Magick

Most people possess a small bit of common magick, though the abilities vary from person to person. High magick is only given to whichever family wins the Tournament, and is kept by that family until the following one, when a new winner might be named.

### General

Magick is considered a valuable commodity throughout the world. It is first considered raw magick, and once it has been crafted into a spell or curse, it becomes common or high. Many centuries earlier, both high and common magick were procured the same way, but all throughout history, empires had fought for control of high magick, using it up until it was nearly completely eradicated, around the same time the telescope was invented.

The last high magick to exist belongs to the seven families who originally fought over it, eight centuries before *All of Us Villains* takes place. The tournament was their compromise.

### Raw Magick

Raw magick shimmers white, and is a tricky thing to find. It can appear at random, sometimes, in books or shattered mirrors. It is often mass-produced and bottled for sale, but this happens less in Ilvernath, where old ways persevere over the modern. The Macaslan family gets their raw magick from graveyards, collecting them from those who have been laid to rest.

### Known Curses

* Ancient Arrows: Creates arrows that hurtle towards the victim.
* Asp's Fang: A magic-snake bite that makes the recipient unwell for days.
* Basilisk's Gaze:
* Bog's Innards: A curse meant to corrode defensive enchantments.
* Conjurer's Nightmare: The curse allows the caster to engineer a vision so vivid it fools all the senses. Unfortunately, it is cast over a location, not a person, so the caster can become affected by it as well. Alistair Lowe says that 'Whether it was truly a spell or curse was a matter of opinion', but he does later refer to it as a curse, showing which side of the argument he is on.
* Deathly Slumber: A curse that sends the victim into a coma lasting at least a few hours.
* Devil's Maw: A curse that glues the victim's tongue to the bottom of their mouth.
* Dragon's Breath: A curse that sends fire at opponents, as menacing and scorching as true dragon breath. It does not extinguish when a dowsing spell is cast, and the fire parts for the caster.
* Forest's Hunger:
* Guillotine's Gift: a magic blade that decapitates the target.
* Inferno's Wake: A curse that burns anything within a nine-meter radius, reducing it to ash.
* Knock It Out: A self-defense curse.
* Lamb's Sacrifice: The Lowe Family curse. It ignores defensive enchantments and drains the life magick of anyone in a fifteen-meter radius.
* Mirror Shards: A curse that creates fragments of glass and sends them at a target.
* Overcharge: A curse that gives its targets an electric shock, leaving them incapacitated and a little singed.
* Perilous Pitfall: A curse that destroys the ground underneath the victim.
* Scythe's Fall: a magic scythe blade that slices through most defensive enchantments and/or wards, and can also inflict serious damage
* Rotten Egg:
* Reaper's Embrace: A death curse that kills its victim slowly. It is a contingency curse, and kills the victim a little more for each sin committed. It is ranked at a class ten—the highest of all spells and curses.
* Revenge of the Forsaken: A curse that splits the victim's body inside out.
* Roach's Armor: A spell passed down in the Macaslan family that protects the castor from death for a brief period of time. Revealed to be a curse by Reid MacTavish.
* Trapdoor:
* Treacherous Tripwire: A curse that sets deadly traps for enemies that can only be found through very careful observation.
* Truth or Treachery: A truth curse that requires to make the victim tell the truth or die while under the influence of the curse.
* Vintner's Plague: The equivalent to a magick hangover, it will make the victim ill.
* Winter's Scorch:

### Known Spells

* Behind Enemy Lines: A spell that prevents others from detecting the caster by anything other than their sense of sight.
* Blade of Truth: Allows the bearer to see through illusions.
* Cat Nap: A spell used to put someone to sleep.
* Dividing Haze: A spell that reduces the effects of curses by half.
* Divining Kiss: A spell that allows the caster to look into the mind of their subject and hear their foremost thoughts.
* Espresso Shot:
* Exoskeleton: A stronger version of Shark's Skin.
* Fear of the Dark: Turns the caster's shadow into a weapon.
* Flicker and Flare: A spell that creates a small fire.
* Freeze Frame: A trendier version of Hold in Place.
* Focus Helper:
* Golden Guard: A spell that creates a shield for the user to wield.
* Hangover Cure:
* Healer's Touch: A healing spell.
* Helping Hand: A spell used for basic household tasks.
* Here to There: A spell that takes the caster from one place to another.
* Hold in Place: A spell to prevent objects and people from moving.
* Keep Out: A lock charm, used to protect objects from prying eyes.
* Know Your Enemy: A spell that allows people to understand their opponent's point of view.
* Listen In: A spell to hear things out of normal hearing range.
* Longer Locks: A spell used to grow hair.
* Loudspeaker: A spell used to make the caster's voice louder.
* Matchstick: A spell to create a small flame. A cheap knockoff of Flicker and Flare.
* Mess Be Gone!: A spell used to clean surfaces.
* Mirror Image: A defensive spell, used to both shield the user and reflect attacks at the attacker.
* Pick up the Pace: A spell that makes the bearer twice as fast.
* Pinky Promise: A 'cheap, off-brand' version of Sworn to Secrecy.
* Shark's Skin: A spell used to create a shield, protecting against most curses.
* Shatter and Break: A spell used to break objects.
* Shrouded From Sight: A basic camouflage spell, used to blend into the user's surroundings. At high levels, it can pass through some warding spells.
* Silvertongue: A truth spell.
* Sworn to Secrecy: The recipient of this spell is sworn to secrecy, and unable to talk about or even reference the secret after it is cast.
* Testing the Waters: A spell used to asses the power of an opponent's magickal arsenal.
* Trancewalker:
* Trick of the Light: A low-class illusion spell.
* Waterproof:
* Warrior's Helm: A spell that can block any curse through class nine.
* Zit Zapper: