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Witchcraft For Schema

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WITCHCRAFT

FOR THE SCHEMA ENGINE


A SYSTEM
OF MAGIC
This is a supplement for Schema, providing a unified
magic system. Possession of Schema is a necessity to make
sense of these rules. A general familiarity with the overall
ecosystem of material (Fundamentals, Mechanisms, and so
on) related to Schema is assumed, but not required.
This magic system is focused, like most RPG magic
systems, on a list of magical effects that are in practice
organized into spells, with the option to create more. It
diverges from the usual in that it has been structured to
feel more akin to witchcraft or folk magic than to the
Vancian wizardry most traditional in RPGs. Well-read
gamers who have encountered Ars Magica or the
Verb/Noun casting system of GURPS Magic will find this
system very familiar; it is one of their descendants (and
proudly so).
Each spell in this system is built by combining a Domain
(like fire), an Art (like conjuring), and a Form (like brew).
WHO ARE
However, these components don't dictate the spell
exactly; a fire-conjuring brew might be a blackened lump
WITCHES?
that explodes on any hard impact, or a potion that sheds
both heat and light when poured out on any surface. A witch is a practitioner of magic as it is described herein;
that's all there is to it. They may be of any ethnic or
To cast a spell, your character must be an adept with all religious origin, any gender or sexuality. In many “takes”
of the three components involved (the art, form, or on the implied setting, some groupings may have easier
domain), and make a roll to do so properly. The Guide access to witchcraft – if the body of witchcraft primarily
invents the dangers and highlights the augments possible recruits from women, or if genderqueer people are
for this spellcasting, as for any roll in the Schema engine. assumed to be magically touched and thus taught
witchcraft, or if some other setting feature which skews
the demographics applies. No such preference is intended
to be implied by these rules, however.
THE IMPLIED
SETTING
The flavour text of the spell lists, names of and
organization of the magical powers, and the notes which
follow assume a setting that resembles a folkloric Europe.
A folkloric Europe might mean using actual maps of
historic Europe where "all the legends are true", having
actual past events included with some fictional
reinterpretation. This might even be extended to include
conflict between the Catholic church and pagan faiths
(which would almost certainly act as the standard body
witches work from, in such an extension).
Taking the resemblance to Europe away from the history
might mean a somewhat more poetic reality that still acts
as a strong analogue, as found in the works of Guy Gavriel
Kay (Tigana, A Song For Arbonne). Alternatively, the
folkloric aspect could be prominent, setting the game in a
world similar to a fairy tale, as in The Eyes Of The Dragon
(Stephen King) or Uprooted (Naomi Novik).
For the most part, standard fantasy settings are heavily
linked to folkloric Europe, so dropping these witches into
such a setting can likely be done with only minor tweaks.
Should the Guide wish to step away from the implied
setting to some other cultural or fictional form, some
reconstruction of the material presented may be needed.
THE ELDER WOOD This might include renaming a significant number of items,
rephrasing or discarding the sample spells, divining up
If you'd like to read about the fictional setting that was in domains among various traditions of magic (so that some
are the province of shamans while others are handled by
mind when these rules were developed, visit: priests or wizards or what-have-you).
eldwood.blogspot.ca
WITCH, COVEN,
STEADING
Witches can organize themselves in any number of
manners in differing settings. However, the most common
forms of organization across setting are the solitary witch
and the tightly-knit working group, or coven. Since
gameplay of RPGs lends itself well to tightly-knit working
groups, the coven is assumed here as the basic unit of
organization Guides will want for their settings.
Whether solitary or based in a coven, most witches can be
expected to have (collectively, if a coven) a territory they
consider their home. These are referred to here as WHAT COMES
steadings. A steading may easily be large enough to
include a village or other small settlement. Large towns WITH STEADINGS
and cities can be also assumed to have their witches, but
the material of the rules suits country life best, so the
focus is there. Groups of witches having steadings and living there means,
plainly, having lives. Friends, lovers, children. Small
Given that magical sites (called Hearths) exist in these politics with one another and with settlements.
rules, witches can be expected to take ownership of them
and build steading around them. The intended setup is As figures of real and potent powers, Witches are
that hearths are discovered (and are usually naturally quite respected (or feared!) in and around their steadings...
weak) and then built up so a soliary witch or coven can They may thus be sought out for aid and counsel, whether
move in - the basic work to improve a hearth to steading openly or in desperation, and looked to by those both
levels being the witch equivalent of a barn-raising. within the steading and without as natural arbiters of,
sources of, and champions for any magical concerns.
A game played with these rules could very easily be
started with a group of witches about to form a new This amounts to a significant burden of responsibility on
coven around a Hearth, sorting steading boundaries and any witch, even a solitary one with no settlement in their
hosting the gathering to build their hearth up. Should the steading, or who gets on very badly with non-witches.
Guide have no other starting point in mind, this is After all, if some horror comes from the swamp of the
recommended. lone witch to raid farms beyond, who else is there to take
the blame? Witches are the factual arbiters of magic in
steadings, regardless of how they're seen.
ON SPIRITS
The shade domain affects the spirits of the dead; whether
these spirits are in fact immortal souls or merely memories
left behind to take on some life of their own is left to the
Guide to answer (or not answer, as desired).
Likewise, the hearth domain affects spirits of place, known
as geniuses. These can be portrayed as weak intelligences
born of magic, or as small gods of stream and tree, as
needed.
Finally, the dream domain makes mention of faeries as
beings that can reach the world through dreams, and
which gather to invade it from time to time. Beyond
those notes, no great mention is made of them, leaving
them open to interpretation.
All three of these types of spirit (or whatever the faeries
might be) exist as places the Guide can further develop
ideas. The setting can exist under threat of invasion, it can
be filled with wakeful mountains and sinister forests, it can
have places and times where the dead walk and take on
solid shapes to harry the living. Alternatively, some of ON BEASTS
these forces can be benign to humanity at large (though
not necessarily so to witches in particular). Ancestors may
watch over the living, natural spirits seek only to preserve Given that the focus is likely to be rural or wild, animals
their territory, and faeries in truth acts as stewards to will be abundant in the areas witches frequent, and many
dreams – but bent magicians, necromancers, defilers, and witches will have some magic to relate to them. In stories
the like – might upset this order and raise the ire of these of the sort involving witches, beasts are often significantly
forces or even twist them into evil servitude. wiser and more human-like than their portrayals in
modern culture. The Guide should decide if this is true in
The Guide should consider the basic nature they want to the setting, and (if so) whether it is is entirely or only
portray so far as these forces are concerned, and also partly so; are there lineages of animals descended from
consider whether that nature is known to the setting at beasts deeply infused with wisdom, among the plainer
large and to witches in general. kins?
THE ACTION
OF PLAY
Given the assumptions above, the action of a witchcraft game
comes in at least four strong types.
First, the characters can be involved in handling the mundane traffic
of the steading. Travellers passing through, adjudicating disputes
among smallfolk, trade of goods (including herbs, magical tools, and
books of spells) with the coven, issues within their own families, the
study and practice of magic.
Second, witches may be called on to troubleshoot potential
problems of a magical nature. Old battlefield graveyards where
shades gather may need to be quieted lest dead things wake.
Children who dream of Faeries and may be in danger of becoming
beacons for Faeriekind. Monstrosities can appear from the wild to
set up nests and dens. Since places can accumulate magical energy,
becoming hearth-like (though most such places are not stable or
friendly), such places can in turn spawn troubling wonders and
malicious creatures; these also need handling.
Third, witches may need to adapt to or organize against shifts and
problems that are wildly out of control. Trouble spots that went
hidden or ignored for too long can unleash swarms of magical
creatures, incursions and refugees from beyond the steading can
arrive, belief systems that villainize the witches themselves can enter
steading communities, warlords and other authorities may decide to
build outposts or greatly expand settlement within the steading.
Fourth, witches may spend time visiting one another, or attending
larger gatherings and actions of witchcraft. A coven may need to
decide how they can or can't relates to the steading next to theirs,
where the coven cruelly lords itself over the occupants. They may
go to the foundings of new hearths, or join in attempts to break the
power of a dark forest valley ruled by some malevolent spirit.
CHARACTER
CHARACTER BOONS, EXHAUSTION,
COMPONENTS AND RECOVERY
The basic components of a character are as usual in
schema – trait cards, notes, and tokens, or character A boon is a special ability possessed by a
control sheets that act as if they were those things. The character. The system for witchcraft presented
primary addition to this set is the presence of boon cards here is built around boons in three categories:
(covered to the right). The other elements of that same Arts, Forms, and Domains. Most boons have an
set have a suggested method of organization for the ongoing effect, as well as one or more
purposes of these rules; this method and the reasons for it “invoked” effects.
will be covered a little later on.
Invoking a boon is done by marking it as
exhausted on the control sheet for that
character, or by flipping/repositioning the card
to show this. When weariness affects a
character, they exhaust a boon (and if they
cannot, the weariness become injury). One
exhausted boon recovers after each night of
rest. The ongoing effect of a boon continues
even when it is exhausted, but it cannot be
invoked again until it recovers.
If the Guide wishes, traits can also be exhausted
in this fashion and recover at the same rate.
Whether the ongoing effect of a trait is
suspended while it is exhausted is something the
Guide should declare as true or not universally.
Boon cards are marked with three blue circles.
Blue to match trait cards, indicating “these are a
character component”, and circles to
differentiate them from the square dice shown
on trait cards.
THE BOON LIST

