Protection & Healing Spells
● Protection:
○ Color: Clear with a wavy effect, as if seen through distorted glass
○ Glyph: A box with an X in it
○ Requires: No reagents, but the caster must hold a defensive pose (hands out in front of them, palms flat, like they’re holding up a wall) and cannot do anything but concentrate on maintaining the shield. To curve the shield, the caster slowly moves his/her hands in a circular motion in front of them.
○ Effect: Allows the caster to create a shield to protect him/herself from harm. The shield stretches to a width of five feet and to a height of six inches above the caster’s head. It generally appears as a flat surface in front of the caster, although advanced casters can curl it around themselves and any companions, forming a little safe area. The shield defends against all physical attacks (punches, arrows, bullets, etc.), and can defend against most magically-summoned/enhanced weapons, although this is likely to require more effort on the caster’s part. However, it blocks attacks from both sides – if the caster is defending more people than just himself/herself, the other people will have to attack around the shield’s edges. The spell lasts until the caster dismisses it.
○ Visuals: The shield is largely transparent, but creates a wavy visual effect in front of the caster – as if he/she is being viewed through distorted glass.
○ Enchantments Or Potions: None.
● Shield The Artifact:
○ Color: Copper
○ Glyph: Caster’s personal sigil
○ Requires: The skin of a fruit, the fresher the better, and something to inscribe the sigil on it. Once inscribed, the skin is wrapped around the object in question as the spell is cast, and shrivels once it takes.
○ Effect: Allows the caster to shield any object they have touched at least once from any major physical harm until midnight of the day of the casting. Anything that would cause more than a minor chip or crack will be repelled or otherwise neutralized. The object will still be susceptible to minor damage.
○ Visuals: The object is temporarily surrounded by a glowing copper-colored shield, which reappears any time any major damage might befall it.
○ Enchantments Or Potions: None
● Flower’s Blush:
○ Color: Blood red
○ Glyph: Three wavy lines inside of a wavy-edged circle (kind of resembling a dandelion bloom)
○ Requires: A dandelion in flower, the fresher the better. The flower’s head is pulled off the stem and rubbed on the afflicted body part (in the case of illness, on where the person feels the pain or sickness most; e.g., for a headache, it would be rubbed on the part of the head the pain is centered in).
○ Effect: Allows the caster to heal minor injuries, such as bruising, small cuts and scrapes, and mild illnesses such as colds or headaches. Anything more severe – chronic illnesses, major loss of blood, etc. – requires the caster to know Spring’s Breath to heal effectively.
○ Visuals: The dandelion head turns blood red, then crumbles away, healing the injury/taking away the pain or sickness with it
○ Enchantments Or Potions:
- Quick-Heal Potions can be made via grinding up the dandelion bloom and stirring it into a liquid.
- To charge into a wand, rub the dandelion head over the tip and then over the glyph – the tip of the wand is touched to the afflicted part to cast the spell.
● Shield The Flesh:
○ Color: Raw umber
○ Glyph: Caster’s personal sigil
○ Requires: A piece of fresh fruit with the skin still on and something to inscribe the sigil on it. Once inscribed, the caster eats the fruit sigil-first while concentrating on the spell.
○ Effect: Allows the caster to shield himself/herself or another person from any major harm until midnight of the day of casting. Anything that would cause more than a small bruise/cut to the person protected will be repelled or otherwise neutralized. Minor harm, like paper cuts or stubbing one’s toe, is still suffered. This shield can be neutralized by certain forms of magical damage.
○ Visuals: The person is surrounded by a raw umber-colored shield for a moment, which reappears whenever severe damage to the person is threatened.
○ Enchantments Or Potions: None
● Shield The Earth:
○ Color: Pale brown
○ Glyph: Caster’s personal sigil
○ Requires: Four pieces of fresh fruit that can be squeezed for juice, something to squeeze the juice, and something to mark the caster’s sigil on them. Once each piece of fruit is marked, the caster takes a piece to each corner of the area (or, in round areas, to four equidistant points on the circle) and squeezes the juice out over them. Once the final drop has been squeezed, the spell takes.
○ Effect: Allows the caster to put a shield over an area, protecting all those inside of it from harm. Any major damage to people or objects is automatically neutralized, as if they were all under the other warding spells. Minor injuries can still be inflicted – and of course, there’s no protection from angry words. The area must have defined borders to be shielded, although simply drawing a line to mark the area will suffice as a “border.” The shield lasts for five hours or until dismissal, whichever comes first.
○ Visuals: The area in question is covered by a pale brown shield for a moment. This same shield appears around objects and people if they are threatened within its borders, and if anyone enters or leaves the area.
○ Enchantments Or Potions: None
● Repel All Attack:
○ Color: Light amethyst
○ Glyph: A box with an X in it with two wavy lines coming off either side
○ Requires: An chunk of amethyst (a type of quartz). The caster uses it to draw a circle around their body on the floor, then rubs it on their hands and chest while focusing on the spell.
