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Basic and Petty Magick

In order to cast the following spell you must possess either Spellcraft or Invocation.

Counter Spells

Detect Magicks

Blessing

FUNDAMENTAL MAGICKS
All Magick has one thing in common - itself. Magick can be manipulated - even the Magick holding a spell together can be manipulated after it has been cast. The following spells are known by all spellcasters everywhere.

[Petty, Lesser or Greater] Counter-spell
The caster uses their powers to cancel another spell, even if it is not cast at them. The caster must tear one of their own spell cards of equal or higher power than the spell they wish to counter in order for this spell to work, and must declare the type: i.e. Greater Counterspell! The opposing spell is then considered prevented.

Detect Magicks
The caster focuses their mind and gathers their energies to them. They then send their Magicks outwards, to feel with it the presence of other Magicks around them. The caster becomes aware of any Magicks in any item they touch, or in the immediate surrounding area around them. This will require a ref.

Blessing				30 seconds for Lesser, 1 minute for Greater
The caster uses his faith to make an item holy for a short period of time. The item has the effect ‘Blessed’, which, if the item is a weapon, may be used as
 a weapon call. 

In order to cast the following spells you must possess Spellcraft and the skill Petty Magick.

Fundamental Spells:

PETTY MAGICK
Petty Magick, sometimes referred to as ‘circus Magick’, ‘hedge Magick’ and ‘trivial Magick’, is the lowest and most common form of Magick. Sometimes one can cast a petty Magick spell and not realize it - the power for these spells is said to be almost non-existent. However, there are some set spells that are even of use to the mighty wizards. Petty Magick spells may be cast by mages.

Sounds				Instant			Area Physical effect
The caster creates sounds up to 30 yards away. The type of sound is chosen by the caster and requires a ref.
Trip					Instant			Ranged Physical effect
The caster is able to make a single target trip over their own feet - this has no effect if the target is standing still. 
Magick Lights		3 seconds			Ranged Mental effect
The target becomes distracted for a count of three. 
Open				Instant			Touch Physical effect
The caster may open simple locks each time the spell is cast - it does not affect Magickal locks. 
Ghost Step			30 seconds		Self Physical effect
The caster may cause their footprints and smell to fade without trace. For the next 30 seconds all trace of the caster’s passing is removed. 
Petty Healing			Instant			Touch Physical effect
The caster must touch the area and remain in contact with the location for 10 seconds - after which the location is healed by 1 hit. Unlike the spells 
'Lesser Healing' and 'Greater Healing' the time may not be extended to grant more hits. This spell cannot be cast on Critical locations which are 0 hits, 
nor on locations which have suffered the Crush or Fatal weapon calls.
Butterfingers			Instant			Touch Physical effect
The caster causes a person they touch to be affected as if with the 'Disarm' weapon call. For all intents and purposes this works exactly the same way 
and at Strength Rank 0. This cannot be increased by any means - you cannot use a Lesser rip to cast a Petty spell.

 

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Content Copyright Daniel Crafter 2011, Design Copyright John Emmery 2011