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Fae Shaman Spells

Rules system: homebrew Sancturi system (2017-2018 drafts). Legacy design material, not canon for play.

Lore page: Primal Spellcraft.

Spell lists for the Shaman, the Primal spellcaster of Fae Magic, one page per demesne, with the Primal Focus rules they were written under. The demesnes themselves are described on Fae Domains; the Fae cosmology of the same document (S279) is on the Magic and Cosmology pages. The Spellfury lists for Forge and Rock are on Spellfury.

Demesne Page Orders with spells
Sand Fae Shaman Sand Spells 1st-5th
Sun Fae Shaman Sun Spells 1st, 2nd, 4th
Wind Fae Shaman Wind Spells 1st-5th
Wither Fae Shaman Wither Spells 1st-4th

Gap

S279 says "The ability to harness Fae Magic is restricted to Fae creatures, Elementals and Gods (under Astral Law)", yet these lists are written as character options. Sand and Wither are also not among the Faerie realms S279 lists. The sources do not reconcile either point.

Primal Focus (CHA/WIS)

"Primal spellcasting is a raw and emotional connection of energies. It has nothing to do with intellect, calculation or formulas. In this sense it is the opposite of Arcane Spellcraft." Primal spellcasters are often magical beings who do not fully understand or control their powers. A Primal spellcaster needs a focus through which to channel the energy that produces a spell's effects: for magical creatures the focus is their own body; other Primal magic-users need a totem or other focus object. Primal spellcasters need not prepare or memorize spells, but the spells they can control tend to be very simple next to their Arcane counterparts.

S279 divides Primal casting into five spellcrafts, each with its governing attributes:

Spellcraft Attributes Casters Description
Contract Spellcraft CHA/INT Witch, Warlock Primal spellcasters not content with simple spells, who in their quest for power contract with spirits, demons or other creatures to harness their spellcraft. The contracts are two-way, normally at a steep price. Marked "TODO - moved to Elder (some of this function should be under Shaman or Dark Shaman)".
Orphic Spellcraft CHA/ACU Bard, Spellweaver Masters of emotion, enhancing it with sensory effects such as music. Their spells are usually simple but long-lasting, often building to a powerful crescendo.
Primal Spellcraft WIS/INT Shaman Casters who have turned Primal spellcraft into a science, cataloguing totems and powers and measuring results. Their mastery and discipline let them build and manage more complex spells than most other Primal casters.
Spellfury WIS/DEX Spellblade, Spellfist, Spellarrow Casters who focus their energies as an extension of themselves, their weapons and their emotions.
Shapechanger WIS/ACU Shapechanger Innate. These beings use primal magic to change form, often uncontrollably at first; with practice and discipline they learn to control the shifting and eventually change into different forms. Not to be confused with the Fae plague of Lycanthropy.

Spell card key

The demesne pages reproduce the spell cards of S288-S291 as tables.

  • The heading gives the spell's name, its demesne and its order ("Sun 2" is a 2nd-order Sun spell; "Wind 2, 1" and "Wind 4 : 1" carry a second number left unexplained).
  • Casting Time is a reaction, a minor or standard action, or longer.
  • Interruption gives the check modifier to interrupt the casting ("+4 check", "-2 check"), or "standard".
  • Area, Range and Duration; durations and areas often scale "per Demesne", the caster's demesne level.
  • Save/Resist names the saving attribute and difficulty (for example "Agility 14"), or "none/Radiant" for an energy type resisted.
  • Attack gives the attack kind and energy (Evocation, Invocation, Grapple) or "--".
  • Empower is the gain per extra empowerment; some cards have Control or Maintain (the action needed to direct or sustain the spell) instead.
  • [REA] is the caster's Reasoning.