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10. Spiritual Magic

Shamanism is arguably a more subtle sphere of magic than Elemental or Corporeal magic, although its applications are broadly similar, it pays to target your spells a little more efficiently. Especially when dealing with spells of the First rank, where Fear may seem to be the obvious choice in combat, other less obvious spells can sometimes be more useful. It should also be noted that many of the Shaman Spells are particularly suited to our Scout Specialists, and can be invaluable to any mage where discretion and secrecy are needed.

The Spells of the Shaman are not divided as Corporeal and Mage spells are either, they are all useful, although some are still less so, or overly specialised, this will be noted in their commentaries.

It should also be noted that casting the following spells upon an officer or fellow mage of the Arcane Tempest, whether in jest of for Darker motives, is punishable by a court martial at your commanding officers pleasure. Also remember all members of the Arcane Tempest are fully capable of countering said spells.

  • Befriend
  • Command
  • Forget
  • Possession

Spells of the First Rank

Befriend

By the power of the Spirits thou [indicate target] shalt befriend me

Duration: 1 minute. Range: 30 ft.

The target will treat the caster as their best friend and must act accordingly for a period of one minute. Although the spell will not be broken by hostile action against the target by persons other than the caster the target will become progressively hostile if the caster does not aid them against their 'common' enemy. However, if the caster takes any form of hostile action, seen or unseen against the target the spell is instantly broken and the target will regard the caster with unalloyed hatred (even if they did not do so initially). Please remember, although the target has gained a new friend, it does not mean that they forget about their old ones! This spell does not work on undead.

Uses: Befriend is not a spell to be used in combat, although it could potentially avoid one. In stressful situations however, this spell has been known to have somewhat less than reliable effects. However it can be successfully employed to bypass guards or escape trouble for a lone mage, though you should remember its duration, and the fact that the target only likes the caster…

Command

By the power of the Spirits I bid thee [indicate target and name action required]. Duration: 30 seconds. Range: 30 ft.

This spell enables the caster to issue a single word command to another intelligent being. The command must be heard by the target. The target must obey the command to the best of their ability as long as the command is absolutely clear and understood by the target. Thus, a command of 'suicide' will be ignored. A command must be an action; for example the command 'die' or 'sleep' will have no effect. Typical commands are 'halt', 'run', 'stop', 'dance', 'kneel' - possibly even 'swallow' under the right circumstances. Remember that the target can still defend themselves, yell, shout and also attack if possible. In addition, any physical blow or magical attack, from any source during the duration of the spell breaks it instantly. This spell does not work on undead.

Uses: In combat a momentary distraction can be all a skilled fighter needs, and many heavily armed and armoured warriors be take a considerable amount of time to even reach a seated or kneeling position, out of combat its uses are many, though using this spell for Comedy could be considered wasteful.

Confusion

By the power of the Spirits I plunge thy [indicate target] mind and spirit into confusion.

Duration: 30 seconds. Range: 30 ft.

The target of this spell becomes instantaneously disorientated and confused to the degree that they are unable to act in any coherent fashion for the spell duration. However, they may defend themselves if attacked. This spell does not work on undead.

Uses: This Spell is a useful one for breaking an enemies coordination or leaving a foe out of the fight for a time, as a confused foe is incapable of any meaningful action save defending themselves. It is also less likely to be resisted than Fear its rival for combat spells of this rank. Overall Confusion is best employed where mobility is important or a foe is immune to Fear.

Detect Spirits

I call upon the power of the Spirits, grant me your aid and let me detect spirits.

Duration: 30 seconds. Range: 30 ft.

All Free Spirits or Spiritual undead within range of the spell, for its duration, must reveal themselves to the caster. This spell will reveal whether the spirit is a Free Spirit or Spirtual undead, other than this the spell will reveal nothing about a given Spirit's nature or powers. Normal living creatures will not be affected by this spell. This will not work on Spirits possessing bodies.

Uses: Fairly Obvious, cast this spell when you have a feeling spirits are sneaking around, it can also be used to determine whether a creature is a spirit or a Spiritual Undead. Sometimes an Important distinction.

Distract

By the power of the Spirits I befuddle thy [indicate target] mind and distract thee.

Duration: 30 seconds. Range: 30 ft.

This spell may be use to divert another person's attention so that the caster is not noticed, even if in full view of the target. However, the effect of the spell will be negated if the caster approaches to within ten ft of the target or if the caster takes any hostile action against the target which causes physical damage (though not to their friends or allies). For example: Aiming a bow at the target will not break the spell. If hostile action is taken, the target instantly becomes aware of the caster, even if they are behind them or otherwise concealed. This spell does not work on undead.

Uses: A Fairly useless spell in combat. Distract is best employed by scouts to get by sentries or otherwise facilitate stealth. Remember not to get too close!

