Spells

For a description of all available spells, see the current Spellbook.

You can spend spirit to channel arcane powers through any skill. Like with Senses, a character with a sharp Mind will do more with their spirit. Spells are manifestations of a character’s skills through their innate magical energy. As such, they are tied to these skills; players can only cast a spell that meets these criteria: All characters start with three basic spells that they have already learned. As you can see, the level requirement for these spells is that the associated skill be at least of level 1. Since characters start with each skill at level 2, these spells can be cast as soon as the game starts. To cast a spell, players must spend spirit equal to the spell level. For the three initial spells, players must spend 1 spirit each time the spell is cast. When you cast a spell, the effect either occurs instantaneously, or persists over an extended period of time. This is represented by “holding” a spell effect. Any spell that can be held is designated with [square brackets] around the spell’s name. Any character can hold at most one spell, meaning that after the effect is cast, the effect passively remains until the caster stops holding a spell; this is called releasing a spell. Here are some of the ways that a held spell can be released: It should be noted that casting instantaneous spells DOES NOT break the concentration required to maintain a held spell. While in combat, a held spell has a toll on an adventurer. At the beginning of each turn that player takes, the player must either release the held spell, or once again pay the original cost in spirit to hold the spell for another round. Though taxing, this leaves the spell-caster free to use both their prep action and attack action without needing to re-cast the spell. While in an adventure phase, players do not need to spend any resources to maintain a held spell. If they were to then enter combat, they need to spend spirit at the beginning of their first turn to maintain the spell. Finally, it should be noted that casting spells does NOT grant experience in the associated skill, no matter when or how the spell was cast.
 * 1) The associated skill is of sufficient level to cast the spell
 * 2) They have previously learned the spell
 * 3) They have sufficient spirit remaining in their resource pool
 * If the player casts another spell they intend to hold, their first held spell is released.
 * If the player is unconscious, concussed, or otherwise unfocused, their held spell is released
 * The player voluntarily releases their spell
 * The player no longer has any spirit left (for any reason)

Check the Spellbook for a list of possible spells to learn. More may be added by the player community.