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835 lines (653 loc) · 34.1 KB
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\chapter[Chamber of Magic]{Magic}
\label{spellsChapter}
\toggletrue{examplecharacter}
\index{Spells}
\begin{multicols}{2}
\noindent
Magic can do any number of things, but like anything else, it has standards.
These standards are `spells'.
\index{Mana!Spending}
\Glspl{casting}
\glsentrydesc{casting}.
\Glspl{spell}
\glsentrydesc{spell}.
This chapter only has \glspl{spell}. For a metaphyiscal deep-dive into
crafting \glspl{spell} and \glspl{talisman}, see the \textit{Book of Stories}%
\iftoggle{stories}{, \autoref{witchcraft}}{}.
\subsubsection{The Elemental \glsfmtplural{sphere}}
are Combat \glspl{skill}, just like Projectiles and Melee.
To cast a spell, check the `Requirements'; if it says `Air 2', then the character needs the `Air' \gls{skill} at level 2 to learn and cast it.
\subsubsection{The High \glsfmtplural{sphere}}
are a mix of the lower.
Fire and Air make `Light', Fire and Earth make `Force'.
Characters don't have to learn anything extra to learn these High \glspl{sphere} -- they only need the two Elemental \glspl{skill}.
High \glspl{sphere} show their requirements as their base elements, so when you look up a `Death~2' spell, it will show the requirements as `Air~2, Fate~2'.
As long as you have both of those at level 2 or above, you can cast the spell.
\makeAutoRule{manaVacuum}{Mana Vacuums}{Every empty \glsfmttext{mp} creates a vacuum, so spending until empty can stop anyone else gaining \glsfmtplural{mp}}
can be used as a weapon.
\Pgls{witch} with 9~\glspl{mp} can spend all of them, in order to grab all the ambient mana in the surrounding \glspl{area}.
This is a dangerous tactic, as the \gls{witch} will constantly be without \glspl{mp}, but it can be worth the price, just to deprive rivals of any possibility of regeneration.
\index{Mana!Vacuum}
To keep the vacuum at `full pull', the \gls{witch} indulges in repeated \glspl{casting}, until the vacuum is larger than any other's nearby.
An entire \glsfmttext{region} can feel the pull, but more distant \glspl{area} will only have their ambient \glspl{mp} reduced by one or two.
\Glspl{witch} approaching a powerful foe often feel the stagnation in the air, as they come closer to the vacuum.
\end{multicols}
\section{Elemental \Glsfmtplural{sphere}}
\begin{multicols}{2}
\subsection[Air]{\glsfmttext{Air}~Air}
\label{airSpells}
% Reorder spells so they can be alphabetical
\setcounter{diceNo}{1}%
\showSpells{Air1}
\showSpells{Air1}
\spell{Sleep Fog}% Name
{Devious}% Enhancements
{Wane}% Action
{Air}% Spheres
{ventilation}% Resist with
{With a memory of a bad night's sleep, the caster thinks about suffocating air.
Within one \showOnset, the air in the room turns rancid, inflicting \arabic{spellPlusTwo}~\glspl{ep}}% Description
{Anyone inside rolls \roll{Strength}{Vigilance} (\tn[10]) to wake up each time they take another \gls{ep}.
Any kind of draft increases the \gls{tn} to cast the spell by +2, and a windy night adds +2 more.
When cast outdoors, the \gls{tn} rises to 12, with extra penalties for wind.}
\showSpells{Air2}
\label{ManaVoidSpell}
\showSpells{Air2}
\spell{Clawing Wisps}% Name
{Detailed, Duplicated}% Enhancements
{Wax}% Action
{Air}% Spheres
{wind speed}% Resist with
{The caster gives a battle-cry, and cloud-lined spirits, appearing like small copies of the caster, push any enemies (but not allies) back, reducing their \glspl{ap} by \arabic{spellPlusTwo}}% Description
{}
\showSpells{Air3}
\showSpells{Air3}
\showSpells{Air4}
\subsection[Fire]{\glsfmttext{Fire}~Fire}
\label{fireSpells}
\showSpells{Fire1}
\showSpells{Fire2}
\spell{Toothless Fire}% Name
{Duplicated}% Enhancements
{Warp}% Action
{Fire}% Spheres
{intensity of the flame}% Resist with
{This spell changes the basic nature of a fire, so it can no longer burn a certain type of material}% Description
{Casters generally use this to stop a fire damaging people, but it could just as easily stop a fire spreading to clothing.
