System:Magic Spells A
From DevilshireWiki
Magic spells are broken down into nine distinctive Power Levels, 1-9 and variable. All magic spells listed are Staff Approved for Roleplay. A combination of these magic spells construct a magic user's grimoire. This page features the Magic Spells for Power Level Variable through Power Level 4. Higher Magic Spells are located at Magic Spells B.
For magic spells with Resists on them, the SLs of the resist are subtracted from the SLs of the casting roll, just like in combat, to determine both duration of spell and damage.
Power Level Variable
Barrier Dismissal
Quick Cast: No
Requirements: The caster needs to be able to see the moon. A latin invocation.
Effect: The caster chooses the power level of the spell. If it is higher than the power level of the barrier and successfully cast, the barrier is hit by crackling blue lightning and then vanishes. If the chosen power level is equal to or smaller than the power level of the barrier, it doesn't work. If this spell is cast during the new moon raise the power level by one. If it is cast during the full moon reduce the power level by one.
Black Cat's Friend
Quick Cast: Yes
Requirements: Quick Casters touch the lock and say the Old English word for either lock or unlock, depending on which they are doing. Others must meditate for five minutes and then touch the lock and speak the word.
Effect: The lock unlocks or locks as if a key was used on it. This spell will not work on door chains, slide bolts, bars, or similar door securing mechanisms. The power level of the spell depends upon the complexity of the lock:
| PL1 | Simple locks such as those on footlockers and diaries. |
| PL2 | Basic locks such as those on most house doors, cars, and lockers. |
| PL3 | Complex locks such as security and electronic hotel locks. |
Credit: Ciaran
Healing Fire
Quick Cast: Yes
Requirements: Caster must light a red candle that has been previously charged with healing energy. They must chant a ritual to the elements of fire for protection from the flames. Then they must dip their hands in annoynted oil and then stick their hands into the burning flame of the candle. While their hands are on fire, they must chant the healing spell. "Flames burn, crack and peel. These flames burn, instead they heal." Then they must lay the fire hands upon the target. "Fire burn, burning bright. Take the wounds, make them right," and the target is healed. Quickcasters need to say "Helende Vlam", Their hands will burst into healing flames and they must touch the skin of the target to heal them.
Effect: After the caster lays the fire hands upon the target and heals them for 2 x willpower per success level. This healing can not revive someone who is already dead. It can not heal the undead. If the target is in negative Life Points it adds an additional +1 to the difficulty of the casting, raising the power level of the spell to 4.
Credit: Rabbit
Mystical Contract
Quickcast: No
Requirements: Hard copy of the contract; willing signature of target(s) in blood; A Seal of Binding (customized to the caster -- sort of a mystical notary license).
Effect: The spell binds the target(s) to the contract's wording magically, enforcing itself whenever it's needed. The target must be willing to sign it (and it does not work if they are forced to do so under duress), and though they need not know that it is magical, they do have to sign it in their own blood (which is kind of a tip-off).
Note: This spell is more something to provide magic-workers and mystical occultists an in-character tool they can use. It can be the justification of adding an Obligation or Curse Drawback, or even just something that the character has to do that is minor. A good 'rule of thumb', when it's used to justify gaining Drawbacks in-character would be PL 1-2 (minimal, no drawback -- it just spices up the character a little); PL 3-4 (minor, level 1 Drawback); PL 5-6 (binding, level 2 Drawback); PL 7+ (major, level 3 Drawback).
Since characters don't get any experience point rewards from acquiring Drawbacks IC, this is pretty much something to give characters an IC tool to use (especially since it can't be used against someone unwilling to go through with it).
Credit: Jack Moore
Petite Poche
(Little Pocket)
Quick Cast: No
Requirements: One hand-sewn drawstring silk bag with no metal bits, made by the caster and not to exceed the size of a pillow case. Crummy sewing may result in items lost into the void. The ritual also requires a magic circle of oregano (don't ask), a brazier and fire. The caster takes their bag, sprinkles the oregano around themselves and the brazier, and starts alternately chanting and meditating silently for a good half hour before dropping the bag into the flames and watching it be consumed. Once cooled, the caster pricks their fingertip until it has a drop of blood, dips that finger into the ashes, and swipes it over their tongue. Yick. The rest of the ashes are saved in a vial/jar/ziploc baggie/whatever and kept.
Effect: Sometimes it's good to have a little place to stash stuff you don't want taken from you. Sometimes making a bouquet appear out of thin air floats your boat. This ritual creates a pocket dimension of variable size that you can put your stuff into. The caster can concentrate a round and pull an item out of their pocket dimension.
