Tag Archives: spells

Spellcasting

Magic is the lifeblood of the universe; it flows through everything, one unifying force that connects all living things. Long ago, the mortal races learned to harness this power, learned how to leash it to their will and alter the very fabric of reality. Regardless of how a caster gains the ability to utilize magic, spells and spellcasting use the same rules for all casting characters. Whether the adept’s own strength of will grants him the ability to use magic or that gift is bestowed by some supernatural entity, the outcome is the same. The adept harnesses magical energy from their source, focuses it into a specific magical effect, and then releases it towards a target. Some spells heal, some destroy and some simply make people’s lives easier, but the basics are the same: channel, focus and release. The spells a caster knows can make their name or cause them a grim, early death. If he knows the right ones, he can keep himself and his companions alive; if not, he is a liability to the group and can get himself and others killed. The more spells a character knows, the more versatile he is and the more he can do with his magic. A “one-trick pony” won’t get very far. Buying Spells Purchasing a spell to cast costs 2 CP; upgrading that spell to the next higher level costs another 2 CP. You cannot cast a spell until it is fully written into your spellbook. You must purchase the lowest Level of a spell before you can purchase the next higher version, and so on. If you cannot cast a spell due to Access restrictions (see below), you cannot purchase it. Spells are, in game terms, skills. Buying them follows all applicable rules for buying skills in the Skill Header System section and the Downtime section. In order to purchase spells, a character must have a skill that allows them to buy spells, such as(but not limited to) Magical Art, Magic of the Master, or All Magic Is One. That "gateway" skill is, in effect, the caster unlocking the header for an entire category of magic spells. Each individual category of spells is considered its own header. The categories of spell are: Air, Earth, Fire, Water (called the Elemental Arts) Light, Shadow (called the Energy Arts) Autumn, Spring, Summer, and Winter (called the Seasonal Arts) Once a spellcasting character has unlocked the category, they can purchase any spell within that category, just like unlocking a header allows you to purchase any skill you meet the Requirements for. Major Access & Minor Access Different types of spellcasters have different specialties when it comes to magic. Arcane casters specialize in the Elemental Arts, manipulating the building blocks of the universe. Divine beings have different aspects and only allow their priests to use magic that fits those aspects. Ghorn, for example, is a god of the forge, creation, and fire. It makes sense, then, that his followers have access to the Fire Elemental Art and the Light Energy Art (Ghorn is a god of the White Court). But Ghorn also is a god of the cold mountains and industry, particularly favored by the Free Dwarves. How do we represent this in game terms? The answer that Ghorn's followers have Major access to the Fire and Light categories, and minor access to the Winter and Earth categories. Major Access means that a caster can buy and cast any spell in that category, no matter the level-- so long as they have purchased the Spell with Character Points according to the rules above. Minor Access means that the character can access the category, but can only purchase and cast Level 1 and Level 2 spells from that category. NOTE: Some spells start with a level 2 version, meaning a caster with Minor access can only cast the lowest-powered version. Some spells start with Level 3, meaning casters with Minor access cannot use the spell at all. Arcane Caster Access Arcane spellcasters BEGIN play with the ability to purchase Major access to the Air, Earth, Fire, Water, and Shadow Arts. HOWEVER, when a caster chooses one of the Elemental Arts, they automatically LOSE Major access to its opposite and instead can purchase only Minor access. Arcane characters can always purchase Major access to the Shadow Art-- this represents the whispering, calling creatures of the Otherworld offering more and more power, but at the risk of the character's soul. Conversely, an Arcane character cannot purchase the Light school at all. Expect a character who uses arcane Shadow magic frequently to be tempted by those beings. We'll be watching. Example: Velarion the Erin'Tar Wizard buys Fire as his first Magical Art. As soon as he does so, he loses Major Access to the Water Art-- if he ever decides to purchase that Art, he will have only minor access to Water. Likewise, if Velarion buys the Earth as his next category, he has has Major access to Earth but can only buy Minor access to Air afterwards. Velarion can always spend the time and CP necessary to unlock Major Access to the Shadow header, but unless he finds a different route to get it such as a Signature Items or becoming one of the few Multi-Source Characters, he will never be able to purchase from the Light list. Otherworld and Primal Caster Access Otherworld and Primal characters have access to specific Arts and Seasons as determined by their Patron, class, or skill description. Researching New Spells The Basic Spell Lists included on this website are just that—basic. Characters will find new spells as treasure in long-forgotten dungeons, as rewards or gifts from other-planar entities, and characters can even research spells on their own. If you wish to research a spell, contact Logistics OUT OF GAME, BETWEEN EVENTS VIA EMAIL, and we’ll talk about it. Researching a new spell will cost CP, in-game money, and some of your Downtime. It will also require a back-and-forth between you and Staff for a final version of the spell; do NOT expect that the first version of a spell you submit for research will be the one that ends up as a final version. Any spells researched by a player will be non-transferrable from that player to any other player for a duration of 6 months. After that, the spell can be taught and transferred as normal, and the spell will become part of the official rulebook on the website, named after the character who created it, such as "Merlin's Amazing Magic Arrow," etc. Spellbooks A caster’s spellbook is his most treasured item. It is an in-game item and can be stolen, damaged and destroyed. In it the caster must keep a written, legible record of all spells he has purchased, the effects and game verbal for the spell, and the incantation he uses to cast the spell. Inside the front cover of the spellbook the caster should glue a small pocket, large enough to hold an index card. On the index card, the caster needs to write his character name, real name, and SPELLBOOK. If the character has more than one book, he needs to have both the inside cover of the book and the card numbered to differentiate, such as "Merlin's Spellbook, 1 of 2." If the spellbook is ever stolen, the thief takes only the TAG, and then shows it to the nearest possible Staff member. A prop will never be stolen. The spellbook is PROPERTY OF THE PLAYER and should never be removed out-of-game. A spellbook must be a bound book; loose leaves of paper are not allowed. Other means may be used to represent spellbooks. Be creative, but get approval from staff before you invest a lot of time and energy into it. ***Casting Spells*** You can cast any version of a spell you have purchased. Thus, if you have purchased the Level 1, Level 2, and Level 3 version, you can cast any version at any time, so long as you have the Stamina to spend on it. Casting a spell costs a variable amount of Stamina depending on the power level you wish to cast. The more powerful a spell, the more Stamina it will cost to cast.The Level 1 version of a spell costs 1 Stamina; the level 2 version costs 2 Stamina, and so on. When casting a spell, you CANNOT HAVE ANY ITEMS IN YOUR HANDS, unless another skill you have purchased specifically allows it. Your arms must be completely free and unhindered-- you cannot tuck anything into your armpits or under your arms, nor can you cast spells while a Maim [arm] effect is in place upon you. Once an adept has the Stamina necessary, knows the spell, its unique incantation and has it readied, he is ready to cast it. Every spell must have a target (or multiple targets, depending on the spell) before it is cast. An adept cannot complete the incantation for a spell and then decide on his target. The target can change only if the original becomes no longer viable (runs away, dies, etc). If the spell is a touch-cast spell, the caster must touch the target AS THE INCANTATION IS BEING SPOKEN. If the spell is channeled through a packet, the caster must throw the packet within 5 seconds of completing the incantation or the spell is flubbed. A spell the caster wishes to touch-cast on an unwilling target must be delivered with a natural weapon phys rep. When the incantation is completed, the spell goes off and all effects are resolved immediately. Some spells have a casting time other than just the incantation. These are usually special spells that take time to complete, such as consecrating an area to the gods or resurrecting the dead. Incantations The incantation for each spell represents the caster harnessing magical power into a specific effect, bending reality to produce the effect he desires. Each spell must have a unique incantation, specific to that spell. The incantation must have the spell’s name somewhere in the incantation, or some reference to the effect of the spell. Incantations must be 5 syllables long per level of the spell, followed by the verbal for the spell, such as “10 Damage and Agony by Magic!” Thus, a level 4 Spell has to have a 20 syllable incantation, etc. All incantations must be said in a firm tone of voice loud enough for the target or targets to hear. A spell incantation may NOT be whispered under any circumstances.Remember, if the target cannot clearly understand what you are trying to affect them with, the game will grind to a halt as the target calls for Clarification, etc.SPEAK CLEARLY AND LOUDLY. You are bending the whole of reality to your will-- have some confidence in how you go about it! An incantation doesn’t have to make sense, but it must be the same every time the spell is cast, and the incantation it must reference the spell effect or name in some way. An incantation maybe composed of “magical language” but may not be gibberish or simply the same word over and over again. You cannot move while speaking your incantation. You can move before or after, however. Incantations on a battlefield or murmured across the campfire are an excellent way to build atmosphere; do your best to personalize them for your character and keep them in-character. Getting Hit If a caster is struck by a negative effect during the incantation, the spell is not flubbed, but the incantation must be started over before the spell can be successfully cast. On the other hand, making a caster laugh in the middle of an incantation is a good way to flub them, too. Spell Keyword Quicklist Skills that are NOT listed in the Spell Lists but have the Spell keyword use the following rules: Purchasing the skill and Stamina cost rules on this page do not apply. The skill is bought and the Stamina cost is determined per the Skill Description. All other keywords apply as normal. All special rules in the skill description apply as normal. Any character who buys a skill that has the Spell keyword must have a spellbook for that skill-- all Spellbook rules above apply EXCEPT the skill cannot be transferred to another character or taught to another character in any way. All rules in the "Casting a Spell" section above apply except Stamina cost (see first item in this list). All incantation rules apply-- every skill that has the Spell keyword MUST have its own unique incantation, written down in the spellbook, etc. A skill with the Spell keyword can be flubbed just like a regular spell. A skill with the Spell keyword is restricted in the same way as a regular spell-- nothing can be in the caster's hands; both arms must be functional and unhindered unless another skill specifically permits otherwise. If a caster is hit by an enemy attack while casting a skill with the Spell keyword, the incantation must be re-started, just like a regular spell.

