Level 2 Spellcasting

Any of these spells may be cast with a level 2 or 3 spell card.

Chant of Arrow/Missile Sanctuary
Type: Physical
Vocals: By my power I claim sanctuary from projectiles and missiles! (repeat)
Actions: Tear a level two spell cad. Hold both hands above your head. Up to two others being protected should be holding onto your shoulders.
Range: Self and up to two other people who are holding on to you with at least one hand.
Effects: Provides the spellcaster and up to two other people with complete protection from any normal missiles or projectiles. You can more as normal while chanting. This spell lasts until the chant is interrupted or voluntarily stopped.
Reaction: As the spellcaster you can ignore any normal missiles or projectiles that hit you for as long as you keep your hands above your head and maintain the chant, or until you are hit by something other than a normal projectile or missile. Any magical or special effect that prevents you from concentrating will also terminate the spell. If you are one of the two people who were holding onto the spellcaster when the spell was cast you may ignore any normal missiles and projectiles that hit you until you break contact with the spellcaster or the spell is terminated. If either of the two people who are gaining protection from this spell lost contact with the spell caster then they lose the protection of this spell. The spell must be re-cast to protect them again.

Chant of Blade Sanctuary
Type: Physical
Vocals: By my power I claim sanctuary from blades! (repeat)
Actions: Tear a level two spell cad. Hold both hands above your head. Up to two others being protected should be holding onto your shoulders.
Range: Self and up to two other people who are holding on to you with at least one hand.
Effects: Provides the spellcaster and up to two other people with complete protection from any normal edged or cutting blades. You can more as normal while chanting. This spell lasts until the chant is interrupted or voluntarily stopped.
Reaction: As the spellcaster you can ignore any normal edged weapon (sword, axe, etc.)that hit you for as long as you keep your hands above your head and maintain the chant, or until you are hit by something other than a normal projectile or missile. Any magical or special effect that prevents you from concentrating will also terminate the spell. If you are one of the two people who were holding onto the spellcaster when the spell was cast you may ignore any normal missiles and projectiles that hit you until you break contact with the spellcaster or the spell is terminated. This spell does not protect against natural weapons that are part of a creatures such as claws. If either of the two people who are gaining protection from this spell lost contact with the spell caster then they lose the protection of this spell. The spell must be re-cast to protect them again.

Enthral
Type: Mind (charm)
Vocals: By the power of my voice enthral!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet
Effects: The target's attention is drawn to what the spellcaster says. The spellcaster keeps the attention of the target for as long as they continue to speak for a maximum of 5 minutes. The target will follow the spellcaster around, enthralled by the spellcaster's words. For this spell to be effective, the spellcaster must talk meaningful words. The spell will be broken if the spellcaster carries out any hostile action against the target (this includes leading the target into an ambush).
Reaction: You will become enthralled by the words that the spellcaster says and will follow him, her or it anywhere as long as they speak meaningful words. If you are stuck the spell will be broken. You are not aware of being under the effects of a spell.

Iron Will
Type: Special
Vocals: By my power I give you iron will!
Actions: Tear a level two spell card. Touch the recipient's head. Give the recipient one of your level 1 spell cards.
Range: Touch
Effects: They can perform one countermagic against a spell or incantation cast at him, her or it. To do this you must give the recipient a level 1 spell card. The countermagic cannot be used to protect items or other people. If the countermagic is not used by dawn (6am) of the day after it is given to the recipient, it is lost. A single recipient may have any number of iron will spells cast on them as long as they are all cast by the same spellcaster.
Reaction: When a spell or incantation of level 1 or 2 is cast at you, you can tear the card in half and say, "With my Iron will, I resist that spell (incantation)". You can then ignore the effects of that spell or incantation. In all ways treat as countermagic.

Mute
Type: Mind
Vocals: By my power I strike you mute!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet.
Effects: For thirty seconds the target is rendered incapable of speech or other vocal sounds.
Reaction: For a slow count of thirty you cannot speak or make any other kind of sound vocally. This prevents you from casting spells or incantations using healing or necromantic power and from using or invoking any scroll, glyph or other such item that must be spoken.

Purge all Poisons
Type: Physical
Vocals: By my power I purge all poisons from this body!
Actions: Tear a level two spell card. Touch the patient.
Range: Touch
Effects: Stops all alchemical poisons (ingested, vapour and contact) from causing any more harm to the patient. Any active effects of the poison are removed instantly but this spell does not cure or heal any of the damage already done by the poison.

Shatter
Type: Physical
Vocals: By my power I shatter that [named item]!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet
Effects: Causes the indicated item to break into many pieces. This spell will have no effect on enchanted or magical items, artefacts, living and unliving creatures, non-rigid items (such as cloaks) or any item larger than 60"x30". The only exceptions to this are creatures under the effect of a freeze spell. The spell mend is the only way to repair such items affected by a shatter. Weapons and shields can be shattered by this spell but armour (even single items like helmets) cannot be affected or damaged.

Sleep
Type: Mind
Vocals: By my power I command you to sleep!
Actions: Tear a level two spell card. Point at or touch the target.
Range: 30 feet.
Effects: Causes the indicated target to fall into a deep magical sleep. The target cannot be woken by any means for a slow count of ten. After this they will be left in normal sleep for a further ten minutes.
Reaction: You fall into a deep magical sleep. For a slow count of ten you are magically asleep and cannot be awakened. After this, you will sleep normally for ten minutes. During this time, you can be woken by five seconds of shaking.