Support Spells
- Support spells cost one mana to cast.
- Support spells all require 30 seconds of appropriate roleplay to cast. This must be audible. During this time you must be in contact with your target and neither of you may engage in combat.
- Support spells may be Swift Cast, reducing the casting time to 5 seconds and raising the cost to two mana.
- You may elect to complete a standard cast at any point by upgrading it to a swift cast.
- Support spells may not be cast upon yourself or on an unwilling target.
- Directing mana inwards towards the source is incredibly dangerous.
| Name | Effect |
|---|---|
| Channel Waystone | You channel the immense power of a Waystone to open a portal to wherever the Conflux on the other side has been channeled. This spell allows a few flexible functions:
Access the Shardcircle: By channelling the Shardcircle Waystone a Magi can allow themselves entry into the Shardcircle for a few days. This is the only way to enter the Shardcircle. Activate Waystone: As a Conflux approaches, a Magi must use the Channel Waystone skill to create a portal, allowing people to travel to the far side. A short roleplay after this point will reveal to any caster how much time remains before the portal begins to close. |
| Detect Magic | Casting detect magic allows a mage to open an Arcane Wound card and know its cure. |
| Deadspeaker | You channel arcane power, forcing a spirit that has not fully left a body to speak to you.
This spell may only be cast upon a corpse that is still being physrepped, allowing the spirit of the dead to speak and see, but nothing else. The spirit is not forced to tell the truth or even speak and as it has not traversed the realms of the dead, it cannot reveal the nature of the afterlife. The spell ends after 10 minutes. |
| Empower | You channel magical power to energise an ally. The target gains one temporary Energy which must be spent in the next ten minutes. An individual can only be under the effects one Empower spell at a time.
Empower costs no additional Mana to Swift Cast. |
| Heal | You heal damage inflicted upon your allies. You heal a target for three hit points. These may not exceed their normal amount. This may bring them out of bleedout. |
| Mend Limb | You reknit a damaged limb that has been made useless by the ‘Fracture’ call, allowing it to be used again. |
| Purify | You flush poisons and contaminants from the target, freeing them of the ‘Venom’ call. |
| Reforge | You use arcane power to reforge a weapon or shield that has been broken by the ‘Break’ call, returning it to usefulness. |
Game Design Note: Deadspeaker
The primary use of the Deadspeaker spell is to allow characters who missed the death of another player character the chance to have a moment of roleplay with that player before they move on.
Similar to the intent behind Terminal, Deadspeaker should be used for final moments of emotive roleplay rather than an extended last day. As such, the spell can only be cast once on any given deceased character. Notably, the character can see and speak but is unable to move their body unassisted in any way.
Due to the logistical difficulties involved in briefing the number of people required, Deadspeaker will never function when cast on a Rank & File NPC. Deadspeaker may be used on notable NPCs where a Storyteller has given consent to do so, and is available to assist during the scene.
Combat Spells
- Combat spells cost one mana to cast.
- Combat spells require five seconds of appropriate and obvious roleplay. This must be audible.
- Combat spells are delivered by a thrown spell packet or by a polearm if you have the Battlemage skill.
- This strike need not be one that deals damage. It must only touch the target, including their costume, weapon or shield.
| Name | Effect |
|---|---|
| Damage | You use your magic to blast the enemy with power. Strike them and call Damage 3 |
| Fear | You use your magic to fill the enemy with horrifying visions. Strike them and call Fear. |
| Magic Fire | You summon arcane flames to scorch your foe. Strike them and call Magic Fire. |
| Knockback | You use your magic to throw your enemy back and to the ground. Strike them and call Knockback. |
| Shackle | You use magic to bind your foe in place. Strike them and call Shackle. |
| Silence | You use magic to rob your foe of their voice. Strike them and call Silence. |
| Stun | You use your magic to freeze your foe in place. Strike them and call Stun. |
| Venom | You use magic to poison your foe. Strike them and call Venom. |
Recall
- Recall is no longer a support spell, but rather a miscellaneous spell with its own rules. As such, it has its own section! Hooray!
- Recall has a casting time of 5 seconds with standard casting rules like a combat spell (Walking pace, one free hand, obvious roleplay, not engaging in combat).
- At the end of the 5 seconds, the caster calls ‘Check’.
- A marshall will then attend to the situation (as per check), the caster will tell then tell the marshall who they are recalling.
- The caster can only take a total of 3 people with them during a recall. One MUST be themselves, every time, for a cost of 1 Mana. An additional 2 people may be taken, so long as they are within arms length of the caster and at a cost of an additional 1 Mana per person.
- Each character must consent to being recalled. They are not recalled if they do not consent, and as such are not counted for the mana total.
- With the marshall’s confirmation, those characters return to the Conflux Portal out of character and will be taken back to the waystone by a marshall.
- Recall may not be cast outside of a Conflux.
- Recall may not be cast on someone who has not entered the Conflux via the Portal.