Limitations: Nothing electronic can go in. If it goes in, it's rendered absolutely useless. Nothing alive can go in. You can keep things that are dead in there, but that's gross. The capacity is that of a pillow case, a unit of measure most commonly used by small children in costumes. Anything that goes into the pocket dimension has to have a smudge of the ritual ashes on it before it can go in. Should the spell fail, nothing happens.
Duration: This spell has a minimum of PL2, but the level can vary above that. For every PL of the spell, it lasts another three days. (This means the minimum duration of the spell is six days.)
Credit: Vorpal
Quench
Quick Cast: Yes
Requirements: A quick caster makes a metasymbolic reference to the dominance of water over fire, such as sprinkling water toward the flames she plans to quench and whispers a sentence-long prayer to the aquatic godform of their choice. Ritual casters must spend a minute beseeching their favored water-aligned deity.
Effect: Once the spell is successfully cast, all fires burning in a Successes times Will radius around the caster will immediately put out. For one turn per success, mundane fires will refuse to light and spells that conjure flame are cast at +1 difficulty per success.
Credit: Ringo
Skeleton Key
Quick Cast: Yes
Requirements: Quick Casters must touch the lock and say Oscail, all others must spend 15 minutes chanting, and then touch the lock with their finger while saying Oscail.
Effect: Not all locks fall into the realm of the mundane, and Sorcerers have ever been seeking knowledge locked away by others, as such a spell was fashioned in the long past to help with this. The casters learned to break through mystical seals on doors and other locks. When cast the spell will release a small spark of bright blue light that will ripple for a moment over seal and if successful, break.
| PL2 | A simple lock. |
| PL3 | A medium level lock. |
| PL5 | A strong lock. |
Credit: Caladbolg
Power Level I
Magnus Tripod
Quick Cast: No
Requirements: One caster chanting where the spiritual manifestation is strongest. Three helpers chanting and lighting candles in a triangle that encloses the haunted area.
Effect: It takes five minutes to cast this spell. Magnus Tripod banishes weak ghosts, never to return. More powerful ghosts laugh it off.
Out Damned Spot
Quick Cast: No
Requirements: The caster prepares a a circle of chicken blood in front of the
target. She then places her hand against the target's chest and recites Lady MacBeth's famous lines from Hamlet: 'Out, damned spot! out, I say! -- One; two; why, then 'tis time to do't; -- Hell is murky! -- Fie, my lord, fie! a soldier, and afeard? What need we fear who knows it, when none can call our power to account? -- Yet who would have thought the old man to have had so much blood in him?'
Effect: The spell searches for foreign objects inside the target's body. It
then teleports the object from the body and into the prepared circle. It will
only remove objects which are truly foreign. Artificial/cybernetic body parts
and aids such as pace-makers are considered 'part' of the subject's body for
purposes of this spell.
Credit: Theo
Quick Illusion
Quick Cast: Yes
Requirements: This spell can only be used by Quick Casters and involves saying a few magic words.
Effect: Minor illusions can be created. This might be an illusion of wearing new clothes, creating a trail of sparkles that follows the hand around, or decorating a room for a birthday party. The range is three yards. The illusions are visual only and they last a number of hours equal to the success levels of the spell casting roll.
Spell of Secret Protection
Quick Cast: No
Requirements: Three casters, a U-shaped symbol, herbs, liquids, candles, and chanting. Must be cast on the Spring Equinox.
Effect: The next time the target is hit by an attack that would either kill her or do more than half her life points in a single blow, the attack does no damage. The protection lasts until used. However, if the target finds out she's been given the protection the spell is undone.
Voice From the Black Portal
Quick Cast: No
Requirements: A murder victim's corpse, dead less than a month. The New Moon.
Effect: The corpse is placed inside a large pentacle. Black candles are set at each point. The caster can then speak to the spirit of the dead person. The spell lasts one minute per success level and the ghost does not have to answer questions if it doesn't want to.
Witchfinding
Quick Cast: No
Requirements: A strand of the witch's hair. Quicksilver, nitric acid, eye of newt.
Effect: The ingredients are heated together. If the resulting potion is spilled on a Witch, Wizard, Shaman, Necromancer, or Sorcerer who has cast a spell in the last twenty-four hours the skin it touches turns bright blue. The liquid remains potent for seven hours after made.
You're So Vain
Quick Cast: No
Requirements: A half minute long incantation with accompanying gestures.
