Magic Skills

Magic Skills include Ritualism and Channeling.
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Please Note
Citadel is currently in playtesting. All rules released are subject to change before our first official event in 2025.
Be sure to join our Discord for any updates!
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Countermagic 1 - 10XP

Prerequisite: Wizardry 10 Bones or Tolerance 6 or Inscription 4 and Sigilcraft 1

This effect cancels a magical effect that just occurred. Countermagic may be used to cancel any magical effect delivered via packet, Voice, or Spellstrike. You may also use Countermagic to aid another target within five (5) feet (or "fist bump distance") of you.

A Countermagic is a Defensive Combat Maneuver, like a Parry or a Dodge. You may only use a total of three (3) Defensive Maneuvers per Short Rest.

Countermagic 2 - 10XP

Prerequisite: Countermagic 1

You gain a second (2) Countermagic. You may only use a total of three (3) Defensive Maneuvers per Short Rest.

Countermagic 3 - 10XP

Prerequisite: Countermagic 1

You gain a third (3) Countermagic. You may only use a total of three (3) Defensive Maneuvers per Short Rest.

Identify Magic - 15XP

Prerequisite: Wizardry 18 Bones or Tolerance 12 or Sigilcraft 3

You may spend time studying a magical item or effect and learn more information about it. You must spend at least one (1) minute of Concentration and roleplay, and must be within arm's reach of the magical phenomenon you wish to identify. This ability may only be used in the presence of a Marshal, and may not be used on a living creature.

Once the minute has completed, the Marshal will provide information about the item or magical effect. You are allowed to ask follow-up or clarifying questions, which the Marshal will answer at their discretion. Some items or magical phenomenon may have their properties Masked and so may not be readily identifiable. In some cases, it may be impossible to determine the nature of the magic or you may need to perform special actions in addition to the normal requirements.

Additionally, once per Reset, the character has the ability to activate Light Sense Illusions.

Sense Magic - 5XP

Prerequisite: None

Anyone can sense overt displays of magic, and may ask Marshal about them, but you have fine-tuned your senses to notice non-obvious magic.

You may ask a Marshal if you Sense Magic in your area. If any is present, the Marshal will indicate the general direction it can be found. Further investigation and use of this skill may determine more information, such as the magic's Source.

Clarity of Mind 1 - 15XP

Prerequisite: Sense Magic

You have learned how to guard your Mind, Body, and Spirit from unbalancing Essence.

Once per Short Rest, you may declare "Resist" to a Disrupt effect. This is an Innate Resist and does not require preparation to use.

Clarity of Mind 2 - 5XP

Prerequisite: Clarity of Mind 1

You gain a second use of Clarity of Mind skill, for a total of two (2) per Short Rest.

Clarity of Mind 3 - 5XP

Prerequisite: Clarity of Mind 2

You gain a third use of Clarity of Mind skill, for a total of three (3) per Short Rest.

Resist Miasma - 15XP

Prerequisite: Stoic Body

Once per Reset, you may declare "Resist" to any amount of Miasma from a single effect. This is an Innate Resist and does not require preparation to use.

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Ritualism

Practitioners of Ritualism, called ritualists or wizards, bend the forces of magic to their will by shaping runes of power. They gather ritual scrolls with these runes, competing fiercely with other ritualists for knowledge and power. Ritualists power their magic with internal reservoirs of energy, called Fatigue.

As a form of magic, Wizardry offers a wider range of effects, particularly unusual utility effects, than any other magic. Wizards must have ritual formulas in order to cast their spells, and can cooperate to cast more powerful spells. Rituals have a chance of failure and backlash based on the player’s ability to shape the rune successfully with the bones available to them. Many rituals offer more than one activation of a spell upon completion of the ritual in exchange for this risk.

Bones

Ritualists form the runes of their spells with a double-six set of domino bones. Objects other than domino bones are possible with Plot permission, though standard dominoes make Cooperative Casting with other players much more convenient. Players store bones in pouches or other containers from which they can draw bones at random when they cast spells.

A ritualist’s set of bones is a tagged item and can be stolen, but once a ritualist has created his first set of bones, it is trivially easy to create another; a ritualist can create a new set of bones at no cost once per event and once per BGA. (Do not harass Production Marshals for more tags unnecessarily.)