The fire will not stop feeding on whatever allows it to currently burn, so a wood fire will continue burning its wood.}
\showSpells{Fire3}% Brilliant Bull
\spell{Traitorous Camp}% Name
{Devious, Distant}% Enhancements
{Warp}% Action
{Fire}% Spheres
{\roll{Wits}{Survival}}% Resist with
{The caster gives a jealous stare at a fire at \spellRange.
After two \glsfmtplural{interval}, the fire gains some weight, and starts to burn low, and look strange.
After a full day, the fire collapses on top of the nearest person, inflicting \showDam~Damage}% Description
{}
\spell{Naked Fire}% Name
{Duplicated, Distant}% Enhancements
{Warp}% Action
{Fire}% Spheres
{size of fire}% Resist with
{After instructing all the fire around on proper etiquette, fires with a total area up to \arabic{spellTargets} \glspl{step} at \spellRange\ turn blue, and stop burning flesh.
They continue to act upon wood, hair, and clothing as normal}% Description
{Large fires are more difficult to affect, as they're too busy eating to listen.}
\spell{Beseech Lightning}% Name
{Detailed, Distant, Duplicated}% Enhancements
{Warp}% Action
{Fire}% Spheres
{\roll{Wits}{Survival}}% Resist with
{The caster climbs a mountain until they approach the clouds, then calls to an active lightning storm to strike \arabic{spellTargets} people, inflicting \showDam\ Damage}% Description
{The spell targets clouds above, at \spellRange, but those clouds can strike targets at any distance beneath them.}
\showSpells{Fire4}
% The standard book leaves some spells out, to cut down on
% page-count, and to leave some mystery to magic for the Judge to
% introduce.
%
% When compiling with the book of Judgement, these spells will
% disappear, but will still be present in other versions of the
% book.
\iftoggle{intro}{}{
\subsection[Earth]{\glsfmttext{Earth}~Earth}
\label{earthSpells}
\showSpells{Earth1}
\showSpells{Earth1}
\spell{Ripple Map}% Name
{Detailed}% Enhancements
{Warp}% Action
{Earth}% Spheres
{texture}% Resist with
{The \gls{witch} throws or skims pebbles at a rock, treating it like a pool of water.
Little indents form in the face, with ripples emanating outwards}% Description
{The rock never distorts enough to break and never changes its shape more than half a finger's width, the \gls{spell} has become popular for drawing maps on the faces of boulders on the \gls{lonelyRoad}.
A good \gls{casting} requires a rock with a smooth face.
Nobody can make out a map on a stone wall for all the `texture-noise'.}
\setcounter{diceNo}{0}
\showSpells{Earth2}
\showSpells{Earth2}
\spell{Mud Clamp}% Name
{Duplicated, Detailed}% Enhancements
{Wax}% Action
{Earth}% Spheres
{\roll{Strength}{Survival}}% Resist with
{The caster shouts `\textit{hold fast}', as snow or mud becomes solid, encasing any feet pushed into the ground.
Targets then count as \textit{Entangled}}% Description
{
The spell suffers a -2~Penalty when used against creatures without flat feet (such as hooves, or most other animal feet), but can also gain up to a +2~Bonus in particularly deep mud or snow.}
\showSpells{Earth3}
\showSpells{Earth3}
\showSpells{Earth4}
}
\subsection[Water]{\glsfmttext{Water}~Water}
\label{waterSpells}
\spell{Ale Mist}% Name
{}% Enhancements
{Warp}% Action
{Water}% Spheres
{strength of alcohol}% Resist with
{The \gls{witch} insults a drink (or any small quantity of liquid) and it evaporates}% Description
{This can leave a table of ale swirling in a sticky, weird-smelling mist.
Water has \tn[7], ale 9, whiskey 11, and lava has \tn[20] (the resulting mist would deal \dmg{8}~Damage to everyone within \pgls{step}).}
\setcounter{diceNo}{0}
\showSpells{Water1}
\showSpells{Water1}
\setcounter{diceNo}{1}
\showSpells{Water2}
\spell{Detect Water}% Name
{Distant}% Enhancements
{Witness}% Action
{Water}% Spheres
{smallness}% Resist with
{The caster detects liquid at \spellRange}% Description
{They cannot tell the type of liquid -- it could be a raging river, a tankard of ale, or a magma stream}
\showSpells{Water2}
\showSpells{Water3}
\showSpells{Water3}
\showSpells{Water4}
\subsection[Fate]{\glsfmttext{Fate}~Fate}
\label{fateSpells}
\setcounter{diceNo}{1}
\showSpells{Fate1}
\showSpells{Fate1}
\showSpells{Fate2}
\showSpells{Fate2}
\spell{Blessed Army}% Name
{Duplicated, Distant}% Enhancements
{Wax}% Action
{Fate}% Spheres
{targets' highest Charisma Penalty}% Resist with
{The caster gives good wishes to a troupe, and \arabic{spellTargets} targets receive \showDam~\glspl{fp}.