THE DOMAINS THE ARTS THE FORMS


All domains have the same basic
functions, which are: All arts mirror domains in most The forms, like arts and domains,
ways, and have the same basic have the same basic functions, which
You can learn [type] spells if you are functions, which are: are:
also adept with their form and art.
You can learn [type] spells if you are You can learn [type] spells if you are
You can invoke this boon when also adept with their form and also adept with their art and domain.
casting a [type] spell to gain a bonus domain.
die. You can invoke this boon when
You can invoke this boon when casting a [type] spell to gain a bonus
The domain boons are: casting a [type] spell to gain a bonus die.
die.
♦AIR ADEPT The form boons are:
The art boons are:
♦BEAST ADEPT ♦BREW ADEPT
♦BLOOD ADEPT ♦BANISHING ADEPT ♦CIRCLE ADEPT
♦DREAM ADEPT ♦CONJURING ADEPT ♦POPPET ADEPT
♦EARTH ADEPT ♦DIVINING ADEPT ♦RITE ADEPT
♦FIRE ADEPT ♦DOMINATING ADEPT ♦TAGLOCK ADEPT
♦HEARTH ADEPT ♦INFUSING ADEPT ♦TOOL ADEPT
♦NAME ADEPT ♦WARDING ADEPT
♦PLANT ADEPT
♦SHADE ADEPT
♦WATER ADEPT
♦WYRD ADEPT The specifics of what each art, domain, and form mean to the construction of a
spell are detailed in significantly more depth in later sections; see those sections for
details.
WITCH
CREATION
It is suggested that character creation elements be
organized as follows for this purpose: ♦BOOK OF SHADOWS: A small notebook or additional
control sheet is used for each character to represent
♦HEALTH: Each character has a pool of three health their book of shadows. This is an abstract representation
points, given as tokens or marked on a control sheet. of the spells the character knows, rather than being an
♦TRAIT: Each character is created with one trait from the in-setting book (though the character may indeed
normal set of Schema traits, except for the Mystic trait possess such a book in some form, it is not required).
(which is not used). ♦SPELLS: Each character starts with three spells in their
♦BOONS: Each character begins play with five boons Book of Shadows, created by the Guide and player
chosen from this supplement, whether as cards or together by combining the arts, forms, and domains of
marked on their control sheet. One must be an art, one the character. The lists of example given later in this
a domain, one a form; the others may be chosen freely. document can be used, borrowed from, or treated as as
guidelines for this purpose.

3 Health 1 Trait 1 Domain 1 Art 1 Form 2 Other Boons Book Of Shadows


(Containing 3 spells)
CHARACTER CASTING
MANAGEMENT SPELLS
♦HEALTH AND INJURY: Each character having three A spellcasting roll is like any other roll in Schema, with
health means that the Injury danger could be played two exceptions:
repeatedly on a single roll, with each copy meaning one ♦CASTING DICE: Rather than a fixed base of four dice
health point is lost. Some other baseline rules, for the per roll, casting rolls are made on three dice, with a
Guide to adjust if desired: Injury taken when no tokens caster gaining one bonus die for each boon tied to the
remain means the character is dying or dead. Lost health spell (its art, form, or domain) they exhaust to gain one.
heals at a rate of one point or token per week of in- ♦STAKE STYLE: It is suggested that the Guide omit
game recovery. Failure entirely from the stakes when casting smaller
♦INVOKING AND WEARINESS: The repositioning of spells, and reserve it for instances where it a spellcaster
cards to indicate exhaustion means that when weariness is grossly overreaching (crafting a spell to burn a whole
affects a character, they must exhaust a boon (and if town at once, say), and will likely need to both be
they cannot, the weariness become injury). One cautious and selective about what they cancel just to
exhausted boon recovers after each night of rest. survive (five injuries, an affliction, failure, and peril
Extending exhaustion to include traits means that not would be appropriate dangers for such a spell).
only magic is exhausted; it's possible to become
“mundanely tired”.
♦EXPERIENCE: The suggested rule for advancement is
that after the first, third, sixth, tenth, fifteenth, and
twenty-first sessions of play, characters become able to
maintain an additional boon. This boon is not selected
immediately, but is instead gained at some point when
their character is tutored by someone possessing that
boon, or meditates at hearth where that art, form, or
domain is empowered.
♦SPELLS: The suggested rules here are that earning a new
spell from another witch requires only knowledge of the
components and three days of instruction. For a witch
to create a new spell (the player working with the
Guide) requires a full month of work.
SPELL CREATION
To create a spell, Guide an player together lay out an art,
domain, and form, reading their components as:

Domain-Art Form
Thus, you might have a Beast-Dominating Taglock, or an
Air-Infusing Circle, or a Wyrd-Divining Tool. Read over
the full description of these pieces, as found in the next
few sections, and consider what sorts of things this might
result in. Potentially, brainstorm a number of such effects. Dream Warding Circle
Next, consider and discuss which effects might be useful
to the character, and which they would spend time and
energy to research. Once you have a particular spell in
mind, it's time to lay down some specifics.
A dream-warding circle might be:
A well-written spell is generally clear, whether explicitly or
implicitly about how it is cast, about what it targets and ♦A ring of iron-heavy stones all around a steading, made
how, about what it does to those targets, and about how to protect against faerie influence within.
long it lasts. It may also specify the ways it is dangerous ♦A sigil drawn on the forehead to block mental influence.
to cast, especially if it is always dangerous to do so.
♦A line drawn around a bed to keep nightmares at bay so
A spell can be written as working at only a very specific long as the caster watches over the sleeper and
scale or as something that can be cast larger or smaller as maintains the spell.
desired, if the Guide approves. Overall, combative spells ♦A circular device engraved on a round shield, so that the
should be restrained to a narrow focus; this is because shield can defend against faerie and illusory weapons.
setting stakes with variable spells takes longer and keeping
the pace moving in situations like this is critical.
Should you be stumped, reference the list of existing spells
for inspiration on what's possible and to get a very rough
idea of how strong effects should generally be made.
DAYNA
AND HER SPELLS Dayna's player and the Guide decide to make the first spell
a Flame-Conjuring Brew, which seems straightforward.
Getting ready to play, our example player decides to So, this is going to be some kind of compound made in a
name her character Dayna, grabs three health tokens and cauldron that reacts to use by making flames, light, or heat.
a little notebook, and makes the following core choices: The obvious "adventure" choice here is something that can
♦TRAIT: Fierce be thrown and ignites on impact, useful as a weapon or a
firestarter. But Dayna's player gets a little more creative, and
♦BOONS: Brewing Adept, Fire Adept, Warding Adept, goes with light instead of fire - a paint that glows when
Infusing Adept, Conjuring Adept. exposed to air.
That's about half the process, except... Spell creation?
Dayna needs three spells. Right off, we know they're all After a little discussion with the Guide, this spell takes
going to be about fire, and they're all going to be brews, shape, and is noted down as Firefly Salve; a bottle is as big
because those are the only form and domain she has. The as a fist. The paint within such a bottle glows for a whole
player sits down with the Guide to talk it over. night after opening - Dayna can use the bottle itself as a
light source until it's mostly empty. It's not exactly safe to
brew, though; flashes of radiance thrown off during the
process can blind the maker for days or burn them badly.

