the range of the caster become visible to their eyes.
  • Effect: The caster may speak with spirits or creatures of Fire Magic
  • Range: Personal
  • Duration: 5 Minutes

Ground

Ground Deflect –

  • Cost: 1 wind
  • Court: Unseelie
  • Description: Rock forms, shielding the target.
  • Effect: Protects against 1 wound.  This ability takes 5 seconds to cast so must be done before any hit is taken.
  • Callword: Deflect
  • Range: Touch
  • Duration: Dawn

Ground Slow –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: The ground becomes unsteady under the target’s feet.
  • Effect: Target moves ½ speed until they are hit by a weapon or another spell
  • Callword: Slow
  • Range: Bean Bag
  • Duration: Instant

Ground Calm –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: The stability of stone calms the target.
  • Effect: Settles high tempers and those in some kind of rage
  • Callword: Clam
  • Range: Bean Bag
  • Duration: Instant

Life

Life Heal Limb–

  • Cost: 1 wind
  • Court: Seelie
  • Description: The force of pure life surrounds the wound helping the skin and muscle to reform as if there had never been a wound.
  • Effect: Heals one limb wound
  • Range: Touch
  • Duration: Instant

Life Tarnish –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: The target object ages as its life its sped along, corroding it slightly.
  • Effect: Tarnishes metal, scuffs leather, chips wood
  • Range: Bean Bag
  • Duration: Instant

Life Slow –

  • Cost: 2 wind
  • Court: Seelie
  • Description: Muscles twitch and spasm within the target’s legs.
  • Effect: Target moves ½ speed until they are hit by a weapon or another spell
  • Callword: Slow
  • Range: Bean Bag
  • Duration: Instant

Logic

Detect Magic–

  • Cost: 1 wind
  • Court: Unseelie
  • Description: Logic dictates to you where all things near you touched by magic are.
  • Effect: Detects items/creatures/what-have-you within caster’ sight that hold Magical power
  • Range: Personal
  • Duration: 5 Minutes

Logic Strike –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: A cutting wit deals damage to the target.
  • Effect: Deals one wound to target.
  • Callword: 1 Logic
  • Range: Bean Bag
  • Duration: Instant

Logic Tarnish –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: As the caster looks at the target object it corrodes slightly before their stare.
  • Effect: Tarnishes metal, scuffs leather, chips wood
  • Range: Bean Bag
  • Duration: Instant

Plant

Plant Slow –

  • Cost: 1 wind
  • Court: Unseelie
  • Description: Grass and leaves entangle the legs of the target.
  • Effect: Target moves ½ speed until they are hit by a weapon or another spell
  • Callword: Slow
  • Range: Bean Bag
  • Duration: Instant

Plant Heal Limb–

  • Cost: 2 wind
  • Court: Unseelie
  • Description: Pure green moss surrounds the wound helping the skin and muscle to reform as if there had never been a wound.
  • Effect: Heals one limb wound.
  • Range: Touch
  • Duration: Instant

Plant Deflect –

  • Cost: 2 wind
  • Court: Unseelie
  • Description: Quickly growing grasses shield the target.
  • Effect: Protects against 1 wound.  This ability takes 5 seconds to cast so must be done before any hit is taken.
  • Callword: Deflect
  • Range: Touch
  • Duration: Dawn

Water

Water Tarnish –

  • Cost: 1 wind
  • Court: Unseelie
  • Description: Scummy water washes over the target object.
  • Effect: Tarnishes metal, scuffs leather, chips wood
  • Range: Bean Bag
  • Duration: Instant

Detect Water–

  • Cost: 2 wind
  • Court: Unseelie
  • Description: The sound of waves tells you where all things near you touched by the power of Water should be.
  • Effect: Detects items/creatures/what-have-you within caster’ sight that hold Water power.
  • Range: Personal

Water Heal Limb–

  • Cost: 2 wind
  • Court: Unseelie
  • Description: Pure clean water washes over the wound surrounding it and helping the skin and muscle to reform as if there had never been a wound.
  • Effect: Heals one limb wound
  • Range: Touch
  • Duration: Instant
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