Packet Color (silver or gray)
Origin World: The Academy Arcane
Spells
Name | Type |
Minor Degrees of Air | Readied (Special) |
Major Degrees of Air | Ward |
Sublime Degrees of Air | Readied (Caster) |
Minor Degree of Fire | Readied (Special) |
Major Degree of Fire | Ward |
Sublime Degree of Fire | Readied (Caster) |
Minor Degrees of Water | Readied (Special) |
Major Degrees of Water | Ward |
Sublime Degree of Water | Readied (Caster) |
Minor Degrees of Earth | Readied (Special) |
Major Degrees of Earth | Ward |
Sublime Degree of Earth | Readied (Caster) |
Names | Duration |
The Theory of Motion | 10 minutes |
The Principle of Intent | 5 minutes |
The Exercise of Freedom | 1 minute |
The Theory of Destruction | 10 minutes |
The Principle of Radiance | 5 minutes |
The Exercise of Control | 1 minute |
The Theory of Change | 10 minutes |
The Principle of Transmutation | 5 minutes |
The Exercise of Adaptation | 1 minute |
The Theory of Permanence | 10 minutes |
The Principle of Identity | 5 minutes |
The Exercise of Resolve | 1 minute |
Progress in the Degrees
Unlike other magical schools, the spells from The Degrees of the Elements have some restrictions on when you can pick certain spells. That is, in order to pick up the Major Degrees of Fire, you have to have the Minor Degrees of fire. In order to pick up the Sublime Degree of Fire, you have to have the Major Degrees. This restriction only applies to individual elements within the school. Rituals are not restricted in any way, and there is no such thing as an “Air” or “Fire” charge; a DotE charge, regardless of the ritual that generated it, can be used for any of the spells in the school that you know.
Wizardly Concentration
Most of the spells within this school have concentration requirements for their casting, but unlike concentration requirements from other schools, casters of the Degrees must spend that required time doing “wizardly” things. That is, they must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, practice their verbals, or some wizardly combination thereof. This process is still Concentration, and besides where Wizardly concentration expressly breaks the rules as noted above, all other restrictions apply:
While concentrating, a character may not speak, use any skills, feats, or abilities, move, attack, or pretty much do anything but focus on the concentration itself. If attacked by spell or weapon, Concentration is automatically broken. Essentially, Concentration is as sensitive to disruption as is the delivering of a Killing Blow.
Many of the rituals in this school involve this sort of concentration, as well, so there is a fuzzier line between performing rituals for the Degrees and meeting individual casting requirements, by design. Nevertheless, doing a ritual, as always, does NOT count for a spell’s concentration requirement.
Only the main casting of a spell from this school requires Wizardly Concentration: activation requirements for the readied effects from this school are treated as normal concentration, as noted in each spell requirement.
Wands
Every single spell from this school must be cast with a Wand designated for the appropriate element: white or transparent for Air, red or orange for Fire, blue or aqua for Water, brown or black for Earth. A wand’s color defines its element, and a wand may not be used to cast spells outside of its element. Wands are tagged, in game items with a value: they are made with Jewelcraft (specialty 1) and cost 3 production. Wands must be from 6-12″, and are treated basically as props: that is, under no circumstances can they be used in combat directly in any way. Wands can be broken just as any held item, and are repaired in just the same way, though obviously they cannot be the target of Weapon Break maneuvers. Wands are not inherently magical.
Wards
Unlike ward spells from other schools, wards from DotE do not allow the caster to burn them for a free instance of the main ward effect. In addition, they have Wizardly Concentration requirements (Air & Fire: 1 minute, Water & Earth: 5 minutes). The ward spell for each element, however, is the foundation for the Major Degree of that element, and as such it gets three unique “burn” effects that each have verbal components like a standard casting or activation. All other rules for Wards apply as normal, and of course they can be used to defend against packet effects by spending charges, as normal. Any packet-based damaging “burn” effects from wards are treated as instants, for the purposes of Arcane Might and the like.
Empowered
As noted in the main writeup for this school, casters must choose empowered spells of the same element in order, just as they must choose spells in the same element normally. That is, in order to get the empowered version of Major Water, the caster must have the empowered version of Minor Water, and in order to get the empowered version of Sublime Water, they must have the empowered version of Major Water, as examples. Because of this restriction, this means that the empowered versions of Major and Sublime spells are commensurately more powerful than the empowered versions of spells in other schools.
Minor Empowered Degrees An empowered minor degree spell is cast at 2 Mastery. In addition, the magician must pick three of the cantrips of that spell, which then become enhanced in specific ways. This choice is permanent and irrevocable: only the three that are chosen are cast as empowered versions.
Major Empowered Degrees Each major degree has its basic ward effect enhanced, as well as all three of its burn effects.
Sublime Empowered Degrees Sublime degrees, once empowered, simply have their per day restriction eliminated.
Spells
Minor Degrees of Air
Type – Readied (special)
Requirements
This spell must be cast while brandishing a white or transparent wand, as must each individual effect. Each cantrip has its own additional requirements as noted below.
During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, practice their verbals, or some wizardly combination thereof.
Casting Verbal
“To the little sylphids, the sprites of wind, and all creatures that take to wing, I call with (Mastery)-fold skill and craft, for I hold mastery over the minor degrees of air!”
