Regionals

Regional spells will be listed here as they are discovered

1st Circle - Identify Plane

Uses: 3

Verbal: 10 words


This spell will tell the spellcaster the name, essence, defining characteristics, and/or location of the plane of reality in which the spellcaster currently exists.

2nd Circle - Stranger Brew

Uses: Special, see Alchemy

Caveats: Potions


You may create the additional types of potions listed below using Alchemy:



This does not grant any points to alchemy.


2nd Circle - Enhance Weapon

Uses: 3

Verbal: 10 words 

Active: Hold the target weapon with both hands

Caveats: Combat Calls, Enchanted Items


This spell gives the spellcaster the ability to temporarily enchant a weapon, arrow, or bow. After preparing it with the spell, the weapon, bow, or arrow user must call “Reach” or “Knock Back” the next 3 times they swing that weapon, the next 3 times they fire that bow, or the next time they fire that arrow. The caster chooses which option, Reach or Knock Back, upon casting the spell, and must inform the recipient which option they are imbuing it with. These calls are expended whether the user scores a successful hit or not. If an enchanted arrow is fired by an enchanted bow, a call is expended from both the bow and arrow. If an arrow is enchanted with a particular call and fired from a bow with a different call, the wielder may choose which call to use; regardless of the call chosen, a call is expended from both the bow and the arrow.

3rd Circle - Greater Cantrip

Uses: 2


Allows the spellcaster to gain one casting of any First or Second Circle spell, chosen at the time of casting. The spell gained must be cast following the rules for that spell, including VC, MC, and ACs. This spell cannot be used to cast Implement, Strange Brew, or Stranger Brew.

4th Circle - Reflect Magic

Uses: 3

Verbal: Special

Material: Special

Caveats: Combat Calls


If the spellcaster is struck by a Magic Missile, Lightning Bolt, or other thrown magical effect, they may use this spell to negate that effect (including damage) and immediately re-cast that effect by throwing the same prop which struck them. The spellcaster must indicate that they are using this spell by calling “Reflect!” followed by the name of the effect they are reflecting. The reflected effect does not have to be targeted at the original source of the effect. This spell cannot be used on magical effects delivered by arrows, javelins, or other enchanted thrown weapons. If the spellcaster attempts to use this spell, but fails to throw the MC within three seconds of originally being struck, the spell is still used and the effect is negated, but the spellcaster must drop the MC if they are holding it.


5th Circle (Option 1) - Control Time

Uses: 1

Verbal: Special


The spellcaster bends time to their will. To initiate a Time Freeze, the caster calls “All in the sound of my voice, Freeze!” and then immediately starts a ten-second countdown; at the end of the count, the spellcaster must immediately call “All in the sound of my voice, Un-freeze!”. The initial call can be at any volume, but the subsequent countdown and “un-freeze” call must be at least loud enough to be heard by anyone affected by this spell. The spellcaster may not strike another player or NPC while this spell is active, and must immediately take appropriate damage from any blows which strike them. If the spellcaster dies while this spell is active, the spell ends immediately. If the spell ends for this or any other reason, the spellcaster must make the “un-freeze” call when the spell ends, regardless of how much time is left in the countdown. 

5th Circle (Option 2) - Transcend Time

Uses: 3

Verbal: “Transcend Time!”


The spellcaster ignores the pull of time. If the spellcaster would be affected by a “Freeze”, they may choose to react by casting this spell. In doing so, they ignore the effect of the “Freeze”. The spellcaster may not strike another player or NPC while this spell is active, and must immediately take appropriate damage from any blows which strike them. This spell ends when the initial “Freeze” ends.

6th Circle (Option 1) - Control Space

Uses: 3

Active: Get the attention of the MM


The spellcaster bends space to their will. By tapping into the innate magic of Reality, they can make minor alterations to their surroundings. The spellcaster must describe the desired effect to the Magic Marshal, who will then create an outcome at their own discretion. If the MM rules that the desired effect is impossible, unsafe, or disallowed for any reason, they will inform the spellcaster, and the use of this spell is not lost. Effects resulting from this spell can include: moving temporary walls, opening or closing doors, or relocating large objects. If the spell is successful, the MM will inform the spellcaster that the effect will be permanent or temporary, along with a rough duration in the latter case.

6th Circle (Option 2) - Transcend Space

Uses: 1

Verbal: “Transcend Space!”


The spellcaster ignores the constraints of their physical surroundings. Upon casting this spell, the spellcaster gains the Incorporeal trait, and thus becomes immune to all physical damage (call “Passes Through” to indicate this effect). Magical effects such as Magic Missile still deal damage to the spellcaster as normal.

Any weapon(s) or equipment worn/carried by the spellcaster at the time this spell is cast also becomes Incorporeal for the duration of this spell (except for Stealable and Event Stealable items, which must be dropped prior to casting). Incorporeal weapons do not trigger spell failure, as if they have had Ghost Blade cast upon them.  

Additionally, the spellcaster may move through non-magical barriers, such as temporary walls. The spellcaster cannot not use this spell to enter out-of-play areas which would otherwise be inaccessible to them, such as NPC staging areas. The spellcaster may end the effects of this spell at any time they choose, except while they are dead.

While the spellcaster is under the effects of this spell,  the spellcaster may not cast any spells which require them to touch an object or person. Similarly, spells of that nature cannot affect the spellcaster. The spellcaster cannot move or carry physical objects and cannot wield any weapons. Finally, the spellcaster cannot cast Magic Missile or Lightning Bolt while they are affected by this spell.