Magical Art: Air

The Battle Traits for this Art are Air, Wind, Thunder, and Lightning.
Abundant Ammunition You cast forth your magic onto an ally’s quiver, magically replenishing its stock.
  • Level 1: Touch one quiver, and call “Refresh X Ammunition by Air,” Where X is your Tier+2
  • Level 2: X is Tier+3.
  • Level 3: Call, “By Your Name, [name]…”
  • Level 4: “Refresh Ammunition by Air”
Clairvoyance You cast forth your consciousness into the ether, viewing another location remotely. Each use of this skill costs 3 DT Hours.
  • Level 1: No Stamina Cost. Using this spell requires the caster to spend 5 silver to gather the mystic ingredients for a ritual that will be cast in between events. The casting of this spell should go on your Post-Event Letter, as well as a separate email be sent to the Information Skills email address. You must be able to describe the place you are attempting to view in detail—if you have never been there, it is likely your question will be answered in vague and uncertain terms.
  • Level 2: 10 silver. More accurate information about the location in question.
  • Level 3: 15 silver. Even more detailed information about a location you know, OR you can scry a location you’ve never been to, provided a detailed, thorough description.
  • Level 4: 20 silver. You can scry a location you only know by legend, myth, or rumor.
Eagle’s Will You harness the incredible willpower of the eagle, flying for hours before swooping down on its prey.
  • Level 1: Touch the target and call “Imbue by Eagle’s Will: Grant Shield Mental”.
  • Level 2: Cast by packet.
  • Level 3: “Imbue by Eagle’s Will: Double Grant Shield Mental”
  • Level 4: Cast, “By My Voice, Imbue by Eagle’s Will to Hero: Grant Shield against Mental”
Fog Cloud You harness the wind and thicken it heavily, obscuring your target’s vision and keeping him at bay.
  • Level 1: 1 packet attack, calling, “Short Repel by Air”
  • Level 2: X packet attacks, where X is Tier+1.
  • Level 3: “Repel By Air”
  • Level 4: X is Tier+3
Freedom of the Wind You cause tiny spirits of wind to do your bidding, loosening bonds and that which hampers movement.
  • Level 1: Touch a target call “Grant Defense: Purge Slow by Wind.”
  • Level 2: You can cast this on yourself, calling, “Grant Defense: Purge Root by Wind”
  • Level 3: “Cure” instead of “Purge”
  • Level 4: Tier +1 targets.
Foresight You cast your consciousness into the Tapestry of Fate, seeking answers about the future. 3 DT hours are spend on this skill.
  • Level 3: Using this spell requires the caster to spend 15 silver to gather the mystic ingredients for a ritual that will be cast in between events. The casting of this spell should go on your Post Event Letter, as well as a separate email be sent to the Information Skills email address. The future is a strange and twisted thing, and navigating the threads of the Tapestry is both dangerous and difficult. Getting clear answers is unlikely, but some idea of the future is possible.
Gaseous Form You transform briefly into a thing of wind and vapor, untouchable by the things more solid.
  • Level 3: Call “Imbue by Air” and you gain the Spirit trait for 10 sec. Effects with the Bane trait “to Spirit” will still affect you. If use any other game skill for any reason, this effect ends immediately. This spell can only be cast on yourself.
  • Level 4: “Imbue Self with Spirit by Air.” This effect ends when you rest for any reason, use any game skill, or after 1 minute has passed.
  • Level 5: You can use game skills that have the Heal or Cure effect, so long as the target is Self.
Lightning Shield You draw the power of the thunderstorm to you, wrapping it around you like a protective cloak. This spell can only be cast on yourself.
  • Level 1: You call, “Imbue by Lightning Shield.” You gain 1 use of: “Reduce Physical to 3”. Immediately after you use the Reduce, you can make a packet attack for, “3 Damage by Lightning.”
  • Level 2: Instead of “Reduce to 3” and “3 Damage”, you now call, “Reduce to 2” and “4 Damage by Lightning.”
  • Level 3: Instead of “Reduce to 3” and “3 Damage”, you now call, “Reduce to 1” and “5 Damage by Lightning.”
  • Level 4: Instead of “Reduce to 3” and “3 Damage”, you now call, “Reduce to 0” and “6 Damage by Lightning.”
Revitalizing Breeze A wind laden with the quick, mutable energy of air enhances the target’s will to fight.
  • Level 2: Call, “Refresh 1 Daily Attack to Self by Air,” to Refresh per-day attack abilities.
  • Level 3: You can cast this as a touch spell, eliminating “to Self” from the verbal above.
  • Level 4: You can Refresh either a daily attack or a daily Defense for the target, by substituting the word “Defense” for “Attack” in the verbal above.
  • Level 5: Refreshes ALL Daily attacks or Defenses. Target cannot benefit from this spell again during this event. Call, “Refresh Daily [Attacks/Defenses] by Air.”
Roaring Wind The air rushes around your target, hampering their ability to have words heard over the screaming wind.
  • Level 1: Make a packet attack for “Short Silence by Wind”
  • Level 2: Make 2 Packet attacks.
  • Level 3: Make Tier+2 packet attacks.
  • Level 4: Call, “Silence by Wind”
Solid Fog You gather the air around your foe and harden it, hampering their mobility.
  • Level 1: Make a packet attack for “Short Root by Wind”
  • Level 2: Make 2 Packet attacks.
  • Level 3: Make Tier+2 packet attacks.
  • Level 4: Call, “Root by Wind”
Spark The static in the air leaps from your hands to strike and damage your foes.
  • Level 2: Make 2 packet attacks for “X Damage by Lightning” where X is the caster’s Tier+1.
  • Level 3: Make 4 packet attacks.
  • Level 4: Call, “X Damage and Short Maim [limb] by Lightning”
  • Level 5: Make 6 packet attacks.
Storm Weapon You focus lightning into a weapon, binding it for release later.
  • Level 1: Touch one weapon and call “Imbue to Self by Storm Weapon.” You then can use 2 Melee Attacks for X Damage by Lightning.” where X equals 1+ the caster’s Tier.
  • Level 2: You can cast this as a touch spell, calling, “Grant Melee Attack: X Damage by Lightning.”
  • Level 3: X is 2+ caster’s Tier.
  • Level 4: “Grant Melee Attack: X Damage and Short Drain by Lightning.”
Thunderclap The sky shakes, and your enemy feels the fury of the storm.
  • Level 2: Make 1 packet attack for “X Damage by Thunder” where X is 2+the caster’s Tier.
  • Level 3: X is 3+ caster’s Tier.
  • Level 4: X is 4 + caster’s Tier.
  • Level 5: Call, “X Damage and Slam by Thunder”