Effect: The caster's appearance spiffs up. Hair is combed in her usual style, clothes are unwrinkled and cleaned, unpleasant odors vanish, skin looks freshly scrubbed and has a healthy glow, teeth are brushed and breath is minty fresh. The spell does not eliminate or hide bruises or other blemishes due to injury or puberty.
Power Level II
Paralysis
Quick Cast: No
Requirements: The caster spends five turns chanting an invocation to Medusa and the Gorgons and then touch the target with her left hand.
Effect: The spell immobilizes the target for a number of turns equal to the Success Levels rolled on the casting check. The spell is automatically miscast if the caster can't chant for all five turns, in a row.
Resist: Willpower/Occultism
Spirit Binding
Quick Cast: No
Requirements: Hawthorn berries, lungwort, and stones are set in a circle and sealed with bile.
Effect: The person who is being haunted steps into the circle while the caster reads the latin invocation aloud. At the conclusion of the invocation the haunted person strikes the center of the circle and the ghost's fetters (what is tying the ghost to this mortal plane) are revealed. At this point the haunted person can choose to send the ghost to the great wherever. This only works on less powerful spooks.
Power Level III
Bolt of Apollo
Quick Cast: Yes
Requirements: One minute of gesturing and invoking Apollo for most. For Quick Casters, a single gesture.
Effect: A ball of pure sunlight shoots from your hand. It is harmless to anyone but vampires, who take 2 x Willpower per Success Level points of fire damage. The range is line of sight. The ball of light is useless for providing illumination.
Resist: Dodge
Book Reading
Quick Cast: No
Requirements: A half hour's meditation over the book in question.
Effect: A voice reads the pages of the book outloud to you. The voice replies to simple commands, such as telling it which page to read, or asking it to repeat something, though it can not do anything but read the words outloud.
Credit: April
CSI Bane
Quick Cast: No
Requirements: The caster chants for one minute and then throws a pinch of bleached talcum powder into the air.
Effect: The powder turns into sparks of light that fall everywhere in a room or
space no larger than fifty by fifty feet. The sparks of light are attracted to
any blood, hair, skin flakes, skin oils, and other bodily fluids that could be
used for identification. Those tell-tale traces simply vanish when a spark
touches it. The sparks will destroy blood and loose hairs on a dead body but
not the blood inside it or the hair still attached to the body.
Credit: Ciaran
Diagnose the Victim
Quick Cast: Yes
Requirements: Quick Casters merely need touch the victim and say 'Fossura', but all others must create a circle with the person inside of it and scribe the words 'Fossura tergum quod dico verum' along the outside of the circle and spend 30 minutes chanting while burning incense made of medicinal herbs.
Effect: As the caster focuses they begin to obtain data about the victim's current state. Successful casting means that they know any type of poison that is in the bloodstream and the name of it. Also, if it is a biological poison they are told the antidote. If it is the mystical in nature they are only told it is a mystical poison. Also, it can tell them about any diseases they have in their bodies and if cancer or any tumors are present in the body it will tell them that as well.
Credit: Caladbolg
Etheric Scanning
Quick Cast: Yes
Requirements: Two casters. Candles. Pot of herbs. Personal item of the person being scanned.
Effect: The participants are anointed with the herbs. One caster projects into the nether realms while the other acts as an anchor. While in the nether realms, the projecting caster can see any ongoing magical effects in the area, including curses, possession, and magical transformation. This spell can be dangerous, as it is possible for a caster to grow lost in the nether realms and be unable to find her way home.
Exorcism
Quick Cast: No
Requirements: A binding power is spread around the target and crosses, holy water and a Latin prayer are used to hold the demon in place.
Effect: The caster thrusts a cross into the possessed's face. If the ritual is cast successfully it becomes a contest of wills. The caster rolls Willpower (doubled) and adds the success levels of her casting. If this is higher than either the demon's Willpower (doubled) roll or Brain score, the demon is cast out. Vampires suffer a -5 to casting when performing this ritual due to the pain from holding the cross.
Expectations Fulfilled
Quick Cast: Yes
Requirements: Quick Casters make a motion of handing something over and whisper a few words. Others must do a five minute ritual before making the same ritual.
Effect: The caster makes a small illusion of an item the target expects to see, such as a test paper or fake id. The illusion looks, feels, and sounds like the real thing but it vanishes when it is put down or looked away from. The impression that the item was there remains. Most people assume they dropped or lost the item.
Friendly Smoke
Quick Cast: No
Requirements: Thirty minutes are spent chanting an invocation to Dionysus while offering to him good wine in a ceremonial cup.
