======= THE SKY ======= Cantrips WORD ON A WING To cast this spell, you must be alone at the top of a hill in the wilderness, the taller the better. Shamen of the Sky are given three little words which allow them to command the winds to carry a single message to someone. Speak the three words, then speak your message - which cannot last longer than ten seconds - and speak the name or title of the one you want the message to go to. They will hear it almost instantly. You can send one message on the North Wind, one on the East, one on the South and one on the West, but after that you have to wait two months before they will serve you again. Sorcerers can steal this spell. The required relic is a piece of iron that has fallen from the sky. In the Taking the three words are trapped within the iron. Casting the spell is similar, except instead of speaking the words the sorcerer merely holds aloft the iron. SMOOTH THE WHEELS Collect a jar of rainwater in a vase and bless it in the name of the Sky. Sprinkle your vehicle with it before you undertake a journey. You will have an efficient journey unhampered by irritating delays. To steal this spell the required relic is a vase made out of clay that has had sparrow bones scattered in it. This vase must be used in the casting of the spell. KNOW THE PATH (Cantrip) This cantrip gives the shaman casting it an intuitive knowledge of the way they need to go in order to get to a particular destination, within certain limitations. - The shaman must be looking for a *locaation*, not a person or an item. "Where's the Emperor?" won't work, "Where's the Emperor's Palace?" will work. "Where is the Emperor's prison?" will get the Doghouse (the prison that belonged to the Emperor), not the Emperor's War Room (the place where the Emperor is imprisoned). - As specified, you get an intuitive knoowledge out of this spell - you don't get a list of directions, just a sense of where you need to go in order to get to the place. You can't point to a map and say "it's here!" - if you want to find the thing in question, you're going to have to follow your intuition and get travelling. To cast this spell, the shaman need merely meditate for five minutes in a place where they can hear the wind. To steal this spell, sorcerers must use in the Taking a map that has been used by an Adventurer-quality explorer. (Such maps are liable to be valuable collectors' items, of Significant value). To cast the spell, the sorcerer must spread the map out in front of him or herself before meditating. The route won't actually appear on the map - again, the sorcerer only gets an intuitive knowledge of where to go - but if the sorcerer loses the map for some reason before reaching the destination, the spell will be broken. Enchantments TEARS OF FREEDOM'S JOY To cast this spell, you must dance naked under the sky for hours, chanting and wailing and celebrating your freedom. By so recreating the song and dance of the Gods at the birth of the world, you move the Sky itself to tears as it remembers its glorious birth. It begins to rain. Anybody who is trying to free themselves or somebody else from imprisonment - literal or metaphorical - during the rainstorm will find themselves refreshed and confident, and their attempt is much more likely to succeed. *Everyone* who frees (or tries to free) themselves or anyone during the rainstorm will gain a point of Sky Affinity, unless their Sky Affinity is greater than 8. Sorcerers must make a mask out of the skin of magpies, and paint it in the likeness of s God (a likeness which must be in use by an active cult) to steal this spell, and wear the mask during the dance so that the Sky will mistake them for a God. (This will involve at least one turnsheet action to get the magpies and make the mask, and a clever plan to discover how a cult represents its god.) SLIP THE LEASH This spell is to be used if you have become a prisoner for some reason. Simply wait until your captors are moving you from place to place under the open Sky, look up, and whisper six words that the Sky will give you. You will get an opportunity to escape as soon as possible. (Of course, if you've been thrown in the Doghouse and won't be allowed to see daylight again...) To steal this spell Sorcerers should tattoo the palms of their hands with certain symbols, and encode within the symbols the six secret words. Each symbol must be written with a different needle, and each needle must be anointed with the blood of a shaman of the Sky. To cast the spell they should hold their palms up to the Sky when they are moved outside instead of speaking the words. CLEAR THE PATH Before undertaking a journey, the shaman must anoint their vehicle with their own blood. No bandit, highwayman, thug, soldier or other danger of the road will assail the shaman on his journey. Sorcerers must use a small spoon carved from the skull of a shaman of the Sky in the stealing of this spell, and use this spoon to scatter the blood. BLUE ROADS (Enchantment) There are paths in the Sky that are swifter and straighter than any on the ground. The shaman who is given the secret of the Blue Paths may use them to travel great distances in mere days. There are, however, restrictions: - Only the caster of the spell may traveel: it is not given to them to bring guests. - The caster must walk, and can thereforre bring along no more than they can comfortably carry: those who guard the Blue Roads become agitated if you keep going back and forth to fetch stuff. - The caster must know where they're goiing: either by knowing where their destination is on a map, or through the use of Know the Path. To steal this spell, a sorcerer must use in the Taking a sword. The sword must have been forged in a fire that was kindled by sunlight, and must be quenched in snow at the peak of a mountain. This sword must be taken with the caster as they travel on the Blue Roads: those who guard the Roads will then allow the caster to pass, since such a sword is the only thing they fear. Grand Rituals WIND OF CHANGE To cast this spell a representative of imprisoning Authority must be sacrificed beneath the open Sky at the top of a hill in a ritual lasting from sunset to midnight. Suitable sacrifices include: - The warden of a prison. - A monarch or mayor, or a high-ranking emissary of such folk. - A cult leader. - A shamen of the Stars. When the sacrifice is made a terrible storm will ensue. During this storm, any attempt to rebel against people in authority - against rulers, against crime lords, against cult leaders - by their underlings will have a much greater chance of succeeding. For a sorcerer to steal this spell, they must craft a knife for the sacrifice out of the bones of a dead daimon of the Sky. EXILE (Grand Ritual) Travel broadens the mind, and sometimes people just need their minds broadening. The Ritual of Exile will cause someone to be flung into the Sky and dropped in a distant wilderness - perhaps the deserts of Jurica, perhaps the wildlands of Vegdarbarra, perhaps a bizarre wasteland in the middle of the Treacherous Lands... there's really no telling. To cast this spell, the shaman must burn a lock of the victim's hair, a scrap of the victim's clothes, and one of the things which currently ties the victim down in their particular location - this last thing can range from "the court order which prevents them from leaving the city" to "their true love" to "their house". The victim must be tricked or forced into breathing deeply of the smoke of this fire - once this is done, the Exile will be enacted. To steal this spell a sorcerer must seek out the remains of a former victim of the spell, and the remains of the shaman who cast the spell upon them. A fan should be made from the ribcage of each individual, and the two fans must be used to fan the fire. ======== THE LAND ======== * Note that when we say Land magic works on animals, this isn't quite true. It doesn't work on domesticated animals like cats or dogs (especially the Loyal Order of Hounds...) who bend to the yoke of humans. They are not among the Land's faithful. Nor will it work on a Beast-King. They do not take orders from mere shamen. Finally, it won't work on birds, who follow the Sky, not the Land, or fish, who follow the Oceans. It will, however work on feral animals that just happen to be living in cities. Rats, for example. Cantrips: * Eyes of the Beast: The shaman kisses the back of an animal's neck, just below its head. Then he can see through the eyes of that animal for as long as he wishes. When he's finally fed up with watching a rat burrow through rubbish, he simply breaks the connection and goes back to being himself. He doesn't have any control over the animal-- he can just see what it's seeing. For a Sorcer to cast this spell, they require the lips of an animal or a shaman, which are preserved during the Taking and then touched against the animal's neck in place of the sorceror's own. * Blessed Grove: The shaman simply spends time tending the soil of an area. It grows with unusual and supernatural fertility. With repeated application, a back garden in an inner city could be a veritable jungle. Sorcerors need to first wear lambskin gloves, thus hiding their true nature from the ground they touch. * Shelter: When around the Land (in a forest, or otherwise in the wilds), the Shaman can fade away into the folds of the land. He doesn't actually go anywhere, he just seems to be such a natural addition to the landscape that observers overlook him as they would a fieldmouse scurrying along the path. Sorcerors require to craft a cloak sewn from leaves when casting this spell, which they wear before fading away. Enchantments: * Angel of the Animals: The shaman reaches out with his mind to touch all the animals nearby and deposit a thought in their minds. It will have to be something simple that an animal could understand: detailed instructions will not work, but "Rip that man to shreds" will. Sorcerors are required to craft a skullcap from the bark of seven sapling trees, which is fixed and sealed during the Taking. They must wear this while peforming the ritual, so that their thoughts have the earthy smell of a genuine Shaman. The ritual also requires the caster to find out and speak the name of an Ent. * Skin-changing: The Land blesses the shaman with the shape of one of its worshippers. His body changes shape. His body *only*: possessions and clothes don't come with him, so when he changes back he'll be naked as the day he was born. This won't give him the shape of an Ent, Menhir or any other daimon: it has to be an animal or a tree. He can change back at will. For the Taking, a Sorceror will have to prepare the pelt of the beast he wishes to turn into and wear it before changing. During the Taking, he will also need to paint the pelt with the blood of a man close to the Land (anyone with Land affinity over 1 will do.) This has to be done separately for each pelt and it has to be a different man each time. * Blessed Seed: A child conceived by a Land-shaman using this spell will be born ready with an unnatural attunement to the Land. Its Land affinity will be equal to the shaman's Land affinity. If both parents are shamen, then it