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Gramaryes

     Gramaryes are the spells, charms, enchantments, and magic that people are capable of casting. Each Gramarye learned can be cast 3 times per half day.

Adumbrate: invisibility for one minute

(VC): Adumbrate (KC): Ashe

 

Aether Lock: cannot be picked by the mundane lock pick skill

(VC): Lock (KC): Skeleton Key

 

Aether Bomb: 3 dmg to target, line of sight, within 5’

  • Tier 2: 4 dmg, within 10'

  • Tier 3: 5 dmg, within clear site

(VC): Bomb (KC): sulfur

Animal Companion: animal based creatures won’t attack you until you harm them, which then breaks the spell

(KC): Companion (KC): Fur

Aura Sight: see the general mood of someone (tranquil, nervous, curious, angry, happy, hostile, scared, etc)

(VC): Aura (KC): Glass

Banshee’s Wail: an alarm, lasts a half day, can be placed on an inanimate object with a specified instance to trigger the charm to activate. (ex. When anyone not currently in this room opens the box) (VC): Alarm (KC): Bell

 

Barricade: (requires Barrier) can’t come within 10’ of the caster for 10 seconds (pre-req to Blockade) (VC): Barricade (KC): Wood

 

 

Barrier: can’t come within 5’ of the caster for 10 seconds (pre-req to Barricade) (VC): Barrier (KC): wood x2

 

Blockade: (requires Barricade/Barrier) can’t come within 15’ of the caster for 10 seconds (VC): Blockade (KC): wood x3

çapat: (sah- pah’t) temp breaks a simple mechanism, at higher tiers can do permanent damage, at even higher tiers can effect a more complex mechanism.

Comprehend languages: can read any non-magical language for 10 minutes (VC): Comprehend (KC): a bookmark

 

Concussion: AOE within reach. Everyone within range is staggered, takes 1pt dmg, deaf for 30 seconds. Spell goes into immediate effect. (VC): Concussion (KC): Black Powder

 

Confabulation: fill in a gap in an individual’s memory with a fabricated scenario of the caster’s choosing. Can not overwrite an existing memory, a pre existing gap must exist in order to create a false memory in its place. (SC) the more believable the false memory is, the easier it is to place.

 

Cure Minor Disease:

Dead Zone: no magic functions in a 10x10 space for 5 minutes

Demon’s Smile: caster is down 5 HPs for the length of one combat scene, but up to 3 other players are granted an extra 5 temporary HPs for the length of that same combat scene

Denote the Viper Tongue: will tell if the last thing said is a lie

 

Deny: negates any buff (blight?) received from a spell

 

Descry Curse: (pre-req Descry Magic) will tell you if an item or person has been cursed

Descry Magic:

Descry Poison: can detect poison in up to 12oz of fluid, if administered to a weapon or object, or if a person has been poisoned. If poison is present it will glow green.

 

 

Dim the Enchanting Aura: magically hides any use of aether or enchantment aura from normal means of detection.

 

Dimensional Fold: side step and this negates any physical damage for 30 seconds. You can also not cause any physical damage during this time.

Disenchant:

  • Tier 1: item

  • Tier 2: weapon

  • Tier 3: armor

Disorient: target closes their eyes, spins 4 times, then takes 4 large steps in whatever direction they’re facing when done. No other action may be taken during this time.

 

Door Jam: barrier

 

Drum Circle: 5' circle of protection, stationary, as long as you’re drumming. Extra 5'/drummer

Eldritch Mists: complete blackness in a 10x10 non-moving radius. Everyone within is blinded until they exit the area. Blind fighting allows for continued combat, but not much else. Duration of 5 minutes.

 

Enchant Own Armor: same as enchant own weapon, but for their armor. AC +1

 

Enchant Own Weapon: may only be cast on the casters weapon. If the weapon is held by any person other than the caster the enchantment immediately wears off. (Even if being repaired) The enchantment lasts a half day otherwise. Dmg +1 cannot be cast on the same weapon to stack bonus

 

Erode: chance for non-magical metal weapon to crumble

Feather Weight: causes a person to weigh next to nothing for 1 minute. An object weighing 300lbs or less and 5 cubic feet or smaller may also be similarly effected.

Force Bolt: knocks any weapon, shield, or held item out of target’s hand (spell packet must make contact with target for effect to take place)

 

 

Force Steal: an item within 10 feet of you jumps to your hand, even if someone is holding it

 

Forté: concussive blast that deafens everyone in front of the caster in a 10’ x 5’ cone for 30 seconds

 

Friends?: temporarily removes aggro

Grounding: targets feet are anchored to the floor for 10 seconds

Hasten: can be cast only on self. 10 foot step. Provokes attack of opportunity.

Illumine: a weak purple light emanates from an enchanted item

Imbue/Inscribe: enchant an item [ should possibly be considered as a ritual instead ] required to make any scroll, spell page, magic inscription, hex, sigil, or magic mark.

