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EssenceSpells

ESSENCE

First Circle: Initiate

Veles’ Sight (Know Essence)
R: Touch/Near, D: Conc, T: Pers, A: Non
You can tell what Art a source of magic (aether) is connected to. To the caster, the aether appears to glow with an aura that is appropriate to the Form that the aether is associated with. Animal brown, Water blue, Air violet, Body dark red, Plant green, Fire bright red, Mind orange, Earth dark brown, and Essense silver. Some of the colors are very similar, but are easy to distinguish if the item is held steadily and studied for a few seconds.

Eyes of Isis (Unveil Essence)
R: Near, D: Conc, T: Room, A: Non
This spell can detect the presence of many magical residues, even from weak spells, as well as giving the presence and power of active spells. It does not grant any information apart from the power, however.

Freyja’s Dismissal (Cantrip Essence)
R: Near/Far, D: Inst, T: Ind, A: Inv
This spell immediately disrupts an offensive spell’s effect. It is considered invasive, as it is actively ‘attacking’ the opposing caster (even if they’ve been in effect for a long period). NOTE: Permanent spells already in effect cannot be canceled by this spell.

Second Circle: Apprentice

Hecate’s Mirror (Rule Essence)
R: Close, D: Inst, T: Ind, A: Inv
Cast on another spell while the other spell is being cast, this causes the targeted spell to have the exact opposite of its normal effects. This effect works on spells up to the level of the caster (i.e., a Level Four spell can be opposed only by a Level Four caster). The effects of the inversion are up to the GMs to determine, but the target of the inverted spell usually remains the same as that of the original spell.

Freyja’s Shield (Ward Essence)
R: Touch/Near, D: Inst/Conc, T: Pers/Ind, A: Inv
This spell shields the caster on an individual from the harmful effects of a spell as it is cast (so it is best used as a memorized spell).

Shadows of Anubis (Veil Essence)
R: Touch/Near, D: Inst, T: Pers, A: Non
This spell allows a caster to suppress or alter the aura of a spell that is currently being cast, or which has been cast and is still active. The spell to be shrouded can be up to half the caster’s level.

Third Circle: Disciple

Freyja’s Banishing Wind (Fray Essence)
R: Touch/Near, D: Inst, T: Room, A: Inv
You raise a metaphorical “breeze” that blows the magic away from an area, canceling the effects of any spell there. You can cancel the effects of any spell if, with this spell, you can equal the original caster’s level. If the spell was from a magic item, the value to beat is double the level of the spell.

Hecate’s Sigil (Weave Essence)
R: Touch, D: Year/Perm, T: Ind/Room (Ritual), A: Inv
Hecate’s Sigil places another spell on a given target on hold until that spell is triggered by a simple condition, which is determined when this ritual is cast. The target of the spell must be present for the entire casting ritual. When the condition the caster specifies comes to pass, the suspended spell takes effect.

Only one Sigil can be placed on any one person or object. The level of the Sigil must at least equal the level of the spell held in suspension. You can put multiple spells in the Ward, provided that their combined levels equal the level of the caster. If someone tries to dispel the Sigil and fails, the suspended spell is cast. The Ritual nature of this spell supports the potentially indefinite duration.

A version of this spell with target Room, known as Hecate’s Waiting Spell. It can contain spells up to the level of the caster, and is also a Ritual.


Veles’ Blessing (Perfect Essence)
R: Touch/Near, D: Inst, T: Ind, A: Non
The caster utilizes this spell as another spell of one level lower is cast (i.e., if the caster is fifth level, they can cast Veles’ Blessing on any spell up to fourth level). The effect of the other spell increases in power; its added effects are for the GM determine.

Fourth Circle: Adept

Return to Creation (Transform Essence)
R: Near/Sight, D: Conc/Temp, T: Ind, A: Inv
Cast upon a creature of magic, this spell temporarily transforms the target into a mundane form, thus stealing their magical protection and mythical abilities.

Chains of Oblivion (Unweave Essence)
R: Near/Sight, D: Inst, T: Ind/Group, A: Inv
This spell weakens and possibly destroys a demon or spirit by severing their hold on Creation. If the caster has the creature’s True Name, their effect level is doubled.

Eyes of Shadow (Compel )
R: Touch, D: Sun/Moon, T: Pers, A: Non
The caster transforms their shadow into a darkling servant that looks like an inky, dark version of the caster that lacks facial features. This creature can be given simple instructions and has enough substance to attack people by inserting its viscous body into the eyes, nose, and mouth of a victim. By touching it ‘owner,’ the darkling can relay all the experiences it has seen and heard. However, if the darkling is dispelled or somehow destroyed, the caster will suffer physical damage. Also, until it returns, the caster conspicuously does not cast a shadow.

Fifth Circle: Master

Elemental Benediction (Conjure Essence/Form)
R: Touch, D: Year/Perm, T: Ind (Ritual), A: Non
This ritual spell imbues an object with the essence of an elemental form, thus providing that object with the added effects of that element. For example, a sword blessed with Elemental Benediction (Fire), adds flame damage to the blade that can be called upon once per day.

Worlds Within (Summon Essence)
R: Touch, D: Moon, T: Room (Ritual), A: Non
This spell transforms a room into a perfect representation of the caster’s imagination. This is done by connecting the room to the Wake. It becomes the epitome of caster’s mental image, reflecting the caster’s wishes, emotions, and desires in every regard. This includes weather patterns and other natural effects, if the ‘room’ is a natural setting. Over nine days (one for each Form), the caster blesses a purified chamber (this purification can take even longer). Once the room is ready, the caster summons the Wake into existence and binds it to the room on the night of the new moon. This takes several hours and a great deal of ritualistic work. Once this ritual is complete, the room will remain in this condition for one month. The caster must renew this spell (repeating the last portion of the ritual) before that time or the room returns to Creation.

Hecate’s Cloak (Dismiss Essence)
R: Touch, D: Sun/Moon, T: Circle, A: Non
The caster draws a runic circle (up to 50 yards across) with each glyph honoring the ten Sephirot and five Da'at. She then blesses the circle with her blood, usually by cutting her palm with a ritual knife. For the remainder of the day, no magic or magical creature can exist within this circle or affect anyone within it.
Page last modified on May 11, 2009, at 04:01 AM