Regionals

Voraniss Regionals

Magic nature circle 2

The nation of Voraniss welcomes worship of most goodly Realms deities within her lands, however, four deities are worshipped more heavily than the others and are called out to during public rituals. These deities are: Gaia, the Earth Mother of Nature & Healing, Vandor, the Mortal Guardian representing Protection of the Innocent & Vengeance, Luna, the Maiden of the Moon, Mother of Lycans, and bringer of Purity and Madness, and lastly Siltana, Being of the Elements and Keeper of the Sacred Grove.

There are four paths of Regional Magic to access in Voraniss based upon these four deities.

1200px-Crescent.svg Players must choose one path entirely for all of their regional magics, but may change to a different path in between events. Players may only access one regional path at a time.

1200px-Crescent.svg If you wish to change your Regional Paths, please speak to the Magic Marshal, as a ritual may be involved.

1200px-Crescent.svg Spellcasters are not allowed to buy down for spells within Regional paths or outside of them. The Circle spell listed is the one you get, it represents the increasing power of the God you are calling on for aid within our lands.

 

Path of Gaia

Analyze Creature
Circle: Pool
Uses: Three
Material: Drawing or written description of creature seen at event.
Verbal: None
Active Component: None
Caveats: None

The spellcaster may hand in their drawing or written description of a creature to the EH or MM. It is up to the event staff to decide to provide this information or not. The information can be anything: weakness, methods of defeating, or even what the NPC likes to eat. The more detailed the drawing or description, the more likely the caster is to receive better results.

Sense Direction
Circle: 2nd Circle
Uses: Two
Material: Natural divining paraphernalia (Leaves, stones, crystals, water etc.) to indicate a cardinal direction.
Verbal: None
Active Component: None
Caveats: None

This spell allows the spellcaster to ask the EH or MM the direction of an object, place, or thing. If the EH or MM does not know the answer because the question asked relates to PC actions, an answer may not be given but the spell is still used. An answer will be given in the form of a single direction by the EH or MM.

Speak With The Trees
Circle: 3rd Circle
Uses: One
Material: None
Verbal: Speak to EH or MM
Active Component: Ritual
Caveats: None

Allows the spellcaster to gain a boon of insight/wisdom from the EH. This spell allows the spellcaster to ask a Tree spirit something relating to the plot of the event. How detailed the response or how lengthy the conversation is with the Tree spirit, is determined completely by the Tree spirit. It should be noted that the Tree spirit does not have to answer the call of the spellcaster, and that sometimes instead of helping solve a problem, may give the spellcaster an awareness of more problems that need solving.

Gaia’s Seed
Circle: 4th Circle
Uses: Three
Material: Disposable Seed, Nut or Acorn
Verbal: Sixty second long prayer ending with “Blessing of Gaia be upon you.” (The spellcaster is responsible for making sure the seed recipient understands the rules of the spell.)
Active Component: Hand over material component to spell target while saying verbal.
Caveats: Regeneration, Advanced Regeneration

This spell allows the caster to create and disperse a seed which causes the target to regenerate in sixty seconds, and cures any disease they may be afflicted with. If the target is raised before they can regenerate, the seed is considered unused.

Lifebloom
Circle: 5th Circle
Uses: One, self only
Material: None
Verbal: Thirty words
Active Component: Spellcaster must connect with the earth using both hands (touch it, a tree, etc.) while casting this spell.
Caveats: Regeneration, Advanced Regeneration

This spell grants the spellcaster a 120 second forced regeneration. This regeneration is not stopped by weapon blows or impaling. If the spellcaster is not raised by the end of the 120 seconds, they get up and immediately cast “Cry of Life” as per the spell. This effect must be yelled no matter what situation the spellcaster is in upon regenerating. This spell is not suspended by the 6th Circle Regional Wildshape. If the target is raised before they can regenerate, the spell is considered unused.

