Spell list

From Breaking Worlds

The most important Channeller skills grant the ability to cast spells and rituals. This page lists the magical abilities that you can learn for each element.


Wood

Wood magic grants powers associated with other living things, particularly healing and communication.
It is opposed to Earth and Metal.

Starting Wood spell

You learn this spell for free when you learn the elemental discipline of Wood (through First Elemental Discipline or Additional Elemental Discipline).

Energy of Wood
Self or Close range spell 1 Mana Wood
You call CURE 1 at self or close range.

First Circle Wood spells

You learn one of these spells each time you take the First Circle Spell skill.
You must know the elemental discipline of Wood to learn any of these spells.

Vigour of Wood
Self or Close range spell 1 Mana Wood
You call CURE 3 at self or close range.
Voice of Wood
Close range spell 2 Mana Wood
You speak to a single animal or plant, whether living or dead, for five minutes.
You must have a ref present (as a Guide or otherwise) to use this ability.
Rite of Sending
Minor ritual Wood
You send a target being on the same plane a message of up to a few sentences.

As this is a Minor Ritual, a character can lead this ritual with any given target up to twice per day.
You must have a ref present (as a Guide or otherwise) to use this ability.

Second Circle Wood spells

You learn one of these spells each time you take the Second Circle Spell skill.
You must know at least two First Circle Wood spells to learn any of these spells.

Restoration of Wood
Self or Close range spell 1 Mana Wood
You call RESTORE LIMB at self or close range.

You must know Vigour of Wood as well as another First Circle Wood spell to learn this spell.

Renewal of Wood
Self or Close range spell 2 Mana Wood
You call CURE ALL at self or close range.

You must know Vigour of Wood as well as another First Circle Wood spell to learn this spell.

Rite of Healing
Minor ritual Wood
All participants get CURE ALL, RESTORE ALL.

You must know Vigour of Wood as well as another First Circle Wood spell to learn this spell.
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.

Rite of Regeneration
Major ritual Wood
All participants get “MAJOR EFFECT: You may spend 60 seconds uninterrupted roleplay while not incapacitated to get either CURE ALL or RESTORE LIMB.”

As this is a Major Ritual targetting all participants, a character can lead or participate in this ritual up to once per day. The Effect lasts until the end of the event.

Ascendancy of Wood

You can improvise Minor Rituals of Wood when you take the Elemental Ascendancy skill for Wood.
You must know at least two Second Circle Wood spells to learn this skill.

Examples of what effects can be created with Ascendancy of Wood include the following:

  • Minor:
    • Spreading a rumour.
    • Making people feel lively or curious.
    • Aiding non-magical surgery.

Mastery of Wood

You can improvise Major and Epic Rituals of Wood when you take the Elemental Mastery skill for Wood.
You must have Ascendancy of Wood to learn this skill.

Examples of what effects can be created with Mastery of Wood include the following:

  • Major:
    • Curing a disease.
    • Enhancing the growth of a living thing.
    • Aiding propaganda or influence-building.
  • Epic:
    • Manipulating a rift (especially to stabilise it).
    • Affecting living things over a wide area.


Fire

Fire magic grants powers associated with passion, creation, and destruction.
It is opposed to Metal and Water.

Starting Fire spell

You learn this spell for free when you learn the elemental discipline of Fire (through First Elemental Discipline or Additional Elemental Discipline).

Spark of Fire
Ranged spell 1 Mana Fire
You call SINGLE at range.

First Circle Fire spells

You learn one of these spells each time you take the First Circle Spell skill.
You must know the elemental discipline of Fire to learn any of these spells.

Bolt of Fire
Ranged spell 1 Mana Fire
You call DOUBLE at range.
Mind of Fire
Self or Close range spell 2 Mana Fire
You give a person “MINOR EFFECT: For five minutes, you feel:” either Anger, Joy, Passion, or Pride.
Voice of Fire
Close range spell 2 Mana Fire
You speak to a single created object (which need not be magical) for five minutes.
You must have a ref present (as a Guide or otherwise) to use this ability.

