Adora’s Spellbook

  1. Bolt of Light
  2. Dream Travel
  3. Expectations Fulfilled
  4. Frigga’s Bargain
  5. Instant Anodyne
  6. Jet of Flame
  7. Lifting the Veil
  8. Luminos
  9. Quell Dweomer
  10. Quick Illusion
  11. Tyr’s Warding Hand

Bolt of Light

Quick Cast: Yes

Power Level: 4

Requirements: Witches need only shout “Dissolvo.” Other magicians must meditate for a minute. Adora merely whispers an incantation to herself and thrusts her hand forward.

Effect: A ball of light shoots from the caster’s hand and shoves the target Willpower feet per Success Level rolled. This spell could knock a person down or push her free from someone who was holding her. The spell normally causes no damage, but if the target is shoved into a wall or some other hard surface, she takes two times the Success Levels in damage.

Aspect Analysis: Recitation (a minute) (+1), can be Quick Cast (+1), noticeable scope (one being) (+1), instant duration (+0), noticeable effect (+1).

Dream Travel

Quick Cast: No

Power Level: 4

Requirements: The caster must meditate for several minutes next to the body of the sleeping person whose dreams she wishes to enter.

Effect: The magician can project her consciousness into the mind of someone who is dreaming. The caster can communicate with the target and can affect her dreams in the same way that she can affect the waking world, by picking up and moving objects, opening doors, or talking to the dreamer. If desired, the caster need not appear in the dream at all and can simply watch, or she can take on the appearance of anyone she desires, effectively impersonating someone else in the dream. While this spell can be used to help someone who is having nightmares or other similar problems, it is most often used to spy on the target’s inner thoughts, or to attempt to discreetly influence her by either delivering messages or by impersonating someone (and having that person say or do something fairly dramatic). The caster can also ask the dreamer questions that she would not normally answer while awake. While the dreamer does not believe that the created or altered dreams are anything unusual, they are always vivid and exceptionally easy to remember. Most people do not base their attitudes about people upon events in dreams, but a consistent series of dreams where a friend does or says lots of mean and horrible things should cause some loyalty doubts.

Aspect Analysis: Ritual (several minutes) (+0), severe scope (two beings) (+2), long duration (+1), noticeable effect (+1).

Expectations Fulfilled

Quick Cast: Yes

Power Level: 3

Requirements: Witches and Warlocks need only make a gesture of handing over the expected object while whispering a few magical words. Ordinary magicians must perform the same gestures preceded by a five- minute ritual.

Effect: The caster creates the illusion of a small object that a single target expects to see. This is the perfect spell for creating a fake ID or an overdue term paper. Everyone other than the target sees the magician handing her target empty air, so this spell is best done with- out bystanders. The illusion looks, sounds, and feels just like the real thing to the target, but vanishes as soon the target puts it down or looks away from it. Fortunately, the impression remains that the item was exactly what was expected; most targets assume they simply lost the item and not that they were handed an illusion.

Aspect Analysis: Ritual (five minutes) (+0), can be Quick Cast (+1), noticeable scope (one being) (+1), short duration (-1), severe effect (+2).

Frigga’s Bargain

Quick Cast: No

Power Level: 2

Requirements: This spell can be Quick Cast, non-Witches require a short ritual..

Effect: This spell only affects those who have an injury where the source of the injury is still present and within the wound. Such as an arrow wound with the arrow still embedded, a bullet wound where there is no exit wound, or even a nasty splinter. The caster, in old Norse, invokes Frigga and calls upon the weapon to pass benignly. If successful the wounded takes no further damage from that weapon while it is removed or otherwise dealt with (subsequent attacks are not affected) and the casters power level plus success levels of the casting roll in life points are cured.

Aspect Analysis: Can be Quick Cast (+1), noticeable scope (one being) (+1), short duration (-1), noticeable effect (+1).

Instant Anodyne

Quick Cast: Yes

Power Level: 2

Requirements: Witches need only pass their hand over the affected person or wound. Other casters must encant a short to a healing or household deity of their choice.

Effect: A faint warm glow emanates from the hand of the caster and the recipient of the spell feels an immediate reduction in pain and discomfort from their wounds or maladies. If the success levels of the caster exceed the Power Level of this spell the extra success levels become healing Life Points.

