Magic
Magic is performed by handing a card to the target of your spell. Specifically, you must touch the target (such as on the forearm) with the spell card. If the spell affects the target, he or she keeps the card (to refer to the written description if necessary). If the target is not affected, the spell card is returned to the caster and may be used again (that is, the spell is not "used up").
Example: If the target of an Enchantment spell has protective magic, the spell has no effect; the card is handed back, letting you know that the spell didn't work.
Exception: "Helpful" spells (Determine Enchantment, Dispel Enchantment, Martyrdom) are used up even when they have no effect.
Spells cannot be cast on conscious enemies during combat. Thus, spells are generally cast:
- Indoors (where combat is not allowed).
- During conversation, when weapons are not drawn.
- On unconscious or friendly targets.
Magical Colleges
The standard spells are divided into three magical colleges:
College of Spirit Magic
Martyrdom: Transfers all harmful conditions (such as a wound or enchantment) from the target to the caster.
Speak With Spirit: Cast on a spirit, this grants the spirit the ability to speak, and causes the spirit to delay (by a few minutes) their trip to the afterlife.
Heal Wounds: Heals all wounds on the target.
Exodus: Turns the target into a spirit. The target dons his spirit veil and travels to the afterlife, as if he were dead. However, when reaching the gateway to the afterlife, the target removes his spirit veil and returns to the world of the living. Targets of this spell are not affected by 'Spirit Warrior'.
Resurrection: Cast on a spirit, this brings the target back to life, fully healed. She must still continue to the afterlife, after which point she may remove the spirit veil and return to the land of the living.
College of Divination
Communicate: Lets the target speak and understand the language of the caster (but does not compel the target to speak).
Interrogate: Lets the caster ask one yes/no question that the target must answer truthfully.
Determine Enchantment: Reveals the type (or types) of enchantment, if any, currently affecting the target. This does not reveal who or what caused the original enchantment. The caster cannot be the target of this spell.
Dispel Enchantment: Ends the effects of all spells from the College of Enchantment (Charm, Forget, Suggestion, Quest or Vassal).
Revelation: Lets the caster hand a written question to a spirit. The spirit will travel to the afterlife and return with an answer.
College of Enchantment
Charm: Makes the target a friend of the caster. The target will be helpful, but will not follow commands or risk his or her life for the caster. Ends when the target dies, or receives a Dispel Enchantment spell.
Forget: Causes the target to forget a specific event that occurred today. The effects of this spell cannot be "undone". Once a memory is lost, it is lost forever.
Suggestion: The caster convinces the target of one specific fact such as "this isn't the magic sword you are looking for". This cannot be used to convince the target to risk her life or abandon strongly-held beliefs. Ends when the target dies, or receives a Dispel Enchantment spell.
Quest: The target must complete a simple quest defined by the caster. This may involve: the retrieval of a single item; the delivery of a message or item; the assassination or defeat of a single individual. Ends when: the target becomes unconscious; the target becomes aware of the caster's death; or the target receives a Dispel Enchantment spell.
Vassal: Puts the target under complete control of the caster. Ends when: the target is unconscious; the caster dies; the target loses line of sight contact with the caster; or the target receives a Dispel Enchantment spell.
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