When a character spends character points on Ritualism, this is referred to as “buying bones” or “buying Fatigue”. The meaning is the same: the character is able to draw more bones for the purpose of casting rituals. As a character accumulates Fatigue, the number of bones they can draw out of their pouch diminishes.

For example, Miranda has advanced to fifteen (15) bones. When she begins her first ritual in a day, she draws out fifteen (of the twenty-eight in the bag). She decides to cast the Cruel Iron Shackle of Aran-Shyr, and successfully completes this ritual. She puts all fifteen (15) bones back in her bag. The Cruel Iron Shackle of Aran-Shyr has a Fatigue cost of one (1), so when she begins her next ritual, she draws out fourteen (14) bones.

Novice Wizardry & Sense Magic - 20XP

Prerequisite: None

You can initiate Rituals, and you have 5 Bones.

You attune to a Wizard's Focus and you may cast cantrips from it.

Additionally, the Sense Magic skill is included in your purchase of Novice Wizardry.

Bone 6 - 4XP

Prerequisite: Novice Wizardry

You have a total of six (6) Bones to use while casting Rituals.

Bone 7 - 4XP

Prerequisite: Bone 6

You have a total of seven (7) Bones to use while casting Rituals.

Bone 8 - 4XP

Prerequisite: Bone 7

You have a total of eight (8) Bones to use while casting Rituals.

Bone 9 - 5XP

Prerequisite: Bone 8

You have a total of nine (9) Bones to use while casting Rituals.

Bone 10 - 5XP

Prerequisite: Bone 9

You have a total of ten (10) Bones to use while casting Rituals.

Bone 11 - 5XP

Prerequisite: Bone 10

You have a total of eleven (11) Bones to use while casting Rituals.

Bone 12 - 6XP

Prerequisite: Bone 11

You have a total of twelve (12) Bones to use while casting Rituals.

Bone 13 - 6XP

Prerequisite: Bone 12

You have a total of thirteen (13) Bones to use while casting Rituals.

Bone 14 - 6XP

Prerequisite: Bone 13

You have a total of fourteen (14) Bones to use while casting Rituals.

Improved Wizardry Focus - 10XP

Prerequisite: 14 Bones

Your Focus changes to one of the two Improved Foci based on your starting Focus. See the Focus Options Table for more information.

Bone 15 - 8XP

Prerequisite: Bone 14

You have a total of fifteen (15) Bones to use while casting Rituals.

Bone 16 - 8XP

Prerequisite: Bone 15

You have a total of sixteen (16) Bones to use while casting Rituals.

Bone 17 - 10XP

Prerequisite: Bone 16

You have a total of seventeen (17) Bones to use while casting Rituals.

Bone 18 - 10XP

Prerequisite: Bone 17

You have a total of eighteen (18) Bones to use while casting Rituals.

Bone 19 - 10XP

Prerequisite: Bone 18

You have a total of nineteen (19) Bones to use while casting Rituals.

Bone 20 - 12XP

Prerequisite: Bone 19

You have a total of twenty (20) Bones to use while casting Rituals.

Bone 21 - 12XP

Prerequisite: Bone 20

You have a total of twenty-one (21) Bones to use while casting Rituals.

Bone 22 - 12XP

Prerequisite: Bone 21

You have a total of twenty-two (22) Bones to use while casting Rituals.

Bone 23 - 15XP

Prerequisite: Bone 22

You have a total of twenty-three (23) Bones to use while casting Rituals.

Bone 24 - 15XP

Prerequisite: Bone 23

You have a total of twenty-four (24) Bones to use while casting Rituals.

Bone 25 - 15XP

Prerequisite: Bone 24

You have a total of twenty-five (25) Bones to use while casting Rituals.

Bone 26+ - 15XP

Prerequisite: Bone 25

You have a total of twenty-six (26) Bones.

You may purchase this skill as many times as desired for one (1) additional Bone with each purchase.

Ritualism Tier Cost

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Focus

Most Rituals imbue spells into a Ritualist’s Focus, which allows the wizard to activate that spell at a later time. All Foci must be phys-repped, and the phys-rep must be approved. Player creativity in the appearance of your Focus is strongly encouraged. You must always carry the tag for your Focus. A Focus is immediately recognizable as such by any ritualist, or by any character with the Sense Magic skill.