Wildshape
Circle: 6th Circle
Uses: Unlimited, self-only, upon exiting Wildshape 30 minutes must elapse before caster can Wildshape again.
Material: A pair of Wildshape claws, & some type of appearance altering costuming such as a different tabard, makeup, prosthetics, mask, or some other major signifying indicator that the spellcaster is one of the following animals: Hare, Bear, Ram, or Hawk.
Verbal: None
Active Component: Don your appearance altering costume and roleplay out the shift.
Caveats: Suspension, Combat Calls

All Wildshape forms have the following advantages/disadvantages:

  • Has the use of florentine claws.
  • Cannot use any other weapons. Claws must be of matched length. Cannot use or manipulate anything except with those claws (after all, they’re the end of their hands). These claws do not break the spellcaster’s weapon length restriction.
  • The claws are physical representations for the spell, and are not really there until the spell is cast.
  • They cannot be used by anyone other than the spellcaster, and they may only use them when under the effects of the spell.
  • The claws are not considered weapons for the purpose of Spell Failure. Furthermore, they are unbreakable and immune to the effect of a boulder, though the spellcaster is killed as normal if struck in the claws.
  • Cannot cast any spells while in altered form, except those granted as part of the Wildshape. The spellcaster may revert back to their common form, ending the spell at any time.
  • Any potions or other spells with a lingering effect cast by the spellcaster are suspended when they Wildshape. The suspension ends when the spellcaster reverts to their common form.
  • All Wildshape Armor may be repaired by Repair Item, Mystic Forge, or Masterwork Hammer.
  • All Wildshape Casters gain the benefits of the spell “Protect the Soul” as though it were cast on them. The benefit ends when the spellcaster reverts to their common form.

Hare: 18” dagger claws. No Armor. Special Ability: “Run Away”- Caster is immune to backshots so long as they are running away. If they are struck in the back while running away, they should call “No Effect.”

Bear: 2’6” claws. 2 points of armor. Special Ability: “Hibernate”- Can cast “Transmute Self” twice per event as per the spell “Transmute Self.”

Ram: 3’6” claws. 1 point of armor. Special Ability: “Headbutt”- Can deflect boulders with claws without dying.

Hawk: 3’ claws. No Armor. Special Ability: “Sharpened Talons”- The spellcaster may call “Armor-Piercing,” as per the spell, each time they swing their claws.

 

Path of Vandor

 

Identify Virtue
Circle: Pool
Uses: Three
Material: None
Verbal: Thirty words
Active Component: None
Caveats: None

This spell allows the spellcaster to take any one living or dead creature to the EH or MM to ask about its virtue, goodness, or innocence. This spell may not be used on another PC.

Weapons of Faith
Circle: 2nd Circle
Uses: One
Material: Spell Sash
Verbal: Twenty words
Active Component: None
Caveats: Enchanted Items, Spell Sash, Combat Calls

This spell enchants every weapon on the spellcaster’s person to no longer affect the casting of the spells Raise Dead, Live for Vengeance, Regeneration, or the breaking of Circle of Healing. Also, upon casting this spell, the caster’s weapons and shield become unbreakable as if permanently under the effects of the spell “Protect Item.” This spell does not protect the caster from damage, just their equipment. For example, a protected sword struck by a boulder would not be destroyed, but the wielder would still suffer normal damage (e.g., death usually).

Additionally, this spell does not protect against Disenchant. A spellcaster cannot be handed any equipment to receive additional benefits. Only the equipment they brought with them/have on their person is affected by the spell.

Live for Vengeance
Circle: 3rd Circle
Uses: Five
Material: None
Verbal: Thirty words
Active Component: Spellcaster must be within two feet of corpse and there can be no weapons within ten feet of the spellcaster.
Caveats: Spell Failure, Combat Calls, Enchanted Items, Weapon Calls

This spell will raise a dead character, healing all of their injured limbs. There can be no weapons within 10 feet of the spellcaster at any point while casting this spell, or the spell will fail to work. For this purpose, a weapon is considered to be anything with a legal striking surface – swords and arrows are weapons, although bows are not. The player of the character being raised must be present to represent the corpse. No proxy can be used for the corpse.

A character raised by the spell Live For Vengeance must immediately go find an evil creature to fight (Not a PC), and they temporarily gain the ability to swing “Armor-Piercing Weapon,” as per the spell, once.

Righteous Sacrifice
Circle: 4th Circle
Uses: One
Material: Ten ft. rope
Verbal: Speak to EH or MM
Active Component: A quest may be required
Caveats: Circles

Allows the spellcaster to find and reattach the soul of a scalped character by sacrificing part of themselves. When cast, the spellcaster touches the recipient of the spell while standing in the circle and sacrifices fifty of their own scalping blows to heal them. The recipient’s soul will be returned to them as if the spell Call the Soul was successfully cast on them and their soul was called. Additional learnings of Righteous Sacrifice reduce the scalping blow cost. Ex: Two learnings= 40 scalping blows per soul, Three Learnings= 30 scalping blows per soul.