Magical Art: Earth

The Battle Traits for this Art are Earth, Force, Crystal, and Silver.
  Arms of Clay You call forth thick, heavy clay to cover your target’s arms, preventing them from using their weapons effectively.
  • Level 1: Make a packet attack for “Short Weakness by Earth”
  • Level 2: “Weakness by Earth”
  • Level 3: “Double Weakness by Earth”
  • Level 4: “Double Weakness and Slow by Earth”
  Bear’s Strength The limitless power of the bear is transferred to the target, granting them great strength.
  • Level 1: Call, “Imbue by Bear’s Strength.” You then gain 2 Melee Attacks for X Damage by Earth,” where X is the caster’s Tier +2. If this spell is cast on a character with natural weapons drawn (claws, etc), the damage increases by 1.
  • Level 2: You can cast this as a touch spell, calling, “Grant Melee Attack: X Damage by Earth.”
  • Level 3: If self-cast, you get 3 attacks. If cast on another, call, “Double Grant Melee Attack: X Damage by Earth.”
  • Level 4: Self-cast only. You gain three melee attacks for, “X Damage and Slam by Earth.”
Bull’s Endurance When harnessed to the plow, bulls are seemingly tireless. You grant this stamina to the target.
  • Level 3: Call, “Imbue to Self by Bull’s Endurance” You gain the ability to spend Activity Time to Refresh their Stamina. You can Refresh 1 Stamina per Activity Minute spent meditating or communing with nature. You must be outdoors, with hands and feet in contact with the ground for the entire Activity time (gloves and boots are okay). Because this is Activity Time, NO OTHER ACTION WHATSOEVER can be taken during this time. Refresh 1 Stamina per minute of activity up to a total of the caster’s Tier+1. The Refresh must be used all at once and cannot be spread out. If you stops the activity time for any reason or uses any game skill, the effect ends. You cannot benefit from this spell again during this Event.
  • Level 4: You can cast this as a touch spell, calling, “Imbue by Bull’s Endurance.” You must give the target an Imbue card with the text of the Level 3 version.
  • Level 5: Refresh X Stamina per minute up to a total of the caster’s Tier+2, where X is the caster’s Tier.
  • Level 6: Target cannot benefit from this spell again during this Day.
  Cat’s Agility Reflexes heightened, speed augmented, the target of this spell really does have moves like a cat.
  • Level 1: Call, “Imbue to Self by Cat’s Agility.” You then gain two uses of “Elude by Earth” against the next melee attack that strikes you.
  • Level 2: You can cast this as a touch spell, calling, “Grant Defense: Elude Melee by Earth.”
  • Level 3: If self-cast, you gain 3 uses of Elude.If cast on another, call, “Double Grant Defense: Elude Melee by Earth.”
  • Level 4: Replace “Elude” with “Avoid.” The target now can choose when to use the defense.
  Endure Earth You imbue the target with resilience against your own style of magic.
  • Level 1: Call, “Imbue to Self by Earth: Grant Defense: Shield Earth”. The next attack with the Earth trait that hits the target, they call “Shield by Earth.”
  • Level 2: You can cast this as a touch spell, eliminating “to Self” from the verbal above.
  • Level 3: “Imbue to Self by Earth: Grant X Defenses: Shield Earth,” where X is the caster’s Tier.
  • Level 4: Replace “Elude” with “Avoid.” The target now can choose when to use the defense.
  Entangle You cause the vines and living plants of the earth to wrap your target’s legs.
  • Level 1: Make a packet attack for “Short Root by Earth”
  • Level 2: “Root by Earth”
  • Level 3: “Double Root by Earth”
  • Level 4: “Triple Root by Earth”
  Gravity Well The magic of the earth encompasses many things—the manipulation of gravity being one of them. You cause gravity around the target to increase dramatically, slowing their movement.
  • Level 1: Make a packet attack for “Short Slow by Earth.”
  • Level 2: “Slow by Earth”
  • Level 3: 2 packets
  • Level 4: “Double Slow by Earth”
  Hold Animal Your magic freezes the wild things of the wilderness in place.
  • Level 1: Make a packet attack for “Short Paralyze to Beast by Earth”
  • Level 2: “Paralyze to Beast by Earth”
  • Level 3: 2 packets
  • Level 4: “Short Stun to Beast by Earth”
  Magnetic Manipulation You stretch and bend the magnetic forces of the earth, hampering your enemies’ ability to use their weapons.
  • Level 1: Make a packet attack for “Disarm by Earth”
  • Level 2: “Disarm and Short Weakness by Earth”
  • Level 3: “Disarm and Weakness by Earth”
  • Level 4: “Double Disarm and Weakness by Earth”
Natural Healing You link the target to the healing power of the earth under their feet.
  • Level 3: Call, “Imbue to Self by Natural Healing” You gain the ability to spend Activity Time to Refresh their Stamina. You can Heal 1 Vitality per Activity Minute spent meditating or communing with nature. You must be outdoors, with hands and feet in contact with the ground for the entire Activity time (gloves and boots are okay). Because this is Activity Time, NO OTHER ACTION WHATSOEVER can be taken during this time. Heal 1 Vitality per minute of activity up to a total of the caster’s Tier+1. The Heal must be used all at once and cannot be spread out. If you stops the activity time for any reason or uses any game skill, the effect ends. You cannot benefit from this spell again during this Event.
  • Level 4: You can cast this as a touch spell, calling, “Imbue by Natural Healing.” You must give the target an Imbue card with the text of the Level 3 version.
  • Level 5: Heal X Vitality per minute up to a total of the caster’s Tier+2, where X is the caster’s Tier.
  • Level 6: Target cannot benefit from this spell again during this Day.
  Protection From Arrows The beasts of the wild fear man-made weapons—arrows most especially. You have learned how to protect yourself.
  • Level 1: Call, “Imbue to Self by Protection from Arrows.” You then gain two uses of “Elude by Earth” against the next melee attack that strikes you.
  • Level 2: You can cast this as a touch spell, calling, “Grant Defense: Elude Missile by Earth.”
  • Level 3: If self-cast, you gain 3 uses of Elude.If cast on another, call, “Double Grant Defense: Elude Missile by Earth.”
  • Level 4: Replace “Elude” with “Avoid.” The target now can choose when to use the defense.
  Purification Like a mountain stream, you cleanse all impurities from the target’s body.
  • Level 1: Call, “Purge Poison by Earth”
  • Level 2: You can cast this as a touch spell, calling, “Grant Defense: Purge Poison by Earth.”
  • Level 3: Replace “Purge” with “Cure”
  • Level 4: Replace “Poison” with “Metabolic”
  Regenerating Vigor The target is linked with the constant, unstoppable energy of Earth, renewing their will to go on.
  • Level 1: Call, “Refresh Daily Defense by Earth,” to Refresh a per-day defense ability.
  • Level 2: You can cast this as a touch spell, calling, “Refresh Daily Defense by Earth.”
  • Level 3: You can Refresh either a daily attack or a daily Defense for the target, by substituting the word “Defense” for “Attack” in the verbal above.
  • Level 4: Refreshes ALL Daily attacks or Defenses. You cannot cast this level of the spell on the same target more than once per day. Call, “Refresh Daily [Attacks/Defenses] by Earth.”
  Rockfist A simple but effective spell—you conjure a fist made of stone and hurl it at your target with magical force.
  • Level 1: Make 1 packet attack for “X Damage by Earth” where X is the caster’s Tier.
  • Level 2: X is 1+ caster’s Tier.
  • Level 3: X is 2 + caster’s Tier.
  • Level 4: Call, “X Damage and Short Paralyze by Earth”
  Stonegrip You harden the target’s hands, preventing them from dropping their weapons.
  • Level 1: Call, “Imbue to Self by Earth: Grant Defense: Shield Disarm”. The next Disarm effect which hits the target, they call “Shield by Earth.”
  • Level 2: You can cast this as a touch spell, eliminating “to Self” from the verbal above.
  • Level 3: “Imbue to Self by Earth: Grant X Defenses: Shield Disarm,” where X is the caster’s Tier+1.
  • Level 4: X is caster’s Tier+3.
  Stone Shrapnel You lift rocky shard from the earth and fling them to your foes with magic.
  • Level 1: Make 2 packet attacks for “X Damage by Earth” where X is the caster’s Tier.
  • Level 2: Make 3 packet attacks.
  • Level 3: X is Tier+1.
  • Level 4: Make 4 packet attacks.
  Stoneskin The target’s skin hardens, solidifying into a protective sheath of thick tree bark.
  • Level 1: Call “Imbue to Self by Stoneskin.” You then gain X Protection and the Slow effect, where X is the caster’s Tier +3. This Slow effect cannot be removed, defended against, or Cured by any means until the spell ends. The spell ends either when the target rests for any reason, the end of the current Watch, or the Protection points are consumed.
  • Level 2: You can cast this as a touch spell, calling, “Imbue by Stoneskin,” and handing the target an Imbue Card with the Level 1 Text. You cannot cast this or any higher version of the spell on the same target more than once per day.
  • Level 3: X is caster’s Tier+5.
  • Level 4: No Slow Effect.
  Stone Speak You commune with the rocks of the earth, asking them for their knowledge.
  • Level 1:This spell uses the same rules as an Information Skill, but it applies only to questions that the rocks, stone and earth of your area could conceivably answer.
 