Any initiated Ritualist can replace a lost or destroyed Focus with five (5) minutes of Roleplay and access to domino Bones. Spell activations stored in a lost or destroyed Focus are not accessible through the replacement Foci. Foci are personal, and cannot be traded from one character to another. Spells imbued into a Focus are available only to the wizard attuned to that Focus. Foci are immune to Break and Destroy effects from the five Aspects of Essence, but can be affected by Kal’tov or Kal’inokh Break or Destroy effects.

Ritualists can only bind themselves to one Focus. A Ritualist is not locked into keeping the same Focus forever. If you ever wish to change your Basic Focus or your Improved Focus choice, it is possible to do so through In-Play means. Players are encouraged to investigate and interact with other characters in the story to learn how best to accomplish this goal for their character. If you have any questions or are unsure how to proceed, please reach out to Citadel Staff to point you in the correct direction for your character’s goal.

Basic Focus

A Ritualist creates their first Focus during their initiation, chosen from one of the five types (Focus Options Table). Not only is a Focus necessary to store your spells, a Focus also grants you one (1) or more cantrips, which are basic spells that quickly refresh. The cantrips in a Focus refresh automatically - meaning you are able to cast them again - as long as you have not cast a cantrip from your focus for one (1) minute. Once you have cast a cantrip from your Focus a total of three (3) times, then you must wait for your Focus to Refresh before you can cast either effect again.

Cantrip charges don’t accumulate. For example, if you refresh your Gravesoil Focus, it returns to three (3) Earth Darts, regardless of how many you used before refreshing it. The same is true of Improved Foci, below.

Improved Focus

After you buy your 14th Bone, you can buy the Improved Wizardry Focus skill, which transforms your Focus into a stronger form. The Ritualist chooses which one (1) of the two (2) possible higher forms for their Focus. For example, the Skyblade Focus can transform into either a Crown of the Moon or a Speaker of the Will Focus.

An Improved Focus still acts as a Focus of its original type. For example, a Cenotaph of Three Sisters Focus is still considered a Gravesoil Focus. You can find Rituals In-Play that grant spells that refresh on a Short Rest to Improved Foci.

Focus Options Table

Focus Benefit

Rituals may include a Focus Benefit - an extra bonus for casting the spell if the wizard is bonded to a specific focus.

For example, in the spell listed below - Amarin’s Purgation of Mortal Frailty - if a wizard has the Bound Malediction focus, then they would receive the Focus Benefit when they cast this spell. In this spell’s case, the Focus Benefit allows you to add a Flurry tagline to one of the Light Cleanse effects you gained by casting the spell.

If a Ritualist has an Improved Focus, they still gain the Focus Benefit of the original Basic Focus. However, some spells may require Improved Foci for their Focus Benefit (which will be clearly noted on the spell).

Amarin's Purgation of Mortal Frailty

Type: Battle

Number of Bones: 9

Cost: 1

Tagline on Cast: Imbue Focus with Light Cleanse

Tagline on Activation: Activate Light Cleanse

Description: You imbue your focus with 1 charge of Light Cleanse. At the time of activation, you can expend 1 charge of Weaken from the focus of any caster in the working to 2 additional charges of Light Cleanse, as many times as you want.

Focus: Bound Malediction

Focus Benefit: One activation of Light Cleanse that you imbue with this spell gains the Flurry tagline.

Conjoin Benefit: The first caster to your right gains 1 charge of Light Cleanse if they have a charge of Weaken in their focus, or if any caster in the working is currently Weakened.

Backlash: If you begin this spell but cannot complete it, you release a malediction into the working. One caster in the working becomes Disrupted to Light for 1 hour. This Disrupt can't be Cleansed by magic. One caster in the working imbues a Light Weaken into their focus.

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Activating Spells from a Focus

To activate a spell that has been imbued into a Focus, touch your Focus, speak the spell’s tagline on activation (as specified in the ritual formula), and throw a packet. The tagline typically takes the form of “Activate (Source) (Effect),” though some spells add descriptors such as Poison. 

See the Effect List for more information on Taglines, Sources, Effects, and Descriptors. Wizards do not require any additional incantation to activate their spells. If struck during the delivery of the tagline, Concentration on the spell would be broken and the spell is lost.

Casting Spells Alone

In order to cast a ritual, the caster must have the ritual formula in plain view. The ritual formula shows the pattern that the caster must form with domino bones. From your bag of domino bones, draw out as many as your Fatigue score allows, less any Fatigue you have already spent since the last Reset. Even if you have bought more than twenty-five (25) Fatigue, however, you may never draw more than twenty-five bones; additional Fatigue acts as a buffer against Fatigue lost to rituals.