(after 1 minute of concentration)
Activation Verbals
(see below)
Description
Once cast, this spell grants the caster a number of activations equal to their Mastery, which can be used to create any of the following effects. Note that the activation verbal for each effect (cantrip) simply consists of its name.
Empowered: This spell is cast at +2 Mastery.
“The Call of the Restless Wind” (packet, after 3 seconds of concentration)
Once activated, the caster must throw a packet to a location they would like to travel. They then transform into a puff of wind, go Out of Play (placing their hand on their head), and move as fast as they can to the location of their packet. They reappear when they reach their destination, and must say “I appear” in a loud voice when doing so. This spell may be used to enter areas affected by a Circle, Wall, or other effect that would otherwise prevent such. Note that this packet effect is immediately disrupted if it hits a person, being, or creature, whether living or dead, preventing the caster’s transportation. This spell may not be cast if the caster is holding anything other than their Wand of Air.
Empowered: This cantrip no longer requires a 3 second concentration count and may be cast without a wand. In addition, the caster may hold items normally.
“Gazamok’s Mundane Silence” (packet, after 3 seconds of concentration)
This packet effect renders its target Wordless for 1 minute as a Mental condition. While in this state, they may not vocalize or call Feats of Charisma of any kind, nor continue any Charisma-enhanced speech. Spell verbals are unaffected, however, as are Inspired Performances, and anyone of Charisma 2 or higher is categorically immune to this spell (“no effect”).
Empowered: This cantrip no longer requires a 3 second concentration count and may be cast without a wand. In addition, while the caster is maintaining Minor Degrees of Air, they are entirely immune to Feats of Charisma of all sorts.
“The Charm of Abridged Confinement” (touch, after 3 seconds of concentration)
If cast on a target suffering the Stillness and/or the Caged conditions, those conditions are each reduced by one. The enchantment remains upon the recipient until they are fully healed from these conditions, and thus it cannot be used again on the same target until then.
Empowered: This cantrip may be cast without a wand. In addition, the cantrip may be cast multiple times on the same target without restriction. While Minor Air is being maintained, the caster is immune to the
Stillness and Caged conditions.
“The Charm of Dexterous Jugglery (touch, after 3 seconds of concentration)
A willing recipient of this spell gains the Thrown Proficiency ability for 3 attacks (hit or miss) with thrown weapons. At sunset, this enchantment ends even if it has uses remaining. This spell has no effect on those who already have the ability, nor will it stack with itself.
Empowered: This spell may be cast without a wand. While under the effects of this enchantment, the caster counts as having Thrown Proficiency and adds 1 to the damage of all Thrown Weapon Power Strikes they call, if
able.
“The Charm of the Darting Sparrow” (touch, after 3 seconds of concentration)
This effect grants its recipient a single resist against a Slow effect, which lasts until used or for one event, whichever comes first. This spell may not stack with itself, as with most enchantments.
Empowered: This cantrip may be cast without a wand. While under the effects of this enchantment, the caster is immune to Bind/Shackle/Slow effects.
“Undal’s Shielding Gust” (touch, after 3 seconds of concentration)
A willing recipient of this spell gains an enchantment that, when expended, allows them to call Reduce on any single missile or thrown attack that hits them, meaning they take only 1 damage from that attack. This enchantment lasts until sunset or until it is expended, whichever comes first.
Empowered: This cantrip may be cast without a wand. While under the effects of this enchantment, the caster gains Threshold 1 vs. all thrown or missile attacks that strike them, where applicable. Note that threshold is checked before reduction effects can be applied.
“Arolo’s Momentary Respite” (touch, after 3 seconds of concentration)
The recipient of this effect simply restores 1 Vitality if they have exactly 0 currently. This spell has no effect on someone lacking a maximum Vitality value.
Empowered: This effect may be cast without a wand and the 0 Vitality restriction is removed. While Minor Degrees of Air is active, the caster gains the Combat Fitness ability.
“The Charm of Arrow Command” (touch, after 3 seconds of concentration)
The recipient of this enchantment may expend it during a Hold to gather up to 3 arrows or bolts (saying “Arrow Command”), though they may not call holds for such a purpose. This enchantment lasts until expended or until sunset, whichever comes first, and does not stack with the Crack Shot ability.
Empowered: This cantrip may be cast without a wand. While under the effect of this cantrip, the caster may use it without expending it and they add 1 to the damage of all Power Strikes they call with a Missile weapon, if applicable.
“Maulk’s Cooling Pillow” (touch, after 3 seconds of concentration)
This casting enchants a length (at least 1′) of white ribbon such that if it is placed within a pillow, then anyone who sleeps upon that pillow for at least an hour, upon waking, may immediately activate any meditative ritual they know, regardless of their other requirements. In order to do so, they must yawn and stretch luxuriantly, saying the name of the ritual in a normal voice. The enchantment remains potent until sunset, but is immediately lost if the ribbon is removed.
Empowered: This cantrip may be cast without a wand. If the caster uses the enchantments effects, they may activate any three meditative rituals they know instead of one upon a single instance of waking.
Major Degrees of Air
Type – Ward
Requirements
This spell must be cast while brandishing a white or transparent wand, as must each individual effect. Each burn effect has its own additional requirements as noted below. During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, practice their verbals, or some wizardly combination thereof.
Casting Verbal
“By the reach of the everlasting sky, the winds of all the cardinal directions, and by the living breath that dwells within me, I claim (Mastery)-fold dominion over the Major Degrees of Air!”
