Light (0)
Arcane Dart (1) +
Fumble (1) +
Bind (2) +
Silence (2) +
Sleep (2) +
Unbind (2) +
Arcane Bolt (3) +
Circle of protection (3) +
Wizard staff (4) *
Spell shield (4) + *
Spell storm (4) + *
+ signifies a Skill that can be purchased multiple times
* signifies a True skill
Light (0): You are able to magically awaken the light within a green chemical light source (a green glow stick). If you do not have this skill, you may not cast light, but you may carry an already-activated light source. Note that you must provide your own glow sticks. You may cast light as many times as you have glow sticks.
Infinite use skill.
Call: “I cast light” while cracking a green glow stick
Arcane Dart (1): This spell deals one point of torso damage to its victim. A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield. Single-use skill.
Call: “Arcane Dart” while throwing a spell packet
Fumble (1): This spell causes its victim to drop everything in her hands immediately, with the exception of out-of-game items such as mugs or spell packets. The items should be dropped a few feet away, although the victim may immediately pick them back up. The spell effects shield-bearers as well. Please try not to hit others with any fumbled items. A spell that completely misses its victim is still considered expended. This spell may be countered by Spell shield.
Single-use skill.
Bind (2): This spell binds every part of the victim that is in contact with anything that is effectively immobile for a count of five minutes–feet to the ground, knees to the ground if kneeling, back to the ground if lying down, hand to the wall if leaning against the wall. A spell that completely misses its target is still considered expended.
This spell may be countered by Spell shield. Single-use skill.
Call: “Bind” while throwing a spell packet
Silence (2): This spell instantly renders its victim completely unable to speak or make any noise for a duration of five minutes. While affected, the victim may not cast any spells for this period of time. The victim is not prevented from stating necessary, out-of-game calls such as “Maim” or “Resist.” A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield. Single-use skill.
Call: “Silence” while throwing a spell packet
Sleep (2): This spell causes the victim to immediately fall asleep for a duration of five minutes. The victim will awaken before that time if another person vigorously shakes him and calls his name, or the victim is dealt 1 point of damage. A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield. Single-use skill.
Call: “Sleep” while throwing a spell packet
Unbind (2): This spell instantly unbinds a person who has been struck with the spell Bind. A spell that completely misses its target is still considered expended.
This spell may be countered by Spell shield, if desired. Single-use skill.
Call: “Unbind” while throwing a spell packet
Arcane Bolt (3): This spell, regardless of where the packet strikes the victim, deals five points of torso damage to its victim. A spell that completely misses its target is still considered expended.
This spell may be countered by Spell shield. Single-use skill.
Call: “Arcane Bolt” while throwing a spell packet
Circle of protection (3): You have the ability to trace a circle (maximum three-foot diameter) on the ground around yourself as a means of defense. For five minutes after you have cast the spell, you cannot be affected by any means. The circle you draw should be visible on the ground, either scuffed in the dirt or comprised of a string of the appropriate length laid around your feet. The circle affects only the caster. Unless you have a Wizard staff, you may not cast spells or use weapons through the Circle. You may speak freely or make use of spells or effects that target only yourself. You may leave the circle at any time, thereby breaking it and ending its protection.
Single-use skill.
Call: “I cast circle of protection” while drawing or setting the circle on the ground around you; for five minutes or until the circle is broken, call “Resist, circle of protection” in response to any spells or effects directed at you
Spell shield (4): This spell allows you to resist and negate the effects of one magical spell or effect of your choosing. Note that this spell may be activated even while unconscious, lying dead, or walking as an eidolon. You may cast this spell on yourself or on others. Spell shields do not stack one atop the other on any given person unless explicitly told otherwise.
Single-use skill.
Call: “Resist, Spell shield” immediately after being struck with the magical spell or effect you wish to negate; to cast, call, “I grant you/myself one Spell shield” while making contact with the victim’s shoulder or upper arm, or by laying your hand against your own torso
Spell storm (4): This skill is used in conjunction with any other Wizard spell that costs one or two CP to purchase. Activating a Spell storm allows you to throw ten of the desired spell over the course of the next five minutes. You may not move until the entire Spell storm is thrown. Both the Spell storm skill and one instance of the thrown spell are considered expended once the Spell storm is done. Any of the ten spells left over after the five minutes have ended expire and may not be used. Note that powerful wizards can learn to Spell storm higher-cost spells. A spell that completely misses its victim is still considered expended. Single-use skill.
Call: “Spell storm x spell” and begin throwing ten of that spell
Wizard staff (4): You are able to use a Wizard staff as both a weapon and a focus item. You are encouraged to personalize your Wizard staff with designs as you see fit (see the weapons page for restrictions). You may cast spells while holding your Wizard staff, as an exception to the rules for casting with items in hand. You may also use your staff to cast spells through a circle of protection. If you have purchased Arcane Dart you may cast infinite Arcane Darts while holding your staff in your hand. These Darts may be cast at a rate of one Dart every three seconds. If your staff is lost or destroyed, you may attune another, although attunement usually occurs only between games. There are many advanced skills that characters can learn through Wizard staff with proper in-game study.
Infinite use skill.