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Paige Spells

  Booster Soda  

A really simple concoction comprised of a can of soda (can be done with other liquids that aren’t soda but the main ingredient is something drinkable), crushed Kola nut, and a small amount of Guarana juice. When ingested this potion enhances the user’s physical and mental speed, allowing them to run faster and process/react to things x1.25 (scaling to x2 at Mage rank) faster than normal with an upper limit of x3. Booster Soda also gives the drinker more energy and thus more stamina which allows them to do physical activities longer with less strain. The effects last for 3 rotations total (scaling up to 5 at Mage rank) before ending, the energy wearing out of their system and making them feel slightly sluggish and tired for one rotation after.

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  Dizzy Dizzy  

Another concoction made up of Saw Palmetto leaves, Water, and crushed up Melatonin tablets (or Spinning Daisy wax). When shaken up and exposed to the air (be it through a shattered vial or the uncapping of a bottle) it will release a thin vapor that expands into a 5x5 (scales to 10x10 at Mage rank) foot area where breathing will inhibit the amount of oxygen taken in. Instead of air the vapor will enter the lungs and start to administer a mild form of dizziness where it makes it seem like the world around them is spinning. This makes it a bit harder to walk and stand upright without stumbling a little bit inside of the zone and their ability to perform dexterous or otherwise precise actions will suffer. This vapor can be batted out of the air via Aeromancy, other spells, or anything that would normally clear a smog of similar size lasts for two rotations before dispersing into the air, taking its debuff with it.

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  Compulsion  

Phoebe's first curse, this spell requires sustained eye contact for a few seconds for its effect to take hold and the user’s eyes will glow over one post while it charges up. Once ready and eye contact has been established with somebody within 10 feet of the caster they can place their spell. Compulsion makes the recipient of this curse to be slightly more susceptible to the caster’s suggestions than normal, not strong enough to make them do things that they wouldn’t do normally but just enough to allow them to somewhat alter moods or make whatever they say somewhat more believable to them for its duration. This curse will disappear after 10 minutes, or if the caster leaves a 20 foot radius from the person they have cursed and will be required to be re-cast .

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​" It's debatable that Wizardry offers more utility than any other tree. They provide a number of banes and boons through the use of artifacts, curses, hexes and potions, but lack a lot of fire power when in comparison to most of the other branches of magic. Artifacts are -- for lack of a better word -- enchanted objects that can provide passive or temporary/activated buffs to the wielder, or affect a given area upon being activated. Curses are banes to be cast on other people that can inflict a number of status effects on them. They're capable of doing damage, but only to a limited extent, and can not actually have the capacity to kill until High Mage. A hex is a spell that places an effect on a given item, and can be placed on multiple items. Potions are, as you might have guessed, a concoction of different ingredients that must be gathered prior to making the potion that might provide a desired effect when consumed, or act as a poison. Wizards are also -- outside of Faith Mages -- the only mages that can remove curses.​ "

Witchcraft

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Mage Spells

  Upgrade to: Booster Soda  

A really simple concoction comprised of a can of soda (can be done with other liquids that aren’t soda but the main ingredient is something drinkable), crushed Kola nut, and a small amount of Guarana juice. When ingested this potion enhances the user’s physical and mental speed, allowing them to run faster and process/react to things x2 (scaling to x3 at Expert Mage rank) faster than normal. Booster Soda also gives the drinker more energy and thus more stamina which allows them to do physical activities longer with less strain. The effects last for 4 rotations total before ending, the energy wearing out of their system and making them feel slightly sluggish and tired for one rotation after.

