Tower - Spells Guide
Transmute - 2 strain
Take one physical object in your possession from your time and focus on it, remake its essence into something more suitable for your needs. The base use of an object often remains similar or the same, but its capabilities, properties, or essence will change to better fit your desires.
Transmute costs 4 strain if used on an object not from your time.
Transmute cannot be used on objects of the Tower.
Know - 2 strain
Invoke the curator's inherent understanding to gain knowledge of a circumstance or question. It can also be used to gain an understanding of a language temporarily. Or the thoughts of one observed subject. Or the disposition of a group of people (without specific thoughts).
Know cannot be used in the Tower.
Harm - 2 strain
One touched subject is immediately affected by deep, lingering pain, both mental and physical.
Heal - 2 strain
Self or one touched subject is restored by 3 wound points, OR 2 minor injuries OR 1 critical injury.
Conceal - 2 strain
The invoker becomes temporarily undetectable by mundane or mechanical means. While concealed, they also cannot be tracked by mundane or mechanical means.
Commune - 2 strain
Touch one body to summon its dead spirit and speak with it for up to 1 minute. The Spirit always tells the truth (as well as it might know it).
Miracle - 4 strain
The invoker beseeches the Tower to intervene. Can be used to summon an Ally, OR perform miraculous events (as though the divine intervention spell)
Retreat - 4 strain
The invoker immediately opens a transitive gate point back to the Tower in their own time. Retreat has no cost if the invoker is in possession of a Seed.
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