Second Circle Fire spells

You learn one of these spells each time you take the Second Circle Spell skill.
You must know at least two First Circle Fire spells to learn any of these spells.

Jet of Fire
Ranged spell 1 Mana Fire
You call TRIPLE at range.

You must know Bolt of Fire as well as another First Circle Fire spell to learn this spell.

Blast of Fire
Mass spell 2 Mana Fire
You call MASS DOUBLE.

You must know Bolt of Fire as well as another First Circle Fire spell to learn this spell.

Rite of Empowerment
Minor ritual Fire
All participants get “MINOR EFFECT: You may call TRIPLE once for free with any weapon with which you are proficient.”

As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day. The Effect lasts until used or until the end of the event.

Rite of Inspiration
Minor, Major, or Epic ritual Fire
One person, who must be a participant, may study an EFFECT or magical phenomenon and immediately becomes subject to it. This ritual must be as powerful as the Effect, and is likely to have other consequences.

A character can be the target of this ritual up to twice per day if it is cast at Minor strength, or once per day if it is cast at Major or Epic strength.
You must have a ref present (as a Guide or otherwise) to use this ability.

Ascendancy of Fire

You can improvise Minor Rituals of Fire when you take the Elemental Ascendancy skill for Fire.
You must know at least two Second Circle Fire spells to learn this skill.

Examples of what effects can be created with Ascendancy of Fire include the following:

  • Minor:
    • Enhancing offensive combat abilities.
    • Defying effects of control.
    • Aiding artifice and mending.

Mastery of Fire

You can improvise Major and Epic Rituals of Fire when you take the Elemental Mastery skill for Fire.
You must have Ascendancy of Fire to learn this skill.

Examples of what effects can be created with Mastery of Fire include the following:

  • Major:
    • Destroying an item.
    • Causing damage over an area.
    • Aiding offensive tactics and raiding.
  • Epic:
    • Manipulating a rift (especially to destabilise it).
    • Affecting people’s emotions over a wide area.


Earth

Earth magic grants powers associated with resilience and the body, including defensive fighting and resistance to mental and physical effects.
It is opposed to Water and Wood.

Starting Earth spell

You learn this spell for free when you learn the elemental discipline of Earth (through First Elemental Discipline or Additional Elemental Discipline).

Energy of Earth
Self or Close range spell 1 Mana Earth
You call CURE 1 at self or close range.

First Circle Earth spells

You learn one of these spells each time you take the First Circle Spell skill.
You must know the elemental discipline of Earth to learn any of these spells.

Vigour of Earth
Self or Close range spell 1 Mana Earth
You call CURE 3 at self or close range.
Rite of Resistance
Minor ritual Earth
All participants get “MINOR EFFECT: You may call RESIST once in response to any REPEL, STRIKEDOWN, or MINOR EFFECT, and ignore the call.”

As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day. The EFFECT lasts until used or until the end of the event.

Rite of Transference
Minor ritual Earth
A MINOR EFFECT is transferred from a willing or unresisting person or object to a target participant.

As this is a Minor Ritual, a character can have an EFFECT transferred to them with this ritual up to twice per day.
You must have a ref present (as a Guide or otherwise) to use this ability.

Second Circle Earth spells

You learn one of these spells each time you take the Second Circle Spell skill.
You must know at least two First Circle Earth spells to learn any of these spells.

Tenacity of Earth
Self or Close range spell 1 Mana Earth
You call “Gain 1 Stamina” at self or close range.
Rite of Bolstering
Minor ritual Earth
All participants get CURE ALL and “MINOR EFFECT: You gain +3 Hits above your maximum”.

You must know Vigour of Earth as well as another First Circle Earth spell to learn this spell.
As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day. The EFFECT lasts until the temporary Hits are lost or until the end of the event.

Rite of Endurance
Major ritual Earth
One participant gets “MINOR EFFECT: For the duration of a single fight (which need not be the next fight you are in), you may take any number of calls of DOUBLE, TRIPLE, or CLEAVE as SINGLE, calling RESIST each time; when the fight ends, inform a ref, and you will take a Wound.”

