The Naming of Things
In the Desert of Brass, magic is commonplace. Though casters are valued and honored members of society, they are treated almost like any other intellectual profession. Indeed, the cultivation of knowledge and individual scholarship is prized above all other pursuits in this civilized land, and its magic—The Naming of Things—is but another road to that knowledge. This spell school uses light blue as its signature color.
Spells
| Spell | Type |
|---|---|
| Heart-Seeking Shards | Readied (packet) |
| Sever the Tie | Instant (caster) |
| Secrets Bound in Riddles | Instant (touch) |
| Circle of Absolute Clarity | Circle |
| Betraying the Arrow | Instant (caster) |
| Names Guard the Flesh | Ward |
| The Wind Makes Mischief | Readied (packet) |
| Star-Given Destinies | Instant (special) |
| Words of Fell Betrayal | Instant (packet) |
| Words of Vile Torment | Instant (packet) |
| Echoes of Remembrance | Instant (special) |
| Healthful Inspiration | Readied (touch) |
Rituals
| Ritual | Minimum Duration |
|---|---|
| The Three and Thirty | 1 minute |
| Number the Heavens | 10 minutes |
| Point of Argument | 3 seconds |
| Malihad’s Rope | 5 minutes |
| Celestial Geometries | 10 minutes |
| Shifting Sands | 5 minutes |
| Tamroen’s Game | 5 minutes |
| The Mind Hungers and Speaks | 15 minutes |
| The Inanimate Life | 5 minutes |
| Soar Without Wings | 10 minutes |
| The Gift of Man | 5 minutes |
| The River of Verses | 5 minutes |
Spell Descriptions
Heart-Seeking Shards
- Type
- Readied (packet)
- Requirements
- The caster must hold a crystal or gem in their hand, else all remaining uses are lost.
- Casting Verbal
- “The truest daggers strike but once, and so may these shards of magic seek out the hearts of my foes.”
- Activation Verbal
- “I strike at you with heart-seeking shards!”
The caster manifests their Mastery in packets. Targets struck by this spell take 1 magic damage to their torso, regardless of where it hits them. Resilience still applies.
Sever the Tie
- Type
- Readied (packet)
- Requirements
- The caster must wear a large feather somewhere on their person, or all remaining uses are lost.
- Casting Verbal
- “The eagle cares not for the serpent; I call to the winds to grant me passage, severing my tie to the earth.”
- Activation Verbal
- “I sever my tie to the earth!”
The caster manifests their Mastery in packets. The caster can then throw these packets (after the appropriate verbal) to a location they would like to travel. They then transform into a puff of wind, which is represented by going out of play and moving to the location of the packet as swiftly as possible. If the location would be unsafe out of game, they come as close to the location of the packet as possible. While moving, the caster is out of play and cannot be seen or tracked. They reappear when they reach their destination, and remain so until they speak the verbal and activate the spell’s effect again. This spell may be used to enter areas affected by a Circle, Wall, or other effect that would otherwise prevent such, but note that Sever the Tie is a packet-based effect.
Secrets Bound in Riddles
- Type
- Instant (touch) Requirements None
- Casting Verbal (reading)
- “I speak forth the (mastery)-fold wisdom bound in true names; neither secret page nor riddled book may hide their mysteries from me.”
- Casting Verbal (writing)
- “I turn these words upon themselves three and thirty times so that they remain as secrets, bound in riddles.”
The first version of this spell must be cast during an investigation action on a piece of text, be it a letter, a textual puzzle, a scrap of journal, etc. Once the spell is complete, a scrap of paper will be conjured forth as an “echo” of the original. On this will be written some of the thoughts, desires, and secrets of the original writer, the importance and specificity of which is dependent upon the caster’s Mastery. This version of the spell may only be cast once per item, per event, as with normal Investigation rules. If cast on a text prop enchanted as per the writing version of this spell, the enchantment will be broken if the caster’s mastery is higher than that of the original writer’s.
In order to invoke the second version of the spell, the caster writes up to their Mastery in lines on a piece of paper no larger than a standard sheet. At the top of the message, the caster writes “Secrets Bound in Riddles: (name),” where (name) is a person or class of people who can read the note. They then fold the paper in half, or enclose it as part of a book, and they may write whatever mundane words they wish on the outside. Finally, they speak the verbal, completing the spell.
Except to its designated target, its original caster, or a caster of the secondary version of this spell, the message will appear to be written in a strange, ever-changing alien language that cannot be understood. This spell ends only when the pages are destroyed or defaced, which erases all writing on them.
Circle of Absolute Clarity
- Type
- Circle
- Requirements
- Must lay the phys-rep after one minute of concentration. When the spell ends, the phys-rep must be taken up. Casting Verbal “Let our words shine as bright and true as the desert sun, for I banish all falsehood in this circle of absolute clarity.”