Effect: Upon completion, the caster is able to affect smoke caused by cigarettes, hookahs, pipes, and other similar instruments that she holds in her hand. She can change the taste/scent of the smoke to anything she's experienced before or make it altogether scentless. She can also influence the smoke to take any shape. The shape will not be very detailed and will only last for a few seconds. Lastly, the smoke can be made invisible to all but supernatural senses. The caster can control the smoke from items she holds in this way for one day per success level.
Credit: Axel Davis
Hold Person
Quick Cast: Yes
Requirements: Quick Casters incant and gesture. Others need to meditate for several minutes.
Effect: The air around the target turns solid. The target is cannot move except to breathe and blink. The solid air acts as a barrier and the target cannot be harmed or moved while inside. The hold lasts for one turn per success level or until undone.
Resist: Willpower/Occultism
In Vinum Veritas
Quick Cast: No
Requirements: The Caster must chant in ancient latin for 1 turn, invoking the goddess Veritas as she combines pure spring water and grapes in a crystal glass.
Effect: The target who drinks the wine is forced to speak the truth for a number of turns equal to the SL rolled on the casting. The target under compulsion to speak the truth about anything asked of her. Target gets a bonus if asked about a secret or if they are a compulsive liar. The spell allows for a number of questions per SL, and when that limit is reached the spell is released or the number of turns passes.
Resist: Willpower/Occultism
Credit: Adam
Light of Guidance
Quick Cast: Yes
Requirements: Quick Casters say a quick incantation. Everyone else lights a candle and chants for five minutes.
Effect: A small firefly-like light appears and will lead the caster to anyone or anyplace she knows well enough (has been there multiple times or can call the person a friend or enemy. Casual relationships don't work). The light travels a foot ahead of her, leading the caster to her destination.
Magical Blindfold
Quick Cast: Yes
Requirements: Quick Casters shout out 'obfuscate'. Other casters must meditate for two minutes.
Effect: A gray blob leaps from the caster's hand to the face of the target, where it forms a gloppy blindfold. To remove the blob, the target has to tug at it for a number of turns equal to the success levels of the casting roll minus the SLs of the dodge.
Resist: Dodge
Remove Bonds
Quick Cast: Yes
Requirements: Quick Casters say 'exegete' and wiggle their fingers. Other casters must also meditate for five minutes.
Effect: Anything physically binding the target (rope, handcuffs, etc.) vanishes.
Revoke Invitation
Quick Cast: No
Requirements: Moss herbs, holy water, latin invocation
Effect: This ritual requires crosses be nailed next to all entrances. Then the caster purifies every portal into the home with burning moss herbs and holy water while chanting. Once the ritual is done a vampire who was previously invited into the house can no longer enter.
Ritual Destruction of the Living Flame
Quick Cast: No
Requirements: Essence of toad, three pieces of gold, a bundle of twice-blessed sage, Breath of Atropyx incense, and a thirty minute ritual. This is an expensive ritual that costs several hundred dollars to perform.
Effect: A fire is lit in a cauldron using the ritual ingredients. When the ritual is done the item or being to be destroyed is dropped into the fire. This can destroy magic items or, if you can manage to shove them into the cauldron, usually undestroyable demons.
Scapula of Protection
Quick Cast: No
Requirements: A small bundle of herbs, iron nails, and sulfur.
Effect: The scapula is worn around the neck. Someone wearing this cannot be directly harmed or possessed by ghosts. It only lasts for a single night and some ghosts are so powerful they can overcome it.
Speak With the Wise Ones
Quick Cast: No
Requirements: A place where a Wise One resides (usually in a statue). Some powder. An incantation.
Effect: When the spell is cast, the Wise One manifests, animating the statue. The caster can ask one question per success level. The Wise One does not have to answer and it can get grumpy if you call it too often.
Spirit Calling
Quick Cast: No
Requirements: Three casters, a table draped in red cloth, several candles. Everyone joins hands and invokes, séance style.
Effect: This spell summons a spirit that is haunting a site. It does not need to be cast on the site itself but at least one of the casters must have spent some time there. The spell summons the spirit but does not compel it to obey, stay, or communicate. The casters must rely on good, old-fashioned charisma for that.
Tirer La Couture (Pull the Curtain Back)
Quick Cast: No
Requirements: The caster draws a circle of blessed sand around herself and lights incense.
Effect: The caster can see all magic around her. Even the most powerful illusions appear as transparent overlays over reality. The spell lasts for as long as the caster concentrates, though she must make a Willpower (doubled) roll once per minute. Combat, driving, and operating heavy machinery are all impossible while maintaining the spell.