You must connect matching domino ends together into the shape of the ritual’s rune. If successful, you imbue spells into your Focus or cast effects directly on targets, as shown in the Description of the ritual formula. You take the listed amount of Fatigue, reducing the number of bones you draw when casting spells later in the day.

Backlash

If you cannot complete the ritual (because the bones drawn make it impossible due to not enough matching ends), walk away from the ritual without completing it, take a Disrupt effect before completing it, or fall Unconscious before completing it, you immediately suffer the Backlash described in the ritual formula. You do not take the normal Fatigue for casting the spell. In Conjoined or cooperatively cast spells, the whole ritual backlashes if any of the characters casting it walk away from the ritual without completing it, suffer a Disrupt effect before completing it, or fall Unconscious before completing it.

Cooperative Casting

Wizards can choose to share Bones between each other while casting spells. They tie their fates together, but also give themselves more flexibility and a greater chance to be successful at casting a spell.

More details on Cooperative Casting COMING SOON!

Conjoined Casting

There is an additional form of cooperative casting, called Conjoined Casting, in which the wizards attempt to complete more than one spell at a time by joining their glyphs together. Conjoined benefits usually grant an additional boon to “the first caster to your right”, so upon deciding to Conjoin Cast, the casters agree to a counterclockwise progression of the spell-glyphs. A single ritualist can initiate more than one spell at a time using Conjoined Casting. This allows an individual wizard to Conjoin Cast alone, as the condition “the first caster to your right,” would apply to themselves.

Spell-glyphs should be laid out to touch the next glyph in the sequence in at least one point. The normal rules of domino matching apply.

Backlashing any spell in the ritual backlashes every spell in the ritual.

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Common Spells

  • Amarin’s Purgation of Mortal Frailty – 9 bones, 1 Fatigue, 1 charge of Light Cleanse

  • Burning Cinders to Chasten the Unworthy – 7 bones, 1 Fatigue, 3 charges of Fire Dart

  • Cruel Iron Shackle of Aran-Shyr – 8 bones, 1 Fatigue, 2 charges of Earth Snare Foot

  • Encircling Fortress of the Seven Fathers – 14 bones, 2 Fatigue, 2 charges of Earth Ward against Weapons

  • Howling Gale of the Nine Spears – 8 bones, 1 Fatigue, 3 charges of Air Dart

  • Lore of the Unburied Ones – 14 bones, 2 Fatigue, 1 charge of Earth Speak with Dead

  • Naleth’s Torrent of Wrath – 12 bones, 2 Fatigue, 1 charge of Flurry Fire Arrow

  • Proud Might of Ancient Hills – 12 bones, 1 Fatigue, 1 charge of Earth Strength

  • Radiant Balm of Temacha – 6 bones, 1 Fatigue, 3 charges of Light Accelerate Healing

  • Rushing Waters of the Lost Mountain – 6 bones, 1 Fatigue, 3 charges of Water Accelerate Healing

  • Tempering Coals of Serav – 10 bones, 1 Fatigue, 1 charge of Fire Ward against Destruction

  • Tethered Star of the Ora – 4 bones, 1 Fatigue, 6 charges of Light Glow

Gaining New Spells

The three most common ways wizards gain new spells are:

  1. Trading with other wizards, in which case they will need scribes to duplicate spells for them.

  2. Through research of new spells or old spells that have been lost, which requires some combination of money, Lore skills, BGAs, solving In-Play puzzles, and additional resources; or

  3. Through capturing the spellbook of an enemy wizard, certainly the riskiest of the three options.

There are far more rituals available in the world than the list shown above. The text included in ritual formulas may offer clues about rare rituals, lost rituals, and rituals that could be created new.

Spell Types

There are four types of spells: Battle spells, Enchantment spells, Divination spells, and Metamagic spells.

Battle spells generally require the invoker to successfully strike the target of the spell with a spell packet for the spell to take effect. Any spell that does not require this will state so clearly in the spell’s description. When casting a spell, the spell packet must leave the invoker’s hand within two (2) seconds of completing the spell’s verbal component. No packet may be thrown until the spell’s verbal component has been completed.

A Battle spell such as a healing or curative spell is touch-cast. Hold a packet in one hand and bring it within two (2) inches of the target character; it is not necessary to make physical contact.