The \gls{spell} is resisted with Charisma Penalties, so if the worst Charisma Penalty in the crowd is -2, then the \gls{spell} has \tn[9]}% Description
{The spell targets those with the highest Charisma before others.}
\showSpells{Fate3}
\spell{Wheel of Fate}% Name
{Devious, Duplicated}% Enhancements
{Warp}% Action
{Fate}% Spheres
{\roll{Charisma}{Survival}}% Resist with
{The caster wonders what the future holds, and the nearest \arabic{spellTargets} targets become locked into the same encounter, on repeat.
It begins half way through the \showOnset, then repeats again, until it has gone through \arabic{spellPlusTwo} iterations}% Description
{\par
Of course, the encounter cannot contain the same creatures or people each time, but whatever the \gls{gm} rolled for the encounter will repeat.
This might result in three \glspl{griffin} looking at troupe, then three \glspl{griffin} attacking, then three \glspl{griffin} nesting, and so on.
Each of these encounters will come in addition to the standard encounters.}
\showSpells{Fate4}
\subsection{Divergent}
\label{divergentSpells}
\spell{Dock Hickory}% Name
{Divergent}% Enhancements
{Warp}% Action
{Fire, Water}% Spheres
{\roll{Speed}{Athletics}}% Resist with
{As the caster sings a song in reverse, nearby fire falls from its wood and flows across the floor like water, while water gathers in place and swirls like flame}% Description
{
The fire only deals \showDam~Damage, spread evenly across the nearest four~\glspl{step}; it dissipates at the end of the \gls{round}, unless it has fuel spread about the ground.
The water-flame remains upright until the wind eats through its peripheral `sparks'.
}
\spell{Dark Doom}% Name
{Divergent}% Enhancements
{Wane}% Action
{Fate, Fire}% Spheres
{\roll{Charisma}{Survival}}% Resist with
{As the caster bids farewell to someone, they lose \showDam~\glspl{fp}, while the fire closest to the target dies}% Description
{
The spell can destroy any fire up to those large enough to deal \showDam\ Damage, and larger fires grow dim.}
\iftoggle{intro}{}{
\spell{Miner's Bane}% Name
{Divergent}% Enhancements
{Wane}% Action
{Earth, Air}% Spheres
{\roll{Speed}{Cultivation}}% Resist with
{As the caster curses the target's bread, air, and Sunlight, the ground underneath their feet softens, and their next breath of air sticks to the inside of their throat like thorny cotton.
Targets who fail to dart away quickly fall prone, and take \arabic{spellPlusTwo}~\glspl{ep} unless they held their breath}% Description
{
This spell relies on soft ground to make the target slip.
Harder floors will not melt, and the spell will settle on the nearest soft earth it can find.}
\spell{Finding Courage}% Name
{Divergent}% Enhancements
{Wax}% Action
{Earth, Fate}% Spheres
{malleability of the earth}% Resist with
{Reaching into some soft ground, such as snow or mud, the caster begs for a chance to fight, and the ground forms into a weapon.
The caster then gains \arabic{spellPlusTwo}~\glspl{fp}.
The shatters if it deals over \arabic{spellPlusTwo} Damage}% Description
{
The weapon can be anything the caster has used before, up to \pgls{weight} of \arabic{spellPlusTwo}}
}
\iftoggle{intro}{}{
\spell{Asking Rock}% Name
{Detailed, Divergent}% Enhancements
{Warp}% Action
{Earth, Fate}% Spheres
{civilization rating}% Resist with
{The caster sells a weapon to a rock in return for summoning a beast, and the rock becomes magnetic.
It has an effective Strength of \arabic{spellPlusTwo} to hold any iron weapon placed next to it.
Once the rock has a weapon, the \gls{gm} makes an encounter roll}% Description
{
The \gls{tn} depends on how close to civilization the spell is cast.
