Appendix: Spells§

Affray§

This art aids one in battle.

Apprentice: Turn aside a foe’s blade§

The next time a foe would wound the magician, or one they touch, they instead miss by a hair and cause no wound. This applies not just to blades, but to fists and bullets as well.

Journeyman: Guide your blade§

The next time the magician would wound someone, they strike true: take the wound and make it one degree worse.

Master: Grant victory in battle§

When the magician, or one they touch, next enters battle against a foe, be it single combat or leading soldiers on the field, they must name their objective, and they will achieve it, whatever else happens.

Clarity§

This art enables one to see hidden truths.

Apprentice: Alert one of present danger§

Until the next dawn or dusk, the magician, or one they touch, will know when danger approaches, in time to prepare.

Journeyman: See through magical deceptions§

Until the next dawn or dusk, the magician, or one they touch, will be able to see the truths hidden under magical glamours and fairy illusions.

Master: Foretell§

The magician enters a trance and may ask the Host one question. The Host will answer truthfully, though perhaps veiled in metaphor and symbolism. Beware foreseeing your own doom.

Cursing§

This art enables one to harm an enemy.

Apprentice: Enfeeble an enemy§

Until the next turning of the seasons, someone the magician touches is rendered infirm, weak, and prone to illness.

Journeyman: Wound an enemy§

Someone the magician touches must mark a wound.

Master: Strike an enemy dead§

Someone the magician touches falls down dead.

Glamour§

This art forms illusions out of things in near the magician.

Apprentice: Make an ephemeral glamour§

The magician may make an illusion affecting one sense out of materials at hand, lasting until the next dawn or dusk. The sound of running water may seem to be conversation, or rain on the water may appear to be ships.

Journeyman: Make a substantial glamour§

The magician may make an illusion affecting all the senses out of materials at hand, lasting until the next dawn or dusk. Ships of rain will creak and sway, and feel as oak to the touch.

Master: Make an automaton§

The magician may make an illusion that performs a simple set of tasks, operating on its own, and lasting until the next dawn or dusk. A rotting log may appear to be a genteel, if dull, lady.

Mentalism§

This art enables manipulation of dreams and memory.

Apprentice: Visit the dreams of another§

Until the next dawn or dusk, the magician, or one they touch, may travel in the dreams of one they touch. They fall into a slumber while doing so.

Journeyman: Banish memory§

Until the next turning of the seasons, the magician or one they touch cannot remember a specific event or detail, lasting no longer than a dinner.

Master: Rewrite memory§

Until the next turning of the seasons, the magician or one they touch has a specific memory replaced with one of the magician’s detailing.

Meteorology§

This art gives control over the weather.

Apprentice: Summon mists§

Until the next dusk or dawn, the magician may summon or banish (or thicken or thin) mists and fog over the defined place they are currently in (a house, a field, a forest).

Journeyman: Call forth rain§

Until the next dusk or dawn, the magician may summon or banish (or thicken or thin) precipitation over the defined place they are currently in (a house, a field, a forest).

Master: Summon a tempest§

The magician may summon a tempest with wind and rain and lightning, that lasts until it runs its course, over the defined place they are currently in (a house, a field, a forest).

Necromancy§

This art enables dealing with the spirits of the dead.

Apprentice: Speak with the dead§

Until the next dawn or dusk, the magician may feel the presence of and speak and hear the spirits of the dead. These words are in one of the tongues of purgatory (as those who pass on to heaven or hell are not available to talk with), and are horrible to overhear.

Journeyman: Summon the dead§

The magician may command the presence of a dead spirit as with Majesty’s summon someone. If they are in heaven or hell, they are too far distant to summon.

Master: Command the dead§

A dead spirit the magician can see must obey their commands until the next dawn or dusk.

Subtlety§

This art allows one to hide in plain sight.

Apprentice: Pass unnoticed§

Until the next dawn or dusk, the magician or one they touch simply passes from view while standing still. Only the most observant may notice that something is afoot.

Journeyman: Assume the form of shadow§

Until the next dawn or dusk, the magician or one they touch may pass in and out of shadow, merging with it and becoming one with it as needed.

