Magic is performed by handing a card to the target of your spell. Specifically, you must touch the target (such as on the arm) 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 target should rip the card in half, letting the caster know that the spell did not work.
Spells cannot be cast on alert 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.
The standard spells are divided into three magical colleges:
College of Spirit Magic
It is believed that the gods are the primal force behind Spirit Magic, as a devotional connection is required to perform such magic. A Spirit Magic practicioner might be referred to as a 'Druid', 'Cleric', 'Shaman' or 'Healer' (or a name of your choosing).
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.
Martyrdom: Transfers all harmful conditions (such as a wound or enchantment) from the target to the caster.
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'. This spell is primarily a way to flee a dangerous situation as a spirit.
Spirit Warrior: Cast on a spirit, this sends to the spirit directly to the Underworld, after which the spirit shall return in corporeal form, wearing spectral armor, and willing to fight for your cause and follow your instructions. The Spirit Warrior dissipates one hour after it returns to you.
Restore Life: Cast on a spirit, this brings the target back to life in the current location, but does not heal or cure the cause of death (such as wounds or poison). If means are not available to remedy the original cause of death, the target will likely die again.
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
A student of this college is often called a 'Diviner', 'Seer' or 'Soothsayer'.
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
A practitioner in the College of Enchantment might be called an 'Enchanter', 'Wizard', 'Witch' or 'Warlock'.
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 after one hour, or when the target dies, or receives a Dispel Enchantment spell.
Forget: Causes the target to forget a specific event, lasting no more than 10 minutes, 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 after one hour, or when the target dies, or receives a successful 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 after one hour or when the target becomes unconscious or the target receives a successful Dispel Enchantment spell.
Vassal: This spell may only be cast on a creature that is currently under the effect of a Charm spell (placed by the caster or a friend/ally). It puts the target under complete control of the caster and ends after one hour, or when: the target becomes unconscious; the caster dies (and the target becomes aware of this fact); or the target receives a successful Dispel Enchantment spell.