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Highbridge IV Regional Magic

The following spells are available as regional magic at this event. Casters may not "buy down" if they do not like a given spell, only because they would be forced to have more than one learning of an unlimited use spell. Some circles offer more than one choice.

Any spell-caster may trade any seventh circle spell for one of the seventh circle regional spells, at check in (or on completing grandfathering).

Regional List:


1. Comprehend Magic Script
2. Arcane Awareness
3. Precipitous and Unplanned Total Thaumic Energy Reversion
3. Hermetic Alarum
4. Tongue of Truth
5. Sigils of Summoning
6. Personal Accident Reversion Sequence
7. Wizardly Senses
7. Force of Magic
7. Greater Ritual Casting

Special Note: If they know the proper ritual, any character may perform the "Rite of AshKente," without requiring an Intervention or Greater Ritual Casting. This is still not advised.

1. Comprehend Magic Script
Uses: 6
Casting Time: 30 minutes focusing on target text.

This spell allows the caster to understand a magical script, such as a scroll. It does not affect mundane runes that the caster simply doesn't understand. The casting time must be spent focusing on the target object. The caster must not speak, cast other spells, or engage in combat or physical activity while casting. They may eat.

2. Arcane Awareness
Uses: 3
Active Component: Meditate (see below)

The caster begins the spell by meditating quietly, and counting out seconds. Once they stop meditating, they should report this timing to the magic marshal. For every 60 seconds they meditate, up to 300, one fact will be revealed about an object in the room or the immediate area. The first will always be whether an item in the area is magical, the second which item, and then details thereof.

3. Precipitous and Unplanned Total Thaumic Energy Reversion
Uses: 2
Verbal Component: 30 words

This spell allows the caster to immediately cease the casting of a spell or ritual that he has started, safely disposing of the energy built up before it does any (further) harm. The call is, "Nevermind! Resist!" If this spell is cast in response to the death of the caster, the caster still dies but the spell is consumed. This is not possible if the caster was simultaneously killed and scalped.

3. Hermetic Alarum
Uses: Unlimited, one at a time.
Verbal Component: Speak the name of the recipient, the word "Alarum!" the message, and the word "Alarum!" again to a magic marshal.

If the caster dies within the next day, the spoken message will be magically spoken to the named recipient if they are within one mile of the caster.

4. Tongue of Truth
Uses: Unlimited, one at a time
Verbal Component: Ten words and an explanation.

The spell must be cast on a non-hostile, living or undead character. The caster must explain the spell, and confirm that the target understands. They may then ask the target a Yes/No question. The Target must truthfully answer "Yes", "No", "Abstain," or "That doesn't have a Yes or No answer" to each.

5. Sigils of Summoning
Uses: Unlimited, one at a time
Verbal Component: 30 words
Material Component: Seven sigils arranged at intervals around a circle, with room for one left missing. One set of four (as a square) must share something in common, as must the set of three (as a square minus one).

This spell creates a magical circle similar to a circle of protection. Any spell-caster may cast spells into the circle, but not out. Magical effects will not emanate from the circle. Any being summoned into the circle, cannot leave the circle until banished or otherwise dismissed. Any being contacted via a spell cast into the circle cannot appear at the location, or cause harm to the caster or anyone/anything in the area.


6. Personal Accident Reversion Sequence
Uses: Unlimited, one at a time
Active Component: The caster must sit on the ground, or in a comfy chair, with weapons a minimum of 10 feet away when casting this spell.

Per the spell Regeneration. The regeneration count only starts if the caster is killed because of a spell or ritual that he cast or participated in.

7. Wizardly Senses
(Passive Ability)

The caster is able to Detect Magic as an unlimited effect. In addition, the caster is aware of all spells cast, and all magic effects active, in the surrounding area. This scales with the power of the spell-- from a pool spell within a few feet, to a seventh circle within a mile, to major magical disruptions at great distance.

7. Force of Magic
Uses: Special

The caster may perform an immediate, simple feat of magic. This should something that can be described quickly, and that takes effect instantly. Then can be no clauses, "If, Then" statements, etc. After using this ability, the caster becomes very weak and loses the ability to cast spells, yell or speak loudly, run, or engage in combat. The strength to do so only returns after one hour, or if the caster rests while eating a full meal (or more) including food or beverage. At this time, the caster may ask the MM if use of this ability is restored or has been spent.

7. Greater Ritual Casting
Uses: 1

This spell functions similarly to the spell Intervention. However, the caster uses his own power, the energy around him, and his skill and knowledge, rather than relying on a higher power. Further, the spell-caster must use a ritual he has seen, been taught, or participated in before; he may not improvise his own ritual.

Created by Janna Oakfellow-Pushee at 03-20-16 10:24 PM
Last Modified by Janna Oakfellow-Pushee at 03-30-16 05:57 PM