Magical Art: Fire

The Battle Trait for this art is Fire.
  Boiling Blood You augment the target’s weapons to make the very blood of your enemies boil and burn.
  • Level 1: Touch one weapon and call “Imbue by Boiling Blood". You then gain 2 Melee Attacks for X Damage by Fire, where X equals 1+ the caster’s Tier.
  • Level 2: You can cast this as a touch spell, calling, "Grant Melee Attack: X Damage by Fire." Note that this grants only 1 attack to the target.
  • Level 3: If cast on yourself, X= Tier+2. If cast on another, call, "Double Grant Melee Attack: X Damage by Fire" where X = caster's Tier+1.
  • Level 4: If cast on self, X = Tier+3. If cast on another, call, "Triple Grant Melee Attack: X Damage by Fire" where X = caster's Tier+1.
  Efreet’s Blessing Your magic mimics the ability of creatures of elemental flame, shrugging off fiery attacks.
  • Level 1: Call, “Imbue by Efreet's Blessing." The next attack with a Fire trait that strikes you, call, "Shield by Fire.”
  • Level 2: You can cast this as a touch spell, calling, "Grant Defense: Shield Fire by Fire"
  • Level 3: "Double Grant Defense: Shield Fire by Fire"
  • Level 4: "Triple Grant Defense: Shield Fire by Fire"
  Energizing Spell You enhance your own spells to revitalize your damaged body.
  • Level 1: Add, “and Heal 2 to Self by Fire” to the next spell you cast with the Fire Trait. You cannot benefit from this spell again until the beginning of the next watch.
  • Level 2: “and Heal X to Self by Fire,” where X is your Tier+1.
  • Level 3: X is Tier+2.
  • Level 4: You cannot benefit from this spell again until you have rested for 5 minutes.
  Flame Arrows You conjure tiny darts of fire and cause them to streak across the battlefield to your enemies.
  • Level 3: Make 1 packet attack for “Waste 3 Vitality by Fire”
  • Level 4: Make 2 packet attacks.
  • Level 5: “Waste X Vitality by Fire, ” where X is the caster’s Tier+2
  • Level 6: X is caster’s Tier +3
  Flare You launch a quick burst of fire at the target, causing them to stagger back away from you.
  • Level 1: Make a packet attack for “Short Repel by Fire.”
  • Level 2: “Repel by Fire ”
  • Level 3: 2 packets
  • Level 4: “Double Repel by Fire.”
  Heatstroke You heat the air around the target, causing them to weaken and tire for a brief moment.
  • Level 1: Make a packet attack for “Short Weakness by Fire.”
  • Level 2: “Weakness by Fire ”
  • Level 3: 2 packets
  • Level 4: “Double Weakness by Fire.”
  Immolate You engulf the target in magical flame, burning its flesh.
  • Level 2: Make 1 packet attack for “X Damage by Fire” where X is the caster’s Tier+2.
  • Level 3: X is Tier+3.
  • Level 4: X is Tier+4.
  • Level 5: Call, “X Damage and Agony by Fire”
  Inner Fire You use the magic of flame to protect against cold and water.
  • Level 1: Call, “Imbue to Self by Inner Fire." You gain 1 use of "Shield by Fire" against the next attack that uses the Cold, Water, or Ice trait.
  • Level 2: You can cast this as a touch spell, calling: "Grant Defense: Shield Cold, Water, Ice by Fire"
  • Level 3: If cast on yourself, you get 2 Shield Defenses. If cast on another, call, "Double Grant Defense: Shield Cold,Water, Ice by Fire."
  • Level 4: If cast on yourself, you get 3 Shield Defenses. If cast on another, call, "Triple Grant Defense: Shield Cold,Water, Ice by Fire."
  Rain of Fire You call down several smaller globes of super heated rock and direct them toward your enemies. This spell has the BURST keyword.
  • Level 3: Make 4 packet attacks for “X Damage by Fire” where X is the caster’s Tier. You cannot cast this spell again until you have rested for 5 minutes.
  • Level 4: Make 6 packet attacks.
  • Level 5: X is caster’s Tier+1.
  • Level 6: There is no restriction no casting this spell repeatedly. However, you cannot have more than one casting active at a time. If you cast this spell a second time with packets still remaining from a previous casting, the remaining packet attacks are lost.
  Revitalizing Flames You link the target to the intense, passionate energies of fire and it refreshes their ability to fight.
  • Level 1: Call, “Refresh Daily Attack to Self by Fire,” to Refresh 1 per-day attack abilities.
  • Level 2: You can cast this as a touch spell, calling, "Refresh Daily Attack by Fire"
  • Level 3: "Double Refresh Daily Attack by Fire"
  • Level 4: "Triple Refresh Daily Attack by Fire"
Scorch Flesh You focus the heat and energy of the desert sands to penetrate the target’s body and scorch them from within.
  • Level 2: Make a packet attack for “Short Maim [limb] by Fire.”
  • Level 3: “Maim [limb] by Fire ”
  • Level 4: 2 packets
  • Level 5: “Double Maim [limb] by Fire.”
  Searing Flame Build a man a fire and he’ll be warm for a night. Burn a man WITH fire and he’ll be screaming forever.
  • Level 1: Make 1 packet attack for “Agony by Fire”
  • Level 2: Make 2 packet attacks.
  • Level 3: Make 3 packet attacks.
  • Level 4: “Double Agony by Fire,”
  Torchlight
  • Level 1: You conjure a flame made of magic to light the path. This spell requires a RED or ORANGE glow-stick prop to use. No prop= no spell. The light lasts as long as the glow-stick.