The Wiseman's Friend
Quick Cast: Yes
Requirements: Quick Casters need only say 'Teith' and then move, all others need to speed two turns invoking the winds and then speak the word Teith.
Effect: There are times when even the stoutest of hearts must flee from a scene. This spell enables the caster to escape quickly. The magic of the spell enhances his ability to move tripling his running speed but conferring no additional dexterity bonuses, or enabling him to dodge. It simply means that when he moves, he moves more quickly.
Credit: Ciaran
Vampire Without a Heart
Quick Cast: No
Requirements: Some mystical fluids filling the vampire.
Effect: While the fluids are seeping into the vampire, remove her heart. The vamp becomes immune to stakes, sunlight, crosses, holy water, fire, and decapitation. In short, the vampire becomes unkillable. After six hours, however, the spell ends and the vampire goes poof.
Power Level IV
Aesculus's Divine Favor
Quick Cast: No
Requirements: A selection of healing herbs and a half hour ritual.
Effect: The ritual creates a potion. When the potion is quaffed, it accelerates the healing process ten-fold for twenty-four hours and only twenty-four hours. So a person who normally heals 4 life points per day will heal 40. This doesn't work on chronic problems such as arthritis or diseases such as AIDs. The potions are only effective for twenty-four hours once made. After that the potions become extremely smelly and useless herbal teas.
Anti-Magical Glamour
Quick Cast: No
Requirements: A circle drawn with a mixture of powdered angelica, clove, and a tablespoon of Troll's blood. A forty-five minute ritual calling upon Loki.
Effect: As long as the caster lives or the spell hasn't been unraveled by another spell, a single mystical object will appear mundane to all mystical senses. The object can be no larger than five feet by five feet by five feet. The spell will only work on inanimate items with no moving parts.
Bolt of Light
Quick Cast: Yes
Requirements: Quick Casters gesture and shout 'dissolvo!'. Others must meditate for one minute.
Effect: A ball of light flies from the caster's hand and shoves the target a number of feet equal to Willpower x Success Levels. The spell causes no damage by itself but the target impacting something hard or sharp might bring about some.
Resist: Dodge
Calling Spirit Guides
Quick Cast: No
Requirements: A graveyard. A lit candle. A Latin or Aramaic invocation lasting twenty minutes.
Effect: Mystical, wise, and mysterious spirit guides appear before the caster as ghostly apparitions. The spirits might answer questions, if they feel it is in the interest of the cosmic balance. They can leave whenever they wish or stay as long as they wish. They cannot be harmed.
Dream Travel
Quick Cast: No
Requirements: The caster meditates for several minutes next to the sleeping person.
Effect: The caster sends her mind into the dream of another person. She can interact with the dream world and the dreamer as if in the real world. The caster does not have to appear in the dreams but can, instead, just watch them.
False Resurrection
Quick Cast: Yes
Requirements: A photograph of the person to be raised, a Ghora egg.
Effect: This is a partial raising from the dead spell. The target rises but does not regain her soul or mind. She keeps her old Strength, Dexterity, and Constitution but Intelligence, Willpower, and Perception are all reduced to one. If the photograph used in the casting is ever torn in half the zombie returns to the grave.
Fog of Protection
Quick Cast: Yes
Requirements: Quick Casters gesture in a direction and say a few words. Everyone else must chant for a minute first.
Effect: White fog bellows out from the caster's hands, enveloping one person or two if they are very close together. The target becomes disoriented for a few moments. This is a good spell for making a quick getaway.
Glamour
Quick Cast: No
Requirements: An image of what she wants the target to look like. The image is burned in a brass bowl, an incantation to Janus is chanted and the target breathes in the fumes.
Effect: This is named after the faerie ability but is slightly more versatile. It can add or subtract up to four levels of the Attractiveness quality. It can also change hair and eye color and skin tone to make someone look less like themselves or more like someone else. It does not completely alter someone's appearance, unfortunately. It can't make you look exactly like Angelina Jolie, for example, but it can make you look sort of like her.
Ignite Fire
Quick Cast: Yes
Requirements: Quick Casters shout 'Ignis Incende'. Others must meditate for three minutes.
Effect: This ignites any flammable object up to the size of a large fire place full of rocks. The range is two yards. If used to ignite an enemy's clothes, the spell does three times Success Levels damage to the target. Doubled against vampires.
Resist: Dodge
Ionize Air
Quick Cast: No
Requirements: A dolls-eye crystal and a ten minute incantation calling on the elements.