will be the sum of their Affinities. If this is over 16 then yes, they give birth to a daimon and many different flavours of havoc ensue. Sorcerors are unable to replicate this spell. Grand Rituals: * Timeless Tomb: The shaman needs to be standing in an area of ground he has worked himself for a year and a day, when he performs this ritual. He simply turns into a tree. He's still alive, he still notices everything that goes on, and he lives for as long as the tree does. He can take with him as many willing followers as he chooses, though they will have had to subsist on food from the ground as well. When he is truly needed by the Land, he will turn back to human form. A sorceror will need not only to have worked the land for a year and a day, but will need to have fertilised the ground with the corpses of Land shamen and eaten nothing but the food from the land he has worked. This way, he attunes his body to the land he has tilled, fooling it into believing he is one of theirs. * March of the Woods: Trees are not really just lumps of wood that sit there. They don't normally hang around, doing nothing. They're just sleeping right now. With the right methods, a shaman can awake the trees and send them on a campaign. The shaman needs to know the correct mixture of herbs whose smell will awake the trees; this information is imparted into him with the ritual. Getting hold of these is a Significant purchase. Next, the shaman needs to sacrifice something precious to the trees' soon-to-be enemy while reciting a list of their crimes against the forest. Finally, the shaman must lead the trees personally into battle. For sorcerors, the process is somewhat different. They cannot wake the trees peacefully; they must use force. For this they will need a whip made from the wood of six oaks and a mask carved from obsidian mined from the heart of the Ornotha Peak. Since the Peak is a deeply powerful daimon of the Land, this will be a long and arduous undertaking. The sorceror still recites the crimes committed against the trees and makes the sacrifice, but he now needs to be protected from flailing branches, lashing thorns and so forth while he completes the ritual. ======== THE FIRE ======== Recreate: This allows the caster to take the bits of a broken thing and reform them, fusing together broken pieces etc. This does not have to be the way it was originally intended to be but is limited by the nature of the broken item. The caster can direct what he wants to remake the item as within the given limitations. This works on physical things only not on organisations or mental states of people. It could be used to mend physically broken people but the results would not be a normal remaking. Casting: this requires the object broken to be in front of you. It also requires a sacrificial item made by the caster in the image of the original object that will be broken in order to reform the first object. The image need only be a carving or a sculpture or a detailed picture. The complex the original object the more detailed the sacrifice must be. Sorcerer stealing: To cast this spell the sorcerer must break the sacrificial object with a marble hammer. Confuse the future: Anyone trying to devine what outcome the future is going to have will get a mixed response instead of a definite sign. It will narrow down the options but leave some ambiguity – often the ambiguity is between very right and very wrong. Casting: requires a pendant of obsidian to be held by a cord over a drawn inscription while focusing upon the person who is known to be devining (and therefore who you want to confuse); this must be done either before or during the divination not before obviously. Sorcerer stealing: In order to perform this spell a sorcerer must steal the obsidian pendant off a known fire shaman and anoint it in the fire shamen's blood. Enflame: This accentuates the emotions of any living being in the confines of the spell. Whatever the person was already feeling they are now feeling it MORE. Rational thought is impaired (has less effect on star affinity people) Lasts for 1 hour. Casting: The caster must trace out the area to be effected by the spell in his own blood in an unbroken line. This limits the area of effect to a street or two at the most however a room or building is easy. Once he has traced the line he must set fire to it and it will burn as if it was oil very briefly spreading around the limits. Sorcerer stealing: the sorcerer must again use his own blood for this spell but must first place it in a bowl taken from a ruined building where a fire shaman once lived. Spark: Allows the caster to summon up the essence of fire from within themselves and create sparks from it that can then be used for any purpose (setting things on fire, disturbing a wild creature, burning a person etc.). The downside of this is that it requires the casters own blood to do this – the more blood they have direct access to the more sparks they have (so a small cut will give enough sparks to jolt a horse, give someone a fairly nasty burn if held onto by it or light – a larger gash is more likely to give someone bad burns and set furnishings on fire) Casting: as mentioned it requires blood. Sorcerer stealing: The cut must be made with a knife that the sorcerer carved from obsidian taken from a currently active volcano. Enchantments: Trick Fate: Anyone trying to fix a set future (such as in DESTINY) in one way or the other will find it a lot harder to do so and will only be able to narrow down the options possible to two rather than one. (if it is a yes/no choice anyway then this spell gives a small chance of DESTINY failing – roll a dice to see) Casting: To do this the caster must represent the many possible outcome in a physical and creative form. This could be in the painting of small pictures, the carving of small tokens or carving small models. They need not be that good, they merely need to have been made while thinking passionately about that particular option – this means a new set must be made for each casting of the spell, this isn't that bad as it counts as a trivial purchase and merely takes time. The caster must then throw the options to the wind out of a window or preferably off of a high roof top thus confusing what option may be chosen. Sorcerer: To cast this the sorcerer must have stolen an unused set of such tokens from a fire shamen. These are not thrown to the wind but must be on the person of the sorcerer when they throw their own tokens to the wind. Cloud the mind: Logical thinking becomes nearly impossible and the person more suggestable and will rush into things they would usually give more thought to. Lasts for only a few minutes depending on the fire affinity of the caster – 1 min per point of affinity. In this time they are very suggestable. Casting: The caster must chant a small mantra to call upon the blessing of the fire which will then glow in his eyes for the duration of the spell. Sorcerer: The sorcerer must create a pair of smoked glasses from burning a significant creative work created by a fire shaman. This tricks the fire into thinking it is entering the eyes of a fire shaman. Inspiration: Puts one individual into a uniquely creative frame of mind with the burning desire to complete their project (whatever that may be – the caster has very little control over that) instantly and to the best of their ability regardless of the concequences or their own personal safety. Casting: The caster must spend 1 hour chanting and dancing round a large bonfire. If the target is someone other than themselves then they must have an object that links them to the target. Sorcerers must in addition be wearing a pair of shoes made from the skin of a fire shaman. War Cry: The caster gives forth a tremendous yell at the beginning of a fight, which affects everyone within earshot who is participating in the fighting. Onlookers and so forth are *not* affected, nor are deaf people; the War Cry only people actually involved in inflicting violence on each other. It will raise up the primal essence within the fighters and tap into brutal instincts and emotions within them, giving them thirst for the fight ahead. This may not sound that useful against your enemies, but it does mean that they will abandon any clever tactics and strategies they had cooked up and face you in a straight fight, and they will be disinclined to use guns, bows, or other ranged weapons; their anger will be such that only beating your face in with their bare hands will suffice. Effectively, the spell forces combatants to face each other on a level playing field, on which the outcome of a fight will be decided solely by the numbers on each side and the skill of the fighters involved. The major risk involved is that if you lose the fight your opponents' rage and anger will not let them as merciful as they may have been intending." Sorcerers: To do this the sorcerer must cover his mouth over with a scrap of cloth weaved from the hair of someone driven mad by the fire to make his voice sound to the fire like a fire shamans. Grand rituals: Turn the tide: Essentially you can deflect a process in motion from its original course to another one. This will probably be a more chaotic course but you never know. This will perhaps help you stop a river from bursting its banks onto your village but means it may well destroy the villages crops downstream. It could divert the attentions and change the goals of an organisation so they are not longer targeting you but instead your mother or neighbour might be effected instead or another gang wanting something different may find you out as being useful. You can try and exert some influence over how the thing you want redirecting is redirected but once its occurs the repercussions are entirely at GM discression. Casting: The caster must stand as a lynchpin at the site of interest. If he's trying to stop a river bursting its banks then he must stand on the banks to act as a barriers and sing. If he's changing the goals of an organisation then he must stand in the centre of their operations and again sing. Sorcerer stealing: The sorcerer must steal the song by listening to a fire shaman cast it. Raise the Fire: This allows the undercurrent of the fire to bubble that little closer to the surface across the area of about a district. All those with fire ancestry will feel compelled to act accordingly being closer than normal to the fire. Generally across the area people feel more incline to act in a rebellious and anarchist manner. Those with artistic talents will find themselves working in a self destructive frame of mind creating things. All fires – suddenly finding themselves that much closer to their essence get illusions of gradure and flare up – this has the potential to be really really bad if you're closer to anything larger than a candle flame. This can, in some areas, have the unforeseen effect of actually causing the fire to breach the earth where it is thin causing volcanic eruptions – this only happens when there is a fault in the land originally. Casting: This requires that the caster to throw themselves into a fire. The fire will probably throw them back out without killing them (especially if they are of high affinity) but they will most likely end up scarred and hurt for a bit. Sorcerer stealing: The sorcerer must create a cloak soaked in the blood of a fire shaman – this will require the death of the shaman. The shaman doesn't have to have died at the hands of the sorcerer though. The cloak is not consumed by the fire and must be worn by the sorcerer to fool the fire into thinking that he is a fire shaman. Twist: This spell results in the permanent twisting and warping of something from an ordered thing into an entity of chaos. If cast on a person they lose their mind irevicably, if cast on an organisation its infrastructure collapses and there is anarchy and dissention in the ranks. If cast on a machine it will distort so badly it will either not work at all or work in such a way that its original design couldn't possibly allow it to do that – an example of this is the rearranging of internal clockwork into something utterly different and, well, twisted. As a general rule of thumb the bigger the thing you are trying to twist the less twisted it will be. Trying to twist a city will either have a small chaotic effect over the whole or give you pockets of twistedness, twisting a pocketwatch will result in you getting a pocket watch whose internal workings probably can't actually exist in this dimension but it doesn't seem to have noticed yet… this will quite possibly lead to it doing something odd like it no longer telling you the time but actually giving you a very accurate account of the positions of the heads of the mob families. Or something. Casting: The caster must create something, such a sculpture, of great detail and then break it and keep the shards. These shards can then be used whenever they are casting the spell. They must focus on the shards and work with them trying the many combinations of trying to put them together (hence twisting the final form). As they are focusing on this the spell is cast. This takes at least a day and a night and cannot be interrupted. If it is then the caster must begin again. Every time this is cast it also causes the twisting of the casters mind a little (cumulative effects begin to be noticeable if cast many times) from the sheer focus put into creating a new form from the shards. Sorcerer stealing: The sorcerer must steal shards created by a genuine fire shaman. ========= THE STARS ========= Starlight (cantrip): the immediate area of the caster is lit by starlight, providing illumination roughly equal to the moon and stars on a clear night. It would probably be easier to light a candle, but at least now you've got the choice. To cast the spell, the caster closes his or her eyes and concentrates, visualising as many constellations in rapid succession as he or she can. Sorcerers must mimic the presence of the stars with a chunk of crystal or ice. This spell can be cast relatively quickly by sorcerers or shamen. TOKEN: none Calm (cantrip): the caster, or a target in the immediate vicinity, feels an immediate reduction in the intensity of any and all emotions they are experiencing. Lasts about half an hour. To cast the spell on oneself is simple enough - if it is night, gaze at the heavens and let the stars sedate you, if it is daytime or you cannot see the heavens visualise the constellation called the Ice Maiden. To cast the spell on another, one must tap one's fingers upon a part of their body in rapid succession, tracing the pattern of the Ice Maiden upon them. This does not take long (you could do it in the time it takes to shake their hand, or put a hand on their shoulder and say "calm down, there's a good fellow"), but it does require you getting close enough to touch them. Sorcerers must, in the course of stealing this spell, tattoo the Ice Maiden upon their body somewhere. Sorcerers need to do more than meditate for a few seconds. TOKEN: none Frost (variable): cast this at what level you will, subject to your abilities. The more power the spell is cast with, the greater the effect. In all cases a flash frost affects an area designated by the caster, which must be close to her. The more power is put into the spell, the deeper the frost and the larger the afflicted area. Bodies of water will freeze; solid surfaces will be covered in rime. It is possible to cast this directly into a living creature; the creature will *not* freeze solid, but the process does hurt. Unless the spell is cast in the most powerful form though, it's usually easier to hit whatever the creature is with sharp metal. Sorcerers must find either a sizable piece of a Daemon of the Stars or a piece of meteorite and use it to invoke the spirit of the frost; the higher the level, the larger and more pure the piece must be. TOKEN: the piece of meteorite or Star Daimon. Glimpse Pattern (cantrip): the caster considers some process that appears to have no order whatsoever, and for best results holds something involved in the process. The spell enables her to determine some fact about any hidden order that underlies the process. For example, a shaman gripping a form from the Treasury might suddenly gain some insight into why seemingly random tax demands are made to his dead mother. Such glimpses of hidden patterns are not always helpful, or welcome. Sorcerers must construct a pair of spectacles with rims of silver and lenses of crystal, and use them to look at something of direct relevance to the process they are trying to glimpse a pattern in. TOKEN: the spectacles. Rebuke (cantrip): if the caster actually witnesses a crime taking place, she may choose to cast rebuke straight away. The criminal will be stricken with a stabbing pain and an accompanying sense of impending doom. This lasts for a several seconds. Until the next time they sleep, the criminal will find themselves unwontedly questioning the course that their life has taken. To actually cast Rebuke, one must loudly call out the individual in question, state their crime, and remind them that no wickedness goes unseen. Sorcerers must make a wand of silver, with which they must publicly strike the offender while loudly admonishing them. TOKEN: the wand Word of Truth (cantrip): This spell takes the form of an agreement between the target and the caster, witnessed by the Stars. The agreement is simple: the target will answer three questions asked by the caster truthfully, if the caster will answer three questions asked by the target truthfully. If either side welches on the deal, they will be cursed by the Stars. The caster need not explicitly mention the Stars when making the agreement - saying "I will answer three of your questions truthfully if you answer three of mine" is sufficient - but the target will be intuitively aware that perjury will have dire consequences. A sorcerer must convince or force the target to drink a mixture of pure spring water and their own blood; if they force the target to drink this, then the target *must* accept the offer of three questions for three answers. The consequences of a sorcerer neglecting to answer three questions in return are severe, since this will bring the sorcerer to the attention of the Stars - who won't take kindly to this spell being stolen. Preserve the System (enchantment): this is cast on some sort of ordered system (specifically excluding living beings) - a machine, a structure, alchemical equuipment, etc. The system is then protected from everyday wear, tear, and decay for up to a year. It can still be smashed up, of course. To cast the spell, one must expose the system in question to starlight for an entire night. A sorcerer must break no laws and live a life of solemn withdrawal for seven days, then sprinkle the system with his own blood. TOKEN: none Eyes of Justice (enchantment): this must be targeted at a specific person. Some item with a connection to them must be in the possession of the caster. The caster gains one clue as to the greatest crime committed by that person (note that this could be taken to include various obscure crimes against the natural order or consorting with Fire; all these are crimes as far as the Stars are concerned). The clue is usually vague and symbolic, and is not necessarily immediately useful. Also, the spell can only be cast once per target. A sorcerer must burn an item with close links to the concept of justice (the robe of a judge, for example), sprinkle himself with the ashes, then look through spectacles with lenses made of diamond. TOKEN: the spectacles Destiny (enchantment): something which might happen now either definitely happens or definitely doesn't happen. Randomness is replaced by certainty. The possible event must not occur on too great a scale; as a rule of thumb, anything encompassing whole city districts is too large to affect easily with this spell. To be affected, the event must contain a considerable degree of randomness, and must have at least a realistic chance of happening (or not happening) in the first place. So no "I make an elephant manifest in the centre of the Riverview Tavern, there's got to be *some* chance of it happening," - that's just too unlikely. Also no "My rifle shot definitely hits" - this isn't particularly dictated by chance, just your crappy aim. A good example is: a rival is taking a short cut through the slums when there's a touch of plague in the air. He might have caught it, or he might not; now he definitely will. Note that internal states of living beings (thoughts, emotions) are specifically excluded from this spell. To cast this spell, the shaman must close his eyes and appeal to the star which rules the destiny in question; to use the plague example, for example, one would appeal to a star which rules over disease. A sorcerer must make gloves from the skin of a Daemon of the Stars, or some creature closely associated with them. He must then carefully turn through a deck of cards and remove the Ace of Diamonds. TOKEN: the gloves. Still the Tempest (enchantment): the title is a bit of an overstatement. An area of the natural world in the caster's immediate vicinity that is in a state of chaotic disarray (river rapids, part of a storm, a really confused tavern fight) orders itself for a short while - up to half an hour (the rapids run smooth, the winds calm down, the tavern fighters organise themselves into two proper sides). To cast this spell, a shaman must fling himself into the heart of the chaos - steering his boat into the heart of the rapids, leaping into the whirling winds, or jumping into the middle of the tavern brawl and shouting "STOP!" - and trust in the Stars to protect him or her. The shaman does not need to remain at the centre once peace is established. A Sorcerer must sprinkle the area to be affected by pure water that has absorbed the light of the Stars for a whole night; the water must be scattered from a thurible forged of meteoric iron. TOKEN: the thurible. Sublime Perfection of the Body (enchantment): the chaos induced by unfettered thought and slow decay is removed from the targeted body. It becomes still, quiet, timeless. Specifically, all mental functions shut down and the body ceases to age, and also recovers much more quickly from any damage. Also things like heart beat and breathing stop - the body appears dead, although it is not. The caster can end the spell at any time; it requires renewing once a year unless otherwise disrupted. Any intelligent creatures must give their consent for the spell to take effect. Note that this does not have to be willing. For this spell or Perfection of the Spirit, a sorcerer must wrap himself in a cloak woven from a precise mix of rare threads; the cloak must be held in place by a clasp forged of meteoric iron, in a certain elaborate design. TOKEN: the clasp. Radiant Perfection of the Spirit (enchantment): the nasty glands that cause emotions and nervous system that brings pain are cast aside, along with the rest of the gross flesh. This spell must be cast on an intelligent being. The physical body temporarily disappears, leaving an immaterial (and faintly radiant) spiritual representation of the subject. This can think and talk normally, but does not 'suffer' from emotions without great effort, and does not interact with the physical world unless it cares to. Again, the caster can end the spell at any time, and must have the consent of the subject to cast it. It must be renewed daily. The individual shedding their body must lie naked under the Stars for an hour at midnight for this to take effect; during the hour when they are renewing the spell, their body will return, rendering them vulnerable. For this spell or Perfection of the Body, a sorcerer must wrap himself in a cloak woven from a precise mix of rare threads; the cloak must be held in place by a clasp forged of meteoric iron, in a certain elaborate design. TOKEN: the clasp. Preserve the Vital System (Grand Ritual): as above, but living things can be affected. This has the effect, among others, of halting the aging process. Repeated applications of the spell in this way leave the subject seeming... well-preserved. To cast the spell, the subject must wear a robe embroidered with depictions of constellations and sit in starlight for an entire night, while the caster presents the subject's case to the Stars. As well as their own purified blood, sorcerers must scatter the 'system' (person) with various rare and expensive oils; the scattering must be performed from a thurible made from the bones of a Star Daemon. TOKEN: the thurible. Eternal Truth (Grand Ritual): another overstatement. But the target of this spell is obliged to speak the truth, the whole truth, and nothing but the truth, for the rest of the day. This includes remembering anything they may have forgotten, and in extreme cases subjects have even been known to 'recall' parts of the truth never known to them, but only to close family or good friends. For a shaman to cast this spell, the subject must be tricked, cajoled or forced into eating a wafer consecrated to the constellation of the Book. A sorcerer must himself forge a speaking trumpet and manacles from meteoric iron, have them handled by a daemaon of the Stars, then bind the target with the manacles and force them to speak through the trumpet. TOKEN: the speaking trumpet and manacles. Celestial Justice (Grand Ritual): the caster must address the subject in a place open to the sky, in the sight of at least twelve other intelligent beings (who are able to observe what's going on - asleep doesn't count). The caster must then recite a list of the subject's crimes, ending with an appeal to the Stars themselves to make redress for the crimes. The Stars themselves then do make redress - for those crimes the subject genuinely did committ. This comes in the form of horrible wracking pain, hallucinations of doom, physical deformity, and multiple 'destinies' to the subject's detriment. Generally the punishment inflicted is disproportionate to the crime, and no account is taken of attempts by the criminal to right their wrongs. Any false accusations made by the caster result in similar (but lesser) punishment. A sorcerer need only use an elaborate form of words (along with the open sky and witnessess routine) to unleash this spell. However, the sorcerer is then simultaneously judged for his own crimes - including any and all instances of using the power of the Stars by theft. TOKEN: none. Music of the Spheres (Grand Ritual): in the realm of the Stars it is said that the most perfect music in existence plays eternally. This spell brings some of that down to earth. The music is the most perfect expression of harmony; no aggression or violence (or much of anything chaotic) is possible while it plays. Legends tell of whole battles ended by the Music. To cast this spell, a shaman must turn towards the constellation of the Harp and ask it to play; this means that to cast the spell during the day the caster must calculate the Harp's position beforehand. A sorcerer must assemble a group of the finest musicians in the world; he must then have an entirely new piece of music commissioned specifically for this group by a composer of great talent. Finally, the group must perform the music while within a specially prepared and highly elaborate diagram constructed from silver. If all goes well, the Music of the Spheres will enter into the music they play. TOKEN: the music composed for this use. Call Silver Knight (Grand Ritual): the nearest Silver Knight comes to the caster's aid in investigating and punishing an injustice. Even once the (difficult) ritual is completed, the injustice must be of sufficient magnitude to warrant a Knight's attention. And once on a case, the Knight does not give up - even if the caster changes their mind. Call Flaming Minister (Grand Ritual): as above, but their must be a sufficient disruption of natural order to justify the Minister's time. Call Cold Angel (Grand Ritual): as above, but the sort of things that require the intervention of an Angel stretch the mind. It would be difficult for one individual to committ enough and serious enough crimes or cause enough chaos to warrant this. The loss of reason to slaughter and arson in an enitre nation would be closer to the mark, or multiple Fire daemons openly wandering the Lands with impunity. Nevertheless, if there is sufficient reason, an Angel will descend and Sort Out Business. The wide ranging consequences of this will likely haunt the caster for the rest of his life. The Angel doesn't care. Any of the 'calling' spells may be performed by a sorcerer who knows the ritual. But they are less likely to be answered, and the Daemon is likely to make punishing the sorcerer a priority when it arrives, except in exceptional circumstances. CONSTELLATION (Grand Ritual) This spell allows the caster to brainwash a number of individuals, shanghai-ing them for a specific purpose. The victims' personalities, hopes, dreams, desires and emotions will be seared away by starlight, and replaced with a very specific purpose; precisely which purpose depends upon the particular constellation the starlight in question comes from. When the Spell is granted by (or stolen from) the Stars, the caster must choose which constellation they desire to invoke. There are numerous constellations visible in the night sky, each holding sway over a very specific range of ideas and concepts. The caster must choose what he wants the victims of the spell to do, and then spend an action looking up an appropriate constellation before requesting/stealing the spell - for example, if you wanted the victims of the spell to enforce the Stars' (or your own) ideal of Justice, you might choose the constellation of the Lawmaker, whilst if you wanted your victims to seek places of power and, once they've achieved them, enact policies of your choosing, you would choose the constellation of the Puppetteer. Once the spell is granted (or stolen), the caster can emit the starlight of the chosen constellation from a particular gemstone at will - shamen will be granted this gemstone when they are given the spell, sorcerers must steal it and use it in the Taking (the gemstone in question must be of Staggering value, or be a gemstone used for this spell by a shaman of the Stars). This light must be shone in the eyes of a victim of this spell all night for 7 nights in a row (the victim is going to have to be restrained and his or her eyes forced open for this to work); no other starlight must strike the victim during this week. By the end of the exposure the victims' persona will have been burned clean, and they will be devoted to the purpose decided for them. =========== THE SOLDIER =========== CANTRIPS: - Voice of Command: When the chips are ddown and everything's going to hell, the Soldier stays calm and in control. If people near you are in danger, you can use this ritual to issue a command, which they will then follow immediately without thinking. "In danger" means a clear, present and unambiguous danger: you could not issue as a command "Stop drinking, or you'll die of liver failure!" or "Join our cult quickly, or you'll die like the rest of these poor fools when the final battle begins!". And significantly, the command has to be one that will protect people from danger. So you couldn't set a building on fire and then Command people to give you their wallets. Sorcerors stealing this spell require for the Taking the blood of a man following the path of the Soldier (consciously or unconsciously) which they gargle with before issuing the command. They can then spit it back into a container and re-use it. If they don't mind the grossness. - Quartermaster: The Soldier is never wiithout his armour. When you wish, you can find a set of equipment apparently just lying around. You open a cupboard, look under a cart, or whatever, and it just happens to be there. It consists of a bronze breastplate, shortsword, helmet and greaves, as well as one day's rations. When you're done with them, you need to stow them somewhere: just leaving them lying around won't do, and you'll lose them. When they're stowed, you can call them back whenever you need them. Sorcerors stealing this ritual must take a personal item from a member of a Soldier-worshipping cult. They create during the Taking a key bound about with this item, which must be used to unlock the door behind which the Sorceror is looking for the armour. ENCHANTMENTS: - Snafu: The cultist can be the loose wrrench in somebody's carefully-laid plans. If somebody has a plan to do something (what does and doesn't constitute a plan is debatable, but 'something requiring a turnsheet action' is a good rule of thumb) then the cultist can jinx it. To perform this ritual requires the cultist to steal an object related to the plans. It doesn't have to be vital to them (it could be, for example, the coffee mug that the target was drinking out of during the vital meeting) but it has to be related because of that *specific* object's history (so you couldn't use a coffee mug you bought in a shop just because you knew that your target was drinking coffee). After the ritual, the plan will find itself riddled with incompetence, bad luck and disaster. There won't be any obvious signs of sabotage, but the degree of disaster will be too much to just dismiss as misfortune. Sorcerors stealing this ritual need to obtain for the Taking the results of a similarly large cock-up. This can take any form, though the