Spells of Wayfare

The Broken Path 3

Cost: 3
With Wayfare, I invoke a broken path.

The path beneath the recipient becomes unstable and treacherous. Spend a point of Earth, speak the incantation, call out "Slow by Earth" and make an attack to make steps treacherous and unsure.

A Command to Step Aside

Cost: 2
With Wayfare, I adjure you to step aside.

You call forth magic to send away an antagonist. Spend a point of Earth, speak the incantation, call out "Repel by Will" and make an attack to drive back your enemy.

The Clear Road

Cost: 1
With Wayfare, I instill a clear road.

You free someone from a Root effect. Spend a point of Fire, speak the incantation, call out "Cure Root by Wayfare" and make a packet or touch attack to restore movement to an ally.

Elemental Fortification

Cost: 4
With Wayfare, I conjure an elemental fortification.

You protect the recipient from mental control. Spend a point of Water, speak the incantation, call out “Grant Elemental Defense, Shield,” and make a packet or touch attack to protect the ally from elemental attacks.

Freedom of Movement

Cost: 3
With Wayfare, I instill freedom of movement.

You can free your charges from physical bindings and injuries that might hamper or prevent their action. Spend a point of Water, speak the incantation, call out "Cure Physical by Magic," and make a packet or touch attack to free the target from one physical effect upon them.

Mystical Protection

Cost: 4
With Wayfare, I conjure a mystical protection.

You weave mystical energy to protect your ally with unseen ward against damage. Spend a point of Earth, speak the incantation, call out “Grant 2 Protection by Wayfare,” and make a packet or touch attack to protect the recipient from wounds.

On Your Feet Again

Cost: 2
With Wayfare, I instill you with a strong limb.

You cure one maimed limb. Spend a point of Fire, speak the incantation, call out "Cure Maim by Magic" and make a packet or touch attack to fix a broken limb. This spell will work on one maimed limb.

The Safety of Home

Cost: 5
With Wayfare, I weave in this home a safe rest.

If any of the Gifted Races sleep within a building or tent and call it home, you may protect that dwelling. The dwelling must be a private residence; the spell does not work on public places. You may empower the dwelling at any time, but the protection only lasts from 2:00 am to 10:00 am. Spend a point of Earth, call out "Imbue by Wayfare," and hang Wind Chimes in a prominent place on the doorway along with an appropriate information card. Both must be visible. If the doorway is dark the Wind Chimes must be marked with a light of some kind.

While the blessing is in effect, from 2:00 am to 10:00 am, those inside the dwelling are immune to effects (including uncalled damage) that are not beneficial. No one may take anything from the dwelling that they did not bring into that place. Those inside are safe, although some tales whisper of beings powerful enough to destroy such an enchantment.

When the blessing is in effect, from 2:00 am to 10:00 am, those who are staying in an area without bath facilities may touch the Wind Chimes during the time when this ability is active and travel to the facilities in spirit form. While in spirit form you must press your palms together and keep your head bowed. You must return the same way. You do not reform, nor can you linger or wander off a straight path to the bath area and back, until you return to the cabin and touch the Wind Chimes once again. This ability will not work during the time when the Blessing is not in effect - you are on your own.

You cannot role play while traveling back and forth to the bathroom. Call out “Spirit” to negate any attack that strikes you during this time.

Seven Mile Step

Cost: 2
With Wayfare, I weave the seven mile step.

You hurl a token of Wayfare and step into the spirit realm to travel to the location where your thrown token has landed. Once per long rest spend a point of Water, speak the incantation, and call out “Imbue by Wayfare” while holding your token in front of you to begin the magic. Your token is empowered as a sort of personal gate with which you can move short distances.

Your token must be a small gold or yellow ring, disk, or ball that is at least 6” across. Although you don’t throw the token at enemies, the token is a throwing weapon and must be constructed to be safe for that purpose. Mark the token with a red circle to show others that they cannot move the token.

Once your token is empowered you may at any time call out “Imbue by Wayfare” and throw your token to some spot that is not through a magical gate. Although quick, this final verbal has all the restrictions of casting a spell. Your hands must be free or holding onto items with which you can cast spells, you cannot be hit by attacks, and you cannot be under the effects of a Silence. If you successfully call out the verbal and throw the ring you become incorporeal as soon as the token leaves you hand and you begin to travel towards the place where the token comes to rest.

When you become incorporeal you exist only partially in this realm. You must move at a walking pace to the resting place of your token, trying your best to reach it if it has somehow left your line of sight. You cannot delay your travel if you don’t like what you see happening near your token; you will arrive at the token at a steady walking pace regardless of the dangers you will face when the spell ends. You cannot use attacks or beneficial effects on enemies or allies during this travel. You call out “Spirit by Wayfare” to negate all melee, missile, or packet attacks that strike you unless an attack has the “to Spirit” trait. You are not immune to effects that are not melee, missile, or packet attacks; traps, By My Voice, By My Gesture, and other alternate deliveries will still affect you as you walk. You can use defenses to negate attacks and effects as you travel. When you reach your token you touch it with your hand or your foot and call out “Imbue by Wayfare” to end the spell.

If you can’t reach your token, then there are several ways the spell can end prematurely and badly. If you are rendered unconscious, immobile, or helpless before you reach your token the spell ends prematurely. This is both painful and disruptive to your spirit; the spell ends and you take the effect of Drain. This Drain has no trait, and you cannot use a defense to negate or mitigate this backlash.

You have one minute to find your token. If you can’t find it in time get as close as you can reasonably guess to its location. The spell ends prematurely, you call out “Imbue by Wayfare” and you take a Drain effect that you cannot negate or mitigate with a defense.

The Soothing Touch

Cost: 1
With Wayfare, I infuse the soothing touch.

This spell gives you the ability to cause bleeding characters to become stable simply by touching them. You may only have one of these spells active at any time, and you cannot cast this spell on others. Spend a point of Water, speak the incantation, and call out "Imbue by Magic." You may stabilize any number of people by touching them with a packet and calling out "Stabilize." This spell needs no effect card because it cannot be cast on others. This spell ends when you take a long rest to refresh attributes, and at the end of the event.