Next, it seems like a a Flame-Warding Brew would be handy;


Dayna's player would like this to be a potion that when
drunk makes the drinker resistant to heat. The Guide and Finally, Dayna's player decides something combative would be
player talk about this for a while, with the Guise puzzling out good, and decides that a Flame-Infusing Brew might be
a degree of balance between how long it could last, how interesting for this purpose - something in the "flaming sword"
strong it could be, and how dangerous to make. Dayn's category is what she has in mind. She talks this over with the
player, considering the options, goes for one extreme end - it Guide, who lists out some of the properties of fire that she
lasts only a few minutes, but is very strong indeed, and might imbue into a weapon; they settle on the spell taking the
moderately dangerous to make. form of a piece of oil-caked cloth that. When a metal object
that was made from molten metal is rubbed with the cloth
The result is Dragonscale Beads; a user crushes one between quickly, the cloth dissolves and the item slowly "wakes up" to
thumb and finger and sharply inhales the vapour. This forging heat before cooling again - a process that often warps
renders them almost completely immune to burns for just a and ruins it, if a blade or fine-tuned item of any sort.
few minutes. Brewing it involves intense heat, and can curse
the creator with an inverted effect, a strong and weeks-long Her three spells complete and noted in her book of shadows,
vulnerability to fire. Dayna is ready for play.
DOMAINS
AIR BEAST BLOOD
Spells of air affect weather, instill Spells in this domain affect beasts of The spells in this domain affect or
speed and lightness, and can all sizes and shapes, including created infuse the properties of living human
manipulate the air into acting as an and monstrous beasts. This domain (and mostly-human) bodies. Applying
invisible force. The domain of air also encompasses animal products, the magic of this domain to beasts is
includes vapours and gases, including such as leather, meat, and milk. technically possible, but will greatly
mine and marsh gas, smoke and fog. increase the dangers to the caster.
Some creatures, especially magical
The typical scale of an air spell is an ones, blur the division between human Infections, diseases, and other ills are
amount of vapour roughly large and animal. These may be creatures also considered part of this domain
enough to chokingly fill a single room with humanlike intelligence and while within the body; they are "in the
or hut; a cube about ten feet to a speech, or hybrids of varying sorts. blood".
side. The risk increases each time this Where this is the case, spells may be
volume is octupled (such as by making less effective or more dangerous. The basic measure for spells in this
it twice as tall, twice as wide, and domain is one target with a single
twice as long). Trying to conjure a The typical subject of a beast spell is a injury or affliction; each time the total
full-sized thunderstorm from a single animal up to the size of a goat, count of subject injuries or afflictions
cloudless sky could kill a caster. or products up to that weight. Each is doubled, the risk increases.
doubling of this overall weight
Air spells often cause unintended increases the risks of the spell. Blood spells cast imperfectly often
localized changes in air currents; draw life from the caster, whether
powerful air spells can shift weather in Beast spells can accidentally raise up weakly or strongly (weariness or injury
small but unpredictable way for miles or degrade animal instincts of all sorts or both).
(strangeness). Air spells can also be in the caster (affliction), and can also
slower to take place than intended siphon life energies from that caster to
(delay). work (injury or weariness).
DREAM EARTH FIRE
Spells of dreaming include spells of Spells in this domain affect soil, sand, Spells of fire can affect heat and light
sleep, illusions, glamours, and and stone, as well as ores and metals. as well as actual flames and embers.
mundane dreams. While some dream- The ability to conjure metal and stone
witches think of themselves primarily is traditionally not advertised by The basic measure of a fire spell is
as illusionists, others maintain a covens, though the ability to find about as much heat, light, or flame as
network of contact across nights and good mining sites often is. a torch puts off. This need not be
great distances for times of need. worked with in that volume, however;
Dreaming realms are also how the The typical scale of an earth spell it could mean a shower of tiny
forces of Faerie enter the world; it is varies, by mass, by how heavily embers, or a few degrees of
dream-casters who fight them first. worked the subject is, and roughly temperature change over a wide area.
according to how rare the material is. Doubling the measure increases the
The typical dream spell targets or A simple spell would be one affecting danger of the spell and yields what a
handles a single dream or illusion, two or three buckets worth of dirt, in pot-bellied iron stove might generate.
lasting only a few minutes (about five). whatever shape. A spell affecting the Further doublings can work whole
Each time this duration or number of same mass of iron would be harder, bonfires, or beyond to the amount of
targets is doubled, the risks of the and one affecting the same mass of flame put off by a burning hut.
spell increase. gold very hard indeed.
Fire spells can spawn unintended
Dream spells can place the caster into Earth spells often spill out onto additional cold or heat effects around
deep sleep from which they must be nearby worked stone, clay, glass, and the casting that harm (injury), destroy
awakened (helplessness), attract Faerie metal, causing it to warp or break up, goods and shelter (expense), and start
attention (peril), or plague the caster and moving back towards an conflagrations (peril); fire is not a
with some form of illusory problem unworked state (expense or peril or forgiving domain to work with.
only they can sense (affliction). both). Casting powerful earth magic
in a cathedral is not recommended.
HEARTH NAME PLANT
The domain of hearths governs sacred A name, in the sense embraced by This domain includes plants from
and magical sites. A hearth might... witches, is a reputed persona. Most lichen to great oaks, as well as
people have extremely weak names in material that is directly derived from
...Have a heart, a centre where one this sense; it's primarily nobility and plants such as paper and sap.
specific type of magic (usually a royalty that have strong names.
domain) is a little easier. The basic measure of plant material
...Have a hedge, a boundary within For many heroic figures, the creation handled by such a spell is about
which all magic done by anyone that's of a name that will live on beyond enough to fill a wheelbarrow; a
'not welcome' or 'not attuned' is more them is of great importance. Bards sapling can thus be manipulated with
dangerous. and heralds are, from this view, little danger of the spell going badly
professionals in the field. awry. Each doubling of this mass
...Have a wonder, a magical feature, increases the risks of trouble with the
such as a fire that never goes out, or a The basic measure of a name is a mild magic.
pool which aids in healing, or similar. positive or negative belief about one
...Have a genius, an intelligence able person; affecting stronger beliefs or Plant spells sometimes start working
to cast very minor magic in the area more people increases the risks of a well after casting (delay), or rip power
without risk. mis-cast. from and blight nearby untargeted
plants (strangeness). Especially
When a spell is cast on a hearth, it Name spells with troubles sometimes powerful plant spells, where verdant
typically targets only one of these drive rumours about the caster, energies are being channelled heavily,
features, and alters it only very describing them as someone who can affect the caster, giving them
slightly; significant changes to these desperately wants the spell effect wooden fingernails and greening their
are wildly dangerous. Hearth spells (affliction), or confuse the perceived skin (affliction), or even causing thorns
often siphon to the hearth (weariness identities of caster and subject in to grow out from their body (injury).
and injury), and strong spells of this some way (affliction).
sort do so at extreme levels.
SHADE WATER WYRD
Shades are the lingering memories or Spells in this domain affect can water A wyrd is a troubling fate, curse, or
spirits of the dead. Shades are in all forms; ice, liquid, and vapor. hex that waits for a person, a group,
normally visible only as a slight bend There is some crossover here with air; or an institution. A given subject can
in dim light, audible only as a whisper. both can affect fog and clouds. There be affected by several wyrds - There
They are no more substantial than is also crossover with earth; water can can be dooms that wait for you, your
fog. Shades can be conjured from and also affect other materials while they family, your coven, and so on, all of
banished to limbo; while there, they are in a liquid state. Molten metal can which affect you. A wyrd is always
can't act or be affected except by be affected by this domain, but once phrased as a simple negative.
conjuring them up. it solidifies, it passes beyond reach of
the domain. A wyrd affects the stakes the Guide
Some shades possess powers, such as sets for actions. If your wyrd was to
possession of the living and access to The baseline measure of a water spell kill those you love, spells or actions
dreams. These powers express the is about a barrel of liquid. Each you took would be given the danger
passions of a shade; a shade can only doubling of this measure increases the of harming any such targets they
use them for reasons they truly care risks the spell poses. reasonably could. This danger might
about. This helps many, but poses a replace others, or be added to those
strong problem in trying to compel Water spells can suffer from dispersal, given. A basic wyrd spell affects one
use of such powers. where the effect ends up both wider target, at the scale of adding or
A shade spell can easily affect one and weaker than intended removing one stake to some rolls, and
shade for few hours; doubling the (displacement). If used near water lasting in a month.
number of subject or duration bodies, strong water spells often
increases the risks. Shade spells can create tidal or other effects in them Wyrd spells most often go wrong by