Attracting \glspl{monster} to \pgls{village} makes more of a challenge than attracting them while past the \gls{edge}.%
\exRef{judgement}{Judgement}{civilizationRating}
If the encounter roll produces nothing, the \gls{gm} goes up the chart until they find an encounter.
\Glspl{npc} targeted by this spell will survive if only their \gls{cr} value is greater than the \gls{monster} which finds them.
Otherwise, they end in the jaws of a beast.
}
}
\spell{River Smog}% Name
{Divergent, Duplicated}% Enhancements
{Wane}% Action
{Air, Water}% Spheres
{\roll{Speed}{Athletics}}% Resist with
{The caster spits prophecies of surreal catastrophe, and \arabic{spellTargets} worth of water turn into a putrid vapour.
Anyone who breathes it in receives \arabic{spellPlusTwo}~\glspl{ep}}% Description
{
The water should be clearly visible, such as a stream or an actual barrel of water.}
\spell{Night Terrors}% Name
{Distant, Divergent}% Enhancements
{Wane}% Action
{Fate, Fire}% Spheres
{\roll{Charisma}{Survival}}% Resist with
{The caster calls the first line of a dirge from the darkness, then a fire at \spellRange\ goes out.
Whoever held it loses \showDam~\glspl{fp}}% Description
{}
\showSpells{FireWater3}
\showSpells{FireFate4}
\showSpells{FireFate4}
\showSpells{WaterAir4}
\end{multicols}
\section{High \Glsfmtplural{sphere}}
\begin{multicols}{2}
\subsection[Light]{\glsfmttext{Light}~Light}
\label{lightSpells}
\spell{Little Big}% Name
{}% Enhancements
{Warp}% Action
{Fire, Air}% Spheres
{\roll{Wits}{Vigilance}}% Resist with
{The caster minces a malaphor, and the target's apparent size contorts like a fun-house mirror, inflicting a -\arabic{spellPlusOne}~Penalty to ranged attacks against them}% Description
{A gnome seen from ten steps might appear to be the size of a human, or a human may appear the size of a gnome.}
\showSpells{Light1}
\showSpells{Light1}
\spell{Dank Stench}% Name
{}% Enhancements
{Wane}% Action
{Fire, Air}% Spheres
{\roll{Wits}{Vigilance}}% Resist with
{As the caster whispers a goodnight lullaby, the target's shadow comes loose, and flits about randomly, wandering over their face, covering candles, and quickly becomes an irritation which inflicts a -2~Penalty to see properly}% Description
{The shadow fades once it spends \pgls{interval} in Sunlight or water.}
\spell{Mirror}% Name
{Duplicated}% Enhancements
{Wax}% Action
{Fire, Air}% Spheres
{\roll{Wits}{Vigilance}}% Resist with
{The caster introduces the target to their twins, and \arabic{spellTargets} copies of the target appear, facing different directions. They disappear when they don't have direct line of sight to another}% Description
{The copies make no adjustments for light sources, so if the character has a shadow on the left-hand side of their face, the duplicates have the same shadow, no matter where they face.
All duplicates move away from the target whenever they move away from where the \gls{spell} began, and move back towards the origin point when the target does the same.
Anyone can spot which is the original by spending \pgls{ap} to observe the lot.}
\setcounter{diceNo}{0}
\showSpells{Light2}
\pic{Roch_Hercka/polymorph}
\spell{Shadow Puppet}% Name
{Detailed}% Enhancements
{Wane}% Action
{Fire, Air}% Spheres
{\roll{Wits}{Vigilance}}% Resist with
{The \gls{witch} tells a story with a shadow puppet, and it stands up and moves like a creature cloaked in darkness}% Description
{Under direct torchlight, the shadow simply looks weird; but at night these puppets can easily fool someone into thinking \pgls{monster}, or even a particular person lies waiting, in the distance.
The shadows disappear once bright light hits them.}
\setcounter{diceNo}{1}
\showSpells{Light2}
\pic{Roch_Hercka/flashing_light}
\spell{Quiet Campfire}% Name
{Devious}% Enhancements
{Wane}% Action
{Fire, Air}% Spheres
{size of fire}% Resist with
{The caster stares at a fire, and thinks dark thoughts.
After a couple of hours, the fire's light dims, though the noise and heat continue.
The spell lasts one \showOnset, so the light returns during the night}% Description
{Travellers sometimes use this spell to hide their fire when camping beyond the \gls{edge}, as it removes at last one chance of an encounter from the fire's light}
\showSpells{Light3}
\spell{Eternal Night}% Name
{Devious, Duplicated}% Enhancements
{Wane}% Action
{Fire, Air}% Spheres
{\roll{Intelligence}{Survival}}% Resist with
{The caster pulls on a memory of seeing darkness at the bottom of a clear loch, and the darkness comes.
After two \glsfmtplural{interval}, a patch of darkness forms.
Within four \glsfmtplural{interval}, all vision suffers a -\arabic{spellPlusOne}~Penalty as the darkness grows to the size of a room}% Description
{
\Glspl{witch} commonly use this spell to make anyone in \pgls{bothy} or other sleeping-space miss the day.
They awaken late, in darkness, and generally assume they simply cannot sleep.
After all, they can see darkness, so it must be night, not day.
By the time people start to question their sanity, and light a fire, the next night may have already come.
}
\showSpells{Light4}
\iftoggle{intro}{}{
\subsection[Force]{\glsfmttext{Force}~Force}
\label{forceSpells}
\showSpells{Force1}
\showSpells{Force1}
\spell{Close the Gate}% Name
{}% Enhancements
{Wane}% Action
{Earth, Fire}% Spheres
{8 + Gateway's level}% Resist with
{The caster shouts `close the gate', at a magical gateway, and the \gls{spell} collapses}% Description
{Anyone inside the gateway is spat out like a rotten lump of soup}
\spell{Friendly Bolt}% Name
{Duplicated}% Enhancements
{Wane}% Action
{Earth, Fire}% Spheres
{\gls{weight} carried}% Resist with
{The caster shouts `let's go', and two targets gain a +\arabic{spellPlusOne}~Bonus to running}% Description
{They feel suddenly lighter, as if being carried.
However, this spell does not help with carrying heavy items.}
\spell{Migrating Butterfly}% Name
{Detailed}% Enhancements
{Wane}% Action
{Earth, Fire}% Spheres
{\gls{weight} carried}% Resist with
{The caster outright denies how heavy something is, despite obvious heft, and its \gls{weight} reduces by \arabic{spellPlusOne}.
Each \gls{weight} reduction reduces the Damage of any weapon}% Description
{Items which fall below \gls{weight}~0 will float like a seed on the wind.}
\spell{Traveller's Curse}% Name
{Distant}% Enhancements
{Wax}% Action
{Earth, Fire}% Spheres
{\roll{Speed}{Athletics}}% Resist with
{The caster wishes the target a bad journey, and they immediately feel heavier.
For the next \arabic{spellPlusOne}~\glspl{interval}, the target counts as carrying something with \pgls{weight} of \arabic{spellPlusOne}}% Description
{
The curse wears off once the target has marched enough, but any \glspl{interval} the target spends stationary do not count towards the spell's duration.}
\showSpells{Force2}
\showSpells{Force2}
\showSpells{Force3}
\showSpells{Force3}
\showSpells{Force4}
\subsection[Life]{\glsfmttext{Life}~Life}
\label{lifeSpells}
\showSpells{Life1}
\spell{Forest Crown}% Name
{}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{\roll{Strength}{Athletics}}% Resist with
{The target hears how good they would look with antlers, and antlers start to grow.
They grant +1 to Damage while using the Brawl Skill}% Description
{
The antlers will stop the target wearing a helmet, so they cannot wear Complete armour.
The antlers shed over any cold season, or can be removed with a cleaver.}
\spell{Slashers}% Name
{}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{\roll{Strength}{Athletics}}% Resist with
{The caster makes accusations of vile language, and the target grows needle-sharp claws.
They grant +1 Damage when using Brawl, but inflict a -1~Penalty to using weapons or other tools}% Description
{
The claws grow out naturally, or can be cut off at any time.}
\spell{Tweak}% Name
{}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{target's \glspl{hp}}% Resist with
{The caster lists how the target looks like a different race, and their features begin to shift to match}% Description
{The target must have Attributes within the racial maximums and minimums of the target race, so a human with Strength +1 could become an elf, but Strength +3 would stop them looking remotely elf-like.
The spell lasts until the target makes use of any characteristic of their own race.