Master: Change one’s face§

Until the next dawn or dusk, the magician or one they touch may appear to be someone they are not. If this is a specific person known well to someone they interact with, they may notice something is wrong.

Supremacy§

This art enables one to control someone else’s movements.

Apprentice: Banish someone from a place§

Until the next turning of the seasons, someone the magician touches cannot enter or remain in the defined place they and the magician are currently in (a house, a field, a forest).

Journeyman: Summon someone§

As quickly as they can arrive, someone the magician names must come into their presence.

Master: Imprison someone in a place§

Until the next turning of the seasons, someone the magician touches cannot leave the confines of the defined place they are in (a house, a field, a forest, an oak tree).

Therianthropy§

This art enables dealing with the spirits of beasts.

Apprentice: Speak with beasts§

Until the next dawn or dusk, the magician or one they touch can both speak and understand the tongues of wild beasts.

Journeyman: Assume the aspect of a beast§

Until the next dawn or dusk, the magician or one they touch can gain an aspect of a wild beast: the sight of an eagle, the scent of a wolf, the strength of an aurochs, the durability of a boar.

Master: Assume the shape of a beast§

Until the next dawn or dusk, the magician or one they touch becomes a wild beast. They may still speak and understand the human tongues they did before the change.

Transmutation§

This art allows one to transform substances.

Apprentice: Transmute base materials§

The magician may transmute a simple and common material (such as wood, stone, or iron) they touch into another simple and common material, until the next dawn or dusk.

Journeyman: Transmute common materials§

The magician may transmute a simple, worked or composite material (such as ceramic, glass, brick, or leather) they touch into another simple, worked or composite material, until the next dawn or dusk.

Master: Transmute noble materials§

The magician may transmute a simple, worked, rare or precious material (such as rubies, gold, or ivory) that they touch into another simple, worked, rare or precious material, until the next dawn or dusk.

Vitality§

This art allows one to heal and energize.

Apprentice: Invigorate someone§

Until the next dawn or dusk, the magician or someone they touch are healed as though by miracle: the lame may walk and the blind may see.

Journeyman: Close wounds§

The magician or one they touch heals one wound. Disabilities can be permanently healed.

Master: Wake the dead§

A dead body that the magician touches returns to life, assuming that there is a soul available to inhabit it. It does not return to a better state than it was in before, though the soul is bound to it and will not leave until it suffers significantly more harm.

Weaving§

This art enables one to deflect or alter magic.

Apprentice: Shield the magician from magic§

Until the next dawn or dusk, the magician, or one they touch, cannot be the target of a spell, and will be shielded from any harm that has its origin in magic.

Journeyman: Unweave a spell§

End and undo a spell in front of you.

Master: Reflect a spell upon its source§

The next spell cast upon the magician, or one they touch, will bounce back on to the caster instead.

Marks§

When you cast spells, it marks your soul.

  • A creature of some sort (a fox, a raven, a black hare, or perhaps a goat) comes to you, and accompanies you everywhere, no matter how you might try to shoo it.
  • Animals panic in your presence. (In a time full of horses, dogs, oxen and more, this must be taken seriously!)
  • Every room you enter becomes cold, damp, and dark, as long as you are present.
  • Dry, dead leaves gather wherever you linger.
  • Milk, beer, and other drinks sour in your presence.
  • When you try to explain something important, all that comes out are ancient and irrelevant stories.
  • You cannot bear to set foot in a church.
  • You develop a constant craving for something grotesque (like desiccated mice, grave dirt, or human blood).
  • You develop a constant sensation of being watched.
  • You develop stigmata-like wounds that will not heal.
  • You feel like space stretches and shrinks unpredictably, and you often feel like you are falling.
  • You no longer bleed when pricked or cut. You may, of course, still die.
  • Your reflection is wrong: it is faded, angled incorrectly, or simply missing.
  • Your shadow leaves an ashy residue, more the longer you stay put.
  • Your tears leave black and inky stains.
  • Your voice becomes hoarse and raspy from the power of the magical words you have uttered.

Finally, when you take your last (fifth) mark, even if the ones before it are only temporary marks, if you have not already take this mark, you must take it:

  • You become a fetch.