Spells | Details
Spells
Spells listed casting and durations are for if the character wants to use it during combat. Out of combat, role-playing becomes the primary factor.
The following spells have a number indicating the Mana required to cast. Any spell caster who does not meet the threshold has two options to temporarilty increase their Mana.
- spend one of their Mana
- spend the difference in HP
- requires the caster has at least 1 Mana before casting.
- requires the caster has at least 0 HP after casting.
Mana or HP used in casting restore as usual unless indicated differently by the spell.
When the spell has a duration of Focus, that means the caster must maintain constant attention and still have the Mana requirement. There are some who can juggle their focus between two focus spells, but that requires great power. Otherwise still, most casters can drop their focus briefly to cast another spell, and then regain focus.
Light (1)
- Casting: Instant; Touch and wave hands or appendages towards the target to light up.
- Duration: 1 hour
- Upcast: Increase the duration to the Mana level of the caster.
For example, turn an unlight branch into a heatless torch.
Telekinesis (1)
- Casting: Instant; Acting as if controlling a marionette.
- Duration: Focus
- Upcast: Increase the distance by multiplying the Mana.
- Variant: Psychokinesis
For example, Alf motions with his hands as if plucking an apple high up a tree. He later finds another apple twice as high. So he upcasts to 2 Mana to double his range.
Folk Fire (1)
- Casting: 1 action; Making an abbrupt motion such as pointing or waving towards something flamable.
- Duration: Instant
Start a fire in a fireplace, campfire, candle, etc, given the fuel to burn such as dry wood and a supply of air.
Blaster (1)
- Casting: 1 action; Motioning or pointing to a target.
- Duration: Instant
- Upcast: Increase the Mana to increase the damage. May also divvy up the number of targets to the current Mana of the caster.
A magical blast of bright light travels from the caster to the target causing 1 damage. Blaster can only be blocked by magic, eg another spell or some kind of magic item or armour.
For excample, Alf currently has 2 Mana left. He upcasts Blaster (3) at two targets, spending 1 HP, where one target takes 2 damage and the other takes 1 damage.
Shield (1)
- Casting: Instant; Thinking alone.
- Duration: Instant
- Upcast: Increase the Mana to increase the damage absorbed.
- Variant: Power Interruption
A magical shield of bright light blocks an incoming attack, reducing its effect by 1 damage.
Telepathy (1)
- Casting: Instant; Thinking alone.
- Duration: Focus
Mentally communicate with a target or read the thoughts of a willing target.
Psychokinesis (5)
- Casting: Instant; An object the size of an apple.
- Duration: Focus
- Upcast: Increase the distance by multiplying the difference between the upcast and the base Mana.
- Variant: Telekinesis
For example, Alf thinks about plucking an apple high up a tree. He later finds another apple twice as high. So he upcasts to 6 Mana to double his range.
Heal Wounds (3)
- Casting: 1 action; Speaking the name of the target, with the ability to touch them, though actual physical contact is not required.
- Duration: Immediate
- Upcast: Spend HP up to the Level of the caster.
Heal a target character other than the caster to restore HP equal to twice the current Mana of the caster.
For example, Fenrir spends one HP to upcast to Mana 4, healing 8 HP to Bif while they stand back-to-back in deadly combat with a horde of vampires!
Mage Wind (3)
- Casting: 3 consecutive actions; Speaking the directions of Yggdrasil.
- Duration: 1 hour
Bring forth a wind to set sail a small ship or tame a deadly storm to a roaring nuisance.
Resist Fate (3)
- Casting: 3 consecutive actions; Speaking the traditional words passed by the caster's teacher and signing the names of the Norns.
- Duration: 1 hour
This is a weaker version of Twist of Fate that only allows for one replacement.
Hidden (3)
- Casting: 1 action; Signing the meaning of quiet to a target in the line of sight.
- Duration: 1 minute.
The target object or creature no larger than twice the size of the caster finds it easier to hide, taking the best of two rolls.
Ammunition (3)
- Casting: Instant; Touching a small solid object such as a branch, rock, piece of garbage, different type of ammo, etc, and motioning or performing a reloading action.
- Duration: 1 minute or after the shot strikes, whichever is sooner.
- Upcast: Double the Mana to 6 to get convert ten times the ammo.
A small piece of material temporarily becomes an arrow, bolt, shot, bullet, cartridge, etc. The caster can essentially load rocks into a rifle. The ammunition must be small arms, solid, roughly the same size, and inert after it has been fired from its weapon.
Power Interruption (5)
- Casting: Instant; Shouting "Never!" or similar.
- Duration: Instant
- Variant: Shield
The caster can sacrifice their next turn to undo or prevent the effects of another caster, even if it is currently not the turn of either caster.
Enchant Ring (5)
- Casting: 3 consecutive actions; Humming a song about the morning or the sunshine; holding a finger, nose, ear, or arm ring. Follow this by the casting requirements of the enchantment spell.
- Duration: Until used.
Add the effect of another spell either the caster or the co-caster to make a magic ring which can be used later by someone without Mana.
For example, Alf casts Enchant Ring and then Alf (or another caster) casts Light on a silver ring and gives it to Bif. The effect of casting Light does not happen, but instead is captured by the ring. Bif is not a caster, but can use the ring to cast Light once at a later time.
Sickening Life (10)
- Casting: 1 action; Pouring a flask or bottle of wine, beer, or other spirits over the face (or other significant spot, such as the blowhole on a whale) of the fallen target.
- Duration: Instant
- Upcast: Increase the Mana to increase the HP restored.
Bring a nearly dead or dying creature back to life to HP equal the Mana used, but not more than half the target's max HP. This version of the spell does not restore other conditions such as missing body parts or curing sicknesses. It also does not work under water or in freefall. When the target comes back to life they are under the control of the caster for one round of combat during which they first save CON 10 to resist sickness before the caster controls them. If they are sick they spend that round wreching.
Goose (10)
- Casting: 1 action; Muttering "We shall see..." or similar words at the target.
- Duration: Focus
The caster can turn into a goose. They can still talk and even fly a distance up to their character Speed or has high as they typically sit or stand. If they are harmed in any way they lose focus and return to their previous form without taking the damage.
Call (10)
- Casting: 3 consecutive actions; Praying "Do As You Will" to some higher being.
- Duration: Instant
The caster receives aid from a higher being. This chaos spell always helps, but also always has some strange (side) effect. The effects are arbitrary, a decision made by the Ref. It might be a tree branch falling on an attacker's head, but it might also be that the caster turns into a magic spear who one of the other party members must wield agaisnt a dragon.