Heartiness does not give the spellcaster additional scalping blows for the purposes of this spell. This spell must be cast in the presence of the MM, who may require an additional quest be completed. The circle lasts until broken by the spellcaster, the spellcaster is scalped, or the circle is Disrupted as per the spell Disrupt. No one but the spellcaster may use the circle in this manner.

It is possible for a caster to scalp themselves after using the circle enough. A spellcaster who is scalped in this manner cannot benefit from the spell Righteous Sacrifice. Scalping blows lost in this manner cannot be restored by normal means and may require an additional quest or magic. All effects of this spell are temporary to the event and do not carry over, unless the spellcaster is still scalped by event’s end in which case they receive a tick.

Smite the Wicked
Circle: 5th Circle
Uses: One every fifteen minutes
Material: None
Verbal: Thirty words invoking the power of Vandor, must start with “In the name of Vandor I smite thee!”
Active Component: Spellcaster must point at the target of the spell and have their attention.
Caveats: None

This spell allows the spellcaster to smite a single NPC creature. To cast the spell, the spellcaster must get the creature’s attention and begin the verbal. Once the spell is completed, the target is wounded, stunned, or weakened. Effects may vary. This spell may not effect greater evils or more powerful creatures such as unique enemies or the proverbial “Big Bad Guy,” but it might work on things like a troll, a lesser demon, or a goblin shaman. This spell will never work on a PC. If a spellcaster uses this spell on what Vandor deems an innocent or goodly creature, the spellcaster will be dead and scalped after being informed by the EH or MM. A spellcaster should choose their targets wisely.

Guardian Angel
Circle: 6th Circle
Uses: One
Material: An object representing the spellcaster’s favor.
Verbal: Thirty word prayer
Active Component: Verbal must be recited while touching the intended recipient of the spell.
Caveats: None

This spell must be cast on a recipient other than the spellcaster; to do so the spellcaster must touch the recipient while the spell is being cast and then hand them, or place upon them, an object representing the spellcaster’s favor. More than one casting of this spell may never be in effect on the same recipient.

While under the effects of the spell, the recipient is considered to be under the caster’s protection. The spellcaster gains the ability to cast a line of sight Combat Raise Dead upon the recipient three times.

Additionally, the spellcaster gains the ability to trade places with the recipient of their spell. Examples: If the recipient is scalped or taken by the “Big Bad,” the spellcaster can approach the EH or MM and say they wish to activate this ability to protect their recipient. This ability cannot be used mid combat.

 

Path of Luna

Luna’s Light
Circle: Pool
Uses: Unlimited, Self Only
Material: Blue Chemical Light Stick & Dark Bag
Verbal: “Light of Luna!”
Active Component: Snap and shake the stick
Caveats: None

This spell creates moonlight. The spellcaster may use as many light sticks as desired, but only they can carry them. They must also carry a bag large enough to hold all of the glow sticks they will use and thick enough to prevent any light from escaping. The bag is to be used if they are affected by a Disrupt Light spell, for it is possible for the moonlight to be disrupted. The spellcaster may not give a glow stick to anyone else. It is the spellcaster’s responsibility to know what the Disrupt Light spell is, how to recognize it, and how to respond to it. Certain Spirits may be warded off by moonlight.

Full Moon Enhancement: During the full moon, Luna’s Light can no longer be disrupted.

Call of the Pack
Circle: 2nd Circle
Uses: Unlimited, one at a time
Material: None
Verbal: None
Active Component: Spellcaster must sit without weapons in-hand for sixty seconds before they are killed. Each time the spellcaster is killed, they need to re-cast the spell.
Caveats: Walking Dead

Enables the spellcaster to see and hear while they are dead as if under the effects of the spell Death Watch. The spellcaster may not speak or move while dead, except for addressing marshalling calls, OOC unsafe/uncomfortable situations, and to howl to indicate their position. If the spellcaster is scalped, all memories acquired through the current casting of Call the Pack are erased (i.e., all memories acquired from the time of your PC’s last death).

Full Moon Enhancement: During the full moon, if someone howls back to you while dead, you must get up and begin to walk towards them as if under the effects of the spell Beckon Corpse. As long as the howling continues, you will get up and walk in the most direct (but OOC safe) path to the howler. If the howling stops, or you are interrupted, fall back down to the ground. If more than one person howls back to you, proceed to the nearest howler.