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  Upgrade to: Dizzy Dizzy  

Another concoction made up of Saw Palmetto leaves, Water, chunks of Coal/Firewood, and Spinning Daisy wax. When shaken up and exposed to the air (be it through a shattered vial or the uncapping of a bottle) a thin, flammable vapor that expands into a 10x10 (scales to 20x20 at Expert Mage rank) foot dome area where breathing it in will inhibit the amount of oxygen taken in. Instead of air the vapor will enter the lungs and start to administer an effect similarly to moderate vertigo where it makes it seem like the world around them is constantly spinning that makes it very hard to walk and stand upright without stumbling a bit. Aeromancy spells or similar abilities that can sensibly remove a gas will be able to disperse the AoE and end its effects early. Producing flames or obscene amounts of sparks will ignite this zone due to the methane gas produced from the Coal in the making of the potion itself. Dizzy-Dizzy lasts for four rotations, becoming 5 at Expert Mage, before dispersing into the air. Anyone who has walked into and breathed in this vapor will have its effects last for one rotation even after leaving the zone.

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  Upgrade to: Compulsion  

Her first curse, this spell requires sustained eye contact for a rotation for its effect to take hold and the user’s eyes will glow while it charges up. Once ready and eye contact has been established with somebody within 10 feet of the caster they can place their spell. Compulsion now administers a hypnosis-type effect that initially causes one individual looking at her eyes to become “entranced” and compelled to continue gazing at her though any source of distractions (anything that would grab the afflicted’s attention) will allow them to break contact with ease. Upon the second post, assuming the person in question hasn’t broken free from the caster’s hold, will suddenly be locked in a literal hypnotic trance--effectively a stunning spell--that can be broken by physical contact and large distractions such as explosions. Clear hostile intent will also snap them out of it. The caster /also/ has to maintain eye contact with them for this to work and so anything causing them to look away from their target will immediately break the curse if not already in place. Compulsion makes the recipient of this curse to be slightly more susceptible to the caster’s suggestions than normal, not strong enough to make them do things that they wouldn’t do normally but just enough to allow them to somewhat alter moods or make whatever they say somewhat more believable to them for its duration.

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  Impedio  

A spoken curse unlike Compulsion, this spell requires a brief recitation of what constitutes as essentially a binding “ritual.” This string of words, preferably done so through Latin (but works when used with any form of communication that can be done verbally), creates a small mana spark-like projectile of mana the size of a baseball in the caster’s palm that can be launched as a medium-speed moving projectile. Upon contact with any solid surface the gas will expand at the caster’s command to wrap around it in a one foot wide tube so long as it doesn’t exceed 10 feet in any one direction. From the circle that would be wrapped around the object will then spawn 4 chains that extend up to 10, naturally enhancing to 20 feet at Expert Mage, feet to latch onto other solid objects (even including the ground so long as contact with it can be established). Once this has been achieved, they will solidify into an iron-grade construct (scaling to Cobalt at Expert Mage) meant to keep the thing in question from moving upwards or side to side but appendages/limbs can still be moved around. The curse may be broken through by anything that can tear through/break constructs of the same durability but will last for 4 rotations (or 5 at Expert) unless somehow escaped.

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  Greek Fire  

Much like the name suggests, this potion has an extremely volatile effect when made correctly. Requiring the juice of Fireberries, flame-glands required by Drigers to produce their own fire, and an oil-based/sticky liquid, these potions have to be carefully secured as any moderate amount of force will ignite the concoction prematurely. When shaken up it acts like a grenade and the potion has only a short few seconds to be thrown before the pressure inside of its container grows too great and it explodes violently in a 10 foot radius around wherever it is upon combustion. Extremely hot flames, capable of melting through Iron ( scaling to 20 feet and Cobalt at Expert Mage ) immediately in the first half of the blast and only Aluminum ( scaling to Steel at Expert Mage ) on the remaining half feet. Regardless of where the flames touch in their radius, the fire will stick to solid objects and begin burning furiously through them (over the duration of one post the fire can melt through its highest durability factor after making contact and sticking) and can’t be put out through conventional means of rolling on the ground or pouring mundane water on it. Either the fire has to burn out on its own over its remaining one rotation of burn-time or magically created water of Mage rank (or the appropriate rank based on scaling) has to put it out.