  • Imbue Scroll: Scrolls are a one-time use item that disintegrates on use. To create a scroll you must already know the spell to be imbued onto it and have that spell at the ready. In creating a scroll that spell is no longer at the ready and is considered dispersed upon completion of the scroll. A blank scroll will be needed as a spell ingredient and appropriate ribbons for the kind of spell it is and any additional wards/curses/etc added on to it.

  • Imbue Potion:

  • Imbue Weapon:

  • Imbue Armor:

  • Imbue Item:

*((alternatively to the above)) Inscribe: needed to make any scroll, spell page, magic inscription, hex, sigil, or magic mark

Inveigle: [ in-vey-guhl ] must engage target in 2 minutes of conversation or entertainment (singing, dancing, performance, etc) and announce Inveigle when the caster is asking their target a question or request. This will not cause a person to put themselves or loved ones in danger, nor will they do anything preposterous like give you things for free. It is not a Jedi mind trick, however it may spare you a death sentence or lower the prices from a traveling merchant. Perhaps it’ll convince a friend to help you out with an easy task or consider your point of view more favorably in a disagreement.

Knock Back: push someone 5 steps backwards, if they cannot move in that direction they are stunned

Listen In: hear what’s going on in the next room

 

Long Step:

 

Lunar Alarm: can not be surprised while sleeping. This spell will emit an audible noise if a door is opened.

Magi Shield: creates a magical shield which can be summoned at will for 30 minutes. (tang rep required)

Mimic: alter your face to appear as a nondescript being of your same kind of awakened for 30 minutes. You cannot duplicate anyone else’s features, when others recall your face it is a vague description. This does not affect your body or clothing, which may give clue to other if there are distinct markings or clothing.

Negate Minor Poison: can cure a minor poisonous effect if cast within 5 minutes of being poisoned

 

Nullify Spell: negates any damage received from a single spell

Pause: all negative magical status effects are delayed for 5 minutes

 

Poppin Pockets:

Rust/Oxidation: chance for non-magical metal armor to be destroyed

Savage End: (finisher offensive spell) in order to cast this spell the caster must have already cast 3 offensive spells in the last 5 minutes. For any 2nd tier or above the effects of the spells must be said out loud

 

Second Chance: may temporarily raise a player in Critical Condition for 30 seconds, raised character can not fight during this time

 

Second Wind: takes 10 minutes of casting time, this must be cast in advance and the player with this cast on them must be wearing an appropriate ribbon that denotes the spell in a visible place. Prevents a player from beginning their death clock. If a player would be brought to 0 HP they “stumble” and are returned to 1 HP. May be stacked up to 3 times on one person at a single time.

See the Hidden Truth: can see people hidden by magical means

 

Sense the Aura Magi: a detect magic spell, also reveals anything hidden by conceal enchantment

 

Shadow Form: you become shadowy for 5 minutes, this can be obvious in daylight or bright rooms if there are no other shadows around, otherwise you are invisible to the naked eye

 

Shield Dome/Orb: ignore x amount of projectiles

 

Shield Other: ignore x amount of hits on the target of your choosing

Shield Self: Ignore x amount of hits

 

Shield Wall: invisible wall that takes x amount of damage before dissipating. X by x size

 

SILENCE!: target cannot speak or utter verbal components for 10 seconds

 

Singing Rocks: using aether to coax music from the memories of rocks. Some may sing a few songs, while some only remember the chants from when humans were first learning words.

Slow: target deals half damage (rounded down) for 10 seconds

 

Soak: any damage that is dealt to your target is instead taken by you for the next 5 hits

 

Soul Link: designate only one other character, permanent effect. Each time after the link is formed you use this spell you may speak with the other character for 30 seconds so long as they’re on this plane of existence. ((tier 2 or 3))

 

Speak with Object: [T2] ask an inanimate object up to 5 questions that can be chosen from a pre-determined list

 

Spell Pages:

 

Swat: magic packet must successfully hit a weapon/ shield/ or item to work. Said weapon/shield/ item is then knocked out of that person's hand 5 feet away

Titan’s Might: grants the caster temporary 100hps for the duration of a single combat.

 

Trace the Footfall/Path: tracking

Visage of the Damned: a magical faked death, caster can still incur damage in this state, although most won't attack the already dead. In this state you can still fully hear everything going on around you. You may come out of Visage of the Damned at any time by enacting a count down from 100, which once began cannot be stopped or paused

Ward the Fallen: makes it so that a player can not be searched, aside from any obvious weapon or item that they held, when they were felled.

 

Ward vs Beasts: beasts ignore you so long as you are not already actively engaged in combat. If you make an aggressive move, comment, or motion at them this spell is negated

Ward vs Fire: take no damage from fire for specific amount of time

Ward vs Bugtype: Bugtypes ignore you so long as you are not already actively engaged in combat. If you make an aggressive move, comment, or motion at them this spell is negated

Well Tuned: play an instrument for 3 minutes to damage soak for 30 minutes [ or ignore up to an amount of dmg]. Next lvl either lasts longer or play for a small crowd and give them the boost, next lvl either soak more or perform for a larger group.

© 2024 by A M Rodriguez. 

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