Enthral

By the power of the Spirits I take hold of thy [indicate target] mind and enthral thee.

Duration: Until caster stops speaking (see: Effects). Range: 30 ft.

The caster must continue to speak once the spell is started and the target will listen enthralled to what the caster is saying - meaningful sentences must be spoken. The victim will do nothing else but listen. If the caster moves away (still speaking) the victim will follow, but not into a situation obviously more dangerous than that being left. For example: The victim could not be led into a battle or into the midst of their enemies, but they could be led out of such situations. However, they could be led into an ambush if the danger was not obvious. The spell lasts until the caster stops speaking for longer than it takes to draw breath (about two seconds maximum), or if either the caster or the victim is attacked in any way that results in physical damage. This spell does not work on undead.

Uses: This Spell can be trickier than most to master, practice should be upheld to keep sentences meaningful and thus effective. This is a spell best suited to lure foes into ambushes or away from comrades and is another favourite of the Scout cadre. When used to lure enemies, care should be taken to appear non hostile until the target is within striking distance. Lone targets are always preferable, but several Shamans working together can pull a sizeable number of foes to their dooms.

Fear

By the power of the Spirits I command thee [indicate target] to cower and fear me.

Duration: 30 seconds. Range: 30 ft.

The indicated person becomes afraid of the caster and runs away as fast as they can for thirty seconds. If the target cannot run away they must cower helplessly and can do nothing else, save defend themselves. An individual will not attack under any circumstances when affected by this spell. This spell does not work on undead.

Uses: A Favourite Battleline spell, Fear dominates many a field. Especially good targets are enemy heavies, who will feel the Running a lot more than skirmishers or mages, but beware preparations and immunities, for Fear is sometimes too obvious.

Forget

By the power of the Spirits I bid thee forget all that you know about [describe in 8 words or less].

Duration: Until next sunrise. Range: 30 ft.

This spell causes the target to temporarily forget about a specific incident or occurrence which cannot have taken place over a total period of greater than five minutes (e.g. a brief conversation or witnessing a murder), not more than 24 hours prior to the spell being cast. The event must be described clearly within eight words as part of the spell verbal, without faltering or obvious pause. The target will forget about the defined event until the next sunrise and during this period no amount of memory jogging will remind them of it. This spell does not work on undead.

Uses: Another Scout Favourite, it should be noted that the subject will remember the relevant events later, and that you cast this spell, bear that in mind.

Spirit Guardian

By the power of the Spirits I call forth a guardian to watch and protect me/thee [indicate and touch target] from those who wish me/thee harm.

Duration: 1 Minute. Range: 30 ft

This provides the target with a Spirit Guardian that will warn of the approach (within 30 ft) of those with hostile intent towards the target (not necessarily the caster). Players must announce 'Spirit Guardian' to any they suspect of bearing them ill will, allowing the potential perpetrator to react properly.

Uses: In common with several Mage spells, the Duration of this spell renders it less useful, although cast at the right time it may save a Shamans life. Use it wisely.

Spirit Sight

By the power of the Spirits I part the veil and gaze upon thee [indicate target] with spirit sight.

Range: 30 ft.

The caster gains the ability to view one other living creature's spirit. This may give information about the spiritual health or otherwise of the target or whether more than one spirit inhabits the target's body. In addition, it will allow the identification of unusual spirits, such as those that are especially powerful or which have particular characteristics. The caster cannot assess their own spirit with this spell. This spell does not work on undead.

Uses: Again, a spell with seemingly Obvious uses, I would personally treat it like a healing spell and use it when appropriate as a diagnosis spell.

 

Spells of the Second Rank


Discern Spirit's Nature

By the Spirits at my command, spirit I demand you reveal the nature of your powers [indicate target].

Range: 30 ft.

A single Spirit or Spiritual undead must clearly state its Spiritual level and any spirit-based special abilities that it possesses (such as Enthral, Sleep, Confusion etc.). Numeric limitations of abilities or indeed their exact effect will not be revealed. The Spirit cannot attack during the recital of its abilities unless it is itself attacked, at which point the spell is broken. If the target does not have any Spiritual level this spell will have no effect and the target will be able to act freely after completion of the spell verbal. If able to, Spirits can negate this with Counterspell.

Uses: This spell is useful primarily for those planning to cast Dissolution as it lets them know the proper amount of power to use, it also provides potentially useful intelligence about an undead creature’s abilities, as well as usefully preventing the target using these abilities whilst it recites them. Just remember it could be Counterspelled

Dissolution

By the Spirits at my command let the spirit that burns within thee be driven from thy form. Undead creature, I break the bond between this world and thy soul so be gone [state Rank Total and indicate target]

Range: 30 ft.