draw shades to harass the caster pointing toward the casting "splashing" the wyrd being handled
(affliction), can warp the area so (strangeness). onto the caster, their allies or hearth,
shades are stronger in it, making it or by creating some kind of opposed
'haunted' (strangeness). wyrd elsewhere (strangeness).
ARTS
BANISHING CONJURING DIVINING
Banishing spells harm, destroy, dispel, Conjuring spells create, summon, or Divining spells are means of learning
or remove their targets directly. This call up beings, objects, or forces into information. This includes spinners
is not an all-or-nothing proposition; a the world. that point to a distant subject, bones
spell meant to break a curse may thrown and cards laid to give an
instead weaken it. A conjuring always has duration, but overall reading, astrological readings,
this duration is often naturally set - a visions in fires and reflections, and
Banishing spells do not generally have conjured fire given fuel will burn so many other forms.
duration; the magic expends itself long as the fuel lasts, a conjured storm
against the target and then is gone. In will spend itself, and so on. Where no Ongoing divinations such as visions
some cases, where something banished such natural limit occurs, a conjuring can last so long as the caster focuses
might be restored or recreated may occur in a flash (such as if on them exclusively. Divinations
quickly, a duration may be conjuring a burst of flame without which directly answer questions have
appropriate; this is usually about an fuel) or may last until the next quarter no duration; the power comes and
hour (for greater keep-away, following of the day begins (at dawn, noon, goes in a moment.
a banishing up with a warding may be sunset, or midnight). Increasing
in order). duration beyond this comes with Divining magic can entrance or stun
added dangers. the user until someone shakes them
Banishing magic, when it goes astray, from that trance or stupor
can disrupt the users own magical Conjuring magic can be tiring to work (helplessness), warp the senses of the
abilities for a time (affliction), can tire (weariness), can easily occur outside user towards the kind of information
the user deeply (weariness), and may the intended limits (displacement), and the spell gathers, and only it, for days
dispel other magic the user holds will sometimes call up entities or (affliction), or give both information
(expense). effects linked to that which is that's true mingled with information
intended but uncontrolled (peril or that was true in the past, will be the
strangeness). future, or is poetically so
(displacement).
DOMINATING INFUSING WARDING
A dominating spell influences or Spells that infuse transform their Warding spells guard against a sphere
controls a target without changing its target to some extent by introducing of activity or source of harm. This
basic nature. This can mean directing the essence of something into that mitigation is often partial, rather than
a fire over time to twist in various target. This transformation can be absolute; if you held an effigy made
directions as if blown by the wind; it mild and hard for others to notice, to ward away steel (and earth-warding
might mean creating a new law of such as making a target smell like a poppet), a sword might bruise rather
behavior in an animal such as "people friend to mice, or severe and obvious, than pierce.
wearing hats are friendly until shown such as turning a target into a mouse.
otherwise". Infusions can be very strange; a wyrd- Warding spells have durations. At
infusion, for example, can make the base, they last until the next quarter
Dominating spells that allow ongoing subject the embodiment of a doom of the day begins (at dawn, noon,
control last as long as they are meant for someone else. sunset, or midnight). Increasing
focused on exclusively; dominating duration beyond this comes with
spells that create rules of behavior Infusing spells have durations. At added dangers.
have duration. At base, this is a base, this is a duration of a hundred
duration of a hundred breaths (a breaths (a couple of minutes). A Warding magic can deflect damages
couple of minutes). An ongoing infusion that lasts until the next and effects to other persons or goods
domination that lasts until the next quarter-day or more will have added tied to the casting in unintended ways
quarter-day or more will have added dangers to cast. (expense), can interfere with the
dangers to cast. ability of the subject to express effects
Infusing magic can easily infuse of the sort it guards them against
Dominating magic can develop qualities other than those intended on (affliction), and can guard the subject
"escape clauses" that break it if the target or caster (affliction), can from non-harmful phenomena that
discovered (strangeness), can be wholly affect the caster rather than a are generally similar to the intended
apparent to and violating of a target, distinct target (displacement), and can effects (affliction or strangeness).
who will react accordingly (peril), and deal significant damage to a subject
may tire the caster (weariness). while warping their nature (injury).
FORMS
BREW CIRCLE POPPET
A brew is a compound that carries a A circle is a round border with an A poppet is a physical representation
magical effect. Brews are created in obvious inside and outside. Circles of a person, creature, or locale - such
liquid form, but may 'finalized' by may be created (pouring salt around as a doll, effigy, model, statue, or set
being dried, powdered, or baked. yourself while turning), engraved, or of clothes. Small, disposable doll-like
Each brew takes a full day of work to acknowledged where they exist (by poppets are the most common type.
create, and can be stored unused for a moving along their whole border). Creating a poppet does not require a
week. The roll to create a brew is Creation or acknowledgement of a roll, only using one.
made at the end of the workday. circle requires no roll; only the casting
does. Once a spell is cast on a specific
Brews are always consumed by use, individual or a class of target (such as
If a circle spell is cast that has "all nearby rats") using a poppet, that
though not always ingested - a poison duration, and the boundary of the
smeared on a dagger is consumed poppet can only ever be used again
circle is broken during that duration, for that same target.
when a foe is stabbed; an ink that's the spell ends. Equally, if the caster
written with is consumed, a powder quits the circle (exiting if within,
thrown into a fire is consumed. If a poppet spell harms the subject,
stepping more than a few paces from the poppet used takes identical or
the edge if without), the spell ends. A analogous harm. If a poppet spell has
Dangers may apply to the creator at spell cast using a circle may affect all
the time of brewing (being poisoned a duration, then you must keep the
valid targets inside of it, or some poppet with you for that duration.
by your ingredients), or to the user (a subset as appropriate.
potion that exhausts the drinker); a
mix is common. Any brewer will Poppet magic suffers if the link to the
Circle magic poses added risks if the target is too weak, mixing targets up
know generally what flaws exist in the character of "the circle" is being
brew just created. The most common (displacement), or too strong, linking
stretched (to a cross-section of a pole, subject and poppet, with the subject
dangers are damage (injury) from the edge of a coin, or similar), often
exposure to brewing vapours, and seeing what the poppet does or other
affecting the wrong target somehow oddness (strangeness, affliction).
extended time needed for the brewing (displacement, strangeness).
process (delay).
RITE TAGLOCK TOOL
A rite is a magical ritual involving one Taglock spells focus their effects by A tool spell is cast and rolled for
caster and a number of other active using a sample of their target as a once, on using an appropriate item
participants. A rite requires at least channel to that target. This can for the spell; the casting takes only
ten minutes per participant to include any direct sample of a given moments, but the item is usually
perform, and takes an hour to instruct subject, from the blood of a targeted custom-made to fit the spell. After
each participant on how to do the rite person to the air in your lungs when this is done, the item itself carries the
the first time. calling the wind. This extends a little effect, which can be activated without
more; a child is a taglock for their a roll by invoking the art or domain
Rites have no restrictions on targeting; parent, a corpse for a shade, a creator of the spell; anyone who has that art
they can potentially affect anything. for an illusion. A wolf pelt is a or domain such can use it. Using a
taglock for wolfishness (should you spelled tool always requires that the
Rites are potentially more dangerous wish to become a wolf, for example), item be brandished, often by touching
than other spells, but made safer by but not for any specific wolf (you things symbolically.
more participants; as a rough rule, the could not dominate a wolf through it).
Guide should double the number of Dangers played in the casting apply
dangers the spell would incur cast A taglock requires no crafting; if you both to the creator at the time of
another way, and then reduce that by rip some hair from a target, you can creation and to the user at each use,
one for each assisting participant, up use it to cast a taglock spell on them. and cancelling them at creation also
to a dozen assistants (plus the caster). cancels them at use. Since there is no
Taglock magic, where violent, can also roll to use, those dangers cannot be
Rite magic can extend far longer than unleash magic around the taglock cancelled at use. Tool creation rolls
planned (delay), tire out all the itself violent enough to harm the are often heavily-laden with minor
participants (weariness), and cause caster (injury). Further, this magic dangers based on domain and art, and
heavy backlashes in the vein of the often destroys the taglock (expense), can also tire the creator and user
magic used (injury, peril, affliction, with or without such unleashings. notably (weariness); as such, it is
etc) on all participants. almost always approached cautiously,
in order to minimize such quirks.
SPELLS
AIR SPELLS
SHUTTERS
(Air-Warding Circle)
This spell is relatively ubiquitous; most weather witches
learn it eventually. The caster walks the circle around their
home (assembling and closing it first, as required), and
typically incants a demand that a storm about to strike be
kept back and weakened within.