Once this circle is complete, characters within it cannot knowingly lie. They may choose not to answer a question, but if they do, their statements must be as factually correct as is within the character’s capability. All within this circle are also immune to mental effects, Blindness, and Stillness, calling “no effect” if hit with such. Like all circles, this spell can measure up to five yards in circumference per level of the caster’s Mastery.
A Circle of Absolute Clarity appears as an azure ring of bright desert sky, almost impossibly clear.
Betraying the Arrow
- Type
- Instant (caster)
- Requirements
- None
- Casting Verbal (defensive)
- “I call to the Djinn of the four winds to throw back that which seeks to harm me; by your names I shall betray the arrow.”
- Casting Verbal (offensive)
- “I call to the Djinn of the four winds to guide my aim and steady my hand; by your names let nothing betray the arrows’ flight.”
Once the defensive version of this spell is cast, the caster gains Threshold 1 versus missile weapons, thrown weapons, and other physical ranged attacks. The offensive version of this spell, in contrast, simply adds 1 to the damage of any Power Strikes the caster calls with missile or thrown weapons. Both versions last for 1 hour per mastery. Both versions of this spell are mutually exclusive and the caster may not use them at the same time.
Names Guard the Flesh
- Type
- Ward Requirements None
- Casting Verbal
- “I draw to me the wisdom of a thousand ages, so that no sorcery will pierce through these names that guard the flesh.”
With this spell up, a caster may “burn” a Naming of Things charge to resist the effects of any single packet-delivered magical effect. Such a resist is called as “Ward,” when activated. The caster can end this spell for a “free” instance of such a resist, or to immediately cast a Naming of Things spell (called as “Revocation: verbal”). Names Guard the Flesh lasts until it is deliberately ended or for an entire event, whichever comes first. A character may only have one ward up at a time.
The Wind Makes Mischief
- Type
- Readied (packet)
- Requirements
- The caster must hold at least one hand behind their back, or all remaining uses of the spell are lost.
- Casting Verbal
- “By the vexings of the djinn, the wind shall make mischief upon my foes, stealing away what they hold.”
- Activation Verbal
- “The wind makes mischief and steals what you hold!”
The caster manifests their Mastery in packets. Targets struck by these packets must immediately drop everything that they are holding or wielding. Note that worn objects like rings, bracelets, and gloves, are unaffected. Shields, unless they are bucklers which are securely strapped to the arm, count as held objects for purposes of this spell. If this spell is cast on those who are not holding anything, it has no effect. If, for some reason, a character cannot drop an item in a timely fashion, they instead take an immediate and irresistible limb wound to the arm that held it. Those affected by this spell may not pick up anything for 3 seconds.
Star-Given Destinies
- Type
- Instant (special)
- Requirements
- None
- Casting Verbal
- “To the heavens I raise my voice in entreat, so that I might know star-given destinies; may the Great Djinns impart to me a vision of (focus of the divination).”
After intoning this spell’s verbal, which ends with a description of the divination’s focus, the caster begins an elaborate divination using the method of their choice. This can include the study of the stars (of course), fortune-telling cards, casting colored stones, or just about any other method of telling the future. This spell requires the presence of a plot member or marshal, so players are encouraged to perform the divination for as long as is necessary for the appropriate person to be fetched. Once present, the player receives a vision of the future. The power of this vision is governed by the Mastery of the caster, and a higher Mastery will yield more information. The caster may specify a particular matter on which to divine, or they can inquire about the future in general. The caster can only use this spell once per event. Note that meddling in destiny can have odd and sometimes dangerous effects.
Words of Fell Betrayal
- Type
- Instant (packet)
- Requirements
- None
- Casting Verbal
- “By these words both fell and terrible, you shall betray your friends in (mastery)-fold ways!”
A target struck by this spell is stricken with Betrayal as a Mental effect, and they must immediately turn on those who they perceive to be their allies, attacking them with weapons and magic to the best of their abilities. This spell ends after 1 minute passes, when its victim becomes Critical or Unconscious, or when they have made a number of successful attacks on their allies equal to the original caster’s Mastery. A successful “attack,” for the purpose of this spell, is a weapon strike that causes damage and/or a special effect to a target, or a hostile instant/readied spell use that actually takes effect on them.
If the target has no ability to attack, they will attempt to seize a nearby weapon; failing that, they will “attack” their allies with a number of cruel statements, each of which must be as hurtful as possible. As with all mental effects, a Charismatic character can spend a feat to immediately talk their ally out of this condition.
Words of Vile Torment
- Type
- Instant (packet)
- Requirements
- None
- Casting Verbal (packet)
- “By these words of torment and disease, I bring (mastery)-fold ruin; may your last breath be vileness!”
