Lorien Trust
Spells and Incantations

 

 

 

The Powers of Incantation.

Incantation magic is a power system based on belief in an Ancestor unlike magic where the caster learns to control the power that they cast incantors ask for the power from the Ancestor they believe in. Ancestors are formed from the belief of thier followers weather this is the memory of a lost loved one or the belief in some named power from the past they are formed from the belief of the very incantors that ask them for power. As there are many types of Ancestors there is more than one type of incantation dark incantation is similar in most ways to incantation it is just the nature of the desired results that is the major difference. the other major difference between magic and incantation is the ability to cooperate the congregation of belief can be used to amplify the desired effect this is known as forming a wedge Incantors and dark Incantors cannot form in each other's wedges. Only incantors can form a dismiss wedge and only dark incantors can form a control wedge.

First Level incantation list.

Befriend

Type: Mind (charm)
Vocals: By the power of the Ancestors I befriend you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet.
Effects: For five minutes, the target treats the caster as if they are the closest of friends. If the caster performs any hostile action against the target (including leading the target into an ambush) the incantation stops working

Reaction: For five minutes, or until the caster performs a hostile action against you, whichever is the shortest period of time, you will treat the caster as your closest friend. You will do anything to help your best friend as long as you do not compromise your character's own personal ethics. Your opinions on anyone other than the incantor are unchanged and you will not approach known or obvious enemies who are standing with or near the incantor who has befriended you. You are the incantor's friend, not that of anyone else with the incantor. You are not aware of being under the effects of a spell,

Confusion

Type: Mind
Vocals: By the power of the Ancestors I confuse you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet.
Effects: The target is confused for thirty seconds. Targets of this incantation can do nothing apart from stand still and look around, trying to focus their minds. They can, however, defend themselves if attacked but cannot attack back until they have been struck.

Reaction: You should stand still, confused and dazed for a slow count of thirty. You can defend yourself if attacked but cannot attack anyone until you have been struck.

Countermagic

Type: Special
Vocals: By the power of the Ancestors I resist that incantation (spell)!
Actions: Tear a level one or two spell card. If cast on someone else, point at or touch the recipient.
Range: 30 feet.
Effects: If cast on yourself this cancels the effects of a level 1 or 2 magic effect (spell or incantation) that has been or is being cast at you. If cast on someone or something else this cancels the effects of a Level 1 magic effect cast on or being cast on the person or item. It will not counter a level 2 effect being cast on someone or something else. You must begin the vocals of this spell within two seconds of the caster finishing the vocals of the spell you wish to counter, otherwise you will take full effect from the spell being cast at you. You cannot use this spell to counter more than one person casting at you at the same time. This spell has no effect on channelling powers (healing or necromantic).

Reaction: You can ignore the effects of the spell or incantation being cast at you.

Cure

Type: Physical
Vocals: By the power of the Ancestors I cure this wound!
Actions: Tear a level one or two spell card. Touch the wounded body location.
Range: Touch
Effects: Cures one point of damage on the indicated body location. This cure is instant and happens as soon as the incantor finishes the vocal. This cure will only work on a being with a living pattern, and cannot be used to cure a fatal wound.

Detect Unliving

Type: Special
Vocals: By the power of the Ancestors I detect unliving!
Actions: Tear a level one or two spell card. Hold up your hand.
Range: 10 foot radius of self.
Effects: Reveals to the caster whether any creatures within ten feet of them,
are unliving.

Reaction: Unliving within ten feet of the incantor must hold up a hand and
say "Yes", or otherwise attract the caster's attention. Any unliving detected
by this incantation are aware that they have been detected. Only the caster is
aware of the detection results; other players around them should role-play
being unaware.

Dismiss Unliving 1

Type: Special
Vocals: By the power of the Ancestors I dismiss you! Rank 1(unless part of a wedge)
Actions: As an individual incantor or as the head of an incantor wedge, point at the target unliving, possessed being or ancestral spirit. Tear a level one or two spell card, or tear all cards contributed by incantors in the wedge. As part of an incantor wedge maintain contact with the incantor in front of you by holding onto their shoulders. All participants in a wedge must pass their card for the dismiss forward to the head of the wedge so that the total dismiss rank can be calculated.
Range: 30 feet.
Effects: Dismisses a single unliving of unliving rank 1. Several incantors can each cast a dismiss unliving (first or second level) within an incantor wedge, focussing the power towards the one incantor at the front (head) of the wedge. This means that the head of the wedge would be casting a dismiss unliving equal to the sum of all the dismiss unliving incantations cast within the wedge. When casting this spell as part of a wedge the head of the wedge must substitute the rank number in the verbal with the total number of dismiss incantor cards used by the wedge. The head of the wedge can break away from the wedge to cast the dismiss unliving but cannot move more than ten feet forward from the rest of the wedge and must complete the casting within ten seconds of breaking away. If the head of the wedge is struck before the incantation is complete the spell will fail as the focus is disrupted.
A countermagic or iron will cannot stop a dismiss unliving. Also due to the dismiss focus of all the wedge members to the head of the wedge this person cannot be affected by any mind affecting spells or powers during the ten seconds in which they must complete the casting.
Reaction: If you are an unliving, possession, or ancestral spirit of a level equal to or below the level of the dismiss being cast, you should fall to the ground. You are dismissed.

Purge Poison

Type: Physical
Vocals: By the power of the Ancestors I purge the poison from this location!
Actions: Tear a level one or two spell card. Touch the patient.
Range: Touch
Effects: Stops alchemical contact poisons from doing any more harm to the patient. Any active effects of the poison are removed instantly but this does not cure or heal any of the damage already done by the poison.

Repel

Type: Physical
Vocals: By the power of the Ancestors I repel you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet.
Effects: The target is forced directly away from the caster's position for ten seconds.

Reaction: You must move quickly away from the caster for a slow count of ten (either turn and move away or, if going backwards, be careful not to trip backwards). Holding on to an object or person will not prevent you from being repelled. Once the duration of the incantation is complete, you can move freely again. Beings with strength can resist a repel but must role-play the resistance and may not move closer to the caster.

Retribution

Type: Physical
Vocals: By the power of the Ancestors I demand retribution! (Repeat)
Actions: Tear a level one or two spell card. Hold your hand above your head.
Range: Self
Effects: For as long as the chant is maintained, every time the caster suffers a wound (not armour damage) from a melee weapon, the attacker receives a point of damage no matter what their protections. The caster is not protected in any way by this spell, and must take a wound for this incantation to have any effect. The wound suffered by the attacker is a through hit and will affect the same location as is hit on the casting incantor. Only one hit is inflicted and no special effects or damages of the blow are transferred. For example, a crush inflicted on the caster will return only a single hit and will not take out the whole location. When the caster is wounded he may break off from the chant long enough to shout 'retribution' at his attacker. The effects of this spell cannot be resisted with countermagic.

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