You must know Rite of Resistance as well as another First Circle Earth spell to learn this spell.
As this is a Major Ritual, a character can be the target of this ritual up to once per day. The Effect lasts until the end of the fight in which it is used or until the end of the event.

Rite of Cleansing
Minor, Major, or Epic ritual Earth
An EFFECT is removed from a target willing or unresisting person or object. The ritual must be as powerful as the EFFECT, and is likely to have other consequences.

A character can be the target of this ritual up to twice per day if it is cast at Minor strength, or once per day if it is cast at Major or Epic strength.
You must have a ref present (as a Guide or otherwise) to use this ability.

Ascendancy of Earth

You can improvise Minor Rituals of Earth when you take the Elemental Ascendancy skill for Earth.
You must know at least two Second Circle Earth spells to learn this skill.

Examples of what effects can be created with Ascendancy of Earth include the following:

  • Minor:
    • Aiding a group working together.
    • Modifying a body.
    • Aiding non-magical surgery.

Mastery of Earth

You can improvise Major and Epic Rituals of Earth when you take the Elemental Mastery skill for Earth.
You must have Ascendancy of Earth to learn this skill.

Examples of what effects can be created with Mastery of Earth include the following:

  • Major:
    • Creating a barrier.
    • Blocking mental or physical control.
    • Strengthening a body (living or dead).
  • Epic:
    • Manipulating a rift (especially to stabilise it).
    • Strengthening a large force or group of people.


Metal

Metal magic grants powers associated with control, including manipulating the movements of others and influencing their minds.
It is opposed to Wood and Fire.

Starting Metal spell

You learn this spell for free when you learn the elemental discipline of Metal (through First Elemental Discipline or Additional Elemental Discipline).

Spark of Metal
Ranged spell 1 Mana Metal
You call SINGLE at range.

First Circle Metal spells

You learn one of these spells each time you take the First Circle Spell skill.
You must know the elemental discipline of Metal to learn any of these spells.

Push of Metal
Ranged spell 1 Mana Metal
You call REPEL at range.
Bolt of Metal
Ranged spell 1 Mana Metal
You call DOUBLE at range.
Mind of Metal
Self or Close range spell 2 Mana Metal
You give a person “MINOR EFFECT: For five minutes, you feel:” either Calm, Courage, Fear, or Sorrow.

Second Circle Metal spells

You learn one of these spells each time you take the Second Circle Spell skill.
You must know at least two First Circle Metal spells to learn any of these spells.

Force of Metal
Mass spell 2 Mana Metal
You call MASS REPEL.

You must know Push of Metal as well as another First Circle Metal spell to learn this spell.

Chains of Metal
Ranged spell 1 Mana Metal
You call DOUBLE STRIKEDOWN at range.

You must know Bolt of Metal as well as another First Circle Metal spell to learn this spell.

Compulsion of Metal
Close range spell 2 Mana Metal
You call “MAJOR COMPEL:” at Close range, with one of the following commands:
  • “Give me [an item]”
  • “Don’t attack or harm me”
  • “Go [somewhere within sight]”

This spell cannot be used if either you or the target are in combat.
The use of this spell may be considered a criminal act of slavery.
You must know Mind of Metal as well as another First Circle Metal spell to learn this spell.

Rite of Conviction
Minor ritual Metal
One participant gets “MINOR EFFECT: Once per fight, when Dying, you may spend a few moments’ roleplay of obvious, dramatic recovery to call CURE 3 on yourself (and stop Dying). After each use, inform a ref, and you will take a Wound.”

As this is a Minor Ritual, a character can be the target of this ritual up to twice per day. The Effect lasts until the end of the event.

Ascendancy of Metal

You can improvise Minor Rituals of Metal when you take the Elemental Ascendancy skill for Metal.
You must know at least two Second Circle Metal spells to learn this skill.

Examples of what effects can be created with Ascendancy of Metal include the following:

  • Minor:
    • Aiding an individual leader.
    • Delaying the effects of injury.
    • Enhancing battlefield control abilities.