SECOND BREATH
(Air-Conjuring Taglock)
A common spell cast by witches, and occasionally one
that has saved their lives. The caster, while underwater,
uses the air in their lungs as a taglock to create more air, WOLF NOSE MASK
casting the spell by exhaling, and then reaping the benefits (Air-Divining Tool)
by inhaling apparently from nowhere. Found after the death of the Grey Witch of Almoor, the
purpose of this wolf-like mask was divined and shared by the
THE DISTANT HAND three covens of that area. It appears that the Grey Witch
(Air-Dominating Poppet) would, while wearing it, breathe deeply through her nose and
Tilde, a weather witch of advancing years who cannot cast the magic bound within. One by one over that breath,
walk easily, uses this spell regularly and openly. It binds scents would come to the Grey Witch - each scent coming in
up a mass of air into an invisible hand - which may be order of how far away it was, and all along the direct line she
larger or smaller than that that of the caster (and may was facing.
even be as large as the caster is). Tilde casts it using a
ribbon-laced glove she wears on her right hand. SHEPHERD OF CLEAR SKIES
(Air-Banishing Rite)
FLYING OINTMENT This spell clears the skies. The caster of this spell, Marianne,
(Air-Infusing Brew) has long used it when bad weather threatens her flock and the
This pale ointment causes one who rubs it on to become pastures have seen enough rain. She plays her pipes loudly on
as light as a feather. It is typically combined with a wind- the hill, and all the shepherds in the area, looking to her hill,
controlling spell of some sort, allowing the user to take run to her. There, each comes to the sheep at her feet and
flight. The first caster of the spell is not known, but cuts a shred of wool. They walk in circles around her until all
recipes abound. have done this, and all then run back away, tearing apart the
"clouds" in their hands as they do.
BEAST SPELLS
UNBINDING THE PREY
(Beast-Banishing Circle)
After a kill is made in a hunt, Jalais of Taren uses this spell
to accelerate the butchering process. As she casts it, the
carcass is hung central to a circle of ash, near the ground,
and cut three times; it then falls into pieces, with all the
connections between bone, muscle, and skin severed.

STEWING STONE
(Beast-Conjuring Brew) TAMING COMPACT
Fist-sized and glassy brown lumps, these stone are brewed (Beast-Dominating Rite)
by Fionn, a witch of the fens. They can be dropped into a In this rite, the caster leads a group, often the residents of a
cauldron filled with hot water, and the stone dissolves farm or ranch, in addressing an animal. This is often a difficult
rapidly and changes that water into thick, heavy rabbit or wild creature that the group hopes to deal with in future.
stew. The stone can be created expecting large cauldrons; The group states the things they offer to the creature, and the
Fionn has fed whole troops with a single stewing stone. things they ask of it, and the spell is cast, enforcing the
requests of the people on the animal for the duration (often a
BEAR CLAW AMULET few months). Should the people break their promises to the
(Beast-Warding Tool) beast, the spell end immediately.
An ancient but well-loved bit of magic, a bear claw amulet
is created to guard against the teeth and claws of all SHAPING THE EGG
beasts. When its magic is called upon, the amulet also (Beast-Infusing Taglock)
often reduces the harm done by the fists and teeth of This spell is both ancient and disreputable. It requires an egg
humans, though not of weapons or spells. of whatever sort, and a taglock from some creature. The egg
is placed in contact with the taglock, and addressed, telling it
THE HERDING DEER what features it might learn from the beast the taglock ties to.
(Beast-Divining Poppet) After casting, the embryo within the egg takes on the
Another spell used by Jalais of Taren, this is a simple, described features, which it will often maintain and grow into
whittled wooden deer designed to float. When seeking in life. With several castings of this spell, a caster can create
deer, Jalais will drop it in water, focusing on it to have it wild hybrids of many creatures - however, there is no
point the way to the nearest group or invdividual. Jalais guarantee that those creatures will not be ravenous,
carries a small bowl to fill on occasions when natural water tormented, or vicious once hatched. When the duration fades,
isn't to hand. the changes remain, but are no longer functional or
comfortable unless well-suited to the anatomy of the creature.
BLOOD SPELLS
DRAWING NAILS
(Blood-Banishing Poppet)
This spell requires a poppet for the target through which nails
have been driven. In casting the spell, the caster draws these
nails out of the poppet, naming them as infections, illnesses,
and other afflictions of the target to be likewise withdrawn.

SILVER HANDS
(Blood-Infusing Rite)
This rite is used by the Umnaro, a coven founded within a RESURRECTION CAULDRON
leper colony. Many members are are missing hands, feet, (Blood-Conjuring Brew)
portions of their face, and so on. Their present wealth has This brew fills an entire, large cauldron, and brings life to
allowed them to acquire beautiful false hands and masks the first dead person entering within, though the sort of
sculpted as glorious faces. Those prostheses are anointed with life granted depends on the entrant. A corpse will be
oils during this rite, animating them; the hands move fluidly, animated but vacant of mind or spirit - though powerful
the masks carry expressions, and so on. dreams may be conjured for it, giving it a semblance of
mind. A shade that enters the cauldron will be wrapped
SWAN QUILL in a live body, albeit one that is plainly gaunt and
(Blood-Warding Tool) undying. If a shade and their own body are combined,
This plain quill pen is used, empowered, to write out short that person seems wholly resurrected. In all cases, the
missives addressed to various illnesses, and directing those ills to conjuration is temporary; the body created or
stay clear of the bearer. Such a missive is then pinned to the regenerated will rot and fall to pieces as the spell wears
cloak or other outermost clothing of the subject, warding them away.
against those issues.
DUST OF SIGHT WITHIN
HALT-BRAID (Blood-Divining Circle)
(Blood-Dominating Taglock) The spell acts as a diagnostic device for a single subject.
This spell can be cast using a taglock for a person, formed into This subject lies within a circle, and dyed dust of different
a cord or braid. It is cast by holding it in an one hand and colours is poured over them. The dust is asked to show
jerking the cord. This jerk yanks at the person; a hard pull can the flaw or flaws within. The subject rises, and the circle
throw them to the ground. After the taglock has been used is swept of dust. Dyed on the floor where they laid will
once, this same spell can be used to try and hold the target in remain a diagram of their body showing the issue. This
place or pull them sharply in some direction. diagram will often be abstracted or fanciful, but clear
about the issue regardless.
DREAM SPELLS
SWEEPING THE THRESHOLD
(Dream-Banishing Rite)
This rite is performed daily around the Glass Castle, the site of
the last invasion come from Faerie and home to recurring
illusions. The participants sweep outwards from a common
centre with long-handled brooms, to the edges of the castle. At
the edge, the spell is cast, dispelling all illusions in the area.