more significant the better. It doesn't have to be one caused by this ritual (though that *would* work). They are burned during the ritual and a pinch of the ash sprinkled upon the object needed. - Bodyguard: The cultist puts his life oon the line in order to protect another. Permanently. After performing a ceremony involving the anointing of both with various oils (a Notable purchase), the cultist becomes ceremonially tied to his target. Whenever the target should be wounded, the cultist will instead be damaged-- wherever he should happen to be. The tie can be broken, but only with the target's consent. The target does not have to be a cultist, but it will be painfully obvious to him that he is undergoing a magical ceremony. Sorcerors stealing this ritual need during the Taking to have a set of bronze armour that has been used in a Soldier cult's ceremony. Armour created by the Quartermaster ritual is automatically considered to have been used in this way; alternatively, many cults have a supply of bronze of armour that they wear during worship. They need to wear this armour as part of the Bodyguard ritual, though it can be removed afterwards. GRAND RITUALS: - Call Avatar: The cultist performs a daay-long ritual with the rest of his cult. The details of the ritual differ between avatars of the Soldier, but the incense and oils are a Significant purchase. It's likely that special items related to the avatar are necessary as well: usually, these are possessions the avatar had while still human. At the end of it all the Avatar shows up. You don't bind the Avatar, nor do you force it to do anything. It may speak to you, it may do as you ask, or it may slaughter you all. That's avatarhood for you. - Band of Brothers: This spell bonds a ggroup of people (including the cultist) together into an elite fighting force. They gain an uncanny intuition into where the others are, if they're in any kind of trouble, and what is on their minds. This increased affinity for the others is most evident in a battle, where they co-ordinate their movements to a scary extent. This gives everybody in the Band a major edge in a fight-- but only if all the members are in there. It also gives everybody in the Band the flaw "Twue Wuv (platonic): The rest of the Band". The ritual to cast this spell is long and complicated, and has to be performed with the willing consent of the people to be bonded together. During the ritual something dear to each of the participants needs to be ceremonially burned, and each participant needs to be anointed with the spit of a different soldier from the same platoon. For Sorcerors the Taking requires the weapon of a man who died protecting his fellows. This is then made into the torch used during the ceremonial burning (meaning that the weapon will have to be a sword, spear or similar-- not a crossbow or gun). - Vessel of War: With this spell, you caan allow your body to come under the control of one of the great soldiers of times past. You will be transformed into an unstoppable fighting machine. Your body will also come entirely under their control when in a fight, and they may well have their own ideas about whose side you should be on. On the other hand they also know full well what happens to people who switch sides, so are likely to just go along unless you're doing something utterly, utterly abhorrent to them. The other big danger with this spell is that if somebody issues an order to the soldier controlling you (at any time, not just in a fight) using his rank and name then you'll be obliged to carry it out. No matter who they are, no matter what the order is. To obtain this spell you first need to go to where your target died. If their remains are not there, you need to bring them there. Then the ceremony begins. You need to name the person who killed him during the ceremony and then be killed in the same manner your target was. Yes, you have to be killed. Then you have to hope very hard that you performed the ritual correctly, because if you didn't you remain dead. If you got everything right then the spirit of the dead soldier will enter your body and you will return to life. Hopefully, you will have somebody on hand to stabilise you, because you'll still be on death's door. But you'll be an unstoppable killing machine on death's door. Sorcerors will need for the Taking the weapon used by an avatar of the Soldier. They need to be killed during the ritual by this weapon, not just any. ======== VERSINYA ======== Although many Versinya spells are non-trivial to steal she does not really mind sorcerors- in fact usurping power from her is pretty much considered an act of worship. From this point of view, consider stealing powerful Versinya spells as another way of increasing affinity for those who are alligned with Versinya but not cultists. Cantrips: Sickness: This spell lasts about the duration of a week and during that time causes the target to become more prone to illness and injury. It is unlikely to kill them or permantly injure them but it will slow them down. A sorceror can steal this spell by taking the hand of someone who has died from disease and anointing it with the blood of a Versinya cultist. Then each time they cast the spell they must hold the hand above their target whilst they chant the appropriate incantation. Endurance: This allows the caster to continue functioning whilst infected with an illness or injury that would generally prevent them from performing mundane tasks. It does not rid the caster of the illness and it specifically only works against minor ailments (ie. fever, common cold, superficial injuries). This spell requires the blood of someone who has recently died from a disease to be stolen by a sorceror. They must then anoint the bone of an animal who they have killed with the blood. Each time they cast this spell they must touch the wound, or for sickness part of their body preferably associated with the ailment, with the bone.[THERE IS A SIMILAR SPELL FOR LACRYMOSA, I BELIEVE, HOWEVER, THIS ONE VERY SPECIFICALLY ONLY WORKS AGAINST PHYSICAL AILMENTS]. Unbalance: This spell causes one object or person to become temporarily unbalanced. It will have an increased tendency to violate its nature for the duration of about a week. When cast on a person it may cause them to suffer from indijestion or depression as their body ceases to function properly and the chemicals in their system become out of sync. A clockwork device will function less efficiently or the output of a steam device in a factory will produce half the number of products that it should. Generally this will not do anything too powerful but can be a nusance. A sorceror can steal this by gathering the tears of a mother whose child has recently died and anointing a set of scales with them. The scales will never function normally again and will sometimes measure a feather as lighter than a stone and sometimes not. Each time they cast the spell they must chant an incantation before the scales. Enchantments: Decay: This enables you to infect a place or person with decay. The effects are more or less permanent unless you choose to remove the curse. In game terms this renders the target more vunerable to disease, ie. if they go walking in the slums they will most likely come back infected with something horrible. Again like sickness it is unlikely to kill them but will mean they are often weakened. The effects of this spell can be reduced by the healing magics of the Intercessor. You can only use this spell on one target at a time and must break it before casting it on someone else. To be stolen by a sorceror one must procure the eyes of a lepor (without getting infected thejmselves) and hold them above the target whilst chanting. Survival: This enables you to keep on going whilst badly injured. It allows you to keep fighting on in the middle of battle with an arrow through your shoulder, for example. It does not stave off mortal injuries permantly but will allow you to keep going for a few hours longer whilst mortally wounded. If the wound is not fatal then it will never heal and will instead become permantly infected. A sorceror requires the bones of an animal who has been sacrificed in a ritual to Versinya and must anoint them in the blood of someone who has suffered terrible pain in life. Each time they cast this spell they must touch the wound with the bones. Decay of Mind: This spell induces a night of maddening visions. This has two main uses. A cultist may cast it in order to seek out divine inspiration from Versinya. You may or may not glean something useful from the experience. On the other hand it is also often used as an exotic method of torture. Depending on how you view it it is either a blessing or a curse, Versinya spells are interesting like that. A sorceror will need to remove the brain of a madman and seal it in some sort of vessel. The artifact must be next to the target when they fall asleep each time they cast this spell. Twist Perception: This enables you to incite a sense of confusion in your target. It is useful if you are running away from the scene of a crime and want to slow down your pursuers, for instance. The target will be prone to maddening visions of death and decay and they will see things that seem to violate natural order. A sorceror will first need the body of something dead and decayed to cast this spell and they then must anoint it with the tears of someone crying for something long gone. The caster must hold this up at their target when they cast this spell. Grand Rituals: Living death: This renders the caster immortal, however, at a terrible price. They still age and can still be injured. Their injuries do not heal but instead become infected by filth and decay. It is possible to cast this on someone else if you so wish but it is considered by Versinya and many of her followers to be a blessing rather than a curse. A sorceror must steal parts of bodies of those who died in futility and construct a replica human body from the organs. These must be from at least six different people to be considered sufficiently warped. They must then anoint the body with the blood of a Versinya cultist and chant the appropriate ritual. This is an individual designed to die in your place. It will animate and for the spell to work you must kill it immediately with a dagger that has been blessed by a Versinya cultist otherwise you have “ye liveliest awfulness on the loose”. The zombie is similar to that created by reanimation, except it is not subserviant to you. Animation: If you are able to get hold of a dead body before it is claimed by the ghouls you are able to reanimate it. This does not allow you to resurrect people, since the body does not retain its memories and has no will other than that which you impose on it. As with living death the body’s injuries will never heal and it continues to decay. For this reason the spell only lasts until the corpse is destroyed. The corpse is only as strong as it was in life and may even be weakened by circumstances of death. Having essentially no soul or mind it cannot practice magic in any form. This spell really annoys the ghouls and if they catch you at it you’re in serious trouble. A