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Cards listed as they have appeared so far.
WANDS SPELLS
Ace of Wands: Channels the elemental magic of fire for small to moderate magical acts.
Two of Wands: If the caster is lost, the Two of Wands creates a tongue of flame that sparks in the direction of where the caster wants to go. After offering the direction, the flame disappears.
Three of Wands: Safety in travel. Blessing of ships and temporary protection when traveling.
Four of Wands: Blessing unions between people—the card that is used for engagements and marriages.
Five of Wands: Sparks anger/agitation/confusion/mental discord in another person.
Seven of Wands: A “shield” of wands—summons seven spectral flames that surround the individual and guard them from seven attacks/blows that would otherwise hit them.
Eight of Wands: Enhanced movement and speed for eight minutes.
Nine of Wands: For nine minutes, the individual does not feel pain or fatigue. However, they are still exerting energy and are still capable of being harmed.
Ten of Wands: Creates a weight that crashes down upon an individual.
CUPS SPELLS
Ace of Cups: Channels the elemental magic of water for small to moderate magical acts.
Four of Cups: Casts sleep/sluggishness upon a person.
Five of Cups: Fills a person’s mind with their greatest doubts.
Eight of Cups: Removal of a skill for eight minutes. For example, taking away the knowledge of how to effectively fight with a sword.
Nine of Cups: Fulfillment of a minor wish, such as not getting a stain on a dress at an event.
Queen of Cups: Can heal/cure any physical wound/ailment—except fatal ones.
COINS SPELLS
Ace of Coins: Channels the elemental magic of earth for small to moderate magical acts.
Two of Coins: The ability to cast and maintain two spells simultaneously.
Three of Coins: Construction of small and simple structures or modification of items. All requisite material must be present.
Four of Coins: Momentary and minor control of the weather.
Five of Coins: Removal of something tangible.
Page of Coins: Grants an individual of the caster’s choosing expertise in a skill for a day.
SWORDS SPELLS
Ace of Swords: Channels the elemental magic of air for small to moderate magical acts.
Two of Swords: Creates confusion.
Four of Swords: Minor mending of physical objects and small healing (scratches, bruises, etc.).
Five of Swords: Summons a magic weapon that will not disappear and must be wielded until it has drawn blood, or if another card is cast that would destroy the blade.
Six of Swords: Helps an individual emotionally overcome a challenge or mental block.
Eight of Swords: Calls upon eight spectral swords that will trap a person in place.
Nine of Swords: Once contact is made with the target, nine spears of light will pin the individual in place, allowing the casting Arcanist to ask them nine questions of their choosing. Any lies the target tries to speak will elicit pain, becoming more painful over time.
Ten of Swords: Destruction of another card (but not a Major).
Knight of Swords: Inflicts pain on another by way of magic blades.
MAJOR SPELLS
The Magician (I): Calls upon and combines all the elements to manifest an object into existence from nothing.
The High Priestess (II): Peers into someone’s mind and learns their innermost thoughts, secrets, and truths.
The Hierophant (V): Can “bless” a regular Arcanist with the ability to use a Major Arcana card once. The blessing lasts an indefinite length of time but disappears after the regular Arcanist uses a Major. Can be recast after the blessing is gone.
The Lovers (VI): Can make two people fall in love if their true names are known.
The Chariot (VII): Teleportation between two locations that are known to the caster.
Wheel of Fortune (X): A manipulation of luck. A turn of fate. The caster can ask for something to happen, but ultimately fate decides what’s given and how.
The Hanged Man (XII): Traps a target in a mental prison of the Hanged Man’s design. The target can experience pain but cannot die.
Death (XIII): Kills anyone, anywhere, if the caster knows their target’s true name and face.
The Sun (XIX): Removal of pain from an individual—physical or mental.
Judgment (XX): Can revive someone from the dead within five minutes of dying.
The World (XXI): The ultimate wish. Can utter a single request that can change anything, or everything, about the world to fit the caster’s desires.
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