Magical Art: Light

The Battle Traits for this Magical Art are Light, Radiant and Blessing. Arcane characters cannot choose the Blessing Trait. Armor of Radiance You imbue the target’s garments with shimmering protective radiance.
  • Level 1: Call “Imbue to Self by Armor of Radiance." You get a Grant [Tier] Protection" The spell ends either when the target rests for any reason, the end of the current Watch, or the Protection points are consumed. Before the protection points are expended, the target can call “Shield by Light” against one Shadow or Darkness attack. If the target uses the Shield defense, the spell ends and any remaining Protection points are lost. Target cannot benefit from this spell again until the beginning of the next Watch.
  • Level 2: You can cast this as a touch spell, calling "Imbue by Armor of Radiance" and giving the target an Imbue card with the blue text in the Level 1 description.
  • Level 3: [Tier +2]
  • Level 4: [Tier +4]
Brilliant Form You remove all negative effects from the target’s body.
  • Level 1: Touch a target and call, “Grant Defense: Purge Metabolic by Light”
  • Level 2: You can use, “By Your Name, [name]…” instead of touch
  • Level 3: Replace “Grant Defense: Purge” with “Cure”
  • Level 4: Two targets by touch.
Celestial Strength The energy of Light flows through the target, bolstering their physical form.
  • Level 1: Touch the target and call, “Grant Defense: Purge Weakness by Light”
  • Level 2: You can replace, “Weakness” with “Maim” if you choose.
  • Level 3: Two Targets.
  • Level 4: You can use, “By Your Name, [Name]…” instead of touch.
Dancing Lantern You conjure a bright light to banish the darkness.
  • Level 1: This spell works exactly like the fire spell Torchlight, but the caster must use a Green or Red glowstick.
Healing Light You touch the target and flood them with healing light.
  • Level 2: Touch a target and call, “Heal 2 and Short Weakness by Light”.
  • Level 3:“Heal [Tier] and Short Weakness by Light”
  • Level 4: [Tier +2]
  • Level 5: You can use, “By Your Name, [name]…” instead of touch.
Heroism The target’s weapons are infused with the energy of Light.
  • Level 1: Touch one weapon and call “Imbue by Heroism." You gain 2 Melee Attacks for "[Tier] Damage by Light."
  • Level 2: You can cast this as a touch spell, calling, "Grant Melee Attack: [Tier] Damage by Light" Note that this grants 1 melee attack.
  • Level 3: If cast on self, gain 3 melee attacks. If cast on another, call, "Double Grant Melee Attack, [Tier] Damage by Light." At this level, you can also cast this as a Grant Missile Attack effect.
  • Level 4: If cast on self, the melee attacks become, "[Tier] Damage and Heal 1 to Self by Light." If cast on another, the call becomes, "Grant (Melee/Missile) Attack: [Tier] Damage and Heal 1 to Self by Light"
In Glowing Health You purge the target of any ill effects on their body.
  • Level 1: Touch a target and call, “Grant Defense: Purge Physical by Light”
  • Level 2: You can use, “By Your Name, [name]…” instead of touch
  • Level 3: Replace “Grant Defense: Purge” with “Cure”
  • Level 4: Two targets.
Radiant Blessing You wrap the target in a blessing of guardianship and safety.
  • Level 1: Call, “Imbue by Radiant Blessing." You then call "Shield by Light" against the next melee attack that hits you.
  • Level 2: You can cast this as a touch spell, calling, "Grant Defense: Shield Melee by Light"
  • Level 3: If cast on self, gain 2 Shield defenses. If cast on another, call, "Double Grant Defense: Shield Melee by Light."
  • Level 4: If cast on self, gain 3 Shield Defenses. If cast on another, call, "Double Grant Defense: Shield Melee by Light."
Radiant Celerity You wrap the target in a blessing of speed and agility.
  • Level 1: Call, “Imbue by Radiant Celerity." You then call "Shield by Light" against the next missile or packet attack that hits you.
  • Level 2: You can cast this as a touch spell, calling, "Grant Defense: Shield Missile or Packet by Light"
  • Level 3: If cast on self, gain 2 Shield defenses. If cast on another, call, "Double Grant Defense: Shield Missile or Packet by Light."
  • Level 4: If cast on self, gain 3 Shield defenses. If cast on another, call, "Triple Grant Defense: Shield Missile or Packet by Light."
Rejuvenating Radiance The target is enfolded in a glowing, shimmering cocoon of healing light.
  • Level 3: Call, “Imbue to Self by Rejuvenating Radiance."
You gain the ability to spend Activity Time to Refresh your Vitality. You can Heal 1 Vitality per Activity Minute spent meditating or communing with Otherworldly entities. You must be in a place designated as holy/consecrated, kneeling with both hands placed upon their knees for the entire Activity time (gloves and boots are okay). Because this is Activity Time, NO OTHER ACTION WHATSOEVER can be taken while this is taking place. Heal 1 vitality per minute of activity up to a total of the caster’s Tier+3. The points must be used all at once and cannot be spread out. If you stop the activity time for any reason or uses any game skill, the effect ends. You cannot benefit from this spell again during this event.
  • Level 4: You can cast this as a touch spell, calling, “Imbue by Rejuvenating Radiance.” You must give the target an Imbue card with the blue text of the Level 3 version.
  • Level 5: Refresh [Tier] Vitality per minute up to a total of the caster’s Tier+2.
  • Level 6: Target cannot benefit from this spell again during this Day.
Searing Radiance You focus the energy of Light into a tight beam to blast your enemies.
  • Level 3: Make 1 packet attack for “[Tier] Damage by Light”
  • Level 4: [Tier +3]
  • Level 5: [Tier +4]
  • Level 6: Call, “[Tier +4] Damage and Weakness by Light”
Speed of Light You focus the energy of light into the target’s body, speeding them up and cancelling any effects that might slow them down.
  • Level 1: Touch the target and call, “Grant Defense: Purge Slow by Light”
  • Level 2: You can replace, “Slow” with “Root” if you choose.
  • Level 3: Two Targets.
  • Level 4: You can use, “By My Voice…” instead of touch.
Touch of Life Radiant energy flows through you, rescuing those on death’s doorstep.
  • Level 2: You can touch up to [Tier] targets and call, “Stabilize by Light”
  • Level 3: [Tier +2]
  • Level 4: You can use, “By Your Name, [name]…” instead of touch
  • Level 5: You can call, “By My Voice, Stabilize to Hero by Light”
Sunny Disposition You influence the target with the energy of light, clearing any mental shadows or negative effects.
  • Level 1: Touch a target and call, “Grant Defense: Purge Mental by Light”
  • Level 2: You can use, “By Your Name, [name]…” instead of touch
  • Level 3: Replace “Purge” with “Cure”
  • Level 4: Two targets.

Magical Art: Water

The Battle Traits for this Art are Acid, Cold, Ice and Water.
  Acid Orb A greenish-yellow glob of acid hurls itself at your foe, burning and liquefying flesh.
  • Level 2: Make 1 packet attack for “X Damage and Agony by Acid” where X is the caster’s tier +1. Level 3: Make 2 packet attacks.
  • Level 4: X is Tier+2.
  • Level 5: “X is Tier+3.
  Corrode Armor You cast forth an acidic vapor that harms the target and damages their armor.
  • Level 2: Make a packet attack for, “Waste X Armor by Acid” where X is the caster’s tier+2.
  • Level 3: X is Tier+4 Level 4: Make 2 packet attacks.
  • Level 5: “Waste X Armor and Agony by Acid”
  Corrosive Touch The target’s weapons are imbued with caustic acid, burning their enemies but leaving their weapons untouched.
  • Level 2: Touch one weapon and call “Imbue by Corrosive Touch." You gain 2 Melee Attacks for X Damage by Acid, where X equals 2+ the caster’s Tier.
  • Level 3: You can cast this as a touch spell, calling, "Grant Melee Attack: X Damage by Acid" Note that this grants 1 melee attack.
  • Level 4: If cast on self, gain 3 melee attacks. If cast on another, call, "Double Grant Melee Attack, X Damage by Acid." At this level, you can also cast this as a Grant Missile Attack effect.
  • Level 5: If cast on self, the attacks become, "X Damage and Agony by Acid." If cast on another, the call becomes, "Grant (Melee/Missile) Attack: X Damage and Agony by Acid."
  Energizing Waters The target drinks magical water that refreshes their body.
  • Level 1: Touch the target and call, “Grant Defense: Purge Weakness by Water”
  • Level 2: You can replace, “Weakness” with “Drain” if you choose.
  • Level 3: Two Targets. Level 4: You can use, “By My Voice…” instead of touch
  Frigid Touch You enhance the target’s weapons with icy magic.
  • Level 1: Touch one weapon and call “Imbue by Frigid Touch." You gain 2 Melee Attacks for X Damage by Cold, where X equals 1+ the caster’s Tier.
  • Level 2: You can cast this as a touch spell, calling, "Grant Melee Attack: X Damage by Cold" Note that this grants 1 melee attack.
  • Level 3: If cast on self, gain 3 melee attacks. If cast on another, call, "Double Grant Melee Attack, X Damage by Cold." At this level, you can also cast this as a Grant Missile Attack effect.
  • Level 4: If cast on self, the attacks become, "X Damage and Slow by Cold." If cast on another, the call becomes, "Grant (Melee/Missile) Attack: X Damage and Slow by Cold."
  Frost Armor You conjure a protective layer of ice to ward the target.
  • Level 1: Call “Imbue to Self by Frost Armor" and you gain a Grant X Protection effect where X is the caster’s Tier +1. The spell ends either when you rest for any reason, the end of the current Watch, or the Protection points are consumed. Target cannot benefit from this spell again until the beginning of the next Watch.
  • Level 2: You can cast this as a touch spell, calling, "Imbue by Frost Armor" and giving the target an Imbue card with the blue text from level 1 above .
  • Level 3: X is caster’s Tier+3. Level 4: X is caster’s Tier+4.
  Frost Bolt An icy blast injures your foe.
  • Level 1: Make a packet attack for “X Damage by Ice,” where X is the caster’s Tier +2.
  • Level 2: “X Damage and Short Slow by Ice”
  • Level 3: “X Damage and Slow by Ice”
  • Level 4: X is Tier+3.
  Frozen Weapon You pull all the heat out of a target’s weapon, causing them to drop it in pain.
  • Level 2: Make a packet attack for “Disarm [limb] by Cold”
  • Level 3: Two packet attacks.
  • Level 4: “Disarm [limb] and Short Slow by Cold”
  • Level 5: “Disarm [limb] and Slow by Cold”
  Icy Binding Frigid chains of solid ice encage your foe.
  • Level 1: Make a packet attack for “Short Slow by Ice”
  • Level 2: “Slow by Ice”
  • Level 3: You can call, “Short Paralyze” instead of “Slow”
  • Level 4: You can call, “Paralyze” instead of “Slow”
  Pureblood
  • You transform any harmful agent in the target’s bloodstream into harmless, inert substances. Level 2: Touch a target and call, “Grant Defense: Purge Metabolic by Water”
  • Level 3: You can use, “By Your Name, [name]…” instead of touch
  • Level 4: Replace “Purge” with “Cure”
  • Level 5: Two targets.
  Quench The magic of water protects you from burning and fiery effects.
  • Level 1: Call, “Imbue by Quench." The next attack with a Fire trait that strikes you, call, "Shield by Water.”
  • Level 2: You can cast this as a touch spell, calling, "Grant Defense: Shield Fire by Water"
  • Level 3: "Double Grant Defense: Shield Fire by Water"
  • Level 4: "Triple Grant Defense: Shield Fire by Water"
  Refreshing Waters The revitalizing powers of water recharge the target’s energy.
  • Level 1: Call, “Refresh 1 Daily Defense to Self by Water,” to Refresh a per-day defense ability. Level 2: You can cast this as a touch spell, calling, "Refresh Daily Defense by Water"
  • Level 3: “Double Refresh Daily Defense by Water."
  • Level 4: Call, “Refresh All Daily Defenses by Water.”
  Sleet Storm A frigid blast of icy pellets and wind push the target backwards.
  • Level 1: Make a packet attack for “Short Repel by Ice.”
  • Level 2: 2 packets
  • Level 3: X packets, where X is your Tier+1.
  • Level 4: X is Tier+2.

