Trace: spells

About Spells

About Spells

This page contains all of the known spells in Kamisekai. For information about schools, and reading the spells, see magic.

Shared

Common spells can be cast by any school with their associated stat.

Grade 0

Magic Shot (S/0/-)
A shot of pure magic spring from your fingers or weapon. Deals stat+1d4 damage.

Harness Element (S/0/-)
Harness a common element (wind, fire, earth, water, ice or electricity) and attempt to use it for a simple, weak effect on a target you can see. The effect is not strong enough to cause damage to an average person.

Grade 1

Magic Missile (S/1/-)
A stronger shot of pure magic shoots from your fingers or weapon. Deals stat+1d6 damage.

Elemental Shot (S/1/-)
Harness a common element (wind, fire, earth, water, ice or electricity) to attack a target. Deals stat+1d4 damage and includes effects related to that element, such as a burn, or freezing a limb, or stunning a target.

Creation

The creation school focuses on restoration, light, and enhancement. It's cast with Charm, normally.

Grade 0

Cure Scrape (C/0/-)
At your touch, minor bleeding stops. Heal an ally in melee range for 1d4 damage.

Endure (C/0/5)
For it's duration, you or an ally you've touched can endure extremes of heat or cold that would normally cause harm, such as walking across burning sands or swimming through arctic waters.

Feylight (C/0/3)
Up to 3 targets in Near range are outlined in pale, glowing light that leaves a faint trail behind them. The light produces no heat but makes the target highly visible, especially in darkness.

Guidance (C/0/-)
The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

Light (C/0/-)
An item you hold glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel. You have complete control of the colour. It lasts as long as the item is nearby.

Mark (C/0/-)
Invisibly mark a person or object with your touch. Unless dispelled, you can always recognize it.

Perfume (C/0/-)
Name a location you can see. The aroma of your choice, pleasant or putrid, descends from the air above and saturates the area. This smell can be dispersed as all scents can, once the spell has been cast.

Theivesbane (C/0/-)
By drawing a simple glyph on one of your possessions, you will always know if and when it is taken from you, and generally where it is located if that should happen. You may only have one Ward active at a time.

Grade 1

Antidote (C/1/-)
Cure a target of any ill effects caused by a poisonous substance, short of death itself. Damage caused by the poison itself is healed, but damage caused by other sources that was enhanced by the poison remains.

Cure (C/1/-)
Heal the target for 3d4 HP.

Restore (C/1/-)
Cure and ally in melee range of anything that ails them, excluding things requiring surgery or poisons. This can cure pain, paralysis, unconsciousness, or any other minor ailments of either mundane or magical origin.

Sunbeam (C/1/3)
An object you hold glows or projects a warm yellow light that functions as sunlight does—illuminating the darkness, nourishing plants, and burning vampires.

Immunity (C/1/5)
Choose a target to be immune to a specific source of harm, such as burning, cutting, lightning, or poisonous gas, for example. They may still be subject to secondary effects—fire that does not burn you produces smoke that can still choke you, and drowning is still uncomfortable, to say the least.

Destruction

Grade 0

Corpse Whispers (D/0/-)
Cast this spell when you touch a corpse. You experience that person’s last moments of life through one of their senses—you see what they saw or hear what they heard, for example.

Erase (D/0/-)
Erase any text before you. You may erase anything from words to an entire book.

Extinguish Small Fire (D/0/-)
At your command, any fire the size of a funeral pyre or smaller is extinguished.

Find Corpse (D/0/-)
This spell points you in the direction of the nearest dead body, or, if it’s within a short walking distance, reveals exactly where it is.

Gust (D/0/-)
Summon a gust of wind to blow in the direction of your choosing, scattering light objects before it.

Play Dead (D/0/-)
Become a walking corpse with no detectable vital signs such as breathing, a heartbeat, or a heat signature. For all intents and purposes, you are dead, and others will perceive you that way. Insects will be drawn to you and undead will treat you as one of their own.

See Dead (D/0/3)
See the spirits of the dead and living that are within the limits of your normal eyesight (i.e, unobstructed by objects or walls), as well as determine how tightly bound they are to this world. This gives you an idea of how strong an exorcism needs to be to banish the dead or when the living should die of an existing condition such as age or disease.

Grade 1

Darkness (D/1/3)
Choose an area you can see: it’s filled with supernatural darkness and shadow.

Dispel (D/1/-)
Cancel or abort a spell or magic effect in your presence. Lesser spells are ended, powerful magic is reduced or dampened.

Frighten (D/1/5)
Choose a target mortal with greater than animal intellect in line of sight and a nearby object or other like target. The target will be afraid of it. Their reaction is up to them: flee, panic, beg, fight. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).

Silence (D/1/3)
Choose a target you can see. They will be unable to cast while this spell is in effect.

Sleep (D/1/3)
Choose a target you can see. If they are capable of sleeping normally, they will fall asleep as if they had naturally. They awake as normal; loud noises, jolts, or pain.

Trap Ward (D/1/-)
By placing this ward on an object, and you deal your damage to the next person who touches this object and isn’t you.

