In order to cast the following spell you must possess either Spellcraft or Invocation.
Lesser Spells
Greater Spells
Formed mainly by drawing upon Tidal Fae, Heavens Magick is the study of the upper atmosphere and what can be seen by looking up to the sky. The patterns of the Heavens can be read by those with the skill and the ability to tune themselves to it. As such, Fae patterns can be drawn upon to increase or decrease luck, to see possible futures, and sometimes, distant pasts. A delicate Art, Heaves Magicks requires a subtle hand to nudge the Fae into beneficial flows.
LESSER SPELLS
Ill Omen 30 seconds Ranged Physical effect The caster is able to muddle the fortunes of another indirectly and the target begins to feel everything go wrong. The target forgets how to perform skills for 30 seconds - memory with Lore skills is fuzzy and inaccurate, Literacy becomes blurry. The target can still defend themselves in a fight, but cannot attack and must role-play forgetting how to do even basic things.
Curse 30 seconds Ranged Physical effect The caster uses their powers of influencing the future to weaken an opponent’s defences ahead of time. The target of the spell counts their armour as one grade lower. If the target wears no armour they count as having no armour - removing Natural armour and any wards they might wear - as long as no physical amour is being worn. This spell lasts 30 seconds.
Fortune 30 seconds Self Physical effect The caster uses the power of the heavens above, to increase their luck. The caster gains the call Dexterity, which they may use against both arrows/bolts and projectile spells directed at them such as ‘Gust of Wind’ and ‘Fireball’, as long as the spell is not a contact spell. This lasts for 30 seconds.
Gust of Wind As Knock-down Projectile Physical effect The caster influences the air around them to put pressure on another. A single person the caster can see is knocked to the floor for a 3 second count.
Lesser Divination Instant Self Mental effect The caster quickly read the heavens for an answer to a problem, to possible futures and rarely, possible pasts. The answer will usually be about one or two sentences long. This spell requires a ref.
Precognition 5 minutes Self Mental effect The caster searches for signs in the heavens of imminent danger. The caster will be informed within the next 5 minutes if there is an attack or ambush for them and their friends. This requires a ref.
GREATER SPELLS
Greater Divination Instant Self Mental effect The caster is able to more accurately use their powers for divination by using the stars of the heavens. The help given will usually be more accurate and with more sentences than ‘Lesser divination’, but will still be cryptic. This requires a ref.
Star Shine 5 seconds Area Physical/Mental effect The caster calls upon the very stars for aid. All friendly and unfriendly spells within the immediate area cease to have any affects for the duration. Darkness both Magickal and mundane are illuminated for a slow count of 5.
Thunderbolt Instant Projectile Physical effect The caster calls down the upper heavens to smite their foes. A single enemy that the caster can see takes one point of damage to each location, through armour. This deals an additional point if the target is wearing metal armour. The target must drop anything they carry and is knocked down for a slow count of 3.
Wind Storm As Knock-down Area Physical effect The caster influences the heavens above to rouse the winds. All opponents and allies within 5’ are knocked down for 3 seconds.