Back to Main Menu
Special FX

This section contains descriptions and game effects for the most popular spells discovered and used by the Cast Members during their adventures. Other one-off or special spells can be found in individual Episode logs.


Channel Spirit

Quick Cast: Yes; Power Level: 1;
Requirements: Chalk circle near the spirit‘s location, a short incantation and a willing person within the circle to channel the spirit.
Effect: The spell allows an incorporeal spirit to communicate through a volunteering medium for a number of minutes. The spirit’s name and earthly location must be known. The spirit can talk through the channeller (who may leave the circle after the casting), but has no power to exert greater mental or physical power.
Aspect Analysis: Recitation (+1), may be Quick Cast (+1), noticeable scope (one being) (+1), limited scope (must know name and location) (-1), medium duration (minutes) (0), difficult use (willing medium) (-1), minor effects (0).

Healing Trance

Quick Cast: No; Power Level: 1;
Requirements: Understanding of certain oriental meditative techniques and uninterrupted peace and calm for a number of hours.
Effect: The Cast member regains Life Points equal to Willpower x Success levels (maximum of Willpower x hours of meditation). This will not mend bones, remove poison or cure disease.
Aspect Analysis: Lengthy ritual (-1), noticeable scope (one being) (+1), limited scope (self only) (-1), instant duration (0), no special requirements (0), noticeable effect (+1).

Sanctuary of the Psyche

Quick Cast: Yes; Power Level: 2;
Requirements: A Sylvan Pearl which is consumed during casting and a short Latin incantation which must be said in the presence of the target - who must be conscious and able to hear the words.
Effect: This charm can remove all foreign influence from a possessed, hypnotised or otherwise-ensorcelled mind. The effect is permanent, but doesn’t prevent a later repeat of the invading badness. The spell casting roll may be opposed by a spell casting roll (or Brains score) of the witch or demon impairing the victim.
Aspect Analysis: Recitation (+1), may be Quick Cast (+1), noticeable scope (one being) (+1), instant duration (0), rare ingredients (-2), severe effect, but dispelling (+1).

Ward of Protection

Quick Cast: No; Power Level: 3;
Requirements: A four hour ritual where herbs and incense are used to cleanse the selected token. The token must be made from a pure metallic element (no plastic baubles or cheap plated / alloyed jewellery).
Effect: A pendant, ring or other token is enchanted to provide its wearer with the Resistance (Demonic Powers) Quality at +1 per Success level for 1 day per Success level. The wearer may even attempt to resist (by Will [doubled] plus Resistance vs Brains) powers which normally succeed automatically (such as Hypnosis Level 4).
Aspect Analysis: Very length ritual (-2), creates magical item (+1), noticeable scope (one being) (+1), very long duration (days) (+2), unusual ingredients (-1), two noticeable effects (+2).

Curse Tracker

Quick Cast: No; Power Level: 3;
Requirements: A short ritual which must be performed in the first light of dawn.
Effect: Cast on the victim of a spell, curse or demonic effect, this spell illuminates any nearby victims of the same effect and then creates a small sphere of light which leads to the source of the curse. The sphere moves at about 3mph and lasts one hour per Success level.
Aspect Analysis: Ritual (0), noticeable scope (one being) (+1), long duration (hours) (+1), no special ingredients (0), two minor effects (+1).

Feel the Force

Quick Cast: Yes; Power Level: 3;
Requirements: Usually an hour spent in meditation. The caster must have spent a week living or becoming familiar with the target environment.
Effect: By stretching out their thoughts, those mystically attuned can feel major supernatural disturbances within their home environment. The casting of spells with a Power Level greater than three, emotional or physical damage to a large group of people, or summoning portals to other dimensions will all register with a vague indication of the location and nature of the disturbance.
Aspect Analysis: Lengthy ritual (-1), may be Quick Cast (+1), awesome scope (city) (+5), limited scope (must be familiar) (-1), limited scope (major disturbance only) (-1), instant duration (0), no special ingredients (0), minor effect (0).

Scrying Eye

Quick Cast: Yes; Power Level: 4;
Requirements: Line of sight to the general area being observed and a container of clear water.
Effect: A short incantation creates an image on the surface of the water. For the next few minutes the caster can focus and shift the image to spy from a distance. The spell can zoom in and even penetrate walls to show details not directly visible to the caster. (Normal Per+Notice rolls are needed to observe details in the images shown).
Aspect Analysis: Recitation (+1), may be Quick Cast (+1), severe scope (area of large building) (+2), medium duration (minutes) (0), no special ingredients (0), minor effect (0).

Spell of Location

Quick Cast: No; Power Level: 4;
(As described on page 81 of The Magic Box).

Denozar‘s Expulsion and Containment of Spirits

Quick Cast: No; Power Level: 6;
Requirements: The possessed body and one of the victim‘s personal possessions which both must be sprinkled with ash burned in a bronze chalice while reciting a Latin verse.
Effect: An invading spirit is expelled from the host it has taken. Instead the spirit is anchored to the item used in the spell’s casting. The spirit may not take another host or leave this plane while that item remains intact.
Aspect Analysis: Ritual (0), noticeable scope (one being) (+1), permanent duration (+3), unusual ingredients (-1), two severe effects (expell and contain spirit) (+3).



Back to Main Menu
  Back to Menu