sorceror must have the body blessed by a Versinya cultist beforehand and then anoint it in the blood of twelve murdered children. Insult the Natural Order: This subverts the natural order of things. It cannot be used to control the actions of people. It is generally used to prevent something which ought to happen from occuring, such as a notorious murderer being released because the judge failing to find enough evidence for some inexplicable reason. To cast this a sorceror must first kill someone they love and then drain their blood. They must say an incantation over the decaying body each time they cast this spell. ======= ILLARIA ======= Lady Illaria hates those who steal spells from her as often it involves harming her loyal servants. Those who persistantly steal spells will be constantly hunted by cats. Note: There are very few human followers of Illaria. Those that do exist are primarily theives and assassins. As ones affinity with Illaria increases one generally begins to show increasing cat like tendencies. Cantrips: Instinct: This quickens your reflexes and improves your agility for the duration of about an hour. It is useful for breaking into places or in a fight. It gives you a minor advantage in either of these situations. A sorceror must kill a cat and then they must remove one of its paws and say an incantation over it. They must have the paw somewhere on their person when they use this spell. Cats: Cats quite simply like you. It is not as much a spell as a state of being. They consider you as one of their own and if you’re in trouble they will do their best in their limited capacity to help you out. This spell is automatically granted to anyone who buys Favoured: Lady Illaria, whether they are a sorceror or not. However, they may not realise they are under its effect. To steal this spell a sorceror will need to find a Illaria cultist (incidently most cats are) and skin them. They must then produce a mask made from the skin in order to fool cats into thinking they are one of them. The spell only lasts until the cats see through the disguise. Cover of Darkness: This allows you to summon a black cloud, which last for about a minute. For cultists this is a very conspicuous thing and is likely to get them into trouble unless they have a good explanation prepared. A sorceror requires the blood of a cat, which has been blessed by a Illaria cultist, mixed with various oils (a notable purchase). They must then seal this in a bottle of some sort. Every time they uncork the bottle a black cloud will emerge. Enchantments: Speak with Cats: This spell enables you to understand the cat language. You can speak freely with cats and if you have the spell “cats” they may be willing to do favours for you. A sorceror must kill a cat and remove its vocal chords in order to steal this spell. They must then create an instrument from the vocal chords, which they pluck in order to speak in the cat language. They can then try to bargain or threaten them but most likely will be treated with disdain. Agility: This increases your agility and reflexes above normal human level permantly. It grants you a permenant minor advantage breaking into places or in a fight. Like instinct a sorceror must take the paw of a cat and carry it on them whenever they are using the spell. This spell does not need to be recast like instinct. Cats Eyes: This spell enables you to see in the dark. It grants a minor advantage in any action carried out under cover of darkness. A sorceror must take the eyes from a cat and have them blessed by an Illaria cultist. This is fairly hard to do as it is pretty clear what they are and most cultists do not take kindly to killing cats. You see through the cats eyes rather than your own when you use this spell and must keep the eyes preserved somehow. Sight: They say cats can perceive things that ordinary people can’t. That is because many of them are under the effect of this spell. It enables you to perceive spirits and otherworldly entities, although you will not necessarily know what they are. It also makes you sensitive to those with fae ancestry. Like cats eyes a sorceror needs to take the eyes of a cat and have them blessed appropriately. Be the Night: You can blend into the darkness and move around without being seen easily. In game terms this gives you another level of stealth above those which you have already bought, when moving about at night or in the shadows. A sorceror must kill a cat and then make gloves and slippers from its skin. They can only use this spell whilst wearing the appropriate paraphenalia. Grand Rituals: Summon the Huntress: This spell calls upon the powers of a legendary assassin. She is said to appear as a beautiful woman or a black cat, depending on how you look at her. You will need a good reason why your request will be of service to Illaria. A sorceror must sing the appropriate song to have the huntress appear and most likely she’ll just kill you when she turns up, unless you can sway her otherwise. Survival: This is the orginal spell that was granted to Tybalt. It allows you, to a certain extent, to endure the effects of the powers when living out in the wild. It is a major advantage whenever exploring anywhere but this advantage is only granted to you personally and not the rest of your party. A sorceror requires the paw of a cat and must carry it on them whenever they are using this spell. Sneak: You become adept at the art of sneaking into places. This grants a major advantage when breaking in or attempting to assassinate someone and lasts for about an hour. A sorceror requires the preserved heart of a cat blessed by an Illaria cultist. They must carry it with them whilst using this spell. An Incredible Transformation: You embrace the power of Illaria and become a cat. This effect can either be temporary or permanent. It is the pinnacle of every cultists art. However, should you choose to make the transformation permanent you better have a new character statted up. A sorceror must skin around ten cats for this and create a costume from the skin for themselves which covers their entire body. ARIKEL SPELLS Note that Arikel gives out spells only very sparingly; he prefers his worshippers to get things done by creating and using tools and devices. Various spells below imply some kind of direct contact with Arikel (Divine Inspiration, the Loyal Apprentice, Guidance of the Master, the Art of the Possible). For sorcerers there are two possible approaches to these. The first involves a relatively simple ritual; you get in contact with Arikel, who is fully aware what you are doing and that you are not one of his worshippers. Now is a good time to abase yourself like the lowliest peasant, and start begging him not to slay you. If this part goes well (Arikel is actually unlikely to be able to slay you directly, but it's the thought that counts), you must then start bargaining for the effect you want. Typically Arikel will demand that you go and join one of his cults before he will give you the effect, but if you take the initiative and offer him something (and it had better be something good), he may give you the effect without requiring your worship. The second approach involves masquerading as one of his worshippers. This involves killing a cultist of Arikel, rendering him down, having a journeyman alchemist distill his essence, drinking it, then dressing yourself up in the full paraphenalia of a cultist of Arikel, then performing the appropriate ritual. The Token here is the essence itself, (you only need to do this once), although this becomes infused into the sorcerer. Note that the more you use this, the more likely it is that Arikel will see through the ruse. You may try to devise other ways of fooling him, at your own risk, which may involve Tokens in their own right. CANTRIPS REPAIRS: If you possess the necessary tools and expertise to repair a piece of equipment, this spell allows you to do so without actually making physical contact with it. You need only be in the same general area. You may repair one device in this way per use of the spell. Sorcerers must carry with them an appropriate tool that has been used in a ceremony to honour Arikel. TOKEN: the tool. ENGINEER'S EYE: you can look at some tool or machine and understand what it is used for and how it works. Exactly how well you understand it depends on how complex it is and how many other people already understand it. So you would understand a simple household object perfectly, including all its possible uses; but a master clockworker's experimental gun would only yield a few secrets of its working. Sorcerers must remove some organ associated with sense from a worshipper of Arikel, preserve it, then smuggle it into the device somehow. The organ may be reused, unless the device destroys it somehow; it will slowly dessicate with multiple uses. TOKEN: the worshippers eye. THE ART OF THE POSSIBLE: Arikel is at some level connected to all technology. With the use of this spell, he grants you the right to use that connection to find if there is a tool in existence that performs some function, or a design for such a tool, and if so to gain some clue as to where it might be found. State what effect you have in mind, and we will tell you if there is a device that achieves it. Alternatively, state some principle or component, and we'll tell you if there's a device that utilises it (eg 'is anyone, or has anyone ever, developed an internal combustion engine/clockwork brain/ big stompy robot?'). Sorcerers see above. SPANNER IN THE WORKS: some tool or mechanical device in your vicinity breaks. Not irreparably, and only in one place/way, but it is nonetheless broken. Sorcerers must repair a previously broken tool that had been used in a ceremony to honour Arikel, and carry it with them when performing the ritual. WARDING THE BAIRN: cast this on some tool or device; people will feel disinclined to go near it or touch it, lest they spoil or break it. This includes potential thieves or wreckers. It is possible to overcome this aversion, particularly for those who are aware that they are being influenced. Sorcerers must mingle a little blood from a child with a little of their own, and sprinkle the device with it. NO TOKEN. ENCHANTMENTS DIVINE INSPIRATION: a slight misnomer. This spell puts you in touch with Arikel and the small group of his most dedicated worshippers that reside on his barge, for the express purpose of helping you to design some new piece of tech. They tend to give you less than their full attention, and Arikel himself is rather busy; still, in game terms, this saves you one turnsheet action when designing new technology. Sorcerers see above. THE LOYAL APPRENTICE: this uses just the same mechanic as Divine Inspiration, but instead you seek training to improve your skills in general. Cast the spell and dedicate a turnsheet action to absorbing the wisdom of Arikel's Eternal apprentices; you will now be more skilled in a selected field of engineering. Depending on what field you picked, you may have to do this more than once to gain game mechanical advantages, but the GM team will take all advances into account. This spell always makes the process faster