For humans, this means their ability to walk long-distances, and for gnomes it means trying to focus on anything.}
\spell{Regeneration}% Name
{Detailed}% Enhancements
{Wax}% Action
{Earth, Water}% Spheres
{current lost \glspl{hp} + 7}% Resist with
{The caster gathers tiny gifts for the target, and they begin to regenerate Damage faster, recuperating an extra \arabic{spellPlusOne} \glspl{hp} each week}% Description
{During this time, the target's appetite grows substantially, demanding an extra \arabic{spellCost} meals every day to keep the spell going.}
\showSpells{Life2}
\spell{Scent in the Air}% Name
{Distant}% Enhancements
{Witness}% Action
{Earth, Water}% Spheres
{target's strangeness}% Resist with
{Focussing on the air, and sniffing the wind, the caster asks politely if it will say whether or not some creature sits at \spellRange\ in a particular direction}% Description
{Other humanoids are \tn[7] to detect, beasts are \tn[9], and stranger creatures present a greater challenge.}
\showSpells{Life3}
\spell{Herd Protection}% Name
{Duplicated, Distant}% Enhancements
{Warp}% Action
{Earth, Water}% Spheres
{current \glspl{hp}}% Resist with
{The caster yells warnings, and the targets gain \gls{dr}~\arabic{spellPlusOne} as their skin becomes thick}% Description
{Unfortunately, the tough hide feels heavy, and effectively counts as an item with \pgls{weight} of \arabic{spellPlusOne}.
The hide usually comes with fur, and protects against the cold as well as Damage.
When the spell combines with others, to boost the target's Strength and grant claws, they eventually look just like a regular bear.
The strange skin fades to normal once the target takes Damage and heals.}
\spell{Piglet Farm}% Name
{Duplicated, Detailed}% Enhancements
{Wane}% Action
{Earth, Water}% Spheres
{\glspl{hp}}% Resist with
{The caster cries `\textit{Pigs}', and the first \arabic{spellTargets} targets within \spellRange\ shrink, taking a -\arabic{spellPlusOne} Strength Penalty}% Description
{
This Penalty stacks as usual, so targets who already have a basic Strength Penalty of -2 would take this Penalty, and then half of their regular Strength Penalty, for a total of -\arabic{spellPlusTwo}.}
\showSpells{Life4}
}
\subsection[Mind]{\glsfmttext{Mind}~Mind}
\label{mindSpells}
\showSpells{Mind1}
\showSpells{Mind1}
\spell{Shadow Check}% Name
{}% Enhancements
{Witness}% Action
{Fate, Water}% Spheres
{quiet thoughts}% Resist with
{Shadows, statues, or suspicious bushes can all hide all manner of things.
This spell tells the caster if any particular patch (and it has to be a specific patch) contains anything which has a mind}% Description
{%
The spell will not say what kind of mind this is --- whether animal, person, \gls{talisman}, or \gls{artefact}.
It reports only `yes/ no', and often has false positives due to sometimes detecting mice or insects (1/6 chance in daylight, 2/6 chance at night).
Every \gls{talisman} has some consciousness, so the \gls{spell} can confirm if some \gls{alchemy} enhanced an item, but will not give any details.
}
\spell{Awaken}% Name
{Detailed}% Enhancements
{Wax}% Action
{Water, Fate}% Spheres
{spell's level}% Resist with
{The caster explains a plan to a spell, and the spell gains an Intelligence Bonus of +\arabic{spellPlusOne} and begins enacting the plan}% Description
{
All spells have a small spark of sentience, endowed by their creator, so this spell exploits that fact to make a spell behave more intelligently.
The spell begins with all of the caster's knowledge, although anything beyond general knowledge generally ends up as a tangled mess of half-memories.
Without any interest in socializing, any social memories will simply not make sense.
The spell has all of the caster's Skills which do not depend on any social intuition with a -1~Penalty.
However, if given a Charisma Bonus, with the Social Spell (\vpageref{Social Spell}), the spell will have full access to the caster's Skills (again, with a -1~Penalty to each of them).
The spell grants no Charisma Bonus, and the resulting mind has no interest in anyone, or anything, except as instruments for \emph{the plan}.
It operates methodically, and sometimes behaves in strange, and alien ways, given its single-pointed value system.%
\footnote{Look up `the paperclip maximizer' for an explanation of how this kind of spell can easily go horribly wrong.}
}
\spell{Debt}% Name
{Devious}% Enhancements
{Warp}% Action
{Water, Fate}% Spheres
{\roll{Wits}{Academics}}% Resist with
{The \gls{witch} thinks about how much people demand using \gls{spell}, and after one \showOnset\ the target's next \gls{spell} reflects onto them, and they do whatever they ask from their \gls{spell}}% Description
{%
If they demand the wind to knock someone over then the caster moves to knock that person over instead, before they know what they're doing.
