Level 1 Incantation

Incantors and dark incantors cannot form in each other's wedges. Only incantors can form a dismiss wedge and only dark incantors can form a control wedge.

Befriend
Type: Mind (Charm)
Vocals: By the power of the Ancestors I befriend you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet
Effects: For five minutes, the target treats the caster as if they are the closest of friends. If the caster performs any hostile action against the target (including leading the target into an ambush) the incantation stops working.
Reaction: For five minutes, or until the caster performs a hostile action against you, whichever is the shortest period of time, you will treat the caster as your closest friend. You will do anything to help your best friend as long as you do not compromise your character's own personal ethics. Your opinions on anyone other than the incantor are unchanged and you will not approach known or obvious enemies who are standing with or near the incantor who has befriended you.
You are the incantor's friend, not that of anyone else with the incantor. You are not aware of being under the effects of a spell.

Confusion
Type: Mind
Vocals: By the power of the Ancestors, I confuse you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet
Effects: The target is confused for thirty seconds. Targets of this incantation can do nothing apart from stand still and look around, trying to focus their minds. They can, however, defend themselves if attacked but cannot attack back until they have been struck.
Reaction: You should stand still, confused and dazed for a slow count of thirty. You can defend yourself if attacked but cannot attack anyone until you have been struck.

Countermagic
Type: Special
Vocals: By the power of the Ancestors I resist that incantation(spell)!
Actions: Tear a level one or two spell card. If cast on someone else, point at or touch the recipient.
Range: 30 feet.
Effects: If cast on yourself this cancels the effects of a level 1 or 2 magic effect (spell or incantation) that has been or is being cast at you. If cast on someone else this cancels the effects of a level 1 magic effect cast on or being cast on the person or item. It will not counter a level 2 effect being cast on someone else. You must begin the vocals of this spell within two seconds or the caster finishing the vocals of the spell you wish to counter, otherwise you will take full effect from the spell being cast at you. You cannot use this spell to counter more than one person casting at you at the same time. This spell has no effect on channelling powers (healing or necromantic).
Reaction: You can ignore the effects of the spell or incantation being cast at you.

Cure
Type: Physical
Vocals: by the power of the Ancestors I cure this wound!
Actions: Tear a level one or two spell card. Touch the wounded body location.
Range: Touch
Effects: Cures one point of damage on the indicated body location. This cure is instant and happens as soon as the incantor finished the vocal. This cure will only work on a being with a living pattern, and cannot be used to cure a fatal wound.

Detect Unliving
Type: Special
Vocals: By the power of the Ancestors I detect unliving!
Actions: Tear a level one or two spell card. Hold up your hand
Range: 10 foot radius of self
Effects: Reveals to the caster whether any creatures within ten feet of them are unliving.
Reaction: Unliving within ten feet of the incantor must hold up a hand and say "yes", or otherwise attract the caster's attention. Any unliving detected by this incantation are aware that they have been detected. Only the caster is aware of the detection results; other players around them should role-play being unaware.

Dismiss Unliving 1
Type: Special
Vocals: By the power of the Ancestors I dismiss you! Rank 1(unless part of a wedge)
Actions: As an individual incantor or as the head of an incantor wedge, point at the target unliving, possess being or ancestral spirit. Tear a level one or two spell card, or tear all card contributed by incantors in the wedge. As part of an incantor wedge maintain contact with the incantor in front of you by holding onto their shoulders. All participants in a wedge must pass their card for the dismiss forward to the head of the wedge so that the total dismiss rank can be calculated.
Range: 30 feet
Effects: Dismisses a single unliving of unliving rank 1. Several incantors can each cast a dismiss unliving (first or second level) within an incantor wedge, focussing the power towards the one incantor at the front (head) of the wedge. This means that the head of the wedge would be casting a dismiss unliving equal to the sum of all the dismiss unliving incantations cast within the wedge. When casting this spell as part of a wedge the head of the wedge must substitute the rank number in the verbal with the total number of dismiss incantor cards used by the wedge. The head of the wedge can break away from the wedge to cast the dismiss unliving but cannot move more than ten feet forward from the rest of the wedge and must complete the casting within ten seconds of breaking away. If the head of the wedge is struck before the incantation is complete the spell will fail as the focus is disrupted.
A countermagic or iron will cannot stop a dismiss unliving. Also due to the dismiss focus of all the wedge members to the head of the wedge this person cannot be affected by any mind affecting spells or powers during the ten seconds in which they must complete the casting.
Reaction: If you are an unliving, possessed or ancestral spirit of a level equal to or below the level of the dismiss being cast, you should fall to the ground. You are dismissed.

Purge Poison
Type: Physical
Vocals: By the power of the Ancestors I purge the poison from this location!
Actions: Tear a level one or two spell card. Touch the patient
Range: Touch
Effects: Stops Alchemical contact poisons from doing any more harm to the patient. Any active effects of the poison are removed instantly but this does not cure or heal any of the damage already done by the poison.

Repel
Type: Physical
Vocals: By the power of the Ancestors I repel you!
Actions: Tear a level one or two spell card. Point at or touch the target.
Range: 30 feet
Effects: The target is forced directly away from the caster's position for ten seconds.
Reaction: You must move quickly away from the caster for a slow count of ten (either turn and move away or, if going backwards, be careful not to trip backwards). Holding on to an object or person will not prevent you from being repelled. Once the duration of the incantation is complete, you can move freely again. Beings with strength can resist a repel but must role-play the resistance and may not move closer to the caster.

Retribution
Type: Physical
Vocals: By the power of the Ancestors I demand retribution! (repeat)
Actions: Tear a level one or two spell card. Hold your hand above your head.
Range: Self
Effects: For as long as the chant is maintained, every time the user of this effect takes a wound (not armour damage) from a melee weapon, the wielder of the weapon receives a similar wound, no matter what their protections. The user of the effect is not protected in any way and must take a wound in order to use this effect. The wound suffered by the attacked is a through hit and will affect the same location that hit on the person using retribution. Only one hit is inflicted and no damage effects or damage types are reflected. For example, if a character using retribution is hit by a weapon inflicting crush, the character will take a crush hit but their attacker will take one hit of damage. When the caster is wounded he may break off from the chant long enough to shout 'retribution' at his attacker. The only creatures that will not be affected by retribution are those immune to everything but artefact damage. The effects of this spell cannot be resisted with countermagic.