Effect: For one hour the air within one block of the casting spot is ionized. Television, radio, and cell phone communications are cut off. Anyone within a few yards of the caster when the spell goes off gets serious hair fritz.
Resist: Dodge
Jedi Mind Trick
(Minor Suggestion)
Quick Cast: Yes
Requirements: Eye contact. The little Obi-Wan hand wave isn't mandatory, it's just fun. Non-sorcerers must also do a short incantation, under a minute. They get to have the fun of appearing to mumble for a bit before trying the Mind Trick, which is kind of funny for people around them and the target. Also, if the spell fails, the target thinks you're really damn weird.
Effect: These are not the droids you're looking for. It works best on the weak-willed, it can only be used for minor suggestions. The caster makes eye contact and suggests something. The target rolls their willpower; it works if the caster's succs are higher than the willpower roll. This spell works differently on sorcerers.
The caster can make one suggestion to the target that isn't contrary to the target's personal beliefs. It does not effect the target's emotions. You can tell someone 'look over there' or 'I am 21', but not to punch the guy next to them or to calm down. 'Kiss me' works for a peck on the cheek as long as the target is attracted to the caster's gender. 'Give me a lapdance' does not work. Short, simple commands work. Sit, stay, follow. Keep in mind the duration. Best for distraction or just being a dick.
Peculiarities: This spell works differently on other sorcerers; they know it's happening, for one thing, which puts the use firmly into the category of 'being a dick'. If the target's sorcery level is above that of the caster, it flat out doesn't work. Otherwise, the difference in sorcerer quality levels is applied as a bonus to the caster. Usually any time a sorcerer uses this on another sorcerer it's to assert dominance (also known as 'dick-waving').
Credit: Vorpal
Jet of Flame
Quick Cast: Yes
Requirements: Quick Casters shout Incindere!. Others meditate for two minutes.
Effect: Five yards of fire burst forth from the caster's hand and hit a target. Damage is equal to Willpower x Success Levels of the casting roll. The damage is doubled against vampires. This spell will ignite flammable objects.
Resist: Dodge
Kismet
Quick Cast: Yes
Requirements: Quick Casters must roll a specially carved die made out of bone and a silver coin while invoking Shai, the god of fate and destiny. Others must chant for several minutes in invocation before rolling the die.
Effect: The caster designates a target and the rolls the die. The result of the roll will grant either good fate/luck or bad fate/luck to the target. If the casting is successful, the caster rolls an additional d10 (+roll 0) and references the following chart to determine what happens to the target. Please note that neither the caster nor the target know what sort of luck has been granted until it manifests during the target's altered roll:
| 1 | No effect |
| 2 | Target is at -3 on next two rolls |
| 3 | Target is at -3 on next roll |
| 4 | Target is at -2 on next roll |
| 5 | Target is at -1 on next roll |
| 6 | Target is at +1 on next roll |
| 7 | Target is at +2 on next roll |
| 8 | Target is at +3 on next roll |
| 9 | Target is at +3 on next two rolls |
| 10 | No effect |
Credit: Rabbit
Levitation
Quick Cast: Yes
Requirements: Several minutes of incantation for most. For Quick Casters, a few words.
Effect: This spell allows the caster to float and even to fly at relatively slow speeds. The spell lasts for a number of hours equal to the success levels gained in the casting roll. While the spell is in effect the caster cannot perform any complex tasks, including attacking and casting other spells. The caster can move at about her running speed.
Oil Slick
Quick Cast: Yes
Requirements: Quick Casters merely need speak the word 'Lubricus', all others must spend 1 minute chanting and then throw a small amount of water on the ground.
Effect: When the caster commands the very ground turns against their opponent being covered in a slippery substance that makes even standing upon it difficult. It hampers any attempt at movement and causes people to keep their balance at all times.
When attempting to attack someone anyone standing on the patch must succeed a Dexterity + Acrobatics roll minus the success levels of the spell or lose the action and are considered prone. When the spell is cast it creates a patch equal to 1 foot times the success levels, and all must make a dexterity + acrobatics roll to keep their feet or fall and be considered prone.
Credit: Ciaran
Resurrection of Osiris
Quick Cast: No
Requirements: An Urn of Osiris (expensive), chanting, four casters in a circle with candles above the grave of the dead person, blood from an animal sacrifice.
Effect: The chosen dead person's body returns to the pink of health and her soul is forced back inside. The main caster takes five life points of damage and is exhausted.
