The organizer of the game determines whether Spells acquired from previous games are used, and may limit their use only to those acquired in a certain series of games.
This page contains optional information.
You may skip it, even if you have picked the relevant Skill.
The recipes below are indicative and not exhaustive.
Elemental spells are Skills that are only available to a character with Elemental magic who has chosen to "master" them from a scroll. In this case, the scroll is removed from play and can no longer be taken away or given to another character.
When the Spell affects another character, the player who is using it must find an adequate gameplay to communicate the effects of that action.
When the Spell requires reciting an incantation, the texts in the rules are only a suggestion - the player can use their own text with the same length as number of verses.
Spell scroll: 5 coins
In the next 2 minutes the you can cause Injury by touching with your hand.
Cast with three gestures and costs 1 Health.
Activated by touching with the hand and calling out the keyword "Injury!".
Causes Injury to any body part hit by the fireball.
The fireball should be a safe projectile with the shape and colors of a ball of fire.
Cast with three gestures and costs 1 Health.
Activated by eye contact, throwing the fireball and, upon a hit, shouting the keyword "Injury!".
In the next 2 minutes you can cause Injury with a touch of your staff.
Cast by spending an Essence of Fire, chanting an incantation of 4 lines and igniting the staff with a red light.
Activated with a touch of the staff and calling out the keyword "Injury". Each activation costs 1 Health.
Holy wrath, I call to thee,
Start your fire here with me!
May my weapon blaze in flame,
May this day bring forth my fame.
Should you die within the same day after casting, you can revive once at the place you died, without taking any Trauma effects.
Cast by spending an Essence of Fire and chanting an incantation of 8 lines.
May be activated 10 minutes after dying.
The mighty Phoenix I beseech:
Come bless me with thy burning soul!
And when my heart is in your reach,
Then I shall answer to your call.
Let my being born in fire,
Be forever kept in flame,
And upon my mortal pyre,
I‘ll from ashes rise again!
When you hit a person with arrow or a thrown weapon, you can freeze their feet and cause an Impair effect.
Cast with one gesture and costs 1 Health.
Activated by eye contact, shooting or throwing the weapon and, upon a hit, shouting the keyword "Impair!".
Restores all of your lost base Health, but after 2 minutes you remain with only 1 Health and you are exhausted (Pain).
Until that time passes, the spell cannot be cast again.
Cast by chanting an incantation of 4 lines.
(4 lines incantation)
Turns an Essence of Water into aqua vita which you can use to spray yourself or another person and Heal them.
Cast with three gestures and spending an Essence of Water.
Activated with a touch of the hand and saying the keyword "Heal!" which exhausts you (Pain).
Protects you from Injury and Damage from the next three attacks within 2 minutes and frosts the attacker.
Cast by consuming Essence of Water and chanting an incantation of 4 lines which costs 2 Health.
If the attack is done with a melee weapon, you can immobilize the attacker by eye contact, pointing at the target and calling out the word "Impair!".
Ice and frost, now heed my call:
I summon you with arcane art.
Unharmed shall I remain from all,
As long as you are in my heart.
For 2 minutes you are surrounded by whirlwinds which protect you from any damage and effects caused by projectiles (arrows, throwing weapons, spells).
Cast by chanting an incantation of 4 lines which costs 1 Health.
I summon thee, oh mighty gale,
To me with rage of tempest armed!
Protect me with your stormy veil,
So that I shall remain unharmed.
Causes Knockout through a touch with a staff that has been charged in advance.
Cast by chanting an incantation of 2 lines which costs 1 Health.
Activated with a touch of the staff within 2 minutes of casting and calling out the keyword "Knockout!", which exhausts you (Pain).
I call upon the heaven’s grace,
The wrath of thunder I embrace!
Causes Knockout to anyone who touches you directly or through an object in the 2 minutes after the spell has been cast.
Cast by spending 1 Essence of Air and chanting an incantation of 4 lines.
Activated by eye contact, pointing at the target and calling out the keyword "Knockout!". Each activation costs 1 Health.
(4 lines incantation)
In the next 2 minutes all spells cost you 1 less Health.
Cast by spending 1 Essence of Air and chanting an incantation of 4 lines which costs 1 Health.
Clouds gather on the hill,
May the lightning split the air.
Nature shall be standing still,
Waiting ‘till the storm is there.
You root yourself into the ground and fall asleep for 10 minutes (Knockout). Agony time doesn't count during that time and after 10 minutes pass, you receive Healing.
Cast by chanting an incantation of 4 lines.
(4 lines incantation)
You can build a protective circle of stones. For 10 minutes no one else can enter it without invitation and any attacks through it are impossible (for you too).
Cast by setting up a circle of stones and making three gestures, which costs 1 Health. It can be renewed every 10 minutes in the same way.
The distance between any two adjacent stones cannot be bigger than any of them.
No fixed magical objects, such as altars or portals, can be inside or near the circle.
If you leave the circle, you cannot return to it, and you can only destroy it.
Any mage with this skill can break a circle of stones and destroy its defenses.
Protects you from Injury for 2 minutes and reduces the damage you take from all attacks to 1, but during that time you cannot run.
Cast by consuming 1 Essence of Earth and chanting an incantation of 4 lines.
The beating heart shall turn to stone,
The blood shall stop and turn to sand;
This body born of flesh and bone
Shall turn to rock as I demand.
Boost your vital energies: your Health becomes 10. If you are alive after 2 minutes, you regain your base Health.
Cast by consuming 1 Essence of Earth and chanting an incantation of 4 lines.
(4 lines incantation)
A Fire Elemental is summoned that remains in service until it is killed, or, at most, until the end of the day.
Cast by spending three Essences of Fire and performing a 10-minute Ritual that exhausts you (Pain).
10 Health.
After exhausting all its Health points, you can be "reignited" within 10 minutes with another Ritual, but without spending of additional Fire Essences.
Ignition: Every time you cause Damage, you regain 1 Health.
Invulnerable to Injuries, Pain, Knockout and Impair.
You can't drink potions.
A Water Elemental is summoned that remains in service until it is killed, or, at most, until the end of the day.
Cast by spending three Essences of Water and performing a 10-minute Ritual that exhausts you (Pain).
10 Health.
After 2 minutes of taking no Damage, you restore your Health.
Liquid Flesh: You take only 1 damage from projectiles (arrows, throwing weapons, spells).
Invulnerable to Injuries, Pain, Knockout and Impair.
You can't drink potions.
An Air Elemental is summoned that remains in service until it is killed, or, at most, until the end of the day.
Cast by spending three Essences of Air and performing a 10-minute Ritual that exhausts you (Pain).
10 Health.
Ethereal Flesh: You take only 1 damage from hits and no damage from projectiles (arrows, throwing weapons, spells).
Invulnerable to Injuries, Pain, Knockout and Impair.
You can't drink potions.
An Earth Elemental is summoned that remains in service until it is killed, or, at most, until the end of the day.
Cast by spending three Essences of Earth and performing a 10-minute Ritual that exhausts you (Pain).
10 Health.
You can use heavy weapons with one hand.
Stony Flesh: You take only 1 damage from all attack types.
Invulnerable to Injuries, Pain, Knockout and Impair.
You can't drink potions.