Jet of Flame

Quick Cast: Yes

Power Level: 4

Requirements: Witches need only shout “Incendere.” Other magicians must meditate for a few minutes.

Effect: A gout of flame shoots from the caster’s hand. The flame is five yards long and does Willpower times Success Levels in damage to whatever it hits (double against vampires and other particularly flammable creatures). The spell also ignites flammable objects..

Lifting the Veil

Quick Cast: Yes

Power Level: 5

Requirements: Prior to casting the witch must mix wolfsbane, satyrion root, a loadstone, and some pure water in a bottle. To use the spell, the caster must say a short incantation in German and throw the bottle at the feet of the target.

Effect: When the bottle breaks, fumes rise up and instantly banish all illusions. This spell does not affect Power Level 6 or greater spells or illusions produced by very powerful entities, like hellgods. It does reveal the truth behind all other demonic and magical illusions. It causes someone who has used a spell to make herself invisible or to disguise her true appearance to revert to her true form. Demons who hide in human form must also take on their true visage, and vampires must assume their “game face”. The spell does not cause werewolves to revert to human form; both forms are equally real to a shape-shifter.Those affected cannot use another spell to disguise her appearance for at least one hour.

Aspect Analysis: Ritual(less than half an hour) (+0), may be quick cast (+1), noticeable scope (one being) (+1), creates magical item (+1), long duration (+1), unusual ingredients (-1), severe effect (+2).

Luminos

Quick Cast: Yes

Power Level: 1

Requirements: A witch needs only a gesture and invokes the spell mentally. Other magicians need to speak a short phrase in Ancient Greek and gesture in the air, taking about 30 seconds.

Effect: The caster creates a number of glowing orbs equal to their Success Levels. At will they can create less if desired. Each orb sheds bright light just less than a light bulb up to about 60 feet. By default the orbs will bob in the air around the caster and follow them. However, the caster can move them as desired within about 30 feet of where they are.

The light orbs are incapable of doing any damage or having any effect on creatures who take damage from ultraviolet light or similar. Further, the light they shed is blocked by objects in their way in the normal way.

Quell Dweomer

Quick Cast: No

Power Level: 3

Requirements: This spell can only be used by Witches and requires a short ritual..

Effect: This spell removes minor enchantments from objects that have acquired them through proximity to larger magical effects, or through some misadventure. Items that have had specific enchantments placed directly upon them require more specific efforts to remove them. Casting requires a short ritual involving totems of contrary magical nature to the enchantment the caster wishes to remove. This spell can also be used to remove minor  traces of ambient magic from an area or item that it might have picked up indirectly. Power level can increase depending on the strength of the dweomer being removed.

Aspect Analysis: Caster must have Sorcery (-1), effects magic items (+1), permanent duration (+3), noticeable effect (+1).

Quick Illusion

Quick Cast: Yes

Power Level: 1

Requirements: This spell can only be used by Witches and involves a short incantation, generally only a word or two.

Effect: This spell creates minor illusions. Whether the caster is changing her jeans into a sparking ball gown or decorating a room with ribbons and tiny glowing lights, almost any type of minor illusion can be produced. The spell cannot harm anyone and the caster must be no more than three yards away from the object she is changing. Furthermore, the illusions are completely insubstantial and fade in Success Level hours.

Aspect Analysis: Caster must have Sorcery (-1), can be Quick Cast (+1), long duration (+1), minor effect (+0).

Tyr’s Warding Hand

Quick Cast: Yes

Power Level: 4

Requirements: A raised hand and a short invocation to Tyr for Witches. Add a five-minute ritual for others.

Effect: The caster holds up her hand in front of her to ward off damage. Bullets and magical effects automatically miss the caster and anyone standing behind her. Fists, swords, and other implements of destruction bounce off empty air. The spell only keeps working as long as the cast- er keeps her arm up. Worse, the spell only protects the front of the caster. If she is trapped between a vampire and a mucus demon, either fangs or slime are getting through.

Aspect Analysis: Ritual (five minutes) (+0), can be Quick Cast (+1), noticeable scope (one being) (+1), difficult use (arm forward; only front protection) (-1), major effect (+3).