GLAMOUR COMB
(Dream-Conjuring Tool) EMBERTIDE DRAUGHT
Use of this tool to cast a glamour requires only that it be (Dream-Infusing Brew)
brushed through the hair. As this is done, the appearance of Those who drink of an Embertide Draught fall into sleep.
the person brushed is changed to what the caster feels they They find themselves on rolling hills where long stalks
should look like. Such a comb is kept by Lady Tanwael, who grow, with all their powers and possessions intact. This
uses it on herself and on her husband each day; their servants dream-place is visited by all those who drink of the
have grown used to their shifting appearance from day to day. draught in an evening, and so can be used for meetings -
or even duels between witches with an issue that cannot
ADDER-STONE be resolved. In this one dream, damages done to a
(Dream-Driving Circle) person while dreaming do carry over fully to their waking
Common people have often sought out stones with natural self - and use or damage to items do so as well. This
holes through them, believing that these allow a holder to see dream-place is also the staging ground for all Faerie
truth. This spell, performed with the same simple act, brings invasions of the world.
those beliefs to actuality, allowing one to see illusions and
glamour for what they are through a hole in a stone. DREAMCATCH SCATTER
(Dream-Warding Taglock)
NIGHT DOUBLE This spell is used by witches who fear that their dreams
(Dream-Dominating Poppet) may be invaded or monitored. The caster pricks a
This poppet is dressed as a target, and held as the caster passes finger, and scatters a few droplets of their own blood,
into sleep. During that sleep, the caster appears in the using these as a taglock to guard their dreams. Should
background of dreams the target has, and may monitor or any attempt to enter their dreams, these droplets burn
shape those dreams as desired. Enacting violence on a subject away and reduce the power of those efforts as they do.
in their dreams causes them to awaken with a shock; if the Even should they fail, they leave tiny burns indicating
target is ill or elderly, this shock can be damaging or even fatal. that they have been used up in such a way.
EARTH SPELLS
Wallbane
(Earth-Banishing Brew)
This fist-sized bag of tarry liquid sinks into, stains black, and
weakens any stone it is poured onto or splattered across. A
stone subjected to this treatment becomes much easier to work,
but not able to bear a heavy load (much like soapstone).
Several witches make and sell this brew, to quarries, sculptors,
and sometimes in quantity to sappers.
Forge-Mold Scar-Welding
(Earth-Conjuring Circle) (Earth-Infusing Poppet)
Alais of Dunsmir casts this spell by piling stone dust onto a This spell employs a small metal poppet of a person. In
small, circular workbench carved with runes. She then demands the case of Frej of Varstead, the creator of the spell, one
that the dust multiply and form as she desires, to hold what she of a series of iron figures representing her tribesfolk
wishes. The dust then forms and grows into a hollowed form, hanging from her belt are used. The poppet is given to
into which metal can be poured. By the time the conjuration the subject, and that subject is exhorted to be as iron. A
ends, the metal has generally cooled to form whatever it is red-hot iron is then applied to the wounds of the subject
Alais has cast within. to seal them. The magic of the spell is such that the flesh
of the subject responds as iron, and melts shut under the
Knock Hammer heat. While this often leaves a terrible scar and the pain
(Earth-Divining Tool) causes exhaustion and often unconsciousness, the injury
Tapping this hammer on a stone surface yields a slight echoing itself is entirely removed.
noise. Channeling the magic through it while doing the same
results in the noise fading to lingering harmonics. The caster Blooding The Monilith
intuitively understands the meanings of these harmonics, which (Earth-Warding Taglock)
describe the composition of hundreds of tiny samples in the This combat-oriented spell is generally used discreetly,
stone around that tapped, for about a fifty feet radius. kept secret, and the effects excused away by wearing
armour. To cast it, the subject must bloody their own
Sowing Stones hand and place it against a block of metal or stone; anvils
(Earth-Dominating Rite) are sometimes used. The caster then asks that block to
This rite is cast by throwing a series of stones across a field. take the wounds of the subject three times, and the spell
Many rocks, each apple-size or larger, will then surface in the is done; caster and subject can be same person. For as
field over the duration. The stones are not creations, but called long as the spell lasts, injury inflicted on the subject by a
from within the dirt, down to a depth of about ten feet. They stone or metal weapon can be changed out for
thus do not vanish, and recasting nets much less effect. This rite exhaustion. If the subject is already exhausted, the attack
can be used to curse a field, making it so that much work will goes through as usual. If the exhaustion passes before the
be needed to bring it to use. If seeking raw material for spell ends, it can be used again. When a blow is warded
cobbling, or if a group is willing to take this time to clear the in this way, some damage is often done to the stone or
stone to improve the soil field in the long term, the spell is a
utility. metal used in the spell.
FIRE SPELLS
ICEHOUSE
(Fire-Banishing Circle)
Ioris of Nanthrun makes use of this spell to maintain summer
stores in a small hollow-hilled vault. She paces the perimeter,
pouring thin trickle of water as she goes. When the circle is
complete, the area of and in the circle cools significantly.
Regular castings are needed to keep the cool within.

FIRECALLER CRYSTAl
(Fire-Conjuring Tool) MIRRORED SUNSETS
A firecaller crystal focuses light readily as if it were a (Fire-Infusing Rite)
magnifying glass or similar. When the magic of the crystal is This ritual is performed each evening by the Ulkot
called ino play, this effect increases greatly; the point to which Coven. This coven makes their home in a group of caves,
the crystal focuses light can be near or far, and generates which they light with series of mirrors reflecting sunlight
enough heat to start fires in moments. one to another. The coven stretches out in processional
throughout the caverns, each positioned at one of their
SIGNAL COAL mirrors. Starting at the deepest mirror and working out,
(Fire-Divining Taglock) the coven shrouds the mirrors, asking the light of the
The seven covens of the Wealwood have developed a tradition sunset to linger with them. Until sunrise, the mirrors glow
for magical beacons. At intervals, they will dye a piece of coal softly, providing light throughout the night.
and break it into seven pieces, passing six to the other covens.
At sunset each evening, each coven casts this spell over all the CHAR MANNEQUIN
dyed coals, passing a torch over it. If a coal linked is burning, (Fire-Warding Poppet)
the coal passed over catches fire, burning in the colour of the This poppet is most often a log carved in a rough
coven (or covens) who have lit theirs; thus showing if any other resemblance of the subject. The caster addresses it as if it
coven calls for aid. were the subject, which may mean talking to it as if it was
themself. While speaking, the caster rubs it down with
BLAZE DUST ashes, and tells it that fire cannot harm it and will only
(Fire-Dominating Brew) blacken it. For the duration, damage done to the subject
This glittering yellow powder is used by rubbing it on the hands by fire will be redirected to their equipment so long as
and then throwing it into a fire. As soon as this is done, the they have any - they will not burn until they are naked
user feels the fire as if it were tied to their hands like a puppet, and covered in ash.
and can cause the fire to lash out, rear up, or otherwise move
under their control, by moving their arms and hands.
HEARTH SPELLS
SLIENCING THE ALTAR
(Hearth-Banishing Brew)
This is a brew composed entirely of virulent poisons; when
poured out at the centre of a Hearth that has an intelligence, it
strikes at that intelligence, forcing it to a term of 'sleep'. If the
Hearth is weak or temporary, it may slay that spirit entirely.

HEARTH-BUILDING
(Hearth-Conjuring Rite)
This ritual is cast after discovering a natural (usually very weak) ASKING THE PEBBLE
hearth in the wild that some coven will settle at to form a (Hearth-Divining Taglock)
steading; it is a cause for witches to gather from miles around. To cast this spell, the caster picks up a pebble from
Each casting adds some feature (heart, hedge, genius, wonder) within the area of a Hearth, and steps out of the Hearth
or builds up the duration of one from days to weeks, weeks to area. The caster then sits, and draws out a talking board
months, months to years, and years to decades. It is often cast on the ground - they might quarter an area and name the
repeatedly with the full set of thirteen participants. quarters, write out yes and no, or create some other
form of board. Then, a finger is laid lightly on the
SEIZING THE STRENGTH pebble, and a question is asked regarding the nature and
(Hearth-Dominating Circle) disposition of the Hearth, with the pebble sliding to the
To cast this spell, the caster walks a circle around a Hearth, position appropriate. If the Hearth has a genius, it may
chanting a demand for the total service of the Hearth. On choose to seize the pebble through this spell, and write or
conclusion they can redirect the power there, deciding who is draw whatever it wishes on the ground.
welcome, dictating the actions of the spirit present, and so on.
The spell is normally only cast on weak Hearths; use of it on a BLESSING BOWL
strong Hearth can kill a caster or burn out their magic forever. (Hearth-Infusing Tool)
Witches with a strong hearth often mislike giving up
GOING FACELESS those benefits for travel. Most covens with such a hearth
(Hearth-Warding Poppet) eventually develop a spell like this one to carry some of
This poppet takes the form of a blank mask, which may be full- the benefit of their Hearth with them. The blessing bowl
sized or a pendant of some sort; when the spell is cast, the is filled with water from that found in the Hearth, and
subject (almost always the caster) become invisible to one of then poured out over the the subject while some
the effects of a hearth - they are not endangered by the hedge, incantation is made. The subject then gains some benefit
or cannot be found by the genius, or are not subject to the Hearth bestows to carry with them so long as the
whatever ongoing effect is present in a wondrous feature. spell lasts.
NAME SPELLS
WHISPERS ON THE SKIN
(Name-Divining Circle)
This circle reveals the reputation of someone who meditates
within it; it is typically created by pouring out ink. The rumours
and stories most often told about the person within appear on
their skin as they meditate, and need only be read from them.

