Spell descriptions include the following details:
- Vocals: The incantation that should be said by the caster when the spell is cast. Casters are permitted and encouraged to vary their vocals, provided they retain the required elements.
- Call: Descriptions of combat spells also include a damage or effect call, which must be given at the end of the vocals (or when specified) to indicate to the target what effect they must take.
- Range: The maximum range at which the spell can be cast. Self spells can only be cast upon the caster themselves, while touch spells require the caster to place their hand on (or over) the target, either continuously or at the conclusion of the vocals; note that special rules apply to combat touch spells.
- Duration: The length of time that the spell’s effects last. Instantaneous spells deliver their effects immediately after the vocals (or the call) are complete.
- Cost: The cost in magic points that the caster must pay upon completion of the vocals. Some spells have variable casting costs depending on the effect the caster wishes to achieve.
Combat and Information Spells
Spell descriptions below may include one of the following labels:
- Combat: The spell has an offensive effect that makes it useful in battle. Every combat spell’s vocals conclude in a standard damage or effect call, which the target should be able to enact without referee intervention.
- Information: The spell reveals something of the target’s nature or current state to the caster. It does not directly affect the target, and thus ignores the immunity to magic that generally applied to enchanted or cod iron items.
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A list of all spells follow. Note that not all spells listed are available with starting skills. Spells marked with an asterisk (*) below must be unlocked with research.
Fundamental
Corporeal
Elemental
Spiritual
Demonology
Necromancy
Thaumaturgy