|
||||||
10. Spiritual MagicShamanism 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.
Spells of the First RankBefriendBy 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… CommandBy 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. ConfusionBy 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 SpiritsI 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. DistractBy 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! EnthralBy 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. FearBy 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. ForgetBy 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 GuardianBy 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 SightBy 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
|
||||||
© 2006 |
||||||