(after 1 minute of concentration)
Description
With this spell up, a caster may “burn” a Degrees of the Elements charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as “Ward,” when activated. Alternately, they may “burn” the ward itself to create one of the effects below. Note that each burn effect requires a verbal that can be “flubbed” just like any normal spell casting or activation, and that that verbal simply consists of the effect’s name. A character may have only one ward up at a time, and they last for one event or until expended, whichever comes first.
Empowered
This spell no longer has a concentration requirement and may be burned for a basic ward effect.
“Lukhaf’s Call of (mastery)-fold lightning” (packet)
This packet effect simply does the caster’s Mastery in Lightning damage to anyone it hits.
Empowered: This effect may be activated simply by spending a DotE charge, which will not drop the ward.
“Gurandow’s Charm of Absolute Freedom” (caster)
This enchantment simply renders the caster immune to bind, shackle, and slow effects for a number of hours equal to their Mastery. The effect ends prematurely if they ever have more than one limb wound.
Empowered: This effect may be activated simply by spending a DotE charge, and this will not drop the ward. While this enchantment is up, the caster also becomes immune to blindness, stillness, caging, and paralysis.
“Brighella’s Charm of Adroit Swiftness” (caster)
When caster uses this effect, they becomes Hasted. They must move at least a jog, or else the effect ends. Also, if a hasted character attacks someone or uses abilities other than defensive maneuvers, the effect immediately ends. Hasted characters cannot be chased by anyone who isn’t hasted, nor can they be blocked from escaping an area. Hasted characters must say “Haste” with every stride they take while near someone who could hear them.
Empowered: This effect may be activated simply by spending a DotE charge, and this will not drop the ward. When activated, the caster gains their Mastery in Dodge effects. When the Haste expires, the extra dodges are lost.
Sublime Degree of Air
Type – Readied (Touch)
Requirements
This spell must be cast while brandishing a white or transparent wand. The caster must conspicuously bear a large pendant that represents their mastery of the degrees of air (check with staff for appropriate representations), or this spell cannot be cast. The pendant must be a Simple Necklace, at the very least.
In order to remain Invisible, the recipient must keep their flattened palms together, raised over their head, or the spell ends immediately. Nothing can be held while maintaining this gesture, meaning the recipient must drop all held items in order to activate the effect. The caster must inform recipients of the requirements and limitations of this spell as it is granted to them, if asked.
Casting Verbal
“Through the (Mastery)-fold principles of action, the indwelling of spirit that is the essence of all being, and with sure knowledge of my own freedom, I accept mastery over the Sublime degree of air.”
Activation Verbal
“By the sublime degree of air, I disappear into nothingness!”
Description
The sublime degree of air may only be cast once per day. Once this spell is cast, the caster gains a number of activations equal to their Mastery. When the activation verbal is spoken and an activation spent, the willing recipient of the spell gains an enchantment that they may “burn” at any time in order to become Invisible, saying “Invoke invisibility” as they do so. If the enchantment is not used, it lasts until sunset, and of course will not stack with itself. While invisible , a character cannot be attacked or directly sensed in any way (even through sound), however, they can only make a limited number of steps. Under the effects of this spell, taking more than 10 steps will end it prematurely. Perceptive characters, though they cannot spend a Feat of Perception to discover the Invisible, will still know that something is not quite right in their general area. However, a Heroic Feat of Perception will cause an invisible character to appear instantly. Invisible characters may not block entrances or deliberately intercept attacks for others, nor otherwise interpose themselves as if they were a barrier. Those under this spell become visible if they run, attack, cast/use a spell, speak, or drop the required gesture. When this effect ends, for whatever reason, the user must announce “I Appear” in a loud voice.
Empowered: This spell no longer has a per day limitation.
Minor Degrees of Fire
Type – Readied (special)
Requirements
This spell must be cast while brandishing a red or orange wand, as must each individual effect. Each cantrip has its own additional requirements as noted below. During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, practice their verbals, or some wizardly combination thereof.
Casting Verbal
“To the cruel salamanders, the hellions of perdition, and all things that burn unceasingly, I call with (Mastery)-fold skill and craft, for I hold mastery over the minor degrees of fire!”
(afar 1 minute of concentration)
Activation Verbals
(see below)
Description
Once cast, this spell grants the caster a number of activations equal to their Mastery, which can be used to create any of the following effects. Note that the activation verbal for each effect (cantrip) simply consists of its name.
Empowered: This spell is cast at +2 Mastery.
“Delwyn’s Lesser Combustion (packet, after 3 seconds concentration)
This packet effect does 1 fire damage to its target whenever it is activated and thrown. The caster may hold nothing in their hands save for their wand, or the effect may not be activated.
Empowered: This cantrip no longer has a concentration requirement and may be cast without a wand. The caster may hold objects without restriction.
“Haxep’s Twinned Phosphorescence” (touch, after 3 seconds concentration)
This cantrip enchants the magical light created by a Phosphor such that an exact duplicate is produced and immediately activated. Note that the duplicate phys rep must be the same color as the original. This spell may only be used on a light generated by a Phosphor, and only once per specific use of that formula. This spell must be activated within one minute of the original phosphor’s use, or it has no effect.
Empowered: This cantrip may be cast without a wand. The caster may activate its effects on any currently active magical light, from any source, without a time restriction.