This spell may be used to destroy Spiritual undead creatures of any level. In order to use the spell, a Rank 2 card must be used together with as many additional Shaman cards as the caster wishes, to achieve a total equivalent to the Spiritual level of the undead. For example: A level 6 Spiritual undead could be destroyed through the use of a Rank 2 card, plus an additional two Rank 1 and one Rank 2 cards, achieving a total of six.

Uses: The uses are fairly obvious, however this spell should only be attempted on a target worth the effort, most Undead can be simply killed after all, and a Wedge can be difficult to arrange and use effectively. Indeed a Wedge should generally only be attempted in dire situations as a last resort.

Iron Will

Part 2 (Said by target when required); Spirits aid me to harden my will and defy that [named spell].

Duration: Until sunrise (unless used before then). Range: Touch.

This spell has two parts and requires two spell cards. Part 1 is said by the caster while ripping a Rank 1 card and giving one of their own Rank 2 cards to the indicated target. The indicated target receives the benefits of the spell, which means they can use the Rank 2 card to counter any Rank 1 Shaman spell cast against them. It is quite possible for a character to be the recipient of (and therefore use) more than one Iron Will, but only one may be used at a time. For example: The target were to be the victim of two simultaneous Command spells for example, you could only counter one of them. This spell may not be cast by the Shaman upon themselves.

Uses: Among the Arcane Tempest this spell is fairly useless as we may all counter hostile magic to some degree. However its uses to our allies should not be underestimated and many allies appreciate the sacrifice of power this spell entails.

Possession

By the Spirits at my command I shackle thy spirit with chains of power, you [indicate target] are under my possession.

Duration: 1 minute. Range: 30 ft.

This spell allows the caster to take control of a living humanoid creature's body for the duration. For the spell to work a target creature must have a spirit and a physical body, and must have approximately the same size and mass as the caster. During the period of control the caster can make the target perform any task (given the limitations of the control exerted) that is not clearly going to be immediately dangerous to the target. Commands of this type (e.g. walking over a cliff) will break the spell immediately and cause the caster to be Stunned for thirty seconds. The caster will also sustain any damage or injury that is inflicted upon the target during the duration of the spell; this includes death! The caster does not gain control of any of the target's skills apart from the physical (i.e. Polearm, Ambidexterity etc.). No Spells or Lore Skills will be gained (this includes accessing the victims thoughts memories and senses). When actively commanding the target to perform tasks, the caster can do nothing except move at normal walking speed, parry and issue instructions to the possessed target (these may be done covertly using the spiritual link that the spell creates but if this is done a Referee must be present). This spell will not work on undead. This spell may be dropped by the caster at will

Uses: This spell is another one generally suited to subterfuge as it allows a sentry to be misplaced, or drawn into peril. However bear in mind the fragile nature of most casters when using this spell to injure opponents, as the caster will likely be crippled first. However making a target cast aside his wargear and armour, or hack his own legs off can be effective.

Resist Fear

Part 2 (said by target when required); Spirits aid me to be fearless.

Duration: Until sunrise (unless used before then). Range: Touch.

This spell has two parts and requires two spell cards. Part 1 is said by the caster while ripping a Rank 1 spell card and giving one of their own Rank 2 spell cards to the indicated target. The indicated target receives the benefit of the spell, which means they can use the Rank 2 card to counter any single Fear spell. This spell may not be performed at range under any circumstances and may not be cast by the Shaman upon himself (see: Shaman Spells; Fear).

Uses: Few that Iron Will does not do better, this spell is best used as an insult to someone you have to ‘buff’ but don’t want to truly aid. However its limited field of use is revealed by the fact that is resists any fear, not just the Shaman spell as Iron Will does.

Sleep

By the Spirits at my command I take hold of thy [indicate target] mind and put thee into a deep sleep.

Duration: 30 seconds. Range: 30 ft.

The indicated person instantly falls into a deep sleep on the spot (there is no chance to cry out) and remains in this state for 30 seconds unless the spell is countered (using Counterspell) or the victim is awakened by shaking (it takes ten seconds of shaking to fully awaken a victim of this spell).

Uses: Another effective disabling spell, this can effective remove one foe for thirty seconds, or two for ten whilst one wakes his supine ally. Another good choice for silent takedowns as well, as a foe in an unwakeable slumber is easy prey.

Speak With Dead

By the Spirits at my command, spirit of this dead creature [indicate corpse] I conjure thee and bind thee with power such that thou shalt grant me three truths.(Ask questions.)

Duration: 1 minute. Range: Touch.

This spell forces the Spirit of a dead body (that must be present) to return to the material world and give an honest single sentence answer to three single sentence questions. Of course the Spirit is only required to tell the truth as it knows it and thus may in fact provide completely incorrect information that it believes to be true. All three questions must be asked within the duration of the spell. This spell may only be cast once upon an individual corpse. This will not work on undead creatures.

Uses: Interrogation

 

 

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