If they ask a flame to extinguish, they might fall over or extinguish the flame with their own hands.
The player decides how to interpret the \gls{action}, and whatever the result, their \gls{spell} fails and they spend \pgls{ap}.
If the target casts no \glspl{spell} within the next \showOnset, nothing happens.
}
\spell{Fear}% Name
{Detailed}% Enhancements
{Wane}% Action
{Water, Fate}% Spheres
{\roll{Wits}{Academics}}% Resist with
{The caster explains to the target their imminent death.
If the target ever finds themselves facing the danger the caster described, they take a -\arabic{spellPlusOne}~Penalty to Mind Attributes}% Description
{The spell lasts until the character gains \pgls{xp} for following their Code.}
\stepcounter{diceNo}
\showSpells{Mind2}
\pic{Roch_Hercka/elvish_enchanter}
\showSpells{Mind2}
\spell{Social Spell}% Name
{Detailed}% Enhancements
{Warp}% Action
{Water, Fate}% Spheres
{spell's level}% Resist with
{The caster speaks to a spell like a dog, which awakens an instinct to socialize, and grants it a +\arabic{spellPlusOne} Charisma Bonus (but no Intelligence)}% Description
{
Casters might use this spell to let an illusion interact semi-realistically with people (it will smile and listen, but cannot speak).
The newly created mind gains all of the caster's Skills which rely primarily on social graces (Deceit, Empathy, and Performance), with a -1~Penalty to each.
It also gains their spell Spheres with a -1~Penalty, but does not need an audible voice to use them.
The spell typically tries to attack the caster's enemies, and then interact with the caster and their friends.
}
\spell{Wishfinder}% Name
{Detailed}% Enhancements
{Witness}% Action
{Water, Fate}% Spheres
{\roll{Wits}{Academics}}% Resist with
{The \glsentrytext{witch} asks the target their `truest desires', while locking eyes.
The spell confirms whether or not the target's statement conforms to their Code}% Description
{%
The desire must be something which would \textit{directly} grant at least one \glsentrytext{xp}.%
\exRef{stories}{Stories}{codes}
In the case of \pgls{npc}, the \gls{gm} checks if their `wants', and otherwise looks to their highest \glspl{skill}.
}
\label{carrierCrow}
\spell{Carrier Crow}% Name
{Detailed, Distant}% Enhancements
{Warp}% Action
{Water, Fate}% Spheres
{\roll{Wits}{Brawl}}% Resist with
{Whistling to a distant animal, the caster instils an instinct to enact a single plan.
The animal gains Intelligence +\arabic{spellPlusOne}, used only to complete the plan}% Description
{
The spell is most often used to have birds deliver short messages, written on small slivers of paper, but could imbue enough intelligence for any number of missions.
The target animal gains all of the caster's \glspl{skill} which do not rely on understanding social graces (so it cannot use any magical \glspl{sphere}).
Less cohesive animals, such as a bee-hive or swarm of stirges%
\footnote{As Terry Pratchett once said, a bee is not an animal -- the hive is the animal, it simply has more mobile cells than most.}
add +4 to the~\gls{tn}.
}
\spell{Hospitable Inquiry}% Name
{Detailed, Distant}% Enhancements
{Witness}% Action
{Water, Fate}% Spheres
{\roll{Intelligence}{Academics}}% Resist with
{The \gls{witch} stares at someone at \spellRange, asking thrice if they want something, rephrasing the question each time.
The \gls{spell} confirms the desire only if the target is currently thinking about it}% Description
{%
The question must ask about a concrete plan, such as `\textit{do they want fish?}', or `\textit{are they here to kill me?}'.
If the question only relates to part of the target's current plans, the \gls{gm} should give the \gls{spell} a $\frac{1}{\dicef{6}}$ chance of success.
}
\showSpells{Mind3}
\spell{Oathbound}% Name
{Duplicated, Detailed}% Enhancements
{Wax}% Action
{Water, Fate}% Spheres
{\roll{Wits}{Academics}}% Resist with
{As a group discuss plans, the caster shouts `yes', emphatically, sealing them into the discussion, whether or not they reached a consensus}% Description
{The caster's interpretation of the plan takes priority, even if they took a very strange or unkind reading of the discussion.
