line1
header
line2
homelink larplink aboutlink resourcelink gallerylink forumlink linkslink
line3

Art of Heavens

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

Lesser Spells

Greater Spells

The Art of Heavens

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.

 

line4
Content Copyright Daniel Crafter 2011, Design Copyright John Emmery 2011