Sandman Cometh
Quick Cast: No
Requirements: This spell requires that the caster collect her own rheum every time she awakens. In addition, the character must spend half an hour meditating with the bag of rheum before sprinkling it onto the target's sleeping eyes. The rheum retains its mystical properties for three hours. If not used before then, not only will it become normal rheum once more, but also cannot be given mystical properties by this spell again.
Effect: If cast successfully, the target will remain asleep for a number of hours equal to the caster's success levels, regardless of noise, activity, or bad dreams.
Resist: Constitution/Constitution
Credit: Jack Moore
Sands of Time
Quick Cast: Yes
Requirements: The caster does one of two short rituals in Latin with a hand full of sand. There are different rituals for speeding up and slowing down. The sand is then thrown on a target. For Quick Casters they simply need to call on the magic and say 'Propero' to make someone go faster and 'Retardo' to slow them down.
Effect: The caster decides whether they want to speed up a target or slow them down. The spell adds or subtracts the success levels of the spell roll to targets initiative. It lasts for as many rounds as success levels.
Resist: Dodge
Credit: Rabbit
Shield of Water
Quick Cast: Yes
Requirements: Quick Casters must gesture and say the world 'Uisce', all others must drop water on the ground while chanting with 1 minute.
Effect: A swirling vortex of water surrounds the caster causing all attacks that attempt to reach them to have ½ the success levels added to all dodges and to have the damage of any successful hit to be reduced by the dodge+the full success levels of the spell with a minimum remaining SL of 1.
Credit: Ciaran
Slicing Wind
Quick Cast: Yes
Requirements: Quick Casters make a gesture towards their opponent and speak the latin word for wind. All others must meditate for five turns and then invoke the word for wind.
Effect: A gust of wind slices into an opponent as if a blade, doing 2 x Willpower per success level of damage.
Resist: Dodge
Credit: Ciaran
Snack of Rebellious Youth
Quick Cast: No
Requirements: Lots of food. Incantations and gestures, with the caster touching each item of food.
Effect: Any adult who eats this food acts like an irresponsible and selfish teenager for the next twelve hours. The food remains enchanted for one lunar month.
Resist: Willpower/Occultism
Spell of Location
Quick Cast: No
Requirements: A specially designed magic disk. A string and special purple powder. A map of the area being searched. A red candle.
Effect: This spell can only locate objects or people the caster knows. The candle beams a purple ray through the magic disk. The ray then strikes the map at the place where the person or item can be found. The ray ignites paper in about ten seconds if not turned off.
Strength of Earth
Quick Cast: No
Requirements: This spell can only be cast when there is a full moon. The caster must create a circle, place the item in the circle. They must then invoke the power of the Earth Mother and Moon to bless the item. The item must be made out of something that came naturally from the Earth (Ie: Wood, Stone, etc.) It can not be a man made material. The blessed thing can then be made into a weapon after it is blessed. It is then imbued with the strength from the Earth to help protect the world from evil taint. And the light from the moon grants accuracy.
Effect: As long as the user has true intentions for protecting the world the weapon damage is increased by +2 against nonsupernatural entities, and +4 against supernatural creatures such as vampires. They also gain +2 bonus when rolling the through the heart combat move. The weapon will have a number of charges equal to the SLs of the caster roll when the spell was cast. Each use of the enchanted weapon will dispel one of the charges. When the weapon has no more charges left, the Earth will reclaim its blessed weapon and it will turn immediately into rich, fertile soil. The weapon cannot be used to cause damage without using a charge. If at any point the user does not have the Earth Mother's interests at heart, she will immediately withdraw her favor.
LIMITATION: A caster can only create one of these at a time.
Credit: Rabbit
Swirling Ice Storm
Quick Cast: Yes
Requirements: Quick Casters must say 'shards of ice surround' in old Irish Gaelic. Other castures must gesture for a full minute and that say the words.
Effect: The caster invokes the forces of nature to crystalize the water vapor in the air around the victim. The ice shards spin around the target, cutting into her skin and doing 2xWillpower per success level of damage. In addition, the spell forms a layer of ice on the ground with a diameter of 1 foot per success level, centered under the target. Anyone who is on or steps onto the superslippery ice must make a 'Dexterity/Dexterity/- success levels on the spell casting roll' check. Failure means the person falls down. The ice melts as normal ice would.
Resist: Constitution/Constitution
Credit: Ciaran
Summon Draconian Katra
Quick Cast: Yes
Requirements: Powdered phoenix egg, a shed snakeskin, two casters.