Season: Autumn

Battle Trait for this Season is Disease. Death & Decay You harness the slow, entropic energy of Autumn, using that power to protect yourself. Y Level 1: Call “Imbue by Death & Decay” and can once call “Shield by Nature” vs any effect with the Disease trait. Level 2: you can cast this spell by touch on a willing target by calling, “Grant Defense: Shield Disease By Nature” Level 3: Call either “Double Imbue by Death & Decay” when cast on self or, “Grant Defense: Double Shield Disease by Nature” Level 4: either “Triple Imbue by Death & Decay” when cast on self or, “Grant Defense: Triple Shield Disease by Nature” Hunter’s Presence Your magic antagonizes beasts of the wild, keeping them away from you. Level 1: You gain 2 packet attacks for “Repel Beast By Fear”. Level 2: Tier+1 packets instead of 2. Level 3: Tier+2 packets. Level 4: "Repel By Fear" Strip the Branches Wild, entropic energies assault your foe, causing their arms to shake and shudder like branches in the cold autumn wind. Level 1: Make 2 packet attacks for “Disarm by Nature.” Level 2: 3 packets Level 3: “Double Disarm by Nature. Level 4: When you cast this spell, you can choose to cast it as the level 3 version--OR-- you can call, "Short Maim [limb] by Nature" You do not have to use all packets with the same effect. Rotting Tree Decay eventually comes to all things. Like a traveler stepping on a rotten log, your magic slows the steps of a target. Level 1: Make 2 packet attacks for “Short Slow by Disease.” Level 2: you call “Slow by Disease.” Level 3: You gain packets equal to Tier+1. Level 4: When you cast this spell, you can choose to cast it as the level 3 version--OR-- you can call, "Root by Nature" You do not have to use all packets with the same effect. Wyld Touch Your magic knows the power of decay and disease brought on by the autumn. You can remove such effects from yourself with ease. Level 1: You call “Cure Disease to Self By Nature.” Level 2: You can deliver the spell by touch to another willing target, calling, "Cure Disease by Nature" Level 3: 2 targets. Level 4: You can target this spell by calling, "By Your Name, [Name], Cure Disease By Nature." Winter Is Coming Autumn is the season of guardians, preparation for the coming cold, and protection from the beasts of the wild. Level 2: You call “Grant 2 Protection to Self by Nature.” These points expire when consumed by damage or at the end of the Watch. Level 3: you can cast this spell by touch on a willing target by calling, “Grant 2 Protection by Nature” Level 4: the target gets points equal to 1+Caster’s Tier. Level 5: Protection equals Caster's Tier+2. Last Blooming Rose The rose is a symbol of beauty and nature's habit of combining the glorious with the dangerous. Level 2: You gain two packet attacks for “Short Root by Nature.” Level 3: “2 Damage and Short Root by Nature.” Level 4: “X Damage and Short Root by Nature,” where X is your Tier+1. Level 5: "X Damage and Root by Nature" Cold Autumn Wind You push attackers away by calling a blast of autumn's frigid gale. Level 1: You gain a packet attack for, “Short Repel by Wind.” Level 2: "Repel by Wind.” Level 3: "Slam and Repel by Wind" Level 4: 2 packets Soften Bone As decay sets in, muscle is claimed by scavengers, sinew rots, and eventually even bone succumbs to the cycle of death and rebirth. Level 2: Make 2 packet attacks for “Short Weakness by Disease.” Level 3: "Weakness By Disease" Level 4: "Agony and Weakness by Disease" Level 5: Make X packet attacks, where X is your Tier. Cull The Herd Requires 5 spells from this Season. Autumn is the time when the weakest of beasts fall to predators. Level 3: You gain 1 packet attack for, “Short Maim [limb] by Nature.” Level 4: “Maim [limb] by Nature.” Level 5: When you cast this spell, you can choose to cast it as the level 4 version--OR-- you can call, "Short Drain by Nature" Level 6: As Level 5, but replace, "Short Drain" with "Drain" Hibernation Requires 5 spells from this Season. Your magic inflicts a bone-deep weariness on the target,eventually causing them to fall asleep where they stand. Level 3: Make a You gain 1 packet attack for, “Short Stun by Nature.” Level 4: “Stun by Nature.” Level 5: Make 2 packet attacks. Relentless Seasons Your ability to harness the magic of the seasons gives you defenses against it. Level 1: You call “Imbue by Relentless Seasons” and gain 1 use of “Resist by Nature” vs any Nature trait. Level 2: You can cast this spell by touch on a willing target by calling, “Grant Defense: Resist Nature by Nature” Level 3: either “Double Imbue by Relentless Seasons” when cast on self or, “Grant Defense: Double Resist Nature by Nature” Level 4: either “Triple Imbue by Relentless Seasons” when cast on self or, “Grant Defense: Triple Resist Nature by Nature” Eyes of the Serpent Requires 4 spells from this Season. Most terrifying of all the natural creatures of the woodlands is the serpent, whose eyes hypnotize its prey before striking. Level 3: You gain 1 packet attack for, “Short Paralyze by Nature.” Level 4: “Paralyze by Nature.” Level 5: Make 2 packet attacks. Level 6: “Double Paralyze by Nature.” Wyld Hunt Requires 4 skills from this header. There are many places in the wilderness where the Otherworld-- specifically the realm of Faerie-- leaks its energies into the natural world. You channel and focus this wild, chaotic energy and inflict that frenzy upon a foe. Level 3: Make 1 packet attack for, “Short Frenzy by Nature.” Level 4: “Frenzy by Nature.” Level 5: Make 2 packet attacks. Level 6: “Double Frenzy by Nature.” Thunderstorm (Keyword: Burst) Requires 5 skills from this header. The magic of autumn courses through you, channeling the destructive power of the a mighty storm. Level 1: You gain 3 packet attacks. Each of the packet attacks can call EITHER “3 Damage by Lightning”—OR—“Slam by Wind.” The types of attack do not have to be the same for all 5 packets—you can call 1 damage effects, 1 Slam, and 1 more damage effect, for example Level 2: Make Tier +2 packet attacks. Level 3: Choose one benefit. Either your 3 Damage by Lightning upgrades to 2+Tier Damage by Lightning, OR you call “Double Slam by Wind.” Level 4: Make Tier +3 packet attacks. Level 5: Purchase: You gain the other benefit from Level 3. Level 6: Make Tier +4 packet attacks