Echoes of Madness
Circle: 3rd Circle
Uses: Three
Material: Five objects of equal size and shape, four of one color or design and one of a second color or design, and an opaque pouch or other way to keep them hidden
Verbal: Speak to EH or MM
Active Component: None
Caveats: None

Allows the spellcaster to possibly gain specific information about the plot from the EH or MM. When cast, the spellcaster presents the pouch of objects to the EH or MM, and must then reach in and take one without looking. If the object is the second color or design, information on the topic the spellcaster sought will come to them. If the object is one of the four, different but still useful information begins pouring into the spellcaster’s head. They will not be able to cast this spell again for ten minutes, and must roleplay either being mad or overwhelmed by information and truths. This spell must be cast in the presence of the MM.

Full Moon Enhancement: During the full moon, the success of objects used in Echoes of Madness are reversed. Example: if you were using black and white stones to cast the spell, such as what someone might use in the Casting of Call the Soul, black stones would become the failure and white the success. The spellcaster has a much better chance of getting what they want if they cast this spell during the full moon.

Purification
Circle: 4th Circle
Uses: Three
Material: Spell Sash
Verbal: Ten words
Active Component: Stand with palms to the sky, no weapons in hand
Caveats: Combat Calls, Enchanted Items, Spell Sash

This spell allows the spellcaster to combine the effects of the spells Purity: Poison, and Purity: Disease into one spell sash. The spellcaster can choose to place the spell upon themselves, or transfer it onto another by casting the spell and tying the spell sash around the intended target. Upon casting this spell, the spellcaster or whoever is wearing the spell sash, becomes completely immune to the effects of poisons and diseases.

Full Moon Enhancement: During the full moon, Purification also protects the Soul as per the spell Protect the Soul.

Written in the Stars
Circle: 5th Circle
Uses: Two
Material: View of a celestial body i.e. Sun, Moon, Stars or a Star Chart
Verbal: Speak to EH or MM
Active Component: None
Caveats: None

This spell allows the spellcaster to ask the EH or MM a question specifically regarding cause and effect. (Examples: If I destroy this temple, what will happen? If I accept this deal, will this demon be freed?) The EH will then reveal to the spellcaster as complete a description as they are willing to give, giving them an astrological reading relating to their question. This spell cannot be used on other PC’s, or to anticipate PC behavior.

Full Moon Enhancement: During the full moon, the stars will speak to the spellcaster directly to answer their question as if the spellcaster had also used the spell Séance.

Luna’s Chosen
Circle: 6th Circle
Uses: One, Self-Only
Material: Makeup and/or mask and any werewolf costuming
Verbal: Thirty words
Active Component: Apply makeup/change costuming
Caveats: Combat Calls, Weapon Calls, Regeneration, Advanced Regeneration

This spell allows the spellcaster to shapeshift into a Werewolf. This transformation takes as long to complete as it takes the player to appropriately display the costuming changes. They must look different than they normally do. The features of the werewolf are up to the player, i.e. wolf nose, fur, claws etc. Once the shapeshifting is complete, the player will respond to the spell Identify as a Werewolf. To end the spell, a spellcaster simply needs to shapeshift back to their normal form. All benefits end at this point, and the spellcaster will once again identify as their previous race/creature type.

While under the effects of this spell, the spellcaster becomes immune to normal weapon blows. Magic strikes and unusual weapon calls such as Poison still function against the caster as normal, but regular weapon strikes will not affect them. The spellcaster should call “No Effect!” when struck to indicate this to those nearby.

Silver weapons become deadly to the spellcaster, and when struck by them, the spellcaster should treat them as if they are Armor-Piercing/Poison.

*Repeated use may have unintended, lasting consequences. Use with caution.*

Full Moon Enhancement: During a full moon, a spellcaster under the effects of Luna’s Chosen also begins to automatically regenerate when dead as an unlimited effect. Upon death, the spellcaster starts a 120 second count. At the end of the 120 seconds, the spellcaster is alive again. Impaling with Magic or Silver weapons will temporarily stop the count. If scalped, the spellcaster does not regenerate.

 

Path of Siltana

Pool of Purity
Circle: Pool
Uses: Five
Material: Water or a pool of water
Verbal: Twenty words
Active Component: None
Caveats: None

This spell allows the spellcaster to take any one item (not a living or dead creature) to the EH or MM to ask whether there is something unnatural or corrupt about the object or item that cannot be discerned by the naked eye. The water should be sprinkled lightly over the item, or gently touch the item. Spellcasters are encouraged not to submerge or otherwise ruin props.