“Call of the Eldritch Spark” (touch, after 3 seconds of concentration)
The recipient of this enchantment may expend it to cast their next spell at +1 Mastery, but only if they are within the confines of a Place of Power. Once expended, the caster has 1 minute to cast a spell, or the effect is lost. The effect is also lost if they leave the place of power before casting their spell.
Empowered: This cantrip may be cast without a wand. When the caster receives this effect, they may leave the place of power without dropping it and they instead gain 1 Mastery until sunset as a standard enchantment.
“Tiban’s Baleful Pyre” (touch, after 3 seconds of concentration)
If cast on a non-mutilated corpse of any real substance, this enchantment mutilates it and instantly allows the caster to generate a green magical light (glowstick) from the burning body. The light persists until it burns out or is turned off (for non-chemical glowsticks), or for one event, whichever comes first. If the caster does not produce the light within one minute of casting this spell, or if they leave the corpse before doing so, the enchantment fades.
Empowered: This cantrip may be cast without a wand. The caster may cast this cantrip on themselves as an enchantment that allows them to use any active magical light as a Wand of Fire, until sunset.
“Charm of the Thoughtful Candle” (touch, after 3 seconds of concentration)
This casting enchants a small red candle such that the next time it is lit, if held by one of the participants in an investigation, it will spontaneously generate a free Feat of Learning, assuming the total number of feats otherwise called is less than 6. Note that Greater and Heroic Feats count as 2 and 3 basic feats, respectively. Once the candle is lit and the enchantment expended, the investigation must start within 1 minute, or the effect fades. If the candle goes out during the investigation, the investigation magically fails. If the candle is not activated by sunset, the enchantment ends.
Empowered: This cantrip may be cast without a wand. While Minor Fire is active, if the caster participates in any investigation that uses a thoughtful candle, it generates three feats of learning instead of one, and the total number is no longer restricted.
“Charm of the Infernal Machine” (touch, after 3 seconds of concentration)
This casting enchants a Fire Trap such that it gains the Magnified attribute for one event, or until used, whichever comes first. Note this ability on the trap and cabin notes, where applicable. This spell may only be cast on a Fire Trap that has already been set, and may not stack with itself. Magnified Fire Traps do 5 fire damage to the torso of all within 10 feet of their origin.
Empowered: This cantrip may be cast without a wand. The caster may, as an additional effect, cast it as a touch effect on someone in order to restore one of their uses of Contrivance. A person may benefit from this latter effect no more than once per day, and it obviously has no effect on someone without the Contrivance ability.
“Santari’s Boiling Blood” (caster, after 3 seconds of concentration)
This cantrip enchants the blood from a fresh limb wound born by the caster, allowing them to call a single Fire Strike 2 with any weapon. A wound can only be enchanted once; beyond this, in order for that limb to again become a target for this spell, it has to be healed and then wounded again. The caster may only have one instance of this enchantment up at a time, and it lasts until sunset or it is expended, whichever comes first. If the limb is healed before the enchantment is spent, the effect is lost.
Empowered: This cantrip may be cast without a wand. In addition, a current limb wound may be enchanted and used any number of times, though the caster may still only have one instance of this effect active.
“Tun-Ye’s Impervious Robes” (touch, after 3 seconds of concentration)
This spell enchants a robe-wearer who may expend the effect to call Reduce on an instance of fire damage that targets them, meaning they take only 1 point of damage from it. If unexpended, the enchantment lasts until Sunset. Tun-Ye’s Impervious Robes also ends if the wearer takes off their robes for any reason.
Empowered: This cantrip may be cast without a wand. If the caster bears this effect, they gain Threshold 2 vs. all fire damage while it is active. Note that the enchantment may still be expended to call a reduce, and that threshold is always checked before reduction effects.
“Zer’s Feverish Purification” (touch, after 3 seconds of concentration)
If cast on a target suffering the Poisoned and/or the Diseased conditions, those conditions are each reduced by one. The enchantment remains upon the recipient until they are fully healed from both conditions, and thus cannot be used again on the same target until then.
Empowered: This spell may be cast without a wand. In addition, the cantrip may be cast multiple times on the same target without restriction. While Minor Fire is being maintained, the caster is immune to the Poison and Disease conditions.
Major Degrees of Fire
Type – Ward
Requirements
This spell must be cast while brandishing a red or orange wand, as must each individual effect. Each burn effect has its own additional requirements as noted below. During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, practice their verbals, or some wizardly combination thereof.
Casting Verbal
“By the burning suns of all the worlds, the ancient gift of flame that both nurtures and consumes, and by the spark of life itself, I claim (Mastery)-fold dominion over the Major Degrees of Fire!”
(after 1 minute of concentration)
Description
With this spell up, a caster may “burn” a Degrees of the Elements charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as “Ward,” when activated. Alternately, they may “burn” the ward itself to create one of the effects below. Note that each burn effect requires a verbal that can be “flubbed” just like any normal spell casting or activation, and that that verbal simply consists of the effect’s name. A character may have only one ward up at a time, and they last for one event or until expended, whichever comes first.
Empowered: This spell no longer has a concentration requirement and may be burned for a normal ward effect.
“Belmede’s Charm of (Mastery)-fold Conflagration” (packet)
This effect simply does the caster’s Mastery in fire damage to anyone it hits.
Empowered: This effect may be activated simply by spending a DotE charge, which will not drop the ward.