Season: Spring

Battle Trait for this Season is Light.
Freedom’s Cry Spring is the season of growth and freedom from winter’s chill.
  • Level 1: Call “Cure Root to Self By Nature.”
  • Level 2: You can deliver the spell by touch to another target.
  • Level 3: 2 targets.
  • Level 4: You can call, “By Your Name, [name], Cure Root by Nature”
Grasping Growth Green shoots and new growth of spring punch through the soil to entangle your foes.
  • Level 1: You gain two packet attacks for “Short Root by Nature.”
  • Level 2: Call, “Root by Nature.”
  • Level 3: Make [Tier+1] packet attacks.
  • Level 4: Instead of making 2 packet attacks, you can call, "By My Gesture, Root by Nature.”
New Growth The energy of spring is that of healing, renewal and life.
  • Level 1: You can spend 1 minute of Activity roleplaying a small ritual and call “Heal [Tier] and Weakness to Self by Nature.”
  • Level 2: Once ritual is complete, you can deliver the spell by touch to another target, calling, “Heal [Tier] and Weakness by Nature”
  • Level 3:“Heal [Tier+2] and Short Weakness by Nature."
  • Level 4: Once ritual is complete, you can target this spell using, “By Your Name, [name], Heal [Tier+2] and Short Weakness by Nature”
  • Level 5: [Tier +3].
  • Level 6: Instead of using the touch or By Your Name versions, you can call, "By My Voice, Heal [Tier] by Nature!"
Spring Cleaning The refreshing, cleansing energy of spring flows through you, cleansing all impurities.
  • Level 1: You call “Cure Metabolic to Self By Nature.”
  • Level 2: you can deliver the spell by touch to another target;
  • Level 3: 2 targets.
  • Level 4: You can call, “By Your Name, [name], Cure Metabolic by Nature”
Abnormal Growth (Keyword: Burst) When accelerated by magic, the growth and new life of spring can become painful and deforming.
  • Level 1: Make 2 packet attacks for “[Tier] Damage and Agony by Nature.”
  • Level 2: call, “[Tier +1] Damage and Agony by Nature,”
  • Level 3: [Tier +2]
  • Level 4: Make 3 packet attacks.
  • Level 5: [Tier +3]
Abundant Life Requires Sweetness of Life Level 3. The energies of springtime are directly opposed to those of death and destruction.
  • Level 3: You call “Imbue by Abundant Life” and gain 1 use of “Reduce Death to 10 Damage by Nature” vs any Death effect.
  • Level 4: you can cast this spell by touch on a willing target by calling, “Grant Defense: Reduce Death to 10 Damage by Nature”
  • Level 5: "Resist Death by Nature"
  • Level 6: When this defense is triggered, you call, "Resist and Heal [Tier] to Self by Nature!" If cast on another, give them an Imbue card that says "Grant Defense: Resist Death by Nature. When this spell is triggered, You then call, "Heal [Tier] to Self by Nature!"
Renewed Spirit The slowing, debilitating effects of winter’s lethargy are burned off in the springtime sun.
  • Level 3: You call “Cure Drain to Self By Nature.”
  • Level 4: you can deliver the spell by touch to another target;
  • Level 5: 2 targets.
  • Level 6: You can call, “By Your Name, [name], Cure Drain by Nature”
Sweetness of Life Requires 3 spells from this Season. The magic of Springtime allows you to weaken the effects of Death on yourself and others. This spell can only be cast on yourself
  • Level 3: When you cast this spell, call "Imbue by Sweetness of Life." The next time you are rendered Unstable by an UNCALLED melee attack, you take a Short Stun effect and then immediately call, "Heal [Tier] by Sweetness of Life!" and get back up again.
  • Level 4: CALLED or UNCALLED melee attack.
  • Level 5:  CALLED or UNCALLED melee or missile attack
  • Level 6: CALLED OR UNCALLED melee, missile, or packet attack.
One With Nature The energies of nature give you defenses against the very energies you wield.
  • Level 1: You call “Imbue by One With Nature” and gain 1 use of “Resist by Nature” vs any Nature trait.
  • Level 2: You can cast this spell by touch on a willing target by calling, “Grant Defense: Resist Nature by Nature”
  • Level 3: either “Double Imbue by One With Nature” when cast on self or, “Grant Defense: Double Resist Nature by Nature”
  • Level 4: either “Triple Imbue by One With Nature” when cast on self or, “Grant Defense: Triple Resist Nature by Nature”
Awaken the Sleeping Beast Beasts crawl from their hidey-holes after months of hibernating sleep.
  • Level 2: You touch a target and call, “Grant Defense: Purge Stun by Nature.”
  • Level 3: You call “By Your Name, [name], Grant Defense: Purge Stun by Nature.”
  • Level 4: You call “By My Voice, Grant Defense: Purge Stun by Nature.”
Joy of Spring Spring is the time of joyous celebration and happiness that the cold of winter has been thwarted once again.
  • Level 1: You call “Cure Mental to Self By Nature.”
  • Level 2: you can deliver the spell by touch to another target
  • Level 3: 2 targets.
  • Level 4: You can call, “By Your Name, [name], Cure Mental by Nature”
Warm the Cold Heart (Keyword: Day) Requires Sweetness of Life, Abundant Life and 3 other spells from this season. Death is the ultimate enemy of Spring, and your magic can foil even this mighty force. This spell can only be cast once per Day.
  • Level 3: Touch a target and call, “Cure Death and Stricken by Nature.”
  • Level 4: Call, “By Your Name, [name], Cure Death and Stricken by Nature.”
  • Level 5: you can cast this spell once per Watch.
  • Level 6, Delivered either by touch or By Name, call “Cure Death and Stricken to Spirit by Nature.”
Spirit of Joy The magic of Springtime protects you from mental attacks against you.
  • Level 1: You call “Imbue by Spirit of Joy” and gain 1 use of “Shield by Nature” vs the next effect that his you with a Mental trait.
  • Level 2: You can cast this spell by touch on a willing target by calling, “Grant Defense: Shield Mental by Nature”
  • Level 3: either “Double Imbue by Spirit of Joy” when cast on self or, “Grant Defense: Double Shield Mental by Nature”
  • Level 4: either “Triple Imbue by Spirit of Joy” when cast on self or, “Grant Defense: Triple Shield Mental by Nature”
Springtime Sun (Keyword: Burst) Requires 5 spells from this season. You gather the glorious power of the rising sun, harnessing it into mighty magic.
  • Level 2: You gain [Tier+2] packet attacks. Each of the packet attacks can call EITHER “[Tier +2] Damage by Light”—OR—“Short Weakness by Nature.” The types of attack do not have to be the same for all packets—you can call 1 damage effect, 1 Weakness, and 1 more damage effect, for example.
  • Level 3 : Make [Tier+3] packet attacks.
  • Level 4: Choose one benefit. Either your 3 Damage by Light upgrades to [Tier+3] Damage by Light, OR you call “Weakness by Nature.”
  • Level 5: Make [Tier+4] packet attacks.
  • Level 6: Purchase: You gain the other benefit from Level 3.
  • Level 7: Make [Tier+5] packet attacks

Season: Summer

The Battle Trait for this season is Fire. Cleansing Breeze The warm morning breezes of summer lift physical impairments from you. Level 1: You call “Cure Physical to Self By Nature.” Level 2: You can touch a target and call, “Cure Physical By Nature.” Level 3: Up to 2 targets. Level 4: You can call, “By Your Name, [name], Cure Physical by Nature.” Blazing Sunlight The brilliant heat of the sun is focused into a debilitating weapon. Level 1: Make 2 packet attacks for “Agony by Fire.” · Level 2: “2 Damage and Agony by Fire,” · Level 3: “[Tier+1] Damage and Agony by Fire,” · Level 4: 3 packet attacks. Summer’s Golden Glow Requires 5 spells from this season. The life, heat and vigor of summer’s long days are focused into magic that benefits your allies. Level 2: You gain a pool of Sun that can be used to heal of aid your comrades. You cast this spell and gain 1 pool point per point of Stamina you have left AFTER the initial casting cost is paid. For example, if you have 10 Stamina and cast this spell, you would have a pool of 8 Sun points that can be used. You can spend 1 point and touch a target for a “Heal 1 and Repel by Nature” effect. If you cast another spell that has the Cure or Heal effect, any remaining points in this pool are immediately lost. No Summer’s Glow effect can be cast upon or used by the caster of this spell. This spell can only be cast once per Watch. · Level 3: Each point of Pool can be spent to call, “Heal [Tier] and Repel by Nature,” · Level 4: You can spend 2 points of Sun to call, "Refresh 2 Stamina and Repel by Nature." Touch of the Sun The fiery magic of the sun guards you against its own effects. Level 1: You call “Imbue by Touch of the Sun”and gain 1 use of “Shield by Nature” against an effect with the Fire trait. · Level 2: You can cast this spell by touching a target and calling, “Grant Defense: Shield Fire by Nature” · Level 3: either “Double Imbue by Touch of the Sun” when cast on self or, “Grant Defense: Double Shield Fire by Nature” · Level 4: either “Triple Imbue by Touch of the Sun” when cast on self or, “Grant Defense: Triple Shield Fire by Nature” · Level 5: Replace, “Shield” with, “Resist” in all verbals for this spell. Friend of Nature The birds of the sky and beasts of the field answer your call. Level 2: Call, “Grant to Self: Speak with Beast and Plants by Nature.” You can talk to plants and animals (Staff usually must be present for this) for 1 hour. · Level 3: You can cast this spell by touching a target and calling, “Imbue by Friend of Nature.” Give the target an Imbue card with the wording: “Friend of Nature. You can speak to Beasts and/or plants for 1 hour. When this spell expires, please return to [CASTER NAME].” · Level 4: You can use this spell as an Information Skill in between events. You must pay at least 5 silver pieces to use it, and the more money you choose to use in the casting, the more and better information you will get. Your questions must be appropriate for plants and animals of your region. · Level 5: This effect gains duration: Watch. Make sure you alter Imbue cards accordingly. Heatwave The draining, relentless heat of the desert is inflicted on your foes, sapping their strength and will to fight. Level 1: Make 2 packet attacks for, “Short Weakness by Fire.” · Level 2: “Weakness by Fire.” · Level 3: [Tier +2] packet attacks. · Level 4: You can use up 2 packet attacks to instead call, "Short Stun by Fire." · Level 5: [Tier +3] Packet attacks. Voice of the Wyld Requires 3 spells from this Season. Summer is the height of the growing season, when beasts and predators are at their most active. Your magic keeps them at bay. Level 1: You make 3 packet attacks for, “Short Repel to Beast by Nature.” · Level 2: “Repel to Beast by Nature.” · Level 3: “Repel by Nature” · Level 4: You can make [Tier+2] packet attacks. · Level 5: “Agony and Repel by Nature.” Reign of the Sun Summer is the most vigorous, active, and forceful of the seasons. You channel that life energy and use it as a defense against other nature magics. Level 1: You call “Imbue by Reign of the Sun.”and gain 1 use of “Shield by Nature” vs any effect with the Nature trait. · Level 2: You can touch a target and call: “Grant Defense: Shield Nature by Nature” · Level 3: Either “Double Imbue by Reign of the Sun” when cast on self or, “Grant Defense: Double Shield Nature by Nature” · Level 4: Either “Triple Imbue by Reign of the Sun” when cast on self or, “Grant Defense: Triple Shield Nature by Nature” · Level 5: Change “Shield Nature” for “Resist Nature” in all verbals for this spell. Shield of the Sun The heat of the summer sun protects you against the effects of its opposite. Level 1: You call “Imbue by Shield of the Sun”and gain 1 use of “Shield by Fire” against any effect with the Ice or Cold traits. · Level 2: Touch a target and call, “Grant Defense: Shield Ice & Cold by Fire” · Level 3: Either “Double Imbue by Shield of the Sun” when cast on self or, “Grant Defense: Double Shield Ice & Cold by Fire” · Level 4: Either “Triple Imbue by Shield of the Sun” when cast on self or, “Grant Defense: Triple Shield Ice & Cold by Fire” · Level 5: Replace, “Shield” with, “Resist” in all verbals for this spell. Infusing Heat Mighty users of magical power can channel their art into defenses against enemy magic. You focus the unlimited energy of the blazing daystar into such protection. Level 1: You call “Imbue by Infusing Heat” and gain 1 use of “Shield by Nature” against any effect with the Magic trait. · Level 2: Touch a target and call: “Grant Defense: Shield Magic by Nature” · Level 3: Either “Double Imbue by Infusing Heat”when cast on self or, “Grant Defense: Double Shield Magic by Nature” · Level 4: Either “Triple Imbue by Infusing Heat”when cast on self or, “Grant Defense: Triple Shield Magic by Nature” · Level 5: Replace, “Shield” with, “Resist” in all verbals for this spell. Sunstroke (Burst Keyword) Requires 5 spells from this header. The terrible, blazing heat of the summer sun is unleashed upon your enemies. Their strength is bled away into the super-heated air, and eventually they simply fall to the ground, a withered husk. · Level 3: You gain 3 packet attacks for “Waste [Tier] Vitality by Fire. · Level 4: “Waste [Tier+1] Vitality and Short Stun by Fire.” · Level 5: “Waste [Tier+2] Vitality and Short Stun by Fire” · Level 6: “Waste [Tier+2] Vitality and Stun by Fire.”