○ Effect: Creates a shield around the caster that not only protects him/her from most forms of damage, but actively damages any person who attempts to attack him/her. The shield extends about five inches from the caster’s skin and repels almost all attack that is not magically enhanced. In the case of animal and human assault, it also blasts the attacker with a powerful electric-type shock. The shield lasts for six hours or until dismissed.
○ Visuals: A amethyst-colored shield surrounds the person at first casting, then reappears whenever harm may come to the caster. Darker-purple “lightning bolts” appear in the shield when it shocks someone.
○ Enchantments Or Potions:
- To charge into a wand, rub the wand with the amethyst over its glyph. This allows casting on another person or a group.
● Spring’s Breath:
○ Color: Grass green
○ Glyph: Three wavy lines inside a triangle with a rounded third side
○ Requires: Seeds from any fruit or flowering plant (if using this on a plant, it’s best to get seeds matching that particular plant) and a drop or two of blood from the caster. The blood is smeared on the seeds as the caster concentrates. The seeds will glow grass green once the spell is successful – they are then scattered around the roots of a plant, or given to an animal/person to eat.
○ Effect: Allows the caster to rejuvenate a plant, animal, or human with a fresh infusion of energy. It cannot bring anything dead back to life, although it can halt the effects of rot on a corpse in the Land of the Dead. Any non-chronic sicknesses are healed immediately, and chronic ones are relieved for about two days. The spell has an immediate effect, with aftereffects of general good mood and good health lingering for a couple of days.
○ Visuals: The target’s aura’s base color (gold or greenish-blue) becomes visible for a moment, glowing with new life/unlife. If the target is a plant, it grows as if it has received optimal care and weather conditions for six months, putting out new leaves and roots. If the target is an animal or person, he/she gains an extra shine to their hair and eyes and a general feeling of overall contentment. Undead people have brighter blue skin and appear closer to “freshly dead.”
○ Enchantments Or Potions:
- Health Potions are made by stirring the seeds and blood into a liquid and casting the spell. The resulting potion is grass-green. Health potions work just like the spell they are cast from.
- Non-Rot Potions are made by stirring dried seeds and dried blood (preferably but not necessarily the caster’s) into a liquid, then letting the mixture sit for a day before casting the spell. The resulting potion is more a yellowy-grass green. Non-Rot potions work very differently from Spring’s Breath, given the slightly-altered ingredients and delayed casting time. The potion slows down the rot of a corpse to minuscule levels for a period not exceeding three months. It is used by a lot of corpses to slow down their decay time and thus allow them to remain looking semi-human for longer.
○ Color: Clear with a wavy effect, as if seen through distorted glass
○ Glyph: A box with an X in it
○ Requires: No reagents, but the caster must hold a defensive pose (hands out in front of them, palms flat, like they’re holding up a wall) and cannot do anything but concentrate on maintaining the shield. To curve the shield, the caster slowly moves his/her hands in a circular motion in front of them.
○ Effect: Allows the caster to create a shield to protect him/herself from harm. The shield stretches to a width of five feet and to a height of six inches above the caster’s head. It generally appears as a flat surface in front of the caster, although advanced casters can curl it around themselves and any companions, forming a little safe area. The shield defends against all physical attacks (punches, arrows, bullets, etc.), and can defend against most magically-summoned/enhanced weapons, although this is likely to require more effort on the caster’s part. However, it blocks attacks from both sides – if the caster is defending more people than just himself/herself, the other people will have to attack around the shield’s edges. The spell lasts until the caster dismisses it.
○ Visuals: The shield is largely transparent, but creates a wavy visual effect in front of the caster – as if he/she is being viewed through distorted glass.
○ Enchantments Or Potions: None.
● Shield The Artifact:
○ Color: Copper
○ Glyph: Caster’s personal sigil
○ Requires: The skin of a fruit, the fresher the better, and something to inscribe the sigil on it. Once inscribed, the skin is wrapped around the object in question as the spell is cast, and shrivels once it takes.
○ Effect: Allows the caster to shield any object they have touched at least once from any major physical harm until midnight of the day of the casting. Anything that would cause more than a minor chip or crack will be repelled or otherwise neutralized. The object will still be susceptible to minor damage.
○ Visuals: The object is temporarily surrounded by a glowing copper-colored shield, which reappears any time any major damage might befall it.
○ Enchantments Or Potions: None
● Flower’s Blush:
○ Color: Blood red
○ Glyph: Three wavy lines inside of a wavy-edged circle (kind of resembling a dandelion bloom)
○ Requires: A dandelion in flower, the fresher the better. The flower’s head is pulled off the stem and rubbed on the afflicted body part (in the case of illness, on where the person feels the pain or sickness most; e.g., for a headache, it would be rubbed on the part of the head the pain is centered in).
○ Effect: Allows the caster to heal minor injuries, such as bruising, small cuts and scrapes, and mild illnesses such as colds or headaches. Anything more severe – chronic illnesses, major loss of blood, etc. – requires the caster to know Spring’s Breath to heal effectively.