“Cy-Vin’s Incantation of the Agonizing Cautery” (touch)
This grim enchantment immediately Stabilizes a critical character, awakening them to excruciating pain–they must cry out unless they spend a Feat of Will or Toughness, or are Tenacious or Stoic. They then receive a single level of enhanced healing, but their healing reduction is capped at 30 minutes, and no effect outside of a Miracle Cure can ameliorate this. This effect persists until the character dies or is fully healed.
Empowered: This effect may be activated simply by spending a DotE charge, and this will not drop the ward. While the Major Degrees of Fire is up, the caster counts as having Healing 1 if they dont already and may use a wand of fire as a full healing kit.
“Arllechino’s Charm of Ferocious Temerity” (caster)
This effect renders the caster immune to Strength Drain for a number of hours equal to their Mastery. The enchantment ends prematurely if they are successfully targeted by a Fear effect, or are rendered Unconscious or Critical.
Empowered: This effect may be activated simply by spending a DotE charge, and this will not drop the ward. While this enchantment is active, the caster gains a 1 damage bonus to all Power Strikes they call with any weapon, if able.
Sublime Degree of Fire
Type – Readied (packet)
Requirements
This spell must be cast while brandishing a red or orange wand. The caster must conspicuously bear a large pendant that represents their mastery of the degrees of fire (check with staff for appropriate representations), or this spell cannot be cast. The pendant must be a Simple Necklace, at the very least.
Casting Verbal
“Through the (Mastery)-fold principles of destruction, the ceaseless hunger that is the essence of all being, and with sure knowledge of my own authority, I accept mastery over the Sublime degree of fire.”
Activation Verbal
“By the sublime degree of fire, know the pain of seven hells!”
Description
The sublime degree of fire may only be cast once per day.
Once this spell is cast, the caster gains a number of activations equal to their Mastery. This packet effect does 7 fire damage to its target whenever it is activated and thrown.
Empowered: This spell no longer has a per day limitation.
Minor Degrees of Water
Type – Readied (special)
Requirements
This spell must be cast while brandishing a blue or aqua wand, as must each individual effect. Each cantrip has its own additional requirements as noted below. During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, or some wizardly combination thereof.
Casting Verbal
“To the fair ondines, the tricksome selkies, and all the curiosities of the deep, I call with (Mastery)-fold skill and craft, for I hold mastery over the minor degrees of water!”
(after 1 minute of concentration)
Activation Verbal
(see below)
Description
Once cast, this spell grants the caster a number of activations equal to their Mastery, which can be used to create any of the following effects. Note that the activation verbal for each effect (cantrip) simply consists of its name
Empowered: This spell is cast at +2 Mastery.
“Hodera’s Lesser Transmutation” (touch, after 3 seconds of concentration)
This enchantment magically transforms a Panacea or Antivenom into a Healing dose. This casting lasts for one minute or until used; if it expires without being used, the formula is lost.
Empowered: This cantrip may be cast without a wand. If the caster activates this cantrip while using a Panacea, Antivenom, or Healing Dose on someone, they increase their normal effectiveness: Healing Doses grant 2 levels of enhanced healing, while Panaceas and Antivenoms reduce disease and poison by 6 , respectively. Formulas that have been transformed by the basic effect of this cantrip will benefit from the empowered effect if the caster is the one to apply them.
“Charm of the Smiling Drunkard” (touch, after 3 seconds of concentration)
This cantrip enchants an Intoxicated character such that they gain a level of Enhanced Healing until the drunkenness fades. This effect will not stack with itself.
Empowered: This cantrip may be cast without a wand. Charm of the Smiling Drunkard will directly induce Intoxication and confer a level of enhanced healing on its target. These effects last for one hour, as normal.
“Lemukay’s Rarefied Toxin” (touch, after 3 seconds of concentration)
This cantrip enchants an item/surface/substance recently treated with Poison Draught 2 such that the effect is increased by one degree, meaning a weapon coated with it will call Poison Strike 3, or if used in its contact/ingested form, it inflicts Poison 3 directly. This enchantment must be cast within one minute of the formula being applied in order for it to have any effect, and it will not stack with itself.
Empowered: This cantrip may be cast without a wand. The caster may enchant a poisoned weapon without the one minute time restriction. In addition, the poison increases by 3 rather than by 1, delivering a Poison Strike 5 or a direct poison at level 5.
“Morbidor’s Willing Insanity” (touch, after 3 seconds of concentration)
When cast on someone who has just started Hallucinating, the recipient can end this enchantment at any time to break that hallucination. This enchantment must be cast on someone within one minute of the hallucination effect taking place, or it has no effect.
Empowered: This cantrip may be cast without a wand. This effect will directly cause the Hallucinating condition on its own, while still allowing its recipient to end it at their will.
“Call of the Mercurial Pool” (touch, after 3 seconds of concentration)
This spell enchants a sizable bowl of water such that it reduces a meditation ritual’s time by five minutes for anyone who holds it or somehow actively incorporates it into their meditation during the duration. A meditative ritual that naturally takes 5 minutes will not benefit from this spell. Once enchanted, the bowl maintains its potency until used once, emptied, or sunset arrives.
Empowered: This cantrip may be cast without a wand. The caster may meditate at a bowl enchanted by this spell for 5 minutes in order to activate any DotE ritual that they know. They must announce said rituals name upon completion of their meditation.
“The Charm of Aqueous Feet” (touch, after 3 seconds of concentration)
A willing recipient of this spell gains a single resist against Bind effects, which lasts until used or for one event, whichever comes first. This spell may not stack with itself, as with most enchantments.