Enchantment spells are touch-cast, and require one (1) minute of Concentration to activate out of a Focus. Scribes casting Sigilcraft spells are the exception to this rule, and may activate the Sigil as soon as they complete its drawing.

Divination spells allow a character to gather information beyond the evidence of their senses. They always require the presence of a Marshal. Most Divination spells allow one or more questions from a detailed list of questions.

Metamagic spells do not create any effects on their own, but modify other spells in a Conjoined Casting. Such a spell might alter the tagline and rules of any other spell in the casting, or have a highly variable effect based on the other spells in the casting.

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Channeling

For some people, contact with the elemental powers awakens something greater within, granting them a direct connection to an element. They don’t require a Focus or spell preparation as wizards do, and their power returns with a ten (10) minute Short Rest rather than the setting of the sun. As living vessels of elemental power, many become spiritual leaders, as Champions or Oracles.

When you buy Novice Channeling, choose one element to which you have a Soul Bond (see Heritages). You can cast spells of that element only.

Tolerance

The passage of elemental power through a channeler’s body is taxing, and they have a limit to how much they can endure. This limit is called Tolerance. All channeler spells have a Tolerance cost that must be paid at the time of casting, even if the spellcasting is interrupted and fails. Channelers can regain Tolerance as part of taking a Short Rest, by performing Rites appropriate to their Channeling Path, or by expending a use of Zeal.

Overchanneling

If you intentionally expend more Tolerance than you have remaining, you complete the spell, then die as if you received a Killing Blow. If the spell is a Chant, you take this Killing Blow when your Chant ends. You can’t avoid this death by regaining Tolerance in the intervening time (such as through the use of Zeal).

Novice Channeling & Sense Magic - 20XP

Prerequisite: None

You have learned to channel Essence to cast spells on yourself and on others. You begin with two (2) Tolerance. A Novice Channeler is able to use First Circle Invocations.

Additionally, the Sense Magic skill is included in your purchase of Novice Channeling.

Tolerance 3 - 5XP

Prerequisite: Novice Channeling

You have a total of three (3) Tolerance.

Tolerance 4 - 5XP

Prerequisite: Tolerance 3

You have a total of four (4) Tolerance.

Tolerance 5 - 5XP

Prerequisite: Tolerance 4

You have a total of five (5) Tolerance.

Tolerance 6 - 10XP

Prerequisite: Tolerance 5

You have a total of six (6) Tolerance.

Second Circle Channeling - 10XP

Prerequisite: Tolerance 6 and six (6) Channeling spells known

Your ability to channel Essence has progressed beyond that of a Novice. You may now use Second Circle Invocations.

Tolerance 7 - 10XP

Prerequisite: Tolerance 6

You have a total of seven (7) Tolerance.

Tolerance 8 - 10XP

Prerequisite: Tolerance 7

You have a total of eight (8) Tolerance.

Tolerance 9 - 10XP

Prerequisite: Tolerance 8

You have a total of nine (9) Tolerance.

Tolerance 10 - 10XP

Prerequisite: Tolerance 9

You have a total of ten (10) Tolerance.

Tolerance 11 - 15XP

Prerequisite: Tolerance 10

You have a total of eleven (11) Tolerance.

Tolerance 12 - 15XP

Prerequisite: Tolerance 11

You have a total of twelve (12) Tolerance.

Third Circle Channeling - 15XP

Prerequisite: Tolerance 12 and six (6) Second Circle Channeling spells known

Your ability to channel Essence has progressed into Mastery. You may now use Third Circle Invocations.

Tolerance 13 - 15XP

Prerequisite: Tolerance 12

You have a total of thirteen (13) Tolerance.

Tolerance 14 - 15XP

Prerequisite: Tolerance 13

You have a total of fourteen (14) Tolerance.

Tolerance 15 - 15XP

Prerequisite: Tolerance 14

You have a total of fifeteen (15) Tolerance.

Channeling Tier Cost

Zeal

Zeal 1 - 8XP

Prerequisite: Novice Channeling

Once per Reset, you can Resist a Mental effect and immediately regain expended Tolerance equal to half of your maximum.

This is an Innate Resist and does not require preparation to be able to use.

Alternately, you can Concentrate for one (1) minute and regain expended Tolerance equal to half your maximum.

Zeal 2 - 12XP

Prerequisite: Zeal 1

You gain a second use of the Zeal skill, for a total of two (2) per Reset.