REWRITING LEGENDS
(Name-Dominating Taglock)
The taglock for this spell is the written form of a legend about BURYING STORIES
someone, as it is most commonly told. Using valuable inks, the (Name-Banishing Poppet)
caster writes out a beautiful manuscript of it that is altered Iora of the Mabnogi has used this spell to greatly reduce
however the caster wishes. For the next few days, tellers of the the reputations of a number of would-be warlords,
story in the region will recall and tell the altered version stemming their recruitment. To cast it, she carefully
instead. The more subtle the changes, the easier the spell works. prepares effigies of the subject and their close allies in
clay, and buries them in coarse sand. The effects of the
BORROWED MANTLE spell do not cause anyone to forget about the subject,
(Name-Infusing Brew) but instead strike out at the menace and glamour of their
This oil is rubbed into the face and hands of a subject. When reputation, rendering the knowledge neutral - and much
this is done, those who see the subject will find themselves less likely to be shared further.
thinking of a storied figure when they see the subject. Should
the subject be at all believable in appearance and manner as the TELLING TALES
legendary figure, they will be recognized as that person. (Name-Conjuring Rite)
This casual, often-reinvented rite is performed when
BLANDEST GUISE mixing socially with others. The participants determine
(Name-Warding Tool) the story about a subject that they wish to spread, and
When the magic of these nondescript clothes is active, the tell it to three others over the course of some event. This
wearer becomes a secondary detail to their own actions in later is done while giving those others some symbolic gift,
telling, though it doesn't affect how others treat them in the serving them food or pouring them wine. The spell grants
moment. For example, killing someone while wearing the the tale-telling much greater force; those told will feel
blandest guise will still lead to all the normal reactions until the driven to share it on and on, as the popular new of the
wearer is out of sight. At that point, the cry will slowly shift day. When the spell ends, this drive passes with it; by
from pursuit of the assassin to mere news of the death, with the that point, the story has hopefully gained momentum of
description of the killer losing detail with each telling. its own.
PLANT SPELLS
BURNING STUMPS
(Plant-Banishing Taglock)
To cast this spell, the witch cuts a small sample of some plant,
rebukes it for growing where is unwelcome, and casts it into a
fire. The spell then radiates outward from that spot, killing all
examples of that plant in the area and causing them to crumble
to ash. Because the spell kills even buried roots and seeds, it is
an especially effective means of weeding a garden or field.

COMPASS BOWL GREENING THE DREAM


(Plant-Divining Brew) (Plant-Conjuring Poppet)
This brew appears to be black ink; any bowl it is poured into it This spell is the second part of a magical method for
becomes a short lived divining device. The next leaf, flower, or creating new subspecies of plant. Before this spell is used,
other small sample of plant material dropped onto it will float dream magic is used to conjure an illusory plant. This
to a position along the edge. That position is always the point spell then uses that illusion as its poppet, fleshing it out
along the edge of the container closest to the nearest standing into reality; the spell itself consists of watering and
growth of that plant sample. If an oak leaf dropped in floats to touching the plant while calling on it to be real. Such
the northern edge, then the nearest oak tree is north. plants are always called into existence at the peak of their
pollination cycle, and near or entwined with real plants
ROWAN WHISK it's cross-fertile with. When the conjured plant fades, the
(Plant-Infusing Tool) hope is that it will have pollinated some of the other
A number of itinerant green witches possess these items. By plants, creating lasting offspring that can be winnowed
brushing the whisk over living skin and humming, the user may down to produce the desired type permanently.
cause that skin to turn green and take on a leaflike texture for
the duration of the spell. During that duration, the subject may SCULPTING THE TREE
bask in sunlight and be fed by doing so. (Plant-Dominating Circle)
The caster of this spell lays a circle of stones around a
WALKING THE ROWS tree or bush, and raises both arms. The tree then
(Plant-Warding Rite) responds to the motions and imaginings of the caster,
Many covens perform this rite for and with friendly local folk. warping and bending its branches as the caster dances it
In it, the participants walk three times up and down the length into a new shape. When the spell ends, the target plant is
of a garden along the rows, telling each row what is to grow fixed in that new shape. Some use this spell to make
there. So long as the ward lasts, seeds from plants other than likenesses (and thus poppets) of their members, circles
the kind named for that row will wash away and not take root. formed of wood, and even living furniture in their grove.
SHADE SPELLS
THE BLACK KNIFE
(Shade-Banishing Tool)
A black knife is a tool with which a witch can cut away magical
bonds to shades, freeing others of hauntings. The magic is
incanted, and a flick of the blade destroys or weakens the tie.

LAYING OUT
(Shade-Conjuring Poppet)
The necromancer Annaline is best known for this spell. When
she believes it would be useful or needful for a family to ANCESTRAL CIRCLE
consult with the shade of a relation, she has them lay out a set (Shade-Infusing Circle)
of clothes for the deceased in a quiet room lit by only one Valerie of Randunstin uses dust from a burial marker,
candle. These are preferably the clothes of the deceased, but poured out in a circle, for this spell. Meditating and
many smallfolk are buried in their only clothes, so that's not casting the spell within, the circle links her to the shades
always possible. Once this is done, Annaline calls the shade of of those she knows who have died, as if she was a shade
the departed up from the clothing. in the suspended state. Over hours and days, she
communes with her parents and grandparents,
IVORY INCENSE accumulating lore for her histories. She keeps a friend
(Shade-Divining Brew) nearby when she does so; an error in casting can mean
Laurence of Shinpick, an alchemist by trade and witch in fact, remaining suspended in this stste indefinitely unless the
sells this incense to the discerning and shares his recipe freely. circle is broken.
The pale smoke of this incense spreads widely, clinging to any
shades around. The effect is often strong enough that the faces SALT AND BREAD
of those shades are clear enough to recognize them, before the (Shade-Warding Rite)
smoke fades. This widespread ritual is ancient beyond easy reckoning.
For it, the caster and celebrants place a table in a field
BONE DUST near their town or village (a graveyard, in some cases).
(Shade-Dominating Taglock) The table is dressed and laden with heavy, dark bread
This pinch of dust is made from the ground bones of a dead and bowls of salt, and an invocation spoken in hopes that
person, and then consumed by the caster as the act of the dead who would come to walk instead take this
spellcasting. The spell then compels the shade of that person to sustenance away. This creates a ward over a great area, in
seek out the caster if the shade is active. It does not compel which anytime a shade would become active, it is instead
further action on the part of that shade - another spell is turned away (and a little of the bread and salt is gone).
needed for that.
WATER SPELLS
CUP OF THIRST
(Water-Banishing Tool)
This cup is offered as a trap in dry places. When the magic of
the cup is active, water given with it instead makes the subject
much thirstier. If the subject already suffers from thirst and
exhaustion, draining the cup causes them to pass out.