Empowered: This cantrip may be cast without a wand. While enchanted by this spell, the caster may burn an activation of Minor Degrees of Water to call a free feat of strength for the purposes of resisting a knockdown effect, removing knockdown from another, breaking free of a bind/shackle/slow effect, or in order to lift and carry a body at full speed.
“The Charm of Precarious Health” (touch, after 3 seconds of concentration)
This spell enchants a Critical character, halting their bleeding count for as long as the caster waves their wand directly above their dying form. The spell ends if either the caster or the patient are struck by a weapon or spell, the caster stops their wand waving, or the patient is somehow stabilized. The caster may only attend to one person at a time.
Empowered: This cantrip may be cast without a wand. This spell simply stabilizes a target when cast upon them, just as if the caster had performed basic aid.
“Vesmyrio’s Staff of Frost” (touch, after 3 seconds of concentration)
This cantrip may only be cast on a staff or greatstaff. The wielder of the staff can expend this enchantment to call “Ice Strike 2” for one attack. The enchantment lasts until used or until sunset, whichever comes first. Like all enchantments, Vesmyrio’s staff of frost will not stack with itself.
Empowered: This cantrip may be cast without a wand. While wielding a staff or greatstaff enchanted by this spell, the caster may expend an activation of Minor Degrees of Water to call Ice Strike 3 for one attack with it. Additionally, they may expend the enchantment to call an Ice Strike 3, as above.
“Vesmyrio’s Gloves of Winter” (touch, after 3 seconds of concentration)
This spell enchants a pair of currently worn gloves such that their wearer may expend the effect to call Reduce on an instance of ice damage that targets them, meaning they take only 1 point of damage from it. If unexpended, the enchantment lasts until Sunset or until either of the gloves are removed.
Empowered: This cantrip may be cast without a wand. If the caster bears this effect, they reduce every instance of ice damage they suffer to 1 as long as the enchantment is up. As always, this effect is called as Reduce” whenever applicable.
Major Degrees of Water
Type – Ward
Requirements
This spell must be cast while brandishing a blue or aqua wand, as must each individual effect. Each burn effect has its own additional requirements as noted below.
During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, practice their verbals, or some wizardly combination thereof.
Casting Verbal
“By the endless, primordial oceans, the moon-driven tides that mark our days, and by the blood that flows within these hands, I claim (Mastery)-fold dominion over the Major Degrees of Water!”
(after 5 minutes of concentration)
Description
With this spell up, a caster may “burn” a Degrees of the Elements charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as “Ward,” when activated. Alternately, they may “burn” the ward itself to create one of the effects below. Note that each burn effect requires a verbal that can be “flubbed” just like any normal spell casting or activation, and that that verbal simply consists of the effect’s name. A character may have only one ward up at a time, and they last for one event or until expended, whichever comes first.
Empowered: This spells concentration requirement is reduced to 1 minute and it may be burned for a normal ward.
“Pulcinella’s Charm of the False Surgeon” (caster)
This effect enchants the caster such that they may use any Wand of Water as a full Healing Kit for a number of hours equal to their Mastery. For the duration, they function as if they had level 1 in the healing skill for all purposes if they do not already possess it. This effect ends immediately if someone uses an ability from the Healing skill on the caster.
Empowered: This effect may be activated simply by spending a Dote charge, which will not drop the ward. The caster functions as if they had healing 3 rather than healing 1. If the caster actually possesses the healing skill at level 3 or greater, this spell instead adds 3 to their treatment level for the duration.
“Neristria’s Charm of the Inexorable Tide” (caster)
This effect renders the caster immune to Will Drain for a number of hours equal to their Mastery. The enchantment ends prematurely if they are successfully targeted by persistent condition of any kind.
Empowered: This effect may be activated simply by spending a DotE charge, which will not drop the ward. The caster becomes entirely immune to mental effects while under this enchantment.
“Eleem’s Incantation of Gentle Mastery” (caster)
Until sunset, the caster gains +1 to their Mastery as a standard enchantment, meaning it will not stack with itself or other mastery enchantments of the same duration. The enchantment ends prematurely if the caster uses a packet-based effect of any kind.
Empowered: The mastery bonus from this spell increases by 1.
Sublime Degree of Water
Type – Readied (touch)
Requirements
This spell must be cast while brandishing a blue or aqua wand. The caster must conspicuously bear a large pendant that represents their mastery of the degrees of water (check with staff for appropriate representations), or this spell cannot be cast. The pendant must be a Simple Necklace, at the very least.
Casting Verbal
“Through the (Mastery)-fold principles of change, the font of creation that is the essence of all being, and with sure knowledge of my own transience, I accept mastery over the Sublime degree of water.”
Activation Verbal
“By the sublime degree of water, you are created anew.”
(after 3 seconds of concentration)
Description
The sublime degree of water may only be cast once per day.
Once this spell is cast, the caster gains a number of activations equal to their Mastery. If activated on a Critical target, the recipient is immediately stabilized as if they had just received Perfect Aid, meaning they will fully heal in 5 minutes, and any sort of healing enhancement will reduce this to a 1 minute recovery time.
Empowered: This spell no longer has a per day limitation.
Minor Degrees of Earth
Type – Readied (special)
Requirements
This spell must be cast while brandishing a brown or black wand, as must each individual effect. Each cantrip has its own additional requirements as noted below.