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Expert Mage Spells

  Upgrade to Booster Soda: Homemade Nitro!  

A really simple concoction comprised of a can of soda (can be done with other liquids that aren’t soda but the main ingredient is something drinkable), crushed Kola nut, and a small amount of Guarana juice. Homemade Nitro can only be made when all of the ingredients have been let sit in Kra’tu Flower dew for a day. When ingested this potion enhances the user’s physical and mental speed, allowing them to run faster and process/react to things x3 (scaling to x4 at High Mage rank) faster than normal. It also gives the drinker more energy and thus more stamina which allows them to do physical activities longer with less strain. The effects last for 5 rotations total before ending, the energy wearing out of their system and reducing their movement speed by x.5 at Expert Mage and x.25 at High Mage.

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  Upgrade to Greek Fire: Napalm in a Bottle  

Much like the name suggests, this potion has an extremely volatile effect when made correctly. Requiring the juice of Fireberries, flame-glands required by Drigers to produce their own fire, and an oil-based/sticky liquid, these potions have to be carefully secured as any moderate amount of force will ignite the concoction prematurely. Napalm in a Bottle also requires that the Drigers’ glands be stewed with the bones of Fire Sprites for several hours before being added. When shaken up it acts like a grenade and the potion has only a short few seconds to be thrown before the pressure inside of its container grows too great and it explodes violently in a 20 foot radius around wherever it is upon combustion. Extremely hot flames, capable of melting through Cobalt ( scaling to 30 feet and Titanium at High Mage ) immediately in the first half of the blast and only Steel ( scaling to Cobalt at High Mage ) on the remaining half feet. Regardless of where the flames touch in their radius, the fire will stick to solid objects and begin burning furiously through them (every post--for two rotations after making contact and sticking--the potion can burn through its highest durability factor meaning that it will do Cobalt or Titanium damage twice if caught on the outer half of the explosion or three times if on the inner half) and can’t be put out through conventional means of rolling on the ground or pouring mundane water on it. Either the fire has to burn out on its own over its remaining two rotations of burn-time or magically created water of Expert Mage rank (or the appropriate rank based on scaling) has to put it out.

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  Upgrade to: Compulsion  

Her first curse, this spell requires sustained eye contact for a rotation for its effect to take hold and the user’s eyes will glow while it charges up. Once ready and eye contact has been established with somebody within 30 feet of the caster they can place their spell. Compulsion now administers a hypnosis-type effect that initially causes one individual looking at her eyes to become “entranced” and compelled to continue gazing at her though any source of distractions (anything that would grab the afflicted’s attention) will allow them to break contact with ease. Upon the completion of the second post (meaning that it takes place on the beginning of the third rotation), assuming the person in question hasn’t broken free from the caster’s hold, they will suddenly be locked in a literal hypnotic trance--effectively a stunning spell--that can be broken by physical contact and large distractions such as explosions. Clear hostile intent will also snap them out of it. The caster /also/ has to maintain eye contact with them for this to work and so anything causing them to look away from their target will immediately break the curse if not already in place.​

Compulsion is now strong enough for Phoebe to plant the seeds of her will into the hypnotized. During the hypnosis effect--which lasts for two rotations after the curse has been placed--she can begin planting subliminal messages in their brain to make them more susceptible to suggestions made by her. Her suggestions cannot be something that seems unreasonable to them or directly harmful to their wellbeing. Compulsion only works for as long as the afflicted is within 45 feet and the curse ends if they ever leave this radius or if an hour passes. Targets of Compulsion will know that they’ve been under its effects unless stated otherwise during hypnosis. Upon reaching High Mage status, Phoebe’s willpower will become much stronger and wording things reasonably will make her suggestions more likely to be followed. For example, if she told someone to meow like a cat every time someone said their name, they’d feel a strong, almost instinctual urge, to meow when their name was spoken aloud for as long as this curse is active.

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