then learning off another human. Sorcerers see above. GUIDANCE OF THE MASTER: Arikel himself dedicates some of his attention to guiding your hands as you build a device (this must be something you already know how to build, though). As a result, it is of the very highest quality, and is remarkably durable. If you make it public, you will be renowned as a master craftsman. Note that Arikel emphasises individual genius in workmanship, and using this spell too much will earn you his contempt. Sorcerers see above. RUINATION: a machine in your vicinity completely falls to pieces, with several components becoming irreparibly damaged in the process. This will not work on very large machines [SO JUST FORGET CASTING IT ON THE CITADEL OF STEAM THEN LAUGHING LIKE A STONER], or may work only on individual components at the GMs' discretion. Sorcerers do as for 'Spanner in the Works', but the tool must have been handled (or at least recycled from one that was handled) at some point by an Avatar of Arikel. TOKEN: the tool. AUTOMATON RESURRECTION: the opposite. Some utterly shattered device, of which you must have at least a significant proportion of the components, is instantly restored to full working order. You may need a good explanation as to how you produced this miracle. Again, very large macines may be exempted. Sorcerers do as for 'repairs', but the tool must have been handled (or at least recycled from one that was handled) at some point by an Avatar of Arikel. TOKEN: the tool. MASTERY: you gain control, for an hour, over some device in the area. Its components do as you will. You can't make them move with much more force than is in them anyway (so you could use this to just beat someone with a spade, but a strong individual could just push it away). For best results, you should understand how the device works, and how else it could work. Sorcerers must have a small automated mannequin made (clockwork or grey engineering are possible); it need do no more than walk short distances itself. This must incorporate some component taken from a device the design of which was in some way influenced by Arikel (using Divine Inspiration to ask Arikel for a Mannequin design to use in this spell would be plain cheeky). The mannequin must then be placed before the machine to be controlled. TOKEN: the mannequin. SURROGATE TOOLS: if you find yourself stranded somewhere without the tools to practice your craft, this spell allows you to construct them from whatever you do have to hand. This is partly a process of inspiration ('I could use that jagged bit of flint') and partly a matter of magical transformation (rocks do actually remeld into functional spanners). The less supportive your environment is of your craft, the harder the use of this will be to conceal. Sorcerers require some artefact of Arikel, and an unsually long and difficult ritual. TOKEN: whatever the artifact of Arikel is. GRAND RITUALS RIGHTFUL OWNER: someone else had an idea that you wish you had. This spell gives you instant knowledge of how to construct a device, as long as someone else already knows how to build it, and you know who that person is. This knowledge is just as if you had already built a prototype of it yourself. Sorcerers must somehow use a tool they have made themselves and had handled by an Avatar of Arikel, or used in a ritual to honour Arikel, and use it (in whatever way) to steal a part of the person. The person must not know that this has happened, at least before the ritual is complete. TOKEN: the tool. SCOURGE OF THE PLAGIARIST: you erase the knowledge of how to construct some device from a person's mind. It is as though the person never knew how to make the device. Sorcerers must persuade the target to accept a lit fire from them, then arrange matters so that the fire is extinguished leaving the person in utter darkness. The fire source must have been associated with Arikel in some way (blessing by a priest, blood of a worshipper, etc.). TOKEN: any permanent item used to associate the fire source with Arikel may become the token. REALISATION OF THE MIND'S EYE: you may create any device that you can conceive (as long as you could draw out detailed plans for it) out of the whole cloth. If the device would normally take turnsheet actions to construct it still takes at least one, but you do not need tools, materials, or even soundness of body. It just appears, as you imagine it, piece by piece. Sorcerers must assemble dead body parts, treated in various rare oils, from people with all the necessary skills to perform the work; this must include the head of a cult leader of Arikel. The body parts are placed in one of the diagrams for the ritual. TOKEN: the head (which can be reused). MECHANICAL DREAMS: cast the spell then go to sleep. Your consciousness is disembodied and can wander through the local area. Most of the world is dim and difficult to make out, but tools and machines are precise and well defined. Your consciousness can enter into them and fully explore their workings, and control them with a very great degree of precision (as though they were your own body). If anything else is already supernaturally dominating the machine, things could get real exciting. The dreams last for six hours. Sorcerers must have a steamwork machine custom made for them (grey engineering or steam proper); it must be at least big enough (and appropriately constructed) for them to lie within it. It must incorporate some part that has previously been ina device constructed by an avatar of Arikel. The sorcerer performs a few extra rites, then must sleep within it while it is running. TOKEN: the engine. HARNESS THE ANIMALS: in times long gone by, Arikel harnessed the raw Powers and forced them to do the bidding of the Gods. Now you can too. Take something with a strong power affinity; it will now have an effect/function/purpose that is defined by you, as long as it is basically within the remit of the Power. So for example a sample of coarse Ocean essence would now have whatever effect you wanted it to, as long as (i) it was still a basically Ocean related effect, and (ii) it isn't too powerful (since we are discussing a coarse essence). You can try to use this to control Daemons and those with Power affinities of >>11, but be warned that conscious creatures are much harder to control in this way. Sorcerers don't get to use this spell - they just steal magic direct from the Powers. MUTILATED ONE The Mutilated One, on the other hand, is rather more free about giving out spells. He is generous in his patronage of his children. There are references throughout to the Children of the Mutilated Lord; these are not just those who worship him, but all those he thinks of his children (the physically and mentally incomplete, the very poor and long term vulnerable, the dispossessed). In order to maintain their secrecy, the Beggars of Horizon advise their members not to use overt magic too much. The generous tendencies of the Mutilated One are such that sorcery of his spells becomes an uneasy mix of theft and persuasion. Sorcerers are unwilling to admit that spells are not always gloriously ripped from the Gods, and don't discuss this much. Any spell marked (*) below can be cast easily by a sorcerer who is considered a child by the Mutilated One; others can do so if they have given away significant amounts of money to Children (or done the Children favours in some other way). Children who are allies of the character do not count. This is a class A purchase. Sorcery involving the Mutilated One typically does not require tokens. CANTRIPS STREET HEARTH: when cast on some piece of rubbish, this spell causes it to begin burning with a strange flame that appears weak and only consumes the item slowly, but produces a localised pocket of comfortably warm, dry air. The spell persists for up to four hours (*). ENDURANCE: you, or a chosen individual who must be well known to you (and present at casting) gains some protection from the extremes of the environment. You are more resistant to heat, cold, hunger, and disease, although by no means immune. The spell lasts for a week, and can be renewed. A sorcerer must live without food for three days, then perform a simple ritual. WOUNDS OF THE BODY: once you have cast this spell, you must select a subject and spend time examining them. this need not be a medical - depth examination; you just need to watch how they move, talk, work, and so on. From this examination, you gain insight into any meaningful impefections in their body - past or present. The longer you are able to spend in uninterrupted examination of them, the more you will find out. A brief glance might be enough to pick up on a barely - healed fracture that would be immediately obvious to a doctor; an hour or more might allow you to discover a slight weakening of one lung resulting from a childhood infection (*). WOUNDS OF THE SPIRIT: after casting this spell, you need to engage the chosen subject in conversation. As you converse, any significant emotional or mental problems (this includes actual brain damage, which is not covered by Wounds of the Body) will be revealed to you. Again, the longer you are able to hold them in conversation, the more and in more depth you will find out. A single exchange of words might reveal the fact that someone is living entirely in a fantasy world; a long conversation might reveal a deeply buried and long repressed hatred of their mother. It is possible that a conversation would reveal either of these by mundane means, but this spell removes the element of doubt (*). MOVE THE VEIL: many of those in the overworld secretly fear the children of the Mutilated Lord; partly for their appearance and the possibility of disease, but mostly because of what they represent; what bad luck or failure could have and might still bring to the prosperous. They try to pretend the Beggars and others aren't there; and when forced to acknowledge them, see them only as a hideous threat or warning. This is the Veil, behind which the children are hidden. For one target, the Veil is removed, and if the caster so wishes transfered to something else. The first effect causes the target to see Beggars - and others - on the same level as they would anyone else (though this is not necessarily in a positive light). The second effect causes the target to see something else, which might be a single object or a whole class of objects, with the same fear and loathing they normally would the Beggars. They will react appropriately, whether ignoring the thing in question, avoiding it or attacking it. After a coupe of hours, the veil will be restored, unless something has genuinely succeeded in altering the target's world view in that time. Any target who normally thinks of the children of the Lord as normal people is essentially unaffected. Sorcerers can cast this spell easily, but first they must attach the same stigma to themselves as would attach to one of the Children of the Lord. ENCHANTMENTS CURSE OF AGUE: the target of the spell is afflicted with a disease that is either physically disfiguring, lingering and highly debilitating, or capable of leaving some other long term physical problem. The disease is never fatal