Mastery of Metal

You can improvise Major and Epic Rituals of Metal when you take the Elemental Mastery skill for Metal.
You must have Ascendancy of Metal to learn this skill.

Examples of what effects can be created with Mastery of Metal include the following:

  • Major:
    • Restraining a living thing or magical effect.
    • Turning material resources into enhancements.
    • Aiding military tactics and discipline.
  • Epic:
    • Manipulating a rift (especially to close it).
    • Affecting people’s ideals over a wide area.


Water

Water magic grants powers associated with information, and can be used for divination or to evade and misdirect others.
It is opposed to Fire and Earth.

Starting Water spell

You learn this spell for free when you learn the elemental discipline of Water (through First Elemental Discipline or Additional Elemental Discipline).

Energy of Water
Self or Close range spell 1 Mana Water
You call CURE 1 at self or close range.

First Circle Water spells

You learn one of these spells each time you take the First Circle Spell skill.
You must know the elemental discipline of Water to learn any of these spells.

Snare of Water
Ranged spell 1 Mana Water
You call STRIKEDOWN twice at range in the space of five seconds. This is a single spell so there is no minimum time between the calls, and you can use the calls on the same or different targets.
Voice of Water
Close range spell 2 Mana Water
You speak to a single magic item or Effect for five minutes.
You must have a ref present (as a Guide or otherwise) to use this ability.
Rite of Scrying
Minor ritual Water
All participants receive a vision, secret, or piece of knowledge about the immediate area or the people within it.

As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day.
You must have a ref present (as a Guide or otherwise) to use this ability.

Second Circle Water spells

You learn one of these spells each time you take the Second Circle Spell skill.
You must know at least two First Circle Water spells to learn any of these spells.

Tranquillity of Water
Close range spell 2 Mana Water
You inform a person that you are at peace with them. You then get “MINOR EFFECT: For five minutes you may call RESIST to ignore any calls or Effects made by the person you have chosen; this Effect ends if you attack them in any way.” The EFFECT lasts five minutes or until you attack the person.
Rite of Evasion
Minor ritual Water
All participants get “MINOR EFFECT: You may dodge any one call (except EFFECT or COMPEL), melee blow, or projectile for free. When you do, call RESIST and touch the ground with one hand; any call you dodge does not affect you.”

As this is a Minor Ritual targetting all participants, a character can lead or participate in this ritual up to twice per day. You may use the free dodge even while wearing heavy armour. The Effect lasts until used or until the end of the event.

Rite of Concealment
Major ritual Water
One participant gets “MAJOR EFFECT: For one week, your appearance changes. You may conceal your identity, and may disguise yourself as human, fay (of any type), or revenant, but cannot disguise yourself as another specific person.”

As this is a Major Ritual, a character can be the target of this ritual up to once per day. The Effect lasts for one week or until the start of the next interactive.
You must have a ref present (as a Guide or otherwise) to use this ability.

Rite of Divination
Major ritual Water
All participants receive a vision of an action that will help them solve a particular problem specified in the casting.

As this is a Major Ritual targetting all participants, a character can lead or participate in this ritual up to once per day.
You must know Rite of Scrying as well as another First Circle Water spell to learn this spell.
You must have a ref present (as a Guide or otherwise) to use this ability.

Ascendancy of Water

You can improvise Minor Rituals of Water when you take the Elemental Ascendancy skill for Water.
You must know at least two Second Circle Water spells to learn this skill.

Examples of what effects can be created with Ascendancy of Water include the following:

  • Minor:
    • Aiding information gathering.
    • Calming people’s emotions.
    • Enhancing concealment and deception.

Mastery of Water

You can improvise Major and Epic Rituals of Water when you take the Elemental Mastery skill for Water.
You must have Ascendancy of Water to learn this skill.

Examples of what effects can be created with Mastery of Water include the following:

  • Major:
    • Enhancing evasion and agility.
    • Searching for an item, person, or secret.
    • Gaining understanding of something mysterious.
  • Epic:
    • Manipulating a rift (especially to study it).
    • Disguising or concealing something huge.