During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, or some wizardly combination thereof.
Casting Verbal
“To the helpful gnomes, the towering giants, and all the beasts of the field, I call with (Mastery)-fold skill and craft, for I hold mastery over the minor degrees of earth.”
(after 1 minute of concentration)
Description
Once cast, this spell grants the caster a number of activations equal to their Mastery, which can be used to create any of the following effects. Note that the activation verbal for each effect (cantrip) simply consists of its name.
Empowered: This spell is cast at +2 Mastery.
“Oskolar’s Leaden Boots” (touch, after 3 seconds of concentration)
The recipient of this enchantment, who must be wearing footwear of some kind, gains a Knockdown resist. This resist lasts until used, the recipient removes their footwear, or for one event, whichever comes first, and like all enchantments it cannot stack with itself.
Empowered: This cantrip may be cast without a wand. While enchanted by this spell, the caster is entirely immune to knockdown effects and they may expend a use of Minor Degrees of Earth to call reduce on any melee, thrown, or missile attack that strikes a leg.
“The Charm of Gravel Skin” (touch, after 3 seconds of concentration)
This casting grants its recipient 1 point of magical protection, assuming they have no current Resilience whatsoever. If at any time they gain additional resilience, the enchantment ends. This enchantment lasts until used or until Sunset, whichever comes first, and it will not stack with itself or other sources of protection, instead simply replacing the original effect.
Empowered:This cantrip may be cast without a wand and is no longer restricted to targets with zero current resilience.
“Brumblestom’s Mighty Thews” (touch, after 3 seconds of concentration)
The recipient of this enchantment may expend it to lift and carry a body or hold a door closed just as if they had spent a basic Feat of Strength. The enchantment lasts until sunset or until used, whichever comes first, and will not stack with itself.
Empowered: This cantrip may be cast without a wand. If the caster is enchanted by this spell, they may expend a use of Minor Degrees of Earth to call a basic Feat of Strength for any of its normal effects save for calling a Power Strike. Additionally, they may expend the enchantment for a single feat of strength, as above.
“Zu-Bren’s Graceful Hammer” (touch, after 3 seconds of concentration)
This cantrip enchants a Repair Kit such that the user of it can expend the effect while repairing a suit of armor, and upon completion of that repair, any armor the crafter happens to be wearing themselves is repaired as well. The enchantment lasts until sunset or until it is used, and will not stack with itself.
Empowered: This cantrip may be cast without a wand. If the caster uses a repair kit enchanted by this spell, they may expend the enchantment to increase the point value of the armor they are fixing by 1 once the repair is complete, instead of the standard effect. This enhanced value is lost the next time the armor is repaired or restored without the benefit of the above effect, and obviously will not stack with itself.
“The Charm of the Dryad’s Thumb” (touch, after 3 seconds of concentration)
The recipient of this enchantment gains the Forage ability, which lasts until they pick a single herb or until sunset, whichever comes first. This casting has no effect on those already possessing the Forage ability.
Empowered: This cantrip may be cast without a wand. As long as they are under the effects of this enchantment, the caster gains Survival 1. If the caster already explicitly has the Survival skill, they instead add 2 to their Exploration for the duration of the enchantment as a non-stackable effect.
“Tunaat’s Healing Hands” (touch, after 3 seconds of concentration)
This enchantment adds 1 to the Treatment level of a willing recipient, and it lasts until sunset. Note that this cantrip has no effect on those who do not possess the Healing skill, and it will not stack with itself.
Empowered: This cantrip may be cast without a wand and its treatment bonus increases to 3. Anyone under the effects of this spell, when using an Aid ability, grants a level of enhanced healing just as if they had called a Feat of Empathy.
“Tunaat’s Living Needle” (touch, after 3 seconds of concentration)
This spell enchants a blade of grass to serve as a full Healing Kit for one application of aid or treatment. If unused, the enchantment expires after one minute passes, otherwise it will persist for the duration of the action.
Empowered: This cantrip may be cast without a wand. The caster may target themselves or others with this spell, generating an enchantment which lasts until sunset and which allows the recipient to use any blade of grass as a full healing kit for the duration, assuming they have some form of the Healing skill.
“Gyron’s Selective Honing” (touch, after 3 seconds of concentration)
This cantrip enchants a small whetstone or polished rock such that it may be used to hone a bladed melee or thrown weapon. After using the stone on the weapon, which takes 1 minute of concentration, it may be used by anyone to call Power Strike 2 for one attack, at will. The enchantment lasts on the whetstone until used or until sunset, as does the enchantment on the blade. Neither effect can stack with themselves.
Empowered: This cantrip may be cast without a wand. If the caster uses a weapon that bears a sharpening effect from this spell, they may add 1 to any Power Strikes they call with that weapon, where applicable, for as long as the enchantment persists. If the caster expends the enchantment for its normal effect, the power strike is enhanced just as above.
“The Charm of the Fastidious Tinker” (touch, after 3 seconds of concentration)
This cantrip enchants a locked door such that it takes 1 more feat of strength to break it, of a type appropriate for the complexity of the lock. Note this spell on the cabin notes. This enchantment lasts for one event or until the lock is broken, whichever comes first, and it will not stack with itself.
Empowered: This cantrip may be cast without a wand and it adds 3 to the number of required feats, rather than 1. In addition, the enchantment persists even if the lock is broken, though of course it has no effect until the lock is repaired.