in itself, though there may be outside complications. The target must have committed some crime against the children of the Lord, although this may be interpreted broadly; also, the caster must briefly come into close contact with the target. A sorcerer must lacerate himself then rub filth into the wounds so that he is covered in weeping sores; the spell can then easily be cast. This is likely to have long term health effects for the caster. CURSE OF MUTILATION: again,the target must have committed some crime against the Children of the Lord and must come into brief physical contact with the caster. Small circumstances begin to twist around the target, and within a week they will be involved in a seemingly random accident that severely injures them and leaves them with a permanent scar of some sort. It is possible although difficult to prevent the 'accident' occuring; alternatively appropriate Fire or Star magic can be used. Sorcerers must inflict a serious wound upon themselves. DEEPEN THE VEIL: the Veil is deepened around you (or a chosen individual who must be well known to you (and present at casting)), so that anyone and everyone ignores them utterly. It will take something quite dramatic to make anyone pay attention to you. The spell lasts for an hour. Sorcerers must not only find a way of putting on the aura of the Children, they must arrange matters so that an acquaintance publicly and earnestly rejects them. The spell can then be cast at will. CALL THE LITTLE BROTHERS: the vermin of Horizon, living off the refuse of society, are thought of by the Mutilated Lord as smaller children of his. With this spell you call a number of them in the local area to you; you may speak with them, and they will do you bidding. This spell also facilitates communication, so any commands will be understood as well as is possible by the animals. Possible animals include rats, mice, bats, pigeons, and crows. Other more exotic specimens may be possible if you pick the right spot (the sewers can be interesting). In Horizon, dogs of any kind are specifically excluded, although stray (not wild) dogs are possible in other cities. You can communicate with stray cats in this way, but cannot command them in any way (there seems to be some sort of agreement between the Lord and Lady Illaria). You can also cast this as a grand ritual. If you do, all vermin of a given type in the entire city district are yours to command. A sorcerer must destroy or irrevocably give away something he deeply cares about - if there is nothing else, a body part will do. For the Grand Ritual, this must be something of immense significance in the character's life - most of their assets, for example. PROTECTION: you (or another, as previously discussed) are put under the protection of the Mutilated Lord. As well as gaining the benefits of Endurance, circumstances subtly bend around you to protect you from random mischance, and keep you out of trouble (this even has a limited element of warning to it, so you may find something minor goes wrong as you are trying to perform an action that would put you in unexpected danger). This lasts for a week. Sorcerers must go without food for ten days before casting this. THE LOYAL OATH: The target of this spell must swear an oath to be true to the Mutilated Lord and to join with his children as brother and sisters. From that time on, unless somehow released by powerful magic, the target is enforced to do nothing that would directly or by one degree of removal reveal the cults of the Mutilated Lord. So no going to the authorities and saying 'guess what I've found!' And no saying 'you might want to check the Darwell abbatoir's storeroom on the third of the month'. This spell is one reason why generations of secret agents have failed to reveal the true nature of the Beggars. Sorcerers cannot cast this. GRAND RITUALS NO WAY DOWN: there is no way the life of a Beggar can get worse. With this spell, the Mutilated Lord makes this the literal truth. The target (caster or close associate) is absolutely protected from direct harm. Gangs of thugs attempting to beat you up achieve nothing more than tiring themselves out. Your clothes will refuse to take light. Accidents happen to other people. Mobs part around you without realising why. The only exceptions to this are self - harm and seriously high - powered magic. This lasts for one day. A sorcerer must take on the aura of the children, and arrange matters so that several of his acquaintances publicly assault or otherwise mistreat him, and in earnest. THE FALL: this must be cast on someone who is not already one of the Children of the Lord; they must have committed some crime against the Children, and must be in brief physical contact with the caster. Events begin to twist around the target, such that over the course of a month they are utterly ruined; this may be as simple as losing all their money, but might include complete social humiliation and major mutilation or disfigurment. Steps can be taken to prevent the Fall by those who know it is in progress, but this is difficult. Sorcerers act as for the grand ritual 'Call the Little Brothers'. DARK CITY: this requires at least six worshippers of the Mutilated Lord, who spend a significant amount of time in the affected area on a regular basis, to aid the caster. Select a city district (Horizon or elsewhwere); this must be a district with significant social problems (so in the Lower City, in Horizon). For one night, the district as a whole comes to terrible life and works against those designated by the caster as threats. Streets will change the way they connect up, buildings will report the quarry's position back to the caster, sewers will yawn open beneath their feet, even residents will feel unaccountably hostile towards the quarry. Although all this is non - obvious on a mundane level, anyone with the slightest supernatural sensitvity will realise that something big is happening. The spell is therefore saved for special occasions; the last time it was used was in the days immediately before the Last Treaty, when a group of the Imperial Army began to burn Horizon to cheat the Alliance of their prize. Instead, the Slums swallowed the Imperialists. Reliable rumour among the Beggars has it that the Lord has granted a very similar spell to his favored in Vegdabarra that makes use of the deep forest. Sorcerers may cast this, but they must still have the assisstance of the six worshippers, and moreover must explain exactly what they are doing and why to all involved. SACRED VESSEL: the caster is immediately possessed by the Mutilated Lord. This spell is very rarely granted to anyone but the Beggar King. Multiple possessions tend to erode the mind of the subject. Sorcerers can cast this at no extra cost, but success is not guarenteed. DREAM SENDING: the Mutilated Lord has the ability to enter the dreams of unbelievers, and with this spell he consents to do so on your behalf. Something, anything you like, gets put into the dreams of your target. Sorcerers can do this when they want, but the Mutilated Lord notices them and it (and any selected worshippers) have access to the sorcerer's dreams for a month. ========= LACRYMOSA ========= Cantrips: Despair: A little niggle, a slight worry in the back of the mind becomes all consuming. The fear that usually only haunts you in the darkest of nights now stalks you during the day as well. This can be cast on anyone and lasts for 1 week. Cause doubt: With this spell you can plant the seeds of doubt into someone's mind about anything you wish. This will not gurantee that they will change their course of action but it might make them waiver at a key moment. Caught in hindsight: This forces a person to think back over all the times things have gone wrong for them and berate themselves for what they should have done. This is not as distracting as 'Waking dream' This lasts for 1 day Perserverance: This allows one person to withstand a degree of suffering for far longer than they thought they were able to. This does not give them relief from the pain just means they are able to live with it for that much longer. This can be cast on anyone. It allows a tortured person hold out far longer until they break, it will give a terminally ill person the ability to survive that little bit longer. This lasts for a day and can be recast on the same person consecutively to maintain their perseverance. This can also be looked at as making someone suffer for longer (which is more in keeping really) Enchantments: Remove Joy: With this spell you remove all sense of happiness a person has for a period of one week. All good things in their life don't give them happiness and they do not know how to obtain it. They cannot find comfort in anything and act and respond appropriately. Barren: This renders the target of the spell barren and unable to bear or father children. This is possibly reversible with land intervention but there are no gurantees. Waking dream: This forces a person to relive, as if they were there, their greatest regret able to see what they should have done but unable to change anything about it. This is, arguably, very distracting and can be debilitating. This occurs over a period of about 5 minutes. Weakness: When cast upon someone this brings out their greatest weakness and intensifies it so that it becomes crippling to them. If they are an addict then they will become totally dependent upon their drug of choice and unable to function at all without it, if they are afraid of anything then even the mere mention of it will make them freeze in fear. Sight of it/ experience of it will give them a sense of paralysing terror and they will be unable to react to it. This lasts for 1 day. Grand rituals: Twist of fate: This spell allows you to thwart the plans of one person for one day so that all that would go well for them instead falls to ruin. The son they were expecting is stillborn, a friend doesn't make it through the night due to a fever, a close family member is lost while away and never makes it home. Hide pain: With this spell you may remove the bitter pain that someone else is feeling due to a certain specific event indefinitely – this can be physical pain from a terminal disease or emotional pain from the loss of a loved one. However you take on that pain yourself. You can break the spell and restore the natural order of things if so desired but although they will regain the pain you will not entirely lose it and a residue of it will forever remain with you. Find the weak point: When cast with a certain system or person in mind you will find out what exactly it is that will cause that thing to crumble. Remove that lynchpin somehow and the rest of the body will come crashing down around it. In relation to a person this could be significant other, a job position, a prized object; in a system it could be a key figure or a secret that must not be exposed (this spell doesn't give you the secret but tells you that there is one to be found and perhaps a hint as to how to find it). To cast this you must have good cause to do so such as the target causing you great pain in some way – you are trying to make them feel what they made you feel.