This packet-based spell does the caster’s Mastery in magic damage to the location it hits. If the target suffers a wound from this spell, they are Diseased at a strength equal to the Mastery of the caster. If this spell does not cause a wound, no other effect takes place.
A Feat of Toughness may be used to resist the Disease, but not the damage.
While a target is Diseased, they become Prone and cannot stand without aid; they must lie down, sit, or kneel. The only way to move from their position under their own power is by crawling on their hands and knees, though they may attack and defend as normal. As a strict roleplaying requirement, Diseased characters must act as if they are terribly nauseous and/or wracked with choking coughs.
Echoes of Remembrance
- Type
- Instant (special)
- Requirements
- None
- Casting Verbal
- “May the past live anew and shadows walk again, as I call to what has gone before with the echoes of remembrance.”
The caster calls forth images of the past at a unique or powerful location, revealing the events of its history. This can reveal the use of ancient ruins, the identity of an infamous murderer, or the presence of hidden dangers, as examples. This spell cannot be cast everywhere, however, as the site must have a powerful history. The power of this vision is governed by the Mastery of the caster, and a higher Mastery will yield more information. A plot member or marshal must be present to cast this spell, and a character may only do so once per location, per event.
Healthful Inspiration
- Type
- Readied (touch)
- Requirements
- The caster may attack no one while this spell is being maintained, or all uses are lost.
- Casting Verbal
- “By the names of the four winds, I grant healthful inspiration to the weak and the sick. May the Djinn find favor with them.”
- Activation Verbal
- “I grant the inspiration of health and vigor.” (after 3 seconds of concentration)
When this spell is cast, the caster gains their Mastery in activated effects. By touching a target, concentrating for 3 seconds, and then intoning the activation verbal, the recipient immediately restores 2 Vitality. Additionally, any Disease from which they suffer is reduced in power by 2. Characters who have 0 maximum Vitality obviously gain no benefit from this spell’s first effect.
Ritual Descriptions
The Three and Thirty
- Duration
- 1 minute
The character must precisely recite the chant of the Thirty-Three Great Djinn. If the character reads the chant, they must read the full chant in its entirety. If they recite it purely from memory, they need only chant the names of the Djinns, not the full piece. If the character finishes before the minute is up, they may spend the rest of the time in brief meditation (note that the chant should be spoken deliberately, not rushed). Should the character improperly speak a name or pause for longer than a single breath, the ritual fails.
Number the Heavens
- Duration
- 10 minutes
Look to the night sky, describing clouds, the stars, or the moon in all their intricacies. There need not be an audience for this ritual, but the character must speak audibly.
Point of Argument
- Duration
- 3 seconds
The character describes to a sentient foe the foolishness of their position, philosophy, or moral justifications, after which they must strike the target with a melee or missile weapon. The ritual succeeds if the target is struck, even if it does not cause a wound; if it hits a shield or weapon, the ritual still takes effect. If the character misses or the target Dodges, however, the ritual fails.
Malihad’s Rope
- Duration
- 5 minutes
The character lectures on a scholarly topic involving a matter of dogma or intellectual controversy. If fewer than 2 listeners remain at the ritual’s end, it fails.
Celestial Geometries
- Duration
- 10 minutes
The character draws up an arcane pattern, mandala, a series of mathematical formulae, or a combination of any of the three, for the purpose of gaining a mystical understanding of the cosmos.
Shifting Sands
- Duration
- 5 minutes
The character slowly trickles a stream of fine sand into a bowl, box, or shallow basin to create abstract patterns. Afterwards, the character destroys this pattern.
Tamroen’s Game
- Duration
- 5 minutes
The character plays a game that does not involve chance, such as Chess, Go, or Mankala. The character can play multiple games if one of them ends before the ritual’s duration is up. If the character’s opponent leaves before the requisite time, however, the ritual fails.
The Mind Hungers and Speaks
- Duration
- 15 minutes
The character reads a difficult text, such as a technical scheme, advanced scholarly work, or dense poetry. Alternately (or in addition), the character writes down at least a page worth of scholarly musings in a book designated for such a thing.
The Inanimate Life
- Duration
- 5 minutes
The character studies the inner workings of a music box, mechanical device, moving puzzle, complex instrument, or magnetic oddity, while taking brief notes.
Soar Without Wings
- Duration
- 10 minutes
The character runs or jogs outside while unarmed and unarmored. Should the character go slower than a brisk jog, the ritual fails.
The Gift of Man
- Duration
- 5 minutes
The character circumscribes a building or large outcropping of stones, describing it in terms of solidity, quality, definition, and permanence. The character should touch the object in question periodically and describe the sensation.
The River of Verses
- Duration
- 5 minutes
The character writes a poem of no less than 12 lines and then gives it to a trusted friend. If the friend does not accept the poem, the ritual fails.
