GUIDE TO CASTING WIZARD SPELLS
Level 1
PRINCIPLES OF WIZARD MAGIC
​
All spells are created and spoken in the language of angels since wizards use a branch of magic that is much less powerful, but related to angel magic. The angel language is known as Ishmerish. You will need an Ishmerish dictionary to make your own spells.
​
Wizards do not have to speak out loud to perform spells. They can say whole spell in their mind, but it feels better to say it rather than keep it inside. It takes more power to cast a spell without speaking.
​
Every spell works from broad to specific
​
Wizard spells contain 5 elements:
1. Standard Incantation
2. Fuersa
3. Secondary Incantation
4. Pointer
5. Visualization
​
RULES OF STANDARD INCANTATIONS
Every wizard spell starts with the wizard calling upon the element that is needed in the spell. This is called the standard incantation. One of four words, which are spoken in Ishmerish, are used for standard incantations:
Souwinifor = Earth
Norvivia = Wind
Easen = Fire
Wesorathor = Water
RULES OF FUERSA
​
Fuersa means force in the ancient tongue
It is a description of the action that is desired.
It always comes second in the spell, right after the standard incantation.
It is always a verb
It is always one word
RULES OF SECONDARY INCANTATION
name the object or objects of action
unless the object is a proper noun, the word is always spoken in Ishmerish
POINTERS
This is one or more describing words that direct the spell to a specific location on an object or determine the strength of spell. Think of pointers as descriptive words that focus and define the spell.
Words come from Ishmerish.
Complex Spells contain many pointers.
The order of pointers is very important:
Strength pointers always go last
order goes from broad to specific
VISUALIZATION
You imagine what you want to make happen.
WIZARD SPELLS
Spell to dry off a friend named Fritz who fell in the water
Wesorathor darydonsa Fritz falong + visualize droplets of water evaporating from Fritz’s fur
Standard Incantation: Wesorathor (means "water")
Fuersa: darydonsa (means "dry")
Secondary Incantation: Fritz (name of friend)
Pointer: falong (means "fur")
Visualization: imagine water evaporating from Fritz’s fur
​
Spell to make the swords blades of everyone in your group glow dimly
Easen sanusa morvinu miven weshavin + visualize dipping each sword in a fire so that it catches flame like a candle
Standard Incantation: Easen (means "fire")
Fuersa: sanusa (means "light")
Secondary Incantation: Morvinu (means "sword")
Pointers: miven (means "yellow") and
weshavin = (means "not bright")
Visualization: imagine dipping each sword in a fire so that it catches flame like a candle
​
Releasing Spell used to stop the effects of any wizard spell that you have cast. Time will eventually release any spell, but this is a way to stop a spell instantly.
Norviva sharinsa alas mana mamira + must visualize what the situation looked like before he cast the spell.
Standard Incantation: Norvivia (means "air"). Norvivia was chosen for this example, but you will choose the correct element for your spell
Fuersa: Shafarinsa (means "make")
Secondary Incantation: Alas (means object of spell, which literally means "canvas")
Pointers: Mana (means "like or same") and Namira (means "before")