○ Visuals: The dandelion head turns blood red, then crumbles away, healing the injury/taking away the pain or sickness with it
○ Enchantments Or Potions:
- Quick-Heal Potions can be made via grinding up the dandelion bloom and stirring it into a liquid.
- To charge into a wand, rub the dandelion head over the tip and then over the glyph – the tip of the wand is touched to the afflicted part to cast the spell.
● Shield The Flesh:
○ Color: Raw umber
○ Glyph: Caster’s personal sigil
○ Requires: A piece of fresh fruit with the skin still on and something to inscribe the sigil on it. Once inscribed, the caster eats the fruit sigil-first while concentrating on the spell.
○ Effect: Allows the caster to shield himself/herself or another person from any major harm until midnight of the day of casting. Anything that would cause more than a small bruise/cut to the person protected will be repelled or otherwise neutralized. Minor harm, like paper cuts or stubbing one’s toe, is still suffered. This shield can be neutralized by certain forms of magical damage.
○ Visuals: The person is surrounded by a raw umber-colored shield for a moment, which reappears whenever severe damage to the person is threatened.
○ Enchantments Or Potions: None
● Shield The Earth:
○ Color: Pale brown
○ Glyph: Caster’s personal sigil
○ Requires: Four pieces of fresh fruit that can be squeezed for juice, something to squeeze the juice, and something to mark the caster’s sigil on them. Once each piece of fruit is marked, the caster takes a piece to each corner of the area (or, in round areas, to four equidistant points on the circle) and squeezes the juice out over them. Once the final drop has been squeezed, the spell takes.
○ Effect: Allows the caster to put a shield over an area, protecting all those inside of it from harm. Any major damage to people or objects is automatically neutralized, as if they were all under the other warding spells. Minor injuries can still be inflicted – and of course, there’s no protection from angry words. The area must have defined borders to be shielded, although simply drawing a line to mark the area will suffice as a “border.” The shield lasts for five hours or until dismissal, whichever comes first.
○ Visuals: The area in question is covered by a pale brown shield for a moment. This same shield appears around objects and people if they are threatened within its borders, and if anyone enters or leaves the area.
○ Enchantments Or Potions: None
● Repel All Attack:
○ Color: Light amethyst
○ Glyph: A box with an X in it with two wavy lines coming off either side
○ Requires: An chunk of amethyst (a type of quartz). The caster uses it to draw a circle around their body on the floor, then rubs it on their hands and chest while focusing on the spell.
○ Effect: Creates a shield around the caster that not only protects him/her from most forms of damage, but actively damages any person who attempts to attack him/her. The shield extends about five inches from the caster’s skin and repels almost all attack that is not magically enhanced. In the case of animal and human assault, it also blasts the attacker with a powerful electric-type shock. The shield lasts for six hours or until dismissed.
○ Visuals: A amethyst-colored shield surrounds the person at first casting, then reappears whenever harm may come to the caster. Darker-purple “lightning bolts” appear in the shield when it shocks someone.
○ Enchantments Or Potions:
- To charge into a wand, rub the wand with the amethyst over its glyph. This allows casting on another person or a group.
● Spring’s Breath:
○ Color: Grass green
○ Glyph: Three wavy lines inside a triangle with a rounded third side
○ Requires: Seeds from any fruit or flowering plant (if using this on a plant, it’s best to get seeds matching that particular plant) and a drop or two of blood from the caster. The blood is smeared on the seeds as the caster concentrates. The seeds will glow grass green once the spell is successful – they are then scattered around the roots of a plant, or given to an animal/person to eat.
○ Effect: Allows the caster to rejuvenate a plant, animal, or human with a fresh infusion of energy. It cannot bring anything dead back to life, although it can halt the effects of rot on a corpse in the Land of the Dead. Any non-chronic sicknesses are healed immediately, and chronic ones are relieved for about two days. The spell has an immediate effect, with aftereffects of general good mood and good health lingering for a couple of days.
○ Visuals: The target’s aura’s base color (gold or greenish-blue) becomes visible for a moment, glowing with new life/unlife. If the target is a plant, it grows as if it has received optimal care and weather conditions for six months, putting out new leaves and roots. If the target is an animal or person, he/she gains an extra shine to their hair and eyes and a general feeling of overall contentment. Undead people have brighter blue skin and appear closer to “freshly dead.”
○ Enchantments Or Potions:
- Health Potions are made by stirring the seeds and blood into a liquid and casting the spell. The resulting potion is grass-green. Health potions work just like the spell they are cast from.
- Non-Rot Potions are made by stirring dried seeds and dried blood (preferably but not necessarily the caster’s) into a liquid, then letting the mixture sit for a day before casting the spell. The resulting potion is more a yellowy-grass green. Non-Rot potions work very differently from Spring’s Breath, given the slightly-altered ingredients and delayed casting time. The potion slows down the rot of a corpse to minuscule levels for a period not exceeding three months. It is used by a lot of corpses to slow down their decay time and thus allow them to remain looking semi-human for longer.