Effect: A draconian katra is summoned from a demon dimension. A katra is a small, glowing gemstone that fits easily in the human hand. To use a katra, a person clasps hands with another person, the katra held between them, and chants a short incantation. The two people then switch bodies. They retain their skills and mental attributes as well as magical or mental traits. Physical attributes, including qualities like Jock, Werewolf, and Slayer, remain with the body. The switch can only be undone with another katra stone. The switch can only be done between two humans.
Summon Janus
Quick Cast: No
Requirements: A sharp blade, a statue or bust of Janus, masks and costumes, Halloween.
Effect: The caster cuts her palm and prays to Janus the day before Halloween, then on Halloween, she chants an invocation to Janus. Anyone wearing a mask or costume that was dedicated to Janus becomes the person or being that costume represents. The person forgets who she was previously. The spell lasts until sunrise on the first of November, the caster ends the spell, or the bust of Janus is destroyed.
Thespia's Demon Detection
Quick Cast: No
Requirements: Four crystals and string to define a square area, two casters, sand.
Effect: The sand in the square glows in different colors to indicate various demon species in the area represented. The area can be as large as a city or as small as a few blocks. Most copies of the ritual come with a guide to what color represents what demon species. The effect lasts less than a minute.
Tyr's Warding Hand
Quick Cast: Yes
Requirements: Quick Casters raise their hands and prayer to Tyr. Other casters must invoke Tyr for five minutes.
Effect: A barrier is created directly in front of the caster's hand. The barrier covers head to toe and will stop any attack from getting through. While the caster cannot use Tyr's Warding Hand on someone else she can stand directly behind someone and put her hand out directly in front of that person, protecting them both. The barrier does stop attacks coming from other directions.
Undead Minion
Quick Cast: No
Requirements: The body of a human who died exactly one year prior. A small amount of blood from the caster. Various ritual items. Must be performed at night.
Effect: The caster first cleanses the ritual area with sage. The body is laid down in the ritual area and surrounded with a circle of candles. While the candles burn for twenty minutes, the caster chants an ancient Menosian death dirge. At the end of that hour the caster adds three drops of her blood to the potion and then pours it down the body's throat.
After that, the body rises as a zombie with the following stats:
STR 5, DEX 4, CON 4, INT 2, PER 2, WIL 2
Muscle Score: 16, Combat Score: 12, Brains Score: 1
Life Points: 46
Notes: Zombie, Attractiveness -5
Dodge: 12, Grapple: 14, Kick: 11 (Damage 14), Punch: 12 (Damage 12)
The zombie will obey simple commands such as 'attack her', 'hold open this door', and 'get off my foot'. It will continue to obey the command until it receives a new command, is rendered incapable of performing the command, or the spell wears off. The zombie will only obey the caster of the spell, though a necromancer can use her powers in an attempt to take control of the zombie. If this happens, the caster substitutes her Willpower for the zombie's Brains Score.
The spell lasts for one hour per success level. After that the zombie reverts back into a corpse, dropping 'dead' on the spot. You can enter a scene with a zombie created by this spell so long as you have permission from the PGM or staff member running the scene.
Vengeance of the Dark Goddess
Quick Cast: Yes
Requirements: Quickcasters must say 'Take thy vengeance' in Arabic, all others must spend 1 minute invoking the Dark Goddess before the spell takes effect.
Effect: A cloud of black magic descends upon the victim leeching their life force from their body.
Resist: Dodge
Credit: Don
Weaken
Quick Cast: Yes
Requirements: Quick Casters shout fragile. Other casters must meditate for two minutes.
Effect: A ball of light radiates from the caster's hand and engulfs a target object, which can be no bigger than a baseball bat. The next time the object is used it falls apart. The spell does not work on enchanted or superscience item.
| Devilshire News File Topics | ||
| News Files | Building Guide • Copyright • Policy • Resources • Staff | |
| New Player Information | Application Procedure • Census • Character Types • Playing Villains • Restricted Concepts • Sample Character Background | |
| Game System | Attributes • Combat • Drama Points • Drawbacks • Fear • Global Commands • Experience Points • Human Qualities • Human Drawbacks • LP & Healing • Magic • Magic Spells A • Magic Spells B • Note • Package Qualities • Rolling • Skills • Supernatural Qualities • Supernatural Drawbacks • Superscience | |
| Setting and Theme | Overview • History • Folktales • Speech • The Four Families • Town • Conflict • Theme | |
| Characters | Casting • NPC Casting • The Devlin Family • The Harget Family • The Moore Family • The Swann Family | |