Magical Season: Winter

The Battle Traits for this Season are Cold and Ice. Frost Ward The magic of winter gives you a frosty protection against enemy magic. · Level 1: You call “Imbue by Frost Ward” and gain1 use of “Resist by Nature” against any effect with the Magic trait. · Level 2: You can cast this spell by touch on a willing target by calling, “Grant Defense: Resist Magic by Nature” · Level 3: either “Double Imbue by Frost Ward” when cast on self or, “Grant Defense: Double Resist Magic by Nature” · Level 4: either “Triple Imbue by Frost Ward” when cast on self or, “Grant Defense: Triple Resist Magic by Nature” Ice Shards You quick-freeze the water in the air and hurl the deadly-sharp shards at a foe. · Level 1: You gain 3 packet attacks for “2 Damage by Ice.” · Level 2: “X Damage by Ice,” where X is Tier+1. · Level 3: Tier+2 attacks. Winter’s Breath Like the breath of an Ice Drake, you both harm and hamper your prey. · Level 2: Make 1 packet attack for, “2 damage and Short Slow by Cold.” · Level 3: “X Damage and Short Slow by Cold” where X is Tier+1. · Level 4: 2 packets. · Level 5: “X Damage and Slow by Cold.” Frost Weapon You touch one weapon and call, “Imbue by Ice: Grant Melee Attack, “2 Damage by Ice” · Level 2: “X Damage by Ice” where X is caster’s Tier+1. · Level 3: “Imbue by Nature: Double Grant Melee Attack, “X Damage by Ice” · Level 4: ““Imbue by Nature: Triple Grant Melee Attack, “X Damage by Ice” Bitter Cold The terrible, biting winds of the frozen north assault your foe. · Level 1: Make 1 packet attack for “Agony by Cold.” · Level 2: 2 packet attacks. · Level 3: 3 packet attacks. · Level 4: “Double Agony by Cold” Frigid & Brittle Everyone knows, when you get something cold, it tends to get brittle and break easier… · Level 3: You gain 1 packet attack for “Destroy [Item] by Cold.” · Level 2: “Double Destroy [Item] by Cold.” · Level 3: 2 packet attacks. Frozen Heart Like the unforgiving, uncaring northern snows, you harden your heart against emotional effects. · Level 2: You call “Imbue by Frozen Heart” and gain 1 use of “Shield by Nature” vs the next effect with a Mental trait. · Level 3: you can cast this spell by touch on a willing target by calling, “Grant Defense: Shield Mental by Nature” · Level 4: either “Double Imbue by Frozen Heart” when cast on self or, “Grant Defense: Double Shield Mental by Nature” · Level 5: either “Triple Imbue by Frozen Heart” when cast on self or, “Grant Defense: Triple Shield Mental by Nature” Icy Spear Simple but effective, a lance of ice pierces your foe. · Level 2: Make 1 packet attack for “4 Damage by Ice.” · Level 3: “4 Damage and Short Root by Ice.” · Level 4: “X Damage and Short Root by Ice,” where X is Tier+3. · Level 5: “X Damage and Root by Ice” Numbing Cold Your enemy feels the terrible, numbing cold of frostbite set into their fingers… · Level 2: Make 1 packet attack for, “Disarm by Ice.” · Level 3: Call, “Double Disarm by Ice.” · Level 4: 2 packet attacks. Frozen Solid Requires 4 spells from this Season.The water in the air hardens around your target, freezing them—literally—in place. · Level 3: Make 1 packet attack for, “Short Paralyze by Ice.” · Level 4: “Paralyze by Ice.” · Level 5: 2 packets. Ice Armor A thick layer of ice forms on your skin, protecting you from harm. · Level 1: You call “Imbue by Ice Armor” and gain 2 Protection Points. These points last until consumed, or the beginning of the current watch. · Level 2: you can cast this spell by touch on a willing target by calling, “Grant 2 Protection by Ice” · Level 3: target gets X Protection points, where X is the casters Tier+2. · Level 4: You call “Grant Defense: X Protection and Shield Fire by Ice.” Frigid Blast The magic of winter causes your enemy great pain, slowing their assault. · Level 3: You gain a packet attack for, “Short Slow and Agony by Ice.” · Level 4: 2 packets. · Level 5: 3 packets. Blizzard (Burst Keyword) Requires 5 spells from this season.The swirling, blinding snows and howling winds of the north assault your targets. Level 1:You gain 3 packet attacks. Each of the packet attacks can call EITHER “3 Damage by Cold”—OR—“Short Slow by Ice.” The types of attack do not have to be the same for all 5 packets—you can call 1 damage effects, 1 Slow, and 1 more damage effect, for example. Level 2: Make Tier +2 packet attacks. Level 3: Choose one benefit. Either your 3 Damage by Cold upgrades to Tier+2 Damage by Cold, OR you call “Slow by Ice.” Level 4: Make Tier +3 packet attacks. Level 5: Purchase: You gain the other benefit from Level 3. Level 6: Make Tier +4 packet attacks Frozen Vapor You harness the wind and thicken it heavily, obscuring your target’s vision and keeping him at bay. Level 1: 2 packet attacks, calling, “Short Repel by Cold” Level 2: X packet attacks, where X is Tier+2. Level 3: “Repel By Cold” Level 4: X is Tier+3 Icy Terrain You freeze the ground around your target’s feet, binding them in place. Level 1: Make 2 packet attacks for “Short Root by Ice” Level 2: Make 3 Packet attacks. Level 3: Make Tier +2 packet attacks. Level 4: Call, “Root by Ice” Sapping Cold The icy,frigid air pulls the heat from your foe, weakening them greatly. Level 1: Make 2 packet attacks for “Short Weakness by Cold” Level 2: “Weakness by Cold” Level 3: make 3 Packet attacks Level 4: “Weakness and Slow by Cold.”