Grade 2

Raise Dead (D/2/-)
Revive a moderately in-tact target. The target then has 10HP, 1 STR/1 SPD/-1 CHR/-1 WITS, uses whatever was in it's main hand as a Slow weapon, is limited to Basic Moves, cannot talk beyond one word per turn, and takes halved damage. They maintain whatever disposition and awareness that they had before. They cannot be healed for more than 10HP. The consequences of Death are still applied at end of session.

Natural

Grade 0

Alarm (N/0/-)
Walk a wide circle as you cast this spell. Until you prepare spells again your magic will alert you if a creature crosses that circle. Even if you are asleep, the spell will shake you from your slumber.

Charm Animal (N/0/-)
One animal in your presence regards you as a friend and will perform a single favour for you, such as tracking someone’s passage, showing you something hidden, or allowing you to pass by safely.

Detect Magic (N/0/-)
One of your senses is briefly attuned to magic. The GM will tell you what here is magical.

Entangle (N/0/-)
Causes a target to become entangled in any nearby vegetation, which moves to accomplish this goal. These plants are not strengthened by this spell, and the target can break free as if they had become entangled normally.

Find Beast (N/0/-)
You can sense the presence of a type of animal you name, or a particular animal you have met before. You know what direction to look in, and vaguely how far away they are.

Locate Object (N/0/-)
While you concentrate, this spell will track an object you are intimately familiar with or have seen before, indicating which direction it is in, and where it is exactly if it is within a short walking distance.

Repel Animal (N/0/5)
Name a type of beast or animal (but not a person or a monster). While this spell is ongoing, creatures of that type cannot approach or attack you.

Stonespeak (N/0/-)
Touch a piece of stone and speak to the spirits within the earth. It answers any question you pose as best as it can.

Coax Wood (N/0/-)
Warp a piece of wood, alive or dead and no larger than a tree into a new shape of your choosing.

Grade 1

Call Animal (N/1/-)
Name a species or type of animal. One specimen of that type is summoned to your presence. It must make its way to you of its own power, but unless its kind are all extinct, one will come.

Animaleese (N/1/10)
This spell allows you to communicate with one type of animal, which you choose when it is cast. You may use basic moves like parley and discern realities while doing so.

Plant Whispers (N/1/-)
You speak with the spirits of the green world. One living plant you touch will answer three questions you pose, as best it can.

Environmental Protection (N/1/5)
A magic force surrounds and protects you from the environmental hazard of your choice (breathe underwater, resist fire, etc).

Web (N/1/-)
Up to 1d4 creatures you can see become trapped in a sticky web. Until they are cut free or the webs are burnt away, they are stuck.

Technical

Grade 0

Contract (T/0/-)
When you sign a contract you have cast this spell upon, you are mystically notified if the other party breaks it.

Control Sound (T/0/3)
With this spell, you can create noise, music, or silence in your presence.

Cover Tracks (T/0/-)
Restore minor changes you've made to your surroundings to the way they were before, such as removing footprints, restoring disturbed dust or closing drawers that were left open, however any major changes such as a broken lamp or mirror will remain.

Identify Item (T/0/-)
This spell will tell you what an item that you touch is, if you don’t already know. Only mundane details are revealed.

Message (T/0/-)
You send a small item from your hand into the air, to land at the feet of whomever you name when the spell is cast.

Mending (T/0/-)
You touch a single mundane object or armor and it is miraculously repaired.

Prestidigitation (T/0/-)
Perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavour it, or change its colour. if you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and obvious illusions—they won’t fool anyone, but they might entertain them.

Psychometry (T/0/-)
When cast while holding an object from the location you're currently in, the GM will tell something useful or interesting that happened to or near this object in the past.

Tractor (T/0/-)
Pull a palm-sized object you can see into your hand, no matter its distance from you or things in the way.

Grade 1

Bind (T/1/3)
Choose a mortal you can see in Near range. This effect ends immediately if the target takes damage or if you leave Near range.

Doppelganger (T/1/5)
Choose a mortal you can see. Your visible physical attributes appear to match theirs exactly, but your physical abilities are the same. The illusion fails when you take damage, use a non-basic move or cast a spell.

Lesser Bomb (T/1/-)
Create an explosion that destroys a car-sized space. The GM will determine how much damage is done to enemies, but the blast is certain to destroy most doors, containers and anything else easily destroyed.

Local Customs (T/1/10)
The customs of the people you observe are revealed to you. While this spell is ongoing, you are able to determine and mimic local customs regardless of how bizzare they might be. You can tell easily if someone’s behaviour is routine or unexpected by observers, and you can predict what kind of behaviour is expected of you, but you do not gain any additional language skills.

Mimic (T/1/5)
Choose a target object. Your physical form matches target object identically, but are rendered immoble. The illusion fails when you're interacted with, take damage, use a non-basic move or cast a spell.

Mirror Image (T/1/5)
You create an illusory image of yourself. When you are attacked, flip a coin. On heads, the attack hits the illusion instead and the illusion persists, but this attacker is no longer fooled. On tails, the attack hits the illusion instead and the spell ends.

Grade 2

Greater Bomb (T/2/-)
Destroy a large, bedroom sized space and likely most of it's contents with a large, concussive blast. The GM will determine how much damage is done to enemies, but the ensuing damage is sure to destroy a fair number of things.

1e/spells.txt · Last modified: 2021/07/30 13:51
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