Major Degrees of Earth
Type – Ward
Requirements
This spell must be cast while brandishing a brown or black wand, as must each individual effect. Each burn effect has its own additional requirements as noted below. During the concentration requirement of the main casting, the caster must read a book or scroll, make complex passes with their wand, consult a crystal ball, perform sleight of hand, practice their verbals, or some wizardly combination thereof.
Casting Verbal
“By the ageless stones of the world, the humble clay to which all living things return, and by my very bones themselves, I claim (Mastery)-fold dominion over the Major Degrees of Earth!”
(after 5 minutes of concentration)
Description
With this spell up, a caster may “burn” a Degrees of the Elements charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as “Ward,” when activated. Alternately, they may “burn” the ward itself to create one of the effects below. Note that each burn effect requires a verbal that can be “flubbed” just like any normal spell casting or activation, and that that verbal simply consists of the effect’s name. A character may have only one ward up at a time, and they last for one event or until expended, whichever comes first.
Empowered: This spells concentration requirement is reduced to 1 minute and it may be burned for a normal ward.
“Jingosa’s Charm of the Indolent Laborer” (caster)
This effect enchants the caster such that they may use any Wand of Earth as a full Repair Kit for a number of hours equal to their Mastery. For the duration, they function as if they had Basic Repair if they do not already possess it. This enchantment will end prematurely if the caster Breaks or Shatters an object or has an item they are holding suffer those conditions.
Empowered: This effect may be activated simply by spending a DotE charge, which will not drop the ward, and the caster instead functions as if they had Advanced Repair.
“Pedrolino’s Incantation of the Unflappable Mein” (caster)
This effect renders the caster immune to Stun and Stillness for a number of hours equal to their Mastery. Additionally, it allows the caster to respond to Inspiration effects from those that are not their allies. This enchantment ends if the caster fails to respond approvingly to any inspired performance they witness, regardless of source.
Empowered: This effect may be activated simply by spending a DotE charge, which will not drop the ward. As additional effects, the caster is entirely immune to Feats of Charisma of any level, and they restore an additional feat anytime they respond to an Inspiration.
Oskolar’s Charm of the Iron Spine” (caster)
This spell increases the caster’s maximum Vitality by 1 for a number of hours per Mastery. This spell ends if the caster falls asleep for more than 1 minute or is rendered Unconscious. This spell will not stack with itself or other sources of magical Vitality enhancement.
Empowered:This effect may be activated simply by spending a DotE charge, which will not drop the ward, and its vitality bonus increases to 2.
Sublime Degree of Earth
Type – Readied (touch)
Requirements
This spell must be cast while brandishing a brown or black wand. The caster must conspicuously bear a large pendant that represents their mastery of the degrees of earth(check with staff for appropriate representations), or this spell cannot be cast. The pendant must be a Simple Necklace, at the very least.
Casting Verbal
“Through the (Mastery)-fold principles of stability, the irreducible core that is the essence of all being, and with sure knowledge of my own determination, I accept mastery over the Sublime Degree of Earth.”
Activation Verbal
“By the Sublime Degree of Earth, all shall endure.”
(after 3 seconds of concentration)
Description
The sublime degree of Earth may only be cast once per day.
Once this spell is cast, the caster gains a number of activations equal to their Mastery. An activation may be expended on a willing target to grant them 5 points of magical protection. This casting is a standard protection effect, which will not stack with itself or other sources of the same.
Empowered: This spell no longer has a per day limitation.
Rituals
The Theory of Motion
10 minutes
Sit and meditate with eyes open, holding a large feather, turning it in your hands.
The Principle of Intent
5 minutes
Engage in Wizardly Concentration involving a Wand of Air.
The Exercise of Freedom
1 minute
Intently follow a flying insect as closely as possible, make grand gestures with a Wand of Air while athletically moving, or engage in a stately dance with a partner, accompanied by music.
The Theory of Radiance
10 minutes
Sit and meditate with eyes open, holding a lit candle or magical light. If the candle goes out, it may be immediately relit without the ritual failing.
The Principle of Control
5 minutes
Engage in Wizardly Concentration involving a Wand of Fire.
The Exercise of Destruction
1 minute
Deliberately destroy some personal object (it must be a tagged item). While doing this, explain why losing the item is freeing in some fashion. This ritual does not require an audience.
The Theory of Change
10 minutes
Sit and meditate with eyes open, idly working a three dimensional puzzle with your hands, or while pouring water from one container to another.
The Principle of Transmutation
5 minutes
Engage in Wizardly Concentration involving a Wand of Water.
The Exercise of Adaptation
1 minute
Describe to a friend or trusted confidant the foolishness of a position you hold very strongly, and the ways and means by which you must change your outlook in order to change this position. The friend must give useful advice of some substance, and cannot leave your presence, or the ritual fails. Alternately, you may lecture a group of at least 6 people as to the specific problems they have caused due to rigid, conservative thinking; if you are interrupted or anyone leaves your presence, the ritual fails.
The Theory of Permanence
10 minutes
Sit and meditate on the ground or floor, holding in your lap a stone which measures at least 5″ across in its smallest dimension.
The Principle of Identity
5 minutes
Engage in Wizardly Concentration involving a Wand of Earth
The Exercise of Resolve
1 minute
Hold a “plank” without touching the ground or floor with anything other than your arms and feet.