However, a discussion must take place -- the caster can't propose something, then say `yes' to their own plan; at least half of the \arabic{spellTargets}~targets must have contributed to the discussion.
The spell lasts until a target gains \arabic{spellCost}~\pgls{xp} for following their Code, or completes the plan.}
\showSpells{Mind3}
\showSpells{Mind4}
\spell{Town Crier}% Name
{Detailed, Distant, Duplicated}% Enhancements
{Warp}% Action
{Water, Fate}% Spheres
{complexity of plan}% Resist with
{The caster writes out a plan for \arabic{spellTargets} targets while looking at them from \spellRange\ away, and by \showOnset's end, each one know the plan, and knows that the others know the plan.
The spell does not compel them to do anything, they simply understand the plan}% Description
{
The spell begin's subtly, half-way through the \showOnset.
For one person thinks of the plan as if they had their own idea, then three more.
Soon, everyone reaches the same conclusion.
Plans like `let's all have a feast to honour our fallen friends' have \tn[7], while more complex plans like `we could invest in a bridge, then tax it' might have \tn[10].
Pushing a pyramid-scheme based around fake \glspl{talisman} should require at least \tn[13].}
\subsection[Death]{\glsfmttext{Death}~Death}
\label{deathSpells}
\label{Death1}
\setcounter{diceNo}{1}
\showSpells{Death1}
\showSpells{Death1}
\showSpells{Death2}
\showSpells{Death2}
\spell{Corpse Stench}% Name
{Distant}% Enhancements
{Witness}% Action
{Fate, Air}% Spheres
{time since death}% Resist with
{Sniffing at the wind, the caster identifies any corpses at \spellRange}% Description
{Most use this trick to double-check if an immobile and wounded person might still have a chance of life.}
\spell{Infectious Migraine}% Name
{Duplicated}% Enhancements
{Wax}% Action
{Fate, Air}% Spheres
{\roll{Strength}{Athletics}}% Resist with
{As the caster roars, a deathly feeling flows over the targets, who gain \arabic{spellPlusOne} \glspl{ep}}% Description
{}
\spell{Preservation}% Name
{Detailed}% Enhancements
{Wane}% Action
{Fate, Air}% Spheres
{existing rot}% Resist with
{The caster paints a picture -- with words or brush -- of food, a shirt, or a human corpse.
The target ceases all rotting when not in use.
Rain or snow may fall upon it, but it will not degrade}% Description
{
Without this spell, any undead creatures would rot ever faster than a corpse in the ground.
The spell degrades when the target begins moving, and fails within \arabic{spellPlusOne} \glspl{interval}.
Therefore, undead spellcasters, such as liches, must continuously cast this spell upon themselves.
\index{Preservation}
If cast immediately, upon death, it can arrest the effects of \textit{rigor mortis} before they begin.
}
\showSpells{Death3}
\spell{Vomit Mana}% Name
{Detailed, Duplicated}% Enhancements
{Wane}% Action
{Fate, Air}% Spheres
{\roll{Charisma}{Athletics}}% Resist with
{`\textit{Breathe ash and piss rocks}' -- the caster shouts malformed bodily actions, and \arabic{spellTargets} targets each expend \arabic{spellPlusOne}~\glspl{mp} into the air}% Description
{Anyone without \glspl{mp} loses \glspl{ep}, as the energy rips from their body.
The released \glspl{mp} dissipate into the surrounding \glspl{area} quickly, so the total \glspl{mp} should be divided by the number of \glspl{mp} replenished each \gls{interval}.
In most cases, the spell will rip out
\set{track}{spellPlusOne}%
\multiply\value{track} by \value{spellTargets}%
\arabic{track}~\glspl{mp}, but leave only
\divide\value{track} by 3\addtocounter{track}{0}%
\arabic{track}~\glspl{mp} in the \gls{area}.}
\spell{Stench Sort}% Name
{Distant, Detailed}% Enhancements
{Witness}% Action
{Fate, Air}% Spheres
{time since death}% Resist with
{Sniffing at the wind, the caster identifies any corpses from a particular species at \spellRange\ in the chosen direction}% Description
{Possible types include `elves', `\glspl{woodspy}', or `bats'.
The spell only confirms if such a corpse exists.}
\showSpells{Death4}
\subsection{Divergent}
\showSpells{MindLight2}
\showSpells{MindLight3}
\iftoggle{intro}{}{
\showSpells{MindForce4}
}
\end{multicols}