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.
White magic spells are Skills that are only available to a character with White 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
The spell completely protects you from the effects of the next attack within 2 minutes, but then the shield falls apart and you are exhausted (Pain).
Cast by outlining an invisible shield with three gestures; costs 1 Health.
Can be cast more than once to defend against several consecutive attacks.
For the next 2 minutes, your shield protects you against attacks with heavy weapons and spells.
Cast with three gestures and costs 1 Health.
It is recommended that the shield or part of it emits white light for the duration of the spell.
Creates an illusory shift of your image from a distance. For the next 2 minutes you can ignore any projectiles (arrows, throwing blades, throwing spells).
When struck with a melee weapon, the magic is broken, even if the blow did not cause damage.
Cast with an incantation of 4 lines and costs 1 Health.
(4 lines incantation)
Protects you for 2 minutes from someone else's magic and returns it to its caster.
Cast with an incantation of 4 lines and costs 1 Health.
Activated by calling out any spell's keyword back to whoever cast it on you.
(4 lines incantation)
Protects you from receiving Pain effects for the next 2 minutes, but after they expire you are exhausted (Pain).
Cast with three gestures.
The target of the spell is put to sleep and unable to be awakened.
Cast with an incantation of 2 lines while maintaining constant bodily contact with the target of the spell, and by finally calling out the keyword "Knockout!". Costs 1 Health.
(2 lines incantation)
You gain Mysticism for 2 minutes.
Cast with three gestures and costs 1 Health.
Heals another character.
Cast at a Sanctuary with an incantation of 2 lines, touching with a hand or a staff, and calling out the word "Heal!". You take a Trauma effect.
(2 lines incantation)
Brings a dead character back to life and heals them from all Injuries and damage.
Requires mastery of Mysticism.
Cast at a Sanctuary with an incantation of 4 lines that costs 1 Health, exhausts you (Pain) and you take a Trauma effect.
The resurrected does not take any Trauma effects.
(4 lines incantation)
Brings the dead back to life and heals them from Injuries and damage.
Requires mastery of Mysticism.
Cast at the Sanctuary by performing ritual actions for 2 minutes which cost 2 Health and completely exhausts you (Knockout).
The resurrected takes a Trauma effect according to the normal rules.
You embark on a journey into the spirit world to accompany a deceased character on their way through the beyond and help them return to the land of the living.
Requires mastery of Mysticism.
Cast at the Sanctuary with the performing of ritual actions and takes the time needed to revive the deceased.
The deceased is revived without a Trauma effect.
You take on yourself a randomly selected Trauma effect from another character.
Cast by performing ritual actions.
You draw three Trauma effects, you take on yourself one of them and then you can remove from the world or put back whichever you want from the remaining two.
Cast at a Sanctuary by performing ritual actions.
Until the end of the day, you can Heal yourself once.
Cast at the Sanctuary by performing ritual actions and taking a Trauma effect.
Activated by a gesture and speaking of the keyword "Heal!".
You can rest and heal anywhere by meditating for 10 minutes. You heal your Injuries and restore your lost Health back to the base value, but with 1 point less.
Requires mastery of Mysticism.
You enchant a person that is in Knockout and instill in them a thought or feeling of your choice.
The spell is cast with an incantation of 4 lines and costs 1 Health.
The suggested effect can be activated once until the end of the day with a keyword explained to the enchanted person during the enchantment.
(4 lines incantation)
You connect with an outworldly spirit and receive Mysticism until the end of the day.
Cast at a Sanctuary by performing ritual actions and receiving a Trauma effect.