POURING TWICE
(Water-Conjuring Taglock)
This spell is used on a sealed bottle, vial, or skin of liquid. A pin DROPLETS RUN TOGETHER
is driven into the seal and told to pour out that which lies (Water-Infusing Poppet)
within. The bottle is then poured entirely out into another This spell uses two soft clay poppets, which must be
vessel, but remains full despite this. If a brewed liquid is almost identical - and requires two subject objects or
duplicated in this way, the duplicate will not function as the (willing) creatures, also similar and of the same material
original - the Guide will invent whatever effect they like. or species. The subjects are placed close proximity, and
are exhorted to be as one, while the caster joins the two
TIDESTAY poppets together and sculpts a single, larger poppet from
(Water-Dominating Brew) them. When the magic takes hold, the two subjects also
This tiny vial is poured into some liquid with the user naming fuse, running together to form a new subject of twice the
some part or soluble thing within the liquid and asking it to stay size for as long as the spell lasts. Rebec of the moors uses
behind. The liquid is then poured away. The part named will this spell to meld her hunting dogs into a single great
resist pouring and remain behind. This can be used to keep salt beast - a creature feared all across her moorland.
while pouring seawater, to keep all that is not iron (the
impurities) while pouring liquid metal, and so on. It functions WELL WALKING
on vat-like quantities, and has been used to harvest all manner (Water-Divining Rite)
of solutions out of tidepools, which is how it came by its name. This rite is used to find the best location to dig a well
within an area. Humming and walking in time, the
OCEAN WINDOW participants walk the border of the area, then to the
(Water-Warding Circle) centre. There, they turn in place until all are drawn in
This circle is generally drawn on the inside of a hull with a nail, one direction; the best site lies in that direction between
along with demands shouted that the ocean remain outside, to the centre of the area and the edge. The rite is often cast
encircle a leaking spot of that hull. The circle then stops the again immediately to get a second line of direction, with
passage of water from one side to the other briefly - often long the intersection being the spot. While this finds the best
enough for a quick patch to be hammered on. site in the area, that does not guarantee a good well.
WYRD SPELLS
CASTING OFF
(Wyrd-Banishing Taglock)
This spell exists to weaken or destroy a personal Wyrd. The
taglock used is the hair of the subject - all their hair, shaved and
piled in a bowl. The hair is thrown into a fire and incantations
spoken over it, that the Wyrd may burn away with the hair.

WOLF AT THE DOOR


(Wyrd-Conjuring Circle)
This spell is a weapon or a threat used in coven conflicts - a WHEEL OF THORNS
rare, but not unknown, event. To cast it, the caster circles the (Wyrd-Dominating Tool)
rival hearth, and names some doom on it. As with the This tattoo is blazoned on the palm; it shows eight
Harbinger's rags, this may be a prelude to sending in an infused different pains that might be suffered (poverty, illness,
agent of that doom; in others, it is simply called up and left to burning, drowning, and so on). Those cursed with a
work or not as a brutal warning. brutal and potent wyrd sometimes wear such, using the
Wheel to seize control of their own doom, temporarily
SHAKING THE BAG changing its nature from one state to another so that it
(Wyrd-Divining Rite) can be most easily held at bay; they risk burning when it
This rite uses a skin bag filled with stones, about half of which rains, poverty when they already have nothing, drowning
have symbols on them and half of which are blank. The bag is where there is drought. The changes fade, but one can
thrown hand to hand among the participants during a dance. easily instate a new one with the aid of the Wheel.
The number of participants often greatly outstrips the number
required, but must be less half of the number of stones in the HARBINGERS RAGS
bag. At the end of the dance, each participant draws a stone (Wyrd-Infusing Poppet)
from the bag; any participant with a Wyrd will draw the symbol When the young coven at Elmstahd was slaughtered by
that best describes that Wyrd. the militia there for possession of their golden-appled
tree, their mothers and fathers at met at Hohadder and
UNWRITTEN INK devised a terrible vengeance. First, they bred a loathsome
(Wyrd-Warding Brew) plague in the blood of Brun the Ancient; then they
This vial of ink appears empty. When a pen is dipped inside, conjured up a Wyrd over all of Elmstahd that the town
that pen is inked and the vial actually emptied. Should the would be destroyed in plague. And finally, Brun the
pen-holder then write a name with the ink, the name will fade Ancient went into Elmstahd with the sickness in her
from the page and the person named will become invisible to blood and these rags on her body, costumed as The
any and all Wyrds they would be subject to for a time. Plague Of Elmstahd. So did doom fall on that town.
CONTROL
SHEETS
INJURY
CHARACTER: TRAIT: Exhausted?

WHEN YOU...
HEALTH:
WEARINESS

...You can spend one A as if it were B , or


if appropriate, play the Augment...

AFFLICTION

NOTES & WYRDS:


BOONS: Exhausted?

EXPENSE

STRANGENESS
SPELL NAME: SPELL NAME: SPELL NAME:

DOMAIN-ART FORM: DOMAIN-ART FORM: DOMAIN-ART FORM:

CASTING IT: CASTING IT: CASTING IT:

EFFECTS: EFFECTS: EFFECTS:

DANGERS: DANGERS: DANGERS:


PRINT + PLAY
CARDS
CONJURING ADEPT BANISHING ADEPT DIVINING ADEPT DOMINATING ADEPT

BOON  ART BOON  ART BOON  ART BOON  ART


You can learn conjuring spells if You can learn banishing spells if you You can learn divining spells if you You can learn dominating spells if
you are also adept with their form are also adept with their form and are also adept with their form and you are also adept with their form
and domain. domain. domain. and domain.
You can invoke this boon when You can invoke this boon when You can invoke this boon when You can invoke this boon when
casting a conjuring spell to gain a casting a banishing spell to gain a casting a divining spell to gain a casting a dominating spell to gain a
bonus die. bonus die. bonus die. bonus die.

INFUSING ADEPT WARDING ADEPT BREW ADEPT CIRCLE ADEPT

BOON  ART BOON  ART BOON  FORM BOON  FORM


You can learn infusing spells if you You can learn warding spells if you You can learn brew spells if you are You can learn circle spells if you are
are also adept with their form and are also adept with their form and also adept with their domain and also adept with their domain and
domain. domain. art. art.
You can invoke this boon when You can invoke this boon when You can invoke this boon when You can invoke this boon when
casting a infusing spell to gain a casting a warding spell to gain a casting a brew spell to gain a bonus casting a circle spell to gain a bonus
bonus die. bonus die. die. die.
POPPET ADEPT RITE ADEPT TAGLOCK ADEPT TOOL ADEPT

BOON  FORM BOON  FORM BOON  FORM BOON  FORM


You can learn poppet spells if you You can learn rite spells if you are You can learn taglock spells if you You can learn tool spells if you are
are also adept with their domain also adept with their domain and are also adept with their domain also adept with their domain and
and art. art. and art. art.
You can invoke this boon when You can invoke this boon when You can invoke this boon when You can invoke this boon when
casting a poppet spell to gain a casting a rite spell to gain a bonus casting a taglock spell to gain a casting a tool spell to gain a bonus
bonus die. die. bonus die. die.

AIR ADEPT BEAST ADEPT BLOOD ADEPT DREAM ADEPT

BOON  DOMAIN BOON  DOMAIN BOON  DOMAIN BOON  DOMAIN


You can learn air spells if you are You can learn beast spells if you are You can learn blood spells if you You can learn dream spells if you
also adept with their form and art. also adept with their form and art. are also adept with their form and are also adept with their form and
art. art.
You can invoke this boon when You can invoke this boon when
casting an air spell to gain a bonus casting a beast spell to gain a bonus You can invoke this boon when You can invoke this boon when
die. die. casting a blood spell to gain a bonus casting a dream spell to gain a
die. bonus die.
EARTH ADEPT FIRE ADEPT HEARTH ADEPT NAME ADEPT

BOON  DOMAIN BOON  DOMAIN BOON  DOMAIN BOON  DOMAIN


You can learn earth spells if you are You can learn fire spells if you are You can learn hearth spells if you You can learn name spells if you are
also adept with their form and art. also adept with their form and art. are also adept with their form and also adept with their form and art.
art.
You can invoke this boon when You can invoke this boon when You can invoke this boon when
casting an earth spell to gain a casting a fire spell to gain a bonus You can invoke this boon when casting a ame spell to gain a bonus
bonus die. die. casting a hearth spell to gain a die.
bonus die.

PLANT ADEPT SHADE ADEPT WATER ADEPT WYRD ADEPT

BOON  DOMAIN BOON  DOMAIN BOON  DOMAIN BOON  DOMAIN


You can learn plant spells if you are You can learn shade spells if you You can learn water spells if you You can learn wyrd spells if you are
also adept with their form and art. are also adept with their form and are also adept with their form and also adept with their form and art.
art. art.
You can invoke this boon when You can invoke this boon when
casting a plant spell to gain a bonus You can invoke this boon when You can invoke this boon when casting a wyrd spell to gain a bonus
die. casting a shade spell to gain a bonus casting a water spell to gain a bonus die.
die. die.

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