Primordial Attunement
Circle: 2nd Circle
Uses: Unlimited, self-only
Material: Spell Sash
Verbal: Twenty words
Active Component: Kneel or lie on back, no weapons in hand
Caveats: Enchanted Items, Spell Sash

The recipient of this spell lessens the effect of the next hit they take from a call of “Boulder,” “Fireball,” “Acid,” or “Lightning Bolt.” Rather than taking the effect they were hit with, the recipient of the spell takes the blow as a normal sword blow instead. It is necessary to call “Protection” when the spell activates. When the spell is cast, the recipient of the spell must be kneeling or be lying on their back with no weapons in hand. This spell may be stacked once per learning.

Stoneskin
Circle: 3rd Circle
Uses: Three
Material: None
Verbal: Twenty words
Active Component: Connect with the earth in some fashion while reciting verbal
Caveats: None

This spell enchants the spellcaster’s skin and provides one call of armor against an attack. It provides one point of armor against the next blow that lands upon the spellcaster. Stoneskin cannot be used in combination with any other form of armor or Armored Cloak. It can be “worn” while protected by a Protection from Missile or Resist Magic spell, in which case the wearer can choose to call either protection, saving the other for later. It can only be “worn” by the spellcaster, and cannot be cast on the same spellcaster more than once at a time.

Cyclone
Circle: 4th Circle
Uses: Unlimited, one at a time
Material: 15-foot white rope, or less, with yellow ribbons tied to it
Verbal: Ten words
Active Component: None
Caveats: Circles, Suspension

This spell creates a barrier that no Being can physically pass, affect, or attack, with the exception of Elemental Beings (If you think you may be classified as an Elemental Being, please see the EH or MM for confirmation). In addition, no magic or weapons of any kind can pass through the barrier in either direction. The spellcaster that cast the circle may NOT pass over the barrier freely and may NOT cast spells through the barrier at will. Magic can be cast inside the circle as normal, but all the effects remain within the circle. The spellcaster may decide to break their own circle whenever they choose by uncrossing the rope. A Fighter may also break the circle through sheer strength, but only if they are trapped inside the Cyclone. Multiple learnings of this spell will not allow a spellcaster to make a bigger cyclone, but it will allow them to make more than one at a time. A spellcaster must remain within line of sight of any Cyclones cast, or the circle will be considered broken by default.

Fireball
Circle: 5th Circle
Uses: Three
Material: One red beanbag or foam & duct tape block, about 3″ in diameter
Verbal: Fireball!”
Active Component: None
Caveats: Combat Calls

When thrown, this spell strikes whatever it hits as if it were a “Fireball.”  Until the prop comes to rest, it slays any person it comes into contact with, even if it just grazes their equipment. Example: If a “Fireball” hits a shield, the person carrying the shield is dead, same with a sword etc. The equipment will remain intact, but the wielder or carrier is slain.

The prop is a physical representation of the magic. After it comes to rest, it cannot be affected or moved by anyone other than the spellcaster, but it may still be seen or guarded by anybody. A “Fireball” MC can be thrown with one hand. When a MC is being thrown, the other hand may contain only a single magic missile MC (not another Fireball!!) or a single-handed weapon or shield, and does not count toward dual-wielding for the purposes of weapon restrictions. The prop is not considered a weapon and does not cause Spell Failure except while the spell is active (i.e. from when the prop is thrown until it comes to rest). The spellcaster may only throw their spell props, and may not pick up those thrown by another spellcaster. Once cast, it cannot be cast again until the spellcaster recovers the prop. Multiple learnings of this spell will not allow a spellcaster additional fireball props. For every additional learning of the spell, spellcasters receive only one additional use of Fireball.

Elemental Nexus
Circle: 6th Circle
Uses: One
Material: A sacrifice may be required
Verbal: Speak to EH or MM
Active Component: Ritual
Caveats: None

This spell allows the spellcaster to use their knowledge of magic and the primordial elements to connect with the elemental planes. The spellcaster may do this by performing a ritual in front of the EH or MM. Players who use drama and theatrics in their ritual are more likely to achieve better results.

Upon casting the ritual, the spellcaster must first decide which elemental plane they are attempting to connect with: Earth, Water, Fire, Air, or Spirit. If a spellcaster makes a successful connection with an elemental plane, they must also decide what kind of boon they wish to request from the element they are connected to. This spell comes with no guarantee that the EH or MM won’t simply listen to the request and say “No.” Any requests that will unbalance the game will likely be either denied straight out or altered to be acceptable.

Regardless of success or failure, a player who casts this spell will be classified as an “Elemental Being” until the next spell reset or the duration of the event (whichever comes first) and gains the ability to walk through “Cyclone.”

 

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When magical creatures and their allies unite in defense of their freedom and the forest they love, there is no telling what kinds of shenanigans might ensue.

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