Zeal 3 - 16XP

Prerequisite: Zeal 2

You gain a third use of the Zeal skill, for a total of three (3) per Reset.

Zeal is a skill that restores a Channeler’s internal Tolerance for channeling raw elemental powers.

There are two ways to activate Zeal:

  1. Resist Mental, and instantly regain expended Tolerance equal to half of your maximum Tolerance (rounded up). This is an innate Resist and doesn’t need to be prepared in advance.

  2. Spend one (1) minute in roleplay and concentration, and regain expended Tolerance equal to half of your maximum Tolerance (rounded up).

You regain expended uses of Zeal at Reset.

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Channeling Path

Channelers choose to be either Champions or Oracles, and they can change their choice each day at dusk.

A Champion emphasizes wielding weapons, increasing resistance to harm, and improving their physical capabilities with magic.

An Oracle uses ranged spells, defends others with spells and chants, and receives powerful divination spells. Other than these aspects, Champions and Oracles share many spells in common, including healing and protective spells.

Starting Spells

When you buy the Novice Channeling skill, you learn four (4) First Circle spells. This must include at least one (1) Champion spell and at least one (1) Oracle spell.

Learning New Channeling Spells

A character can learn a number of new circles of Channeling spells equal to their current Channeling Circle for each Reset in an event.

For example, Miranda is a Second-Circle Fire Channeler. On Saturday afternoon at an event, she encounters a character to teach her Channeling spells. She can learn four circles of Channeling spells, none higher than Second Circle. This could be four First Circle spells, two Second Circle spells, or two First and one Second.

Characters that complete a Circle Elevation at an event can learn an additional spell of their new circle, even if they have already learned their maximum amount of spells for that event. There may be other circumstances in the Citadel that allow you to bypass normal limits on learning new spells. If you’re ever unclear on this, ask a Marshal.

Some NPCs can teach spells outside their element that they channel.

Book of Channeling Spells

Channeling spells don’t require precise spell formulas or designs the way Wizardry and crafting skills do. It is still helpful to have the rules of each of your spells, particularly the incantations of Chant spells. Characters are free to copy spells that they have learned, at no cost, into any book or other text format of their choice.

Circle Elevation

Channeling is divided into three Circles. Becoming a First Circle Channeler doesn’t require an In-Play encounter of any kind, only that you expend XP and have a Soul Bond to the element you want to channel.

Advancing from First Circle to Second requires at least 6 Tolerance, and you must know at least 6 Channeling spells. An NPC may offer you teaching in the form of a Circle Elevation encounter once you pay XP for the Second Circle Channeling skill. If you’ve had the Second Circle Channeling skill for two full events and haven’t had a Circle Elevation encounter, you complete your Circle Elevation.

Advancing from Second Circle to Third requires at least 12 Tolerance, and you must know at least 6 Second Circle Channeling spells. Circle Elevation proceeds as described above.

Spell Types

Channeling spells have a number of unique types and modifiers. Each spell describes its necessary rules; this section is provided as a summary.

Battle spells generally require the invoker to successfully strike the target of the spell with a spell packet for the spell to take effect. Any spell that does not require this will state so clearly in the spell’s description. When casting a spell, the spell packet must leave the invoker’s hand within two (2) seconds of completing the spell’s verbal component. No packet may be thrown until the spell’s verbal component has been completed.

A Battle spell such as a healing or curative spell is touch-cast. Hold a packet in one hand and bring it within two inches of the target character; it is not necessary to make physical contact.

Chants are spells that require lengthy, repeated spoken or sung incantations, but they often have a fixed Tolerance cost and an open-ended number of spell effects. For example, an Oracle pays the Tolerance cost to begin the Chant of the Bright Soul. Each time they complete the incantation, they can give one character a Light Ward against Mental at no Tolerance cost. As long as they don’t fall unconscious or stop their incantation for more than 10 seconds, they can continue repeating the incantation and granting Light Ward against Mental effects.

Divinations are spells that allow the caster to ask a number of questions from a provided list of options. These spells require a Marshal or Guide, who always answers truthfully. (The game’s staff are mere mortals, however, and if we need to issue a correction later, we will do so as promptly as possible.)

Enchantments are protective spells that require one (1) minute of Concentration to cast.

Spellstrikes are spells that require no casting time beyond the attack’s verbal, and are transmitted